Anyone Interested in Rogue Trader?

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Cynical Cat
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#51

Post by Cynical Cat »

After double checking, there are slight differences between RT and DH starting worlds packages. Those that don't have RT talk to me or Hotfoot (who also has the book). Corporal, you didn't translate your Fate Point roll. A 5 on Voidborn gets you 3 Fate Points.
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#52

Post by Cpl Kendall »

Righto, thank you.
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#53

Post by fgalkin »

I'm considering playing a Navigator.

Have a very nice day.
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Karrick
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#54

Post by Karrick »

I'd like to jump in as a Seneschal, if there are no objections.
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#55

Post by Cynical Cat »

Karrick wrote:I'd like to jump in as a Seneschal, if there are no objections.
None.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#56

Post by Cynical Cat »

Addendum: Anyone using the point buy gets 105 points, not 100.
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Karrick
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#57

Post by Karrick »

Alright, I’m rolling up my seneschal using the board dice roller. I’m going the following career path: Hive World -> Savant -> Chosen By Destiny -> High Vendetta -> Pride -> Seneschal

Hive: -5 T, +5 Fel; Speak Language (Hive Dialect) (Int) as untrained basic; Accustomed to Crowds; Tech Use (Int) as untrained basic; Hivebound (-10 to survival outside); Wary (+1 Initiative).
Wounds roll:
fate roll:

Savant: Logic (Int) as trained; -3 T, +3 Int

Chosen By Destiny, Seeker of Truth: Foresight, Enemy (Academic), -3Wp

High Vendetta: Paranoia, Inquiry (Int), Brook No Insult

Pride: +3 T

WS:
BS:
S:
T:
Agi:
Int:
Per:
Wp:
Fel:

Reroll:

Skills (career and origin mashed together): Barter (Fel), Commerce (Fel), Common Lore (Underworld) (Int), Deceive (Fel), Evaluate (Int), Forbidden Lore (Archaeotech) (Int), Inquiry +10 (Fel), Literacy (Int), Logic (Int) Speak Language (Low Gothic, Trader’s Cant) (Int)

Talents (all of ‘em): Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Paranoia, Foresight, Enemy (Academic)

Seneschal starting gear: Common-craftsmanship Inferno Pistol (10m, s/-/-, 3 ammo, 2d10+8 E, Pen 13, Rld Full), Best-craftsmanship Hellgun (110m, s/3/-, 30 ammo, 1d10+4 E, Pen 7, Rld 2 Full), xeno-mesh armor (A/B/L 3), autoquill, dataslate, micro-bead, multikey, two sets of robes, synskin, chrono, chameleoline cloak.

I’ll take a look at other equipment and sort out my remaining 500xp next post. I want to see what my dice rolls are :grin:
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#58

Post by Cynical Cat »

xenomesh is 4 points. Thats a misprint in RT.
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#59

Post by fgalkin »

Rolling just the stats for now, everything else to be added later"

WS
BS
S
T
Ag
Int
Per
WP
Fel

Have a very nice day.
-fgalkin
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#60

Post by Cynical Cat »

Karrick, you call a stat you're rerolling and then do the reroll. No floating rolls to be applied to whatever. Do the reroll again.
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#61

Post by fgalkin »

Rerolling Ag
Rolling fate points

Have a very nice day.
-fgalkin
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#62

Post by Karrick »

Ach, my bad. I'll be using it for intelligence.
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#63

Post by White Haven »

Did this up over the course of a few days stolen in between other activities. Poke me if anything needs editing, I'm hardly a RT vet.

Graylen Doyle, Void Master
WS, 2d10+25=42
BS, 2d10+25=38
Strength, 2d10+25=41
Toughness, 2d10+25=31 (ugh...)
Agility, 2d10+25=31, rerolled to 36
Intelligence, 2d10+25=45 (what am I, a tech-priest?)
Perception, 2d10+25=35
Willpower, 2d10+25=33
Fellowship 2d10+25=44

Homeworld: Forge (-5 WS, +5 INT, Common Lore (Tech, Machine Cult) Untrained Basic, Technical Knock talent, Fit For Purpose: +3 BS, Stranger to the Cult, 1d5+1+6=12 wounds, 1d10=6, 3 fate points)

Birthright: Stubjack (Quick Draw talent, Intimidate as Trained Basic, +5 BS, 1d5=2 Insanity, -5 Fellowship)

Lure of the Void: Criminal (-5 Fellowship, Sub-Skin Armour implant)

Trials and Travails: Press-Ganged (Security skill, Common Lore (War) +10%)

Motivation: Fortune (+1 Fate Point)

Special Ability: Master of Gunnery

Void Master skills: Common Lore (Imperial Navy, War), Forbidden Lore (Xenos), Navigation (Stellar), Piloting (Flyer, Spacecraft), Scholastic Lore (Astromancy), Speak Language (Low Gothic)

Void Master talents: Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Nerves of Steel

Starting Equipment: Common Power Sword (Mordian), Common Bolt Pistol, Guard Flak Armour, Micro-bead, Void Suit, Blessed Ship Token, Re-breather, Imperial Navy Uniform, Vox-caster, Pict-recorder, 2x Bottle of Amasec

Common Equipment Choices: Grenades (Smoke and Frag), Knife, Ship-Board Emergency Kit (portable version, mentioned in passing), dataslate, basic lockpipcks (not mentioned as option, but implied in Security description)

Very Rare equipment choice: Inferno pistol. For when you absolutely have to burn the fuck out of a heretic.

Experience Buy: 5 Ballistic Skill, 5 Agility, 5 Willpower (3x100), Secret Tongue (Rogue Trader) (100), Dodge (100)

Final Stats:
WS 37
BS 51
Strength 41
Toughness 31
Agility 41
Intelligence 50
Perception 35
Willpower 38
Fellowship 34
Fate Points 4
Wounds 12
ImageImageChronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.

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#64

Post by Cynical Cat »

Looks good White Haven.
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#65

Post by White Haven »

Back to back 31s, that was a hard one to figure out which one to reroll. >.<
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#66

Post by Hotfoot »

Using point buy, but rolling for the following:

Insanity:
Corruption:
Fate:
Wounds:
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#67

Post by Hotfoot »

Ravion Karakan
Noble Born (+1 Profit)
Vaunted Birthright
Chosen by Destiny to the Void (Seeker of Truth)
Dark Voyage (Fear)
Prestige
Rogue Trader

Characteristics

Weapon Skill 40 (25+10+5) 100 XP
Ballistic Skill 35 (25+10)
Strength 40 (25+15)
Toughness 40 (25+15)
Agility 30 (25+5)
Intelligence 40 (25+15)
Perception 30 (25+8-3)
Willpower 27 (20+10-3)
Fellowship 55 (30+17+3+5) 100 XP

Corruption Points 1
Insanity Points 5
Fate Points 3
Wounds 11


Talents
Decadence
Foresight
Enemies (Ecclesiarchy)
Resistance (Fear)
Talented Charm
Air of Authority
Pistol Training
Melee Weapon
Renowned Warrant (200 XP)
Etiquette
Peer (Nobility)
Peer (Military)

Skills
Command
Commerce
Charm +10
Common Lore (Imp)
Evaluate
Literacy
Astromancy
High Gothic
Low Gothic
Dodge (100 XP)

Starting Gear:
Common Plasma Pistol (1d10+6E Pen 6/+1d10 +2 Pen), Common Power Sword (1d10+9E Pen 5, +15 Parry), Micro-bead, Void Suit, Fine Clothing, Xeno-Pelt Cloak, Best Quality Stormtrooper Carapace (AP 7, 8kg)

Gear Choices:
Venom Ring, Autopistol, Smoke Grenades, Frag Grenades, Exterminators (all weapons), Explication Serum (Swift/-10/Pscyhotropic)
Last edited by Hotfoot on Thu Dec 24, 2009 12:41 pm, edited 1 time in total.
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#68

Post by Marcao »

I will be posting my character later today when I get home from work. :smile:
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#69

Post by fgalkin »

Rolling wounds (rerolling with GM's permission)



Have a very nice day.
-fgalkin
Last edited by fgalkin on Wed Dec 23, 2009 1:22 pm, edited 1 time in total.
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#70

Post by fgalkin »

Lady Berenice Marcella Vor'cle
Navigator

Imperial World (+3 WP)
Child of the Creed: (-3WS, +3 WP)
Zealot (Unnerving Clarity): (-5 Fel, +5 WP)
Press Ganged
Prestige


Characteristics

Weapon Skill 37
Ballistic Skill 36
Strength 42
Toughness 35
Agility 42
Intelligence 42*
Perception 44*
Willpower 53*
Fellowship 35

Fate Points 3
Wounds 8


Talents:
Talented (Navigator)
Pistol Training (Universal)
Melee Training (Primimitive)*
Unshakable Faith


Skills
Awareness (Per)*
Common Lore (Imperium) (Int)
Common Lore (Imperial Creed) (Int)
Common Lore (War) (Int)
Common Lore (Navis Nobilite) (Int)
Common Lore (Koronous Expanse) (Int)
Contortionist (Ag)
Forbidden Lore (Navigators) (Int)
Forbidden Lore (Warp) (Int)
Literacy (Int)
Navigation (Stellar) (Int)
Navigation + 10 (Warp) (Int)
Psyniscience (Per)
Scholastic Lore (Astromancy) (Int)
Speak Language (High Gothic) (Int)
Speak Language (Low Gothic) (Int)

Special Abilities: Warp Eye
The Boons of Lineage: Magisterial House (Warp Focus, Exalted Lineage, Pure Genes)
Navigator Mutations: Strangely Jointed Limbs

Navigator Powers:
The Lidless Stare
Held in My Gaze


Gear:
Best-craftsmanship hellpistol (35m S/2/- 1d10+4 E Pen 7 Clip 40 2Full Reliable)
Best-craftsmanship metal staff (1d10+1 I, Balanced, Primitive)
Best-craftsmanship sword (1d10+1 R, Balanced, Primitive)
Good craftsmanship Ceres-pattern bolt pistol (30 m S/2/- 1d10+5 X Pen 4 Clip 8 Full Tearing, Reliable)
Compact Armsman-10 pistol (17 m S/2/- 1d10+2 I Pen 0 Clip 6 Full)
Best-craftsmanship xeno-mesh armour (AP 4, Arms, Body, Legs, 1kg)
Emperor's tarot deck
Silk headscarf
charm
Microbead
Nobilite robes
Several sets of clothing
Chrono
Void suit
Ship-Board Emergency Kit
Dataslate
Backpack
Filtration plugs
Pict Recorder

Description:
Since her earliest days as a Navigator, the Lady Berenice has always welcomed the warm light of the Astronomician, and the comforting presence behind it. She repaid the Master of Mankind with unshakable faith in the Imperial Creed. When it was her time to venture out into the stars, she naturally petitioned to serve upon the vessel of the Imperial Navy, smiting the enemies of the Imperium in His name. Her family, however, decided differently and sold her to a powerful Rogue Trader, operating in the Kronous Expanse. After spending nearly a decade as a virtual prisoner on his ship, she escaped. On the run, knowing she could not return to her family, she joined the crew of Rogue Trader Ravion Karakan.

Appearance:
Berenice is tall and thin, although not unnaturally so. Her limbs are slender and long, and her joints can bend in any direction. She has learnt to limit herself to the range of human movements, but still, to an outside observer, there is something strange and unnerving about the way she moves, although the reason is not immideately apparent. With her warp eye covered up, she looks like a pale but attractive woman in her 30s. She generally likes to pass for a human and avoids the trappings of her position when possible. Her favorite piece of clothing is a Navy officer's coat with the rank insignia removed, which she wears on ship and whenever she does not need to make an impression.

Have a very nice day.
-fgalkin
Last edited by fgalkin on Thu Dec 24, 2009 1:41 am, edited 3 times in total.
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#71

Post by Karrick »

I think this settles all the game mechanics bits. If I've missed anything, beat me over the head with it. His name is Valther Undyne, and further information will follow in that regard.

Advances: Int (basic), Fel (basic), Disguise, Dodge, Security.

Stat line taking into account my reroll and modifiers from the career path and xp buys:
WS: 34
BS: 37
S: 41
T: 25
Agi: 37
Int: 42
Per: 40
Wp: 27
Fel: 43

Wounds: T bonus x2 + 4 = 8
Fate Points: 2

Very rare choice: I'm torn between a preysense sight (on hellgun) and a serpentine power blade from the Inquisitor's Handbook. This is unless the GM is okay with power armor. I'm not particularly attached to the idea, but if the boss man is okay with it I'll run with that.

Common choices: 2x frag grenades, 2x smoke grenades, knife, filtration plugs

Also noting that my armor is A/B/L 4, not 3 as I previously stated.

I managed not to accumulate any insanity or corruption, but it looks like I’d best not get shot. Are we going to come up with a ship/profit factor or are you going to set those for us, Cat?
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#72

Post by Cynical Cat »

If it's very rare or more common, you can have it. That includes Power Armour.
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#73

Post by Karrick »

Taking an entirely different tack, I think I'll go for a Memorance Implant. Seems like if might come in handy, and it grants the Total Recall talent too. The entry in the book makes no mention of quality, but I'll make it "good" to bump it's rarity from rare to very rare, if that's alright. If that has no effect, no problem. I'll also toss a shipboard survival kit amongst my common purchases, though I won't lug it around all the time.
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#74

Post by White Haven »

Speaking as the Void Master and resident spaceship design nut, I'd very much like to have a hand in the ship design if the players are going to do it. If not, then it'll be an adventure seeing what we end up on, heh.
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#75

Post by Cynical Cat »

White Haven wrote:Speaking as the Void Master and resident spaceship design nut, I'd very much like to have a hand in the ship design if the players are going to do it. If not, then it'll be an adventure seeing what we end up on, heh.
I'll give you the ship you start with. What happens after that is up to you.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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