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  • Locked thread
susan
Jan 14, 2013
You sit in a boardroom aboard Port Wander, eagerly awaiting official confirmation of the news.  Great Uncle Ernesto, dead.  A Rogue Trader in every sense of the word.  Dashing criminal always one step ahead of the law.  Fearless adventurer plunging prow first into the evil ether.  Cunning warrior of innumerable battles.  Brought down finally by a half-blind bartender in a backwater mining colony who couldn't tell bourbon from antifreeze.  You know that Uncle Ernie would have wanted to go this way.

What you don't know is the answer to who will become the holder of Ernesto's Warrant of Trade and the proud captain of his frigate, the Venture Capitalist.  But, as the favorite relative of the now dead Trader, a man with no direct descendants, well...  it's fair to say that your Cousins have been  acting much warmer to you since the news of the passing.

The door into the room slides open, but where you were expecting to see the somber grey face of your Uncle's long suffering Seneschal, you instead are greeted with the slightly smiling face of Linetta Res, renowned Inquisitor and unofficial leader of the so-called 'Koronos Cabal', a group of Inquisitors and Acolytes headquartered out of Port Wander and devoted to ensuring the safety and spiritual purity of all Humans who venture into the dark unknown of the Expanse.

Stunned into silence, the room watches Linetta walk calmly towards the head of the table, removes a long roll of parchment from inside her jacket, and dramatically unrolls it before you.  It is your Uncle's Warrant of Trade, and at the bottom, signed and notarized by all proper authorities, you see your name as the new legal holder of this precious document.

"Congratulations are in order," speaks Linetta, still standing at the head of the room.  "It is not every day that you inherit a dynasty, especially one as...  exciting as this.  Well," she says, cocking her head to one side, "perhaps I am getting ahead of myself.  You have not inherited this Warrant quite yet after all."

Pulling out a glowing reading tablet, Linetta thumbs through the pages very quickly, tisking and shaking her head.  "Yes, this might be a problem.  Your Uncle, you see.  Noble and successful though he was, his actions were not, as it were, always strictly within the legal limits of the Imperium.  Why, with these insinuations of blasphemous behavior and consorting with foul Xenos and eluding legal statutes, why, I would be perfectly within my right to deny this Warrant and sieze your family's assets wholesale for the Inquisitors Council." Her eyes lock on yours.  "Which I won't.  If you agree to help me in a small matter."

Finally sitting, Linetta slides her glowing reader towards you, showing four portraits of women in elaborate gowns and one of a man in a Naval Captain's dress uniform.  "What do you know of the Cortelax Contessas?"

------------------------------------------------------------------------------------------------------------------------------------------------------

GAME NOTES:
-Warhammer 40k: Rogue Trader system, with a couple rule changes noted below.
-5-7ish Players, please just submit one character for consideration.
-Starting experience level, standard starting equipment and acquisition(s).
-Use point buy or rolling for the main stats, then roll for all subsequent stats as necessary.
-A single paragraph of background is plenty. Intertwining backgrounds is cool and completely non-essential.
-I'm fine with multiple Rogue Trader characters if you'd like, though there'll only be one Captain unless players come together with an elaborate byzantine power sharing agreement.
-I'm not saying 'No' to Xenos character submissions, but y'all are Inquisitorial agents for the first mission, so...
-We'll be using the MathHammer Thread Macrocannon rule modification, where all Macrocannons gain +12 to their damage rolls, but do NOT stack together when bypassing armor. This seems the simplest, cleanest fix out there to address the Macrocannon problem, though I am open to suggestions from players.
-For major party decisions, I'd strongly prefer to have players talk/vote OOC rather than having the Rogue Trader player unilaterally decide everything. After a decision is made, RP away the unilateral Captain's prerogative, of course.
-To avoid the inevitable argument over ship optimization, Uncle Ernie's ship is listed below (remember, you're inheriting her, not designing her from scratch anyway). If there is group consensus about changing out parts of her, I will entertain the suggestions, or I may make you modify her once the game gets running. The name you can totally change, of course, if you want to curse your ship. With the current load out, your starting profit factor would be 36PF.
-I'll close registration when I've got a good group of players with submitted characters, and make a determination about who gets in after that.
-If you have any other questions, please ask. Thanks, hope people enjoy the game!

quote:

Tempest Frigate, "The Venture Capitalist"
Spd 9
Maneuverability +21
Detection +17
Hull 36/36
Shields 1/1
Crew 100/100
Morale 100/100
Arm 20
Turr 1
Space 42/42
Power 47/47
SP Total 54

Dorsal Weapon 1 - Ryza Plasma Battery
Dorsal Weapon 2 - Ryza Plasma Battery
Lathe Pattern 2a Drive
Strelov 1 Warp Engine
Mark 201b Auger Array
Voidsmen Quarters
Vitae Pattern Life Sustainers
Single Void Shield Array
Geller Field
Warpsbane Hull
Command Bridge
Cargo Hold and Lighter Bay
Armored Plating
Augmented Retrothrusters

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thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Interested in making up a Voidmaster, probably focusing on small craft. Rolled stats on Orokos:

Character Creation: 10#2d10+25 31 34 40 36 45 38 38 33 41 42

I'll drop the 31.

edit:


Wounds: 1d5 4+8=12
Fate: 1d10 7
Insanity: 1d10 1


Alia Winters was born to fly and fight in the void. The roar of engines and the screaming of cannon is in her blood, and has been for generations of her family, a prominent Navy line connected to a Rogue Trader Dynasty. Alia took an unorthodox interest in small craft operations when her branch of the family’s connections proved insufficient to secure a command track position. Her talent at flying and leading fighters stood her in good stead during operations against Ork raiders on the Spinward Front, allowing her to rise to prominence in the fast moving cut and thrust of combat that left heavier ships behind. Her rapid advancement was checked by Navy politics – fighter pilots are never popular with the big gun traditionalists, and her family’s ancestral rivals took advantage of this to have her career put in indefinite limbo, grounding her in Port Wander. Left with no prospect of resuming her service to the Emperor with the Navy and rapidly tiring of station life, she pursued any lead that would get her back into a spaceship. It was an impressive set of coincidences that found her cousin, the likely inheritor of a Warrant of Trade, in a position to offer her employment. Of course, where Rogue Traders and Inquisitors are concerned, there is no such thing as a coincidence…

quote:

WS 34 BS 47 S 33 T 40 Agi 45 Int 36 Per 33 WP 46 Fel 47

Home World
Battlefleet
  • +5 WP +3 Fel -5 Per
  • Common Lore (Navy), Speak Language (Battlefleet War Cant)
  • Officer On Deck: +5 Command on Spaceship
  • Void-Born Ancestry: Pilot (Spacecraft). Void Accustomed
  • Ship-bound fighter: -2BS and 2 X Range Penalties on planet
  • Wounds:1d5 (Rolled 4)+8 =12
  • Fate: 1d10 (Rolled 7) = 4

Birthright
In Service to the Throne: Born to lead (200xp)
  • Command
  • Literacy
  • Scholastic Lore (Tactica Imperialis)
  • +3 Fel, -3 T

Lure of the Void
Crusade: Call to War (150xp)
  • +5 BS
  • Peer (Military)
  • Hatred (Orks)
  • 1d10 (1) Insanity

Trails and Travails
  • Product of Upbringing – Rivals (100xp)
  • +3 Fel
  • Rival (Spring Family)
  • Peer (Winters Family)

Motivation
Pride
  • +3 Toughness

Basic Skills

Trained Skills: Common Lore (Imperial Navy +10, War) (Int), Forbidden Lore (Xenos) (Int), Navigation (Stellar) (Int), Pilot (Space Craft +10, Flyers) (Ag), Scholastic Lore (Astromancy, Tactica Imperialis) (Int), Speak Language (Low Gothic Battlefleet War Cant) (Int), Command, Literacy.


Talents: Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Nerves of Steel. Peer (Military, Winters Family), Hatred (Orks), Rival (Spring Family)

Traits: Officer on Deck, Void Accustomed, Ship Bound Fighter, Mastery of Small Craft

Gear: Common-Craftsmanship power-sword, Common-Craftsmanship bolt-pistol, Guard flak armour, Micro-bead, void suit, blessed ship token, re-breather, Imperial Navy uniform, 2 bottles of amasec, pict-recorder, vox-caster.

Acquisition: Good-Craftsmanship Mind Impulse Unit (Rare -10, Good -10, Neglible +30)

Expenditure: Origins 450/500, 50xp unspent

thatbastardken fucked around with this message at 09:10 on Sep 28, 2014

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
E: ..

Arch-Militant Solar "Hate" Icarus


Solar Icarus participating in the cleansing of Denota IV

Born in the depths of a hive city on Baraspine, Solar Icarus did not begin life thinking that cruising the deep voids was his fate. He was sold to a private enforcement agency as a child, and learned the way of the gun very quickly. After coming of age, he was a stubjack enforcing trade rights and mercantile charters in his hive city, considering duty a virtue and picking up knowledge of a wide variety of weapons. When a crusade was called against mutant cohorts and their pirate allies beyond Tranch, Icarus felt the stirrings of a new joy: Seeing the galaxy, even if it was to kill others.

After conducting succesful pacification ops on the outlying worlds, Icarus took part in a starship battle, ostensibly to break the bridge of a major pirate vessel. However, treacherous skill and subterfuge on the part of the pirates saw them unleash toxin loads on their bridge while the majority of their leaders escaped in smaller crafts. With his entire platoon dead or horribly mutilated in that battle, Solar swore undying enmity against the pirates and their dishonourable like - and people still call him "Hate" to this day, a recognition of his dedication against pirates in the galaxy.

Exceedingly scarred by his past in one of the crusades near Tranch, Solar pursues employment with free and rogue traders out of a sense of duty and lust for adventure - also, he hates pirates with the burning force of a thousand sons after an encounter with them left his mates dead and the pirates escaping - and the mere rumour that they might be involved, has led him to befriend the prospective trader, selling himself on extensive knowledge of the sector, military background and his practical knowledge of explorator technology and duties.

(More to come.)

quote:

WS: 40 BS: 38 S: 37 T: 35 Fel: 33 Agi: 39 Int: 31 Per: 35 WP: 37

Fate Points: 2

Total Wounds: 13

Origins: Hive World ~ Stubjack ~ Crusade: Chasing The Enemy ~ Exhilaration: New Horizons. Cost: 350xp, I reduce the groups profit factor by 1.

Basic Skills: Speak Language (L. Gothic, Hive Dialect), Tech-Use.

Trained Skills: Awareness, Common Lore: Koronus Expanse, War - Dodge, Intimidate, Scholastic Lore: Tactica Imperialis, - Secret Tongue (Military) - Trade: Explorator.

Talents: Basic/Melee/Pistol/Thrown Training (Universal), Hatred (Pirates), Light Sleeper, Hardy, Quick Draw.

Sound Constitution: 1

Traits: Accustomed to Crowds, Caves of Steel, Hivebound, Wary.

Equipment: Good Craft. Hellgun, micro-bead, enforcer light carapace, void suit, medikit, manacles, arms coffer.

XP Expenditures: Origins (350), Awareness (100)

XP Left: 50

Tias fucked around with this message at 21:34 on Sep 24, 2014

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.
Just as a note, I am a terrible writer.

Explorator Mercuros Estam


Mercuros Estam. Explorator. Soldier. Faithful.
Survivor. Cursed.
Born on the Forge World Hesh, raised in the dim light of His forges to fight in His name, and finally cast from His sight by the machinations of the thrice-cursed Warp. Now, he lives. Shunned. Reviled. Hated. A servant of the Omnissiah, one of His most loyal and capable soldiers, treated as one treats a rabid animal. Truly his fortune has turned.
His was a hard life; the forges are not kind. Rather than die a slave to them, as so many around him had, he gave himself to the tenets of the Mechanicus. Learned to fight. When next his world was tithed manpower, he was sent across the galaxy, to bring the light of the Imperium and the faith of the Omnissiah to worlds distant and alien. For ten years, he fought, crushing both heretic and xenos beneath his boot. For ten years, he brought the light of humanity to worlds long lost to darkness.
For ten years, he traveled the Warp. And for ten years, all was well. But on the eve of his eleventh year of service, as the Omnissiah Resplendent traveled the immaterium, it began to twist. Crack. Break. Before his very eyes, Mercuros' shipmates were slain, devoured by creatures too horrible to imagine. For weeks, the ship drifted aimlessly in the Warp, the corridors empty, generators barely functioning. When it emerged near Port Wander, there were no answers to the hails it received. Salvage crews were quick to capitalize on its helplessness. And there, in the depths of a dead ship, they found what many would have called a miracle, but they called an omen: A single Exemplar, wounded and half-mad, but alive.
He remembers. But he does not understand.
He remembers the light of that distant sun. He remembers the Warp taking hold of the ship. He remembers the pain as it was ripped apart around him, as vile things clawed their way through metal to feast on the flesh of the unfortunate souls trapped within.
But he does not understand why he was spared. He does not understand why he is here. He does not understand the importance of this meeting, or those around him.
The Omnissiah has given him a second chance. If only he could understand.


quote:

WS 30 BS 40 S 40 T 39 Ag 44 Int 51 Per 28 WP 32 Fel 35

Forge World == Scapegrace == Crusade (Call to War) == Ship-Lorn == Knowledge (Know Thy Foe) == Explorator

Forge World
-5 WS
+5 Int
Common Lore (Tech) as basic skill
Common Lore (Machine Cult) as basic skill
Credo Omnissiah: Technical Knock talent
Fit for Purpose: +3 Int
Stranger to the Cult: -10 on tests relating to Imperial Creed, -5 on interaction with Ecclesiarchy in formal settings (i.e. temples)
Wounds: 2xTB+1d5+1= 8 Wounds
Fate Points: 1d10(1-5 = 2, 6-9 = 3, 10 = 4) Rolled 4 = 2 FP -1 (Ship-Lorn) = 1 Fate Point

Scapegrace
Sleight of Hand as Trained basic skill
+3 Int
1d5 Insanity = 2 Insanity

Call to War (150xp)
+5 BS
Peer (Military)
Hatred (Chaos)
1d10 Insanity = 3 Insanity

Ship-Lorn
Against All Odds: Dark Soul talent
Ill-Starred: -1 Fate Point, -5 on Fellowship tests with voidfarers aware of reputation (excepting close friends)

Know Thy Foe (200xp)
Select one Forbidden Lore as a trained basic skill (Selecting Forbidden Lore(Warp))

Explorator

Starting Skills
Common Lore (Machine Cult, Tech)
Forbidden Lore (Archeotech, Adeptus Mechanicus)
Literacy
Logic
Speak Language (Explorator Binary, Low Gothic, Techna-lingua)
Tech-Use
Trade (Technomat)

Starting Trait
Mechanicus Implants

Starting Talents
Weapon Training (Universal)
Melee Weapon Training (Universal)
Logis Implant

Starting Gear
Boltgun
Good-Craftsmanship power axe
Enforcer light carapace
multikey
void suit
injector
sacred unguents
micro-bead
combi-tool
dataslate
The Explorator also begins play owning and controlling one servo-skull familiar

Initial Acquisition
Power Armour (Extremely Rare -30, Negligible quantity +30 = net +0)

Starting Cybernetics

As a priest of the Adeptus Mechanicus, Mercuros is entitled to up to two cybernetic enhancements (at common quality)

Mind Impulse Unit (+10 bonus to Tech-Use, Pilot, or Drive Tests used in conjunction with devices capable of MIU linking, gives the user the ability to experience the senses of any familiars he controls)
Bionic Heart (Sprint talent, +1 armour to body (stacks with worn armour)

XP Spent
Origins -350
Intelligence (Simple) -100

Will probably spend more later. Not very many choices, are there?

Ablative fucked around with this message at 04:29 on Sep 25, 2014

susan
Jan 14, 2013
Quick note: I believe starting characters should have 500xp to spend, not 4500xp. The 4500xp is an abstract figure that comes from the assumed additional training and experience that separate starting RT and DH characters.

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.

susan posted:

Quick note: I believe starting characters should have 500xp to spend, not 4500xp. The 4500xp is an abstract figure that comes from the assumed additional training and experience that separate starting RT and DH characters.

Fuuuuck, you're right as well.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
That's right, my bad :) Thanks, susan.

Waci
May 30, 2011

A boy and his dog.

Shandra Winters

Like many of the family's warrantless progeny, Shandra had been set up with a commission in the Imperial Navy. Unlike many of her relatives in similar positions, Shandra made good use of her position. Rather than wrangling her way through bribes and nepotism to a safe, comfortable, and thoroughly dull posting somewhere deep in imperial space, she got herself stationed on a Cobra-class destroyer headed for the Spinward Front. Just a couple of years later she had risen, through nepotism and fortunate casualties hard work and perseverance, to the rank of captain. Sure, she was the newly minted captain of a small escort ship, but a captain of an Imperial Navy ship nonetheless.

Though she was new, her career was for the next few years reasonably successful. Having always been a devout follower of the Imperial Creed in general and the teachings of Saint Drusus in particular, Shandra ran her ship with a more religious tone than most. The navy deemed the added expense caused by offering passage to any itinerant preachers and other members of the ecclesiarchy travelling on the ship's route in exchange for them conducting their services for the crew to be an acceptable one. At first, some of the crew took to the change with bored disinterest, but it bought her the favour of the ecclesiarchy. The first time the gellar fields failed during warp transit, even the least pious members of the crew saw the value in having the priests around. With the Emperor's protection the intrusion was repelled with minimal casualties, but Shandra would never forget some of the things she saw.

When Shandra heard the news that her uncle had died, she was sad that her favourite relative had died, and that such a great man had died such an ignoble death. The news that she might be the one to inherit the warrant she was more conflicted about. If she didn't life would probably go on mostly unchanged, but if she did it would mean leaving what looked like a very promising career in the navy to serve the interests of the dynasty. On the other hand, nobody said a rogue trader couldn't sue her wealth and the additional liberties granted by her warrant to pursue less commercial interest. She had heard of rogue traders who has used their warrants and vast fortunes to build their own fleets and armies and lead them to war in the name of the Emperor. A smile spread on Shandra's face as she imagined building such a force and starting her very own crusade to carry on the work of Saint Drusus.

pre:
Name: Shandra Winters
Home world: Battlefleet
Birthright: Child of the Creed
Lure of the Void: Duty to the Throne
Trials and Travails: Dark Voyage
Motivation: Prestige
Career: Rogue Trader 
Lineage: Heir Apparent

XP (unspent): 5000 (0)

WS:  40=25+18-3
BS:  35=25+10
S:   30=25+5
T:   30=25+5
Ag:  30=25+5
Int: 45=25+20
Per: 30=25+10-5
Wp:  40=25+7+5+3
Fel: 51=25+20+3+3

Wounds: 7
Fate: 4

Corruption:
Insanity: 4

Skills:
Command
Commerce
Charm
Common Lore (Imperium, Imperial Navy, Imperial Creed)
Evaluate
Literacy
Scholastic Lore (Astromancy, Tactica Imperialis)
Speak Language (High Gothic, Low Gothic, Battlefleet War Cant)
Navigation (Stellar)

Talents:
Air of Authority
Melee Weapon Training (Universal)
Pistol Training (Universal)
Unshakeable Faith
Armour of Contempt
Peer (Military, Ecclesiarchy)
Talented (Command)

Traits:
Exceptional Leader
Ship-bound Fighter
Officer on Deck
Void Accustomed
Duty to the Throne

Equipment:
Plasma pistol
Power sword
Micro-bead
Void-suit
Fine clothing
Xeno-pelt cloak
Best-craftsmanship light carapace
Good-craftsmanship Rosarius

Advances: 
Rank 1: Drusian Adherent
Heir Apparent background option -100
Scholastic Lore (Tactica Imperialis) -200
Common Lore (Imperial Creed) -100
Peer (Ecclesiarchy) -100
Rolls:
Wounds
Fate
Insanity

Waci fucked around with this message at 07:17 on Sep 22, 2014

susan
Jan 14, 2013

Waci posted:

Before I finish acquisitions and xp, a couple of questions.
1: Would you approve of me either taking Scholastic Lore (Tactica Imperialis) as an elite advance or replacing the starting Scholastic Lore (Astromancy) with it? I'd like to have it because I feel a basic understanding of military tactics and strategy would fit a military officer turned freelancer, but I'd rather not take an alternative rank just for one lore skill if I can avoid it.

2: Flame weapons have an absurdly huge chance of jamming (10% per target hit for basic and pistol weapons, 19% per target for heavy, for AoE weapons), and unlike with other weapons, the jam can't be rerolled away with a fate point. Do you want to house rule this, or keep it as the rules are written?

1 - Sure for the Elite Advance; I'm pretty easy about people buying extra Lore/Language skills if it makes sense.

2 - I don't think I'm gonna houserule this, as it is one of the key rules features of Flame Weapons to keep them balanced, and could easily be mitigated for players by getting a Flamer at Good or Best Craftsmanship to make jamming a non-issue.

Waci
May 30, 2011

A boy and his dog.

susan posted:

1 - Sure for the Elite Advance; I'm pretty easy about people buying extra Lore/Language skills if it makes sense.

Awesome. What amount of xp would you consider reasonable in this case?

susan
Jan 14, 2013

Waci posted:

Awesome. What amount of xp would you consider reasonable in this case?

Most RT Scholastic Lores seem to cost 200xp, so let's go with that.

Lateinshowing
Oct 10, 2012
Fun Shoe
Well this should be interesting. Was thinking about playing either a psyker or a priest but upon looking at what the psyker has to offer, a priest looks like it could be more fun.

Lysandros Mordechai

Lysandros would be considered a relatively simple case in the Imperium, raised on an imperial world, living his life to the creed, and eventually putting on the cloth of a priest of the Ecclesiarchy. A lucky lad, though he would later doubt his luck, Lysandros was one of the few priests who had an open enough mind and stout spirit to go into training to become a missionary to one of the mighty Rogue Traders, bringing the light of the Emperor to the dark corners of unexplored and unreclaimed space where a less flexible cardinal or other priest would condemn. It was on one training mission that the Lysandros stumbled across something that would change his life and put him at odds with the church that he so loved. Going into the underside of one of the hive cities he was told to tend to in his training, he saw the retched mutants of the underbelly, twisted in form, but many weren't so twisted in spirit. What the missionary-in-training realized was that some of the most faithful adherients to the Emperor's glory and light were those mishappen and twisted away from his perfect form, hoping for redemption for something they had no control over. His heart pulled at him as his mind spun out of control at the dizzying thoughts and possibilities, the young missionary found that for these cases, the church was not flexible enough when it came to these humans twisted by fate. They could still bask in the Emperor's light, and be of perfectly good use to the Imperium, their twisted forms put to work doing tasks that normal humans would struggle with, not enslaved, but utilized as the special humans they had be forced to become. Sadly though, his findings were rejected, his former friends looking at him with distaste, the missionary forever marked him as a deviant even though he only wished the church the best. A full fledged missionary by the time those in the Ecclesiarchy viewed him with suspicion, he left for Port Wander at the urging of some of his upper level friends, hoping to find a Rogue Trader to attach himself to and spread the light of the Emperor as his duties required..... hoping that his tenderness to mutants wasn't apparent, such deviance unbecoming of a missionary.

quote:

WS 33 BS 37 S 41 T 35 Ag 38 Int 38 Per 34 WP 49 Fel 42 Rolls: Here Post modified stats from Origins
World: Imperial World
+3 WP
–5 penalty on Forbidden Lore (Int) Tests
Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), and Common Lore (War) (Int) as untrained Basic Skills
Literacy (Int) and Speak Language (High Gothic) (Int) as untrained Basic Skills
Wounds: 1d5+6 Rolled 4, so have 10 wounds
Fate Points: 1d10 Rolled 2 which translates to 3 fate points

Birthright
Child of the Creed
Unshakeable Faith Talent
+3 Fel -3 WS

Lure of the Void
Tainted: Deviant Philosophy
+3 WP
Enemy(Ecclesiarchy) Talent


Trails and Travails
Dark Voyage
Forbidden Lore (Mutants) Gained
1d5 Insanity Points Rolled 5 starting insanity points

Motivation
Devotion: Duty (-100 xp)
Armour of Contempt Talent
+3 WP

Basic Skills: Normal list + Common Lore (War)(Int), Literacy (Int)
Trained Skills:Common Lore (Imperial Creed, Imperium)(Int), Forbidden Lore (Heresy, Mutants)(Int), Medicae(Int), Scholastic Lore (Imperial Creed)(Int), Speak Language (High Gothic, Low Gothic)(Int)

Talents: Armour of Contempt, Basic Weapon Training (Universal), Enemy(Ecclesiarchy) Talent, Melee Weapon Training (Universal), Pure Faith, Unshakeable Faith (+200 XP for refusing to buy Unshakable Faith, received earlier in origins)

Gear: Good-Craftsmanship chainsword, Good-Craftsmanship flamer, Best-Craftsmanship guard flak armour, Ecclesiarchal robes, aquila pendant, sepulchre, censer and incense, micro-bead
(Total Carried Weight: 32 Kg including 2 tanks of flamer fuel and 4 clips of Meltagun ammo)

Acquisition: Good-Craftsmanship Beamer Meltagun (-10 for good, -20 for very rare, +30 for personal 30-20-10=0)

XP Expenditures:
Origins (100)
Flame Weapon Proficiency (500)
Dodge (100)

XP Left: 0
XP Total Equivalent: 5000/5000

Lateinshowing fucked around with this message at 20:14 on Sep 23, 2014

Korhal
Aug 9, 2007
Chaos and evolution, baby.

Aldric Winters

Being born into a Rogue Trader family certainly had it's perks. Most notably of which was the extensive amount of training and education that it afforded. Years upon years of the best tutelage money can buy to prepare for the perils ahead. Dreams of the adventures to be had and the fortunes to be amassed drove young Aldric to strive to be the best he could be. The day finally arrived when the Trade Warrant would be passed on to the next generation, all the while Aldric brimming with hopes and desires of what the future could hold for him. And so fate took it's chance to be cruel and Aldric watched as the Trade Warrant was passed on to his cousin, Ernesto Winters. He was hurt at first, angry at this grave injustice. Yet this was the way of the world, the warrant was to be passed on to the best candidate, and apparently that wasn't Aldric. As was custom he was offered a place under Ernesto's command so that he may still serve the dynasty's interests, but such a position was too much of a hit to his pride to accept. Thus Aldric set off into the world to make his own destiny, the rejection may have hampered his spirits but nothing could stop his desire to explore and discover.

A few family favors later Aldric gained commission on board a exploratory vessel charting the fringes of space. These years found him developing a great interest in Archeotech and those that created it. Knowledge of such things was incredible, fascinating, and most of all, forbidden. It is a great rush to discover that which others believe to be lost or destroyed however, and the danger involved only made Aldric guard his secrets ever the more closely. Such a rush led his vessel towards the rumor of ancient technology in a dark sector of space, uncharted as of yet. Once they got close enough the crew almost exploded with joy upon seeing the derelict space station sitting in empty space. It looked untouched by both the perils of the warp and looters, surely ripe with treasure and technology of immense value. Yet, there are some things that are better left unfound. No ship records of the boarding or aftermath exist, long destroyed by the few crew who kept their wits about them long enough to purge it. The only thing they left the vessel with was a series of nightmares and the constant desire to look over one's shoulder. Half the crew went mad before they made it back to friendly space, either killing themselves or simply becoming comatose, unwilling to interact with others. The other half jumped ship at the first available opportunity. Aldric alone seemed to handle the encounter well, while not acquiring any physical items from the vessel he did discover a wealth of knowledge regarding Xenos and a particularly unbelievable connection to the Inquisition itself. Though the experience left him slightly... unhinged.

The event awarded the aging Aldric with a more healthy respect for the unknown and that which it could contain. He removed himself from the now crew-crippled exploratory vessel and begin focusing on contributing towards the Imperium itself. Armed with this new forbidden knowledge he decided it was of the utmost importance to guard it and use it to the Imperium's advantage if able. Utilizing more familial connections Aldric found himself serving aboard various Imperial vessels. He had never been an outstanding soldier, but found treachery and deception to be second nature as an Intelligence Officer. While his captains concerned themselves with the best way to kill the enemy he ensured that no coup d'etat's went unchecked, did his best to stamp out heresy before it could take root, and saw that those who needed to die did so well outside of the command staff's gaze; mostly so they could claim ignorance if needed. Aldric spent the bulk of his life hopping between vessels as needed, handling problems before people even know that problems existed. Doing his part to make sure the Imperial war machine continued trudging along with as little interference as possible.

As his resume grew so did his reputation, Captains began requesting his service for their vessel for fear of being dosed with poison or killed in their sleep by some unseen enemy. It seemed most calamity could be prevented as long as one possessed a strong enough web of information. Thus Aldric chose to continue living out his life in this manner, handling unknown threats, guarding secrets, and growing older by the day. Such a life seemed meager to a man of such immense heritage, but his experiences had shown Aldric that his life was a mere speck of insignificance when compared to the whole of the Imperium. Serving that which would live on far after one's death kept his mind limber and his wit sharp, even in his late years. He became content to die off an old man on an Imperial warship from natural causes, such a rare death in trying times as these. At least he was, until he heard news of his cousin Ernesto's death.

The passing of the Warrant of Trade would bring an untold number of vultures out of the shadows, those that sought to do the Dynasty harm and those in the family itself who thought themselves a more worthwhile heir. It seemed the most likely heir would be his great-niece, the most favored of Ernesto. A young girl, one not yet wary of every shadow and friendly smile. Making the situation even worse Aldric had received news that the Warrant itself was in the possession of an Inquisitor; the worst kind of snake. No doubt looking to milk a massive favor or fortune out of the heir before passing the Warrant to it's rightful owner. If his information was accurate then the girl was certainly the right choice for successor. She was devoted to the Imperium in a way few could claim in these dark times, there was no doubt she would use her near limitless resources as a Rogue Trader for the betterment of all mankind. That alone made her worth protecting, made her worth serving. He would swallow his pride gladly and serve out the last of his days taking orders from his Great-Niece who was decades his junior, just so long as she was worthy of such loyalty, and accepting of an old man's promise. So Aldric resigned his commission at once and spared no expense in securing the fastest travel to Port Wander. All he had to do now was arrive before the inheritance ceremony and do everything he could in order to unravel the den of vipers that no doubt waited there.
pre:
Home world: Child of Dynasty - +3 int, +5 fel, -3 toughness, 
-3 WP, Literacy, High Gothic
Birthright: Savant - Logic, +3 Fel, -3 Toughness
Lure of the Void: New Horizons (Archeotech) 250XP, +3 Int, 
Heirloom item, FL(Archeotech)
Trials and Travails: Lost Worlds (Beyond the Pale) 100XP, 
+2 Forbidden Lore skills, Insanity=3, Corruption=5
Motivation: Pride +3 Toughness
Career: Seneschal
Lineage: A Long and Glorious History (A Dark Secret) 
100 XP, Deceive, Scrutiny, Profit Factor -1

XP (unspent): 5000 (50)
 
WS:  25=25
BS:  41=25+16
S:   25=25
T:   30=25+8+3-3-3
Ag:  40=25+15
Int: 50=25+19+3+3
Per: 40=25+15
Wp:  30=25+10-5
Fel: 50=25+17+5+3

Wounds: 8
Fate:   4

Corruption: 5
Insanity:   7

Skills:
Barter
Commerce
Common Lore (Underworld)
Deceive +10
Evaluate
Forbidden Lore (Archeotech +10, Xenos, Inqusition)
Inquiry
Literacy +10
Logic
Speak (Low Gothic, High Gothic, Trader's Cant)
Scrutiny

Talents:
Basic Weapon Training (Universal)
Enemy (Unseen Foe)
Pistol Weapon Training (Universal)

Traits:
Dynastic Warrant
Honor Amongst Ones Peers
Unnatural Intelligence(x2)
Unseen Enemy

Seneschal: Seeker of Lore

Equipment:
Hellpistol BC
Hellgun BC
Xeno-Mesh Armor
Autoquill
Dataslate
Micro-bead
Multikey
Two sets of robes
Synskin
Chrono
Cameleoline Cloak
Reliquary of a Saint

Acquisition:
Cortex Implants GC

XP:
New Horizons (Archeotech) background-     250XP
Lost Worlds (Beyond the Pale) background- 100XP
LGH(Dark Secret) Lineage-                 100XP

450/500 XP, 50 Unspent
Rolls-
Fate, 1d10=8
Wounds, 1d5=2
Corruption, 1d5=5
Insanity from Lost Worlds, 1d5=3
Insanity from Cortex Implant, 1d10=4
Heirloom Roll, 1d100=88

Korhal fucked around with this message at 03:09 on Sep 27, 2014

Spincut
Jan 14, 2008

Oh! OSHA gonna make you serve time!
'Cause you an occupational hazard tonight.
How long are you going to have submissions up? I'm thinking of submitting either an Astropath or Navigator, but I'm still reading through the book.

susan
Jan 14, 2013

Spincut posted:

How long are you going to have submissions up? I'm thinking of submitting either an Astropath or Navigator, but I'm still reading through the book.

At least a couple more days, though we've already got a nice looking selection of players, so probably not longer than that.

Waci
May 30, 2011

A boy and his dog.
Posted fluff for my submission. Lets build and army and start a crusade. There's no profit like conquest.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!


Waci posted:

Shandra Winters

So, uh...cousins?

Waci
May 30, 2011

A boy and his dog.
Oh, drat. I didn't notice, I just rolled a random name form the table in the book since I'm bad at names. Cousins, sure. Totally what I intended.

Korhal
Aug 9, 2007
Chaos and evolution, baby.
Well now I'm going to be a cousin too. Winters all day every day.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Waci posted:

Posted fluff for my submission. Lets build and army and start a crusade. There's no profit like conquest.

Let's sign up a crooked missionary to declare all pirates heretics, and my character will be all over that poo poo :black101:

Waci
May 30, 2011

A boy and his dog.
Doesn't even need to be crooked, just really hardline.

Esser-Z
Jun 3, 2012

Hrm. I was hoping to play an ork or maybe a tau (with the goal of getting a battlesuit), but if the party starts as Inquisitional agents that could be... problematic. Hrm.

Plus you've already got a pretty good looking party, so I may have to wait for another game to go up. :/

EDIT My probably-dumb suggestion for playing a Tau: Some sort of liason officer from the au Empire to the Imperium. Bit of a trying to cooperate some thing. I like that sort of thing, but it requires warping the setting a bit, so I'd understand if others don't agree!

Esser-Z fucked around with this message at 13:55 on Sep 22, 2014

Lateinshowing
Oct 10, 2012
Fun Shoe
Wheeee crusading through the void! My missionary will be a rather typical one (or at least I hope to do the role well), so he's probably not going to be the most hardline about that.


But as for xenos that would work.... I mean, that's hard. Only one at all that sounds like it would work, being picked up prior to leaving to go into the expanse would be a kroot. Tau MIGHT work, but you gotta swing your background something fierce to make it work. Cheers to all of that writing... and even more writing as you get to write from an outsider's perspective.

Esser-Z
Jun 3, 2012

Oh, I'm perfectly happy doing lots of writing to make it work, but of course I'll want to talk to the GM before starting any of that. Susan, would you be able to hop onto #acolyte at some point so we can talk realtime?

ZorajitZorajit
Sep 15, 2013

No static at all...
Reserving a spot to submit a character late this evening. I'm thinking Navigator.

New schedule is going to make this unworkable, sorry for the clutter.

ZorajitZorajit fucked around with this message at 03:34 on Sep 23, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014




Aurelia Krassam, Exile of the Cult of Flayed Bones

When the Kabal of the Obsidian Gauntlet came recruiting in the lower Wych Arenas of Commorragh, seeking skillful warriors for raids in the Periphery of the Calixis Sector, Aurelia was one of the first amongst the Cult of Flayed Bones to accept the proposal. The cult was (in)famous for their specialty in using flexible weapons, but specially the beautiful Razorflail. While the fights against beasts and slaves in the arenas were always enjoyable for a long time, the wych decided that fighting something different would be more challenging for her. She and a few other sisters of the Cult soon were out of the Dark City and into the Webways with the Kabal, headed towards Imperial space.

The Archon of the Obsidian Gauntlet liked to execute bold strikes against fortified Imperial Guard forces, using an arcane piece of technology that gave the Kabal its name to bring down bastions with its blackened grip, exactly the way Aurelia liked. The look of surprise and desperation in the faces of the monkeighs never got old. While most members of the Kabal focused on grabbing slaves and tormenting pitiful enemy soldiers with their poisoned weapons, the wych thought herself above it. When opportunities appeared she hurled herself into it, she fought fanatical commissars and priests, survived the pure strength of Ogryns assaults, and dueled sergeants and officers of the many regiments in the Spinward Front, from graceful nobles with dueling swords of the Scintillan Fusilliers to muscled human brawlers armed with axes and machetes of the Catachan and Brontian Longknives who fought with savagery close to orks. All in all, Aurelia thought it was a good decision she made, as she felt constantly challenged at this diverse plethora of enemies.

Unfortunately good things only last so much in this galaxy of ours. Ironically it was from her own ranks of fellow Dark Eldars that her downfall happened. Even out in the wild battlefields, old grudges way back from Commorragh can surge from nowhere, since which better place to get rid of a rival than warzones where constant death happens? It was on one of the hiding caverns of the desert world of Kalf that Aurelia perchance happened to eavesdrop a very worrying conversation between some of her own sisters of the Cult of the Flayed Bones. It seemed like they were jealous of her melee prowess and the glory she would receive when returning to the Dark City, and were planning to backstab her when possible.

Armed with this knowledge and arrogant in her combat abilities, the wych preferred to wait for the ambush to happen instead of striking first. It was on a planned strike against a Tallarn Desert Raider position that the traitorous wyches attacked in the middle of the combat chaos. Surprising the ambushers themselves she felled two of them quickly, unfortunately one of the two remaining got a lucky hit on her chest with razorflail coated with poison that left her extremely disoriented. That would've been the end right there as the other traitorous wych was preparing to decapitate her, if it wasn't for a blind mortar round that exploded very near them, sending the dark eldar flying in the air.

Injured, poisoned, betrayed and slightly delirious, Aurelia fled into the ruins of an abandoned administratum building and waited a until the raid was over, which didn't last very long. The Kabal of the Obsidian Gauntlet had crippled an armored division and acquired a good amount of slaves, for them it was sufficient and they soon departed as quickly as they had arrived. Completely alone and without supplies, Aurelia weighted her options on what to do, brooding in a dark alcove as she watched the Tallarn soldiers reposition themselves, bury their dead and salvage the equipment that they could. It was then that a sleek black guncutter appeared from the skies, and landed nearby the raided town. At the top of the ship, in big gold was the infamous ][ of the Inquisition. The wych had no idea how exactly that human organization worked, but knew that they were very powerful and feared.

Perhaps it was still the effects of the poison, but Aurelia decided on a very bold, desperate and tremendously stupid plan, but one that if worked, could mean her survival. She followed the important figure that appeared out of the guncutter in the shadows and sneaked inside the quarters provided to him in a standing building nearby. When the monkeigh was all alone, she revealed her presence to him. The Interrogator remained very calm as the wych explained her situation and the tactical information she could provide to him, with the aid of a translator unit she had acquired way back in Commorragh, all the while the human had a very ornate silver ring pointed at her, undoubtedly a digi-weapon in case she tried anything funny.

A few weeks later, the Kabal of the Gauntlet Obsidian was forced back from Kalf, when the Tallarn Desert Raiders stroke hard in the caverns where the Dark Eldar were hiding. The Kabal managed to flee through the Webway, but not before taking heavy losses. The deals were made, the first was the info she provided in return of the Interrogator not killing her on the spot, the second was information on how the Dark Eldar worked and accepting being called by the Inquisition to help in any task they desired, in return she kept her life and her location safe from the Kabal that was very much after her pretty head.

And so it was that Aurelia came to be in the service of Inquisitors that tolerated her help and other Rogue Traders that she served as a mercenary. It was a very radical change of life, but at least she was alive and in the end that's really what matters.

pre:
Name: Aurelia Krassam
Career: Dark Eldar Wych
Xenos Origins: Vile Pleasures(Bountiful Slaughter)

Stats:  
WS:  50     25 +20 =5
BS:  34     25 +9
Str: 37     25 +12
T:   33     20 +13
Ag:  53     30 +17 +5
Int: 39     25 +14 
Per: 45     30 +15
Wp:  39     25 +14
Fel: 30     20 +10

Wounds:11/11
Fate: 1/1

Skills:
Acrobatics (Ag)
Awareness (Per)
Chem-Use (Int)
Dodge (Ag)
Common Lore (Dark Eldar) (Int)
Speak Language (Dark Eldar, Eldar) (Int)
Silent Move(Ag)
Intimidate (S)

Talents:
Ambidextrous
Decadence
Disturbing Voice
Hard Target
Heightened Senses (Sight, Hearing)
Melee Weapon Training (Universal)
Thrown Weapon Training (Universal)
Exotic Weapon Training (Shardnet,Razorflail) 
Paranoia
Catfall
Sprint
Jaded
Dark Soul

Traits:
Dark Sight
Unnatural Agility (x2)
Non-Imperial
Speak Not Unto the Alien
Power Through Pain

Equipment:
BQ Splinter Pistol
Razorflail
Wychsuit 2 AP All
Micro-bead
Translator Unit
Kill-Recorder
3 doses of Corpse Obmulen
2 doses of Sanguine Exodus
2 Eldar Plasma Grenades

Starting Acquisition: Good Quality Ghostplate Armour AP 6 All 20 Protection Rating

Experience: ~Rank 0~ 500/500 
Exotic Weapon Training (Agoniser,Razorflail) - 300
Simple WS                                    - 100
Simple Ag                                    - 100 

frajaq fucked around with this message at 23:57 on Sep 23, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014


How does starting equipment acquisition works in RT again?

edit: nvm waci answered

frajaq fucked around with this message at 01:56 on Sep 23, 2014

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

I'll be putting in an entry for this in the next day or so, I just need to decide what I am doing.

frajaq
Jan 30, 2009

#acolyte GM of 2014


Dark Eldar wych app finished

Tran
Feb 17, 2011

It's a pleasure to meet all of you. Especially in such a fine settin' as this. Just need us some music an' a brawl an' we'll be set.
Religious crusader zealots? Yeah, I can work with that. Note that I jumped a bit over on the chart to get from the void born connected Fringe Survivor to reach Duty Bound. If it's a problem I'll just switch to Stubjack. It's mostly for backstory coherence.




Artus

Most who toil on the great ships of the imperium do so their entire lives. However a relative handful make their in the shadow of the great fleets, drifting from one vessel to the next. Constant outsiders on the notoriously insular flying cities, these nomadic souls live a meagre existence trading labor and services to the more traditional outer deck passengers. For their part, Artus family were members of a small but fanatical missionary cult. Dedicated to the rediscovery and reintegration of those people and technologies lost to the ages, they lived on the fringes of Imperial rule. Born into a community of such zeal, it was a foregone conclusion that the young nomad would dedicate his life to the creed. Even his decision to join the cult of Mars and forsake flesh was merely a step toward better understanding the duality of the God Emperor.

Perhaps more importantly, the young engineseer proved well suited to his chosen path. Blessed with a keen mind and the omnissiah's favor, he rose to the enviable position of directly maintaining the great engines of the imperial frigate His Radiant Favor. While not the only one involved in the task, circumstances would lead to him being the most famous. The vagaries of the warp left the venerable ship stranded far from resupply with no navigator. The social order of the ship barely lasted two months, with the already clannish inhabitants falling to open warfare over basic necessities. Even the ship's officers were not immune, falling to infighting over how best to ration supplies or deal with the underdeck wars. The situation came to a head when the ship's captain ordered the installation of a heretikal device designed to mimic a navigator's inborn abilities. While none alive know exactly where such a thing was obtained, the consequences are a matter of record. Magos Regias was executed upon attempting to destroy the object, leaving the many enginseers and lesser technicians leaderless. That might have been the end of it if Artus hadn't led the small army of servitors and Mars cultists in a raid on the bridge. With the heretical captain and much of his command crew dead, His Radiant Favor stayed adrift for another eight months. By the time a passing rogue trader came to their rescue, only a relative handful of the millions of voidsmen still lived. When word of his dedication and sacrifice for the omnissiah's work spread, Artus was raised to the status of Magos Explorator of the rogue trader vessel The Venture Capitalist. So his life comes full circle, once more searching the edges of space for the lost legacy of mankind.

pre:
Homeworld: Void Born
Birthright: Fringe Survivalist
Lure of the Void: Duty to the Throne
Trials and Travails:  Calamity
Motivation:  Devotion to the Creed
Career: Explorator

Experience: 0/5000

Advances:
Fringe Survivalist [300]
Devotion to the Creed [200]

Starting Acquisition
Good Quality Cortex Implants

Free Explorator Bionics
Mind Impulse Unit
Subskin Armor

Characteristics:
WS	30	(25+5)   
BS	40	(25+15)
S	20	(25+0)  (-5 Origins)
T	48	(25+20)  (+3 Origins)
Ag	30	(25+5)
Int	45	(25+20)	
Per	30	(25+5)
WP	48	(25+15) (+8 Origins)
Fel	40	(25+15)


Wounds: 9 Wounds: 1d5 1
Fate Points: 4 (+1 Origins) Fate: 1d10 5
Insanity Points: 7 Fringe Survivor Insanity: 1d5+1 3 Robobrain Insanity: 1d10 4

Skills:

Survival (Int)
Charm (Fel)
Literacy (Int)
Logic (Int)
Tech-Use (Int)
Trade: Technomat (Int)
Common Lore: (Int)
	Imperial Creed
	Machine Cult
	Tech
Forbidden Lore: (Int)
	Archeotech
	Adeptus Mechanicus
Speak Language: (Int)
	Ship Dialect
	Low Gothic
	Explorator Binary
	Techna-lingua

Talents:
Armour of Contempt: Reduce all corruption gains by 1
Light Sleeper: Counts as Awake
Nerves of Steel: Reroll test to resist Pinning
Inspire Wrath +20 to inspire anger/hatred
Basic Weapon Training (Universal)
Melee Weapon Training (Universal)
Logis Implant: Reaction & Tech-Use test to gain +10 WS/BS
Autosanguine: Heals as if lightly wounded, 2 damage a day
 

Traits:
Charmed:  Roll 1d10 for fate use.  Result of 9 restores spent point
Ill-Omened: -5 Fel when dealing with planet born humans
Void Accustomed: No space sickness and easy Zero-G movement
Shipwise: Stellar Navigation & Pilot Spacecraft as basic skills
Duty to the Throne: -10 Fel with non-imperials
Echo of Hard Times: Reduce starting PF by 1
Mechanicus Implants
Unnatural Intelligence x2

Bionics:
Mechanicus Implants
Mind Interface Unit: +10 to Eligible tech related tests
Good Quality Cortex Implants
Subskin Armor
Good Quality Vitae Supplacement: 8 hours life support, 50% chance to survive blood loss & shock

Gear:
Good Quality Hellgun
Good Quality Power Axe
Enforcer Light Carapace
Multikey +30 Security
Void Suit
Injector
Sacred Unguents
Micro-bead
Combi-tool +10 to Tech-Use
Dataslate
Servo-Skull Familiar
pre:

WS	BS	S	T	Ag	Int	Per	WP	Fel
30	35	20	48	40	40	30	48	40
3	3	2	4	4	8	3	4	4

Wounds: 9
Fate:   4

Armour: 5 Head, 7 Body, 7 Arms, 7 Legs

Weapons		Class	Range	RoF	Dam	Type	Pen	Clip	Rld	Special
Power Axe 	Melee	--	-/-/-	1d10+7	E	7	--	--	Power Field, Unbalanced, +5 WS
Hellgun		Basic	110m	S/3/-	1d10+4	E	7	30	2 Full	Reliable
Edit: Had shorted myself on the free explorator cybernetics. Added 'em in.

Tran fucked around with this message at 01:17 on Oct 15, 2014

frajaq
Jan 30, 2009

#acolyte GM of 2014


If I get picked one of my objectives would be to eventually pick the Sanctioned Xenos Elite Advance (page 107 of Into the Storm)

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.
For the sake of initial acquisitions, what's the rough population of Port Wander?

susan
Jan 14, 2013

Ablative posted:

For the sake of initial acquisitions, what's the rough population of Port Wander?

Population availability doesn't matter for initial acquisitions.

Esser-Z posted:

Oh, I'm perfectly happy doing lots of writing to make it work, but of course I'll want to talk to the GM before starting any of that. Susan, would you be able to hop onto #acolyte at some point so we can talk realtime?

I'll try, but I've got a weird schedule today. When's the best time to jump in?

Also, I'll probably close out submissions sometime tomorrow night (the 24th) as we've already got enough quality submissions to make a good party and I want to keep rejected applications to a minimum.

Korhal
Aug 9, 2007
Chaos and evolution, baby.
Fluff is done for Aldric Winters, lots of good apps so far and I'm liking the way the story feels like it is going re CRUSADE CRUSADE CRUSADE.

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.
There we go, that's a slightly less poo poo bio.

Thank you to Late for the pointers.

Lateinshowing
Oct 10, 2012
Fun Shoe

Ablative posted:

There we go, that's a slightly less poo poo bio.

Thank you to Late for the pointers.

Not a problem. Glad to have been of help.

Korhal posted:

Fluff is done for Aldric Winters, lots of good apps so far and I'm liking the way the story feels like it is going re CRUSADE CRUSADE CRUSADE.

Heh, I know, right? We're gonna be doing SO much crusading if this survives past getting the warrent of trade. Missionary is gonna be important.... though I think the captain might know more things about certain facts and religious doctrine than even the priest at this rate.

Manifest Dynasty
Feb 29, 2008
I've never gotten to try this system. Could I try to roll up a Navigator? Are there any helpful character generator programs/cheat sheets?

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
with a username like that you've never played rogue trader?

also if you need help with character generation get in #acolyte

Classtoise
Feb 11, 2008

THINKS CON-AIR WAS A GOOD MOVIE
I am gonna toss my name up as "new guy looking to play". Maybe Astropath or Navigator.

I've made a Navi before but it got vetoed and the game never took off so :shobon:

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Lateinshowing
Oct 10, 2012
Fun Shoe

Classtoise posted:

I am gonna toss my name up as "new guy looking to play". Maybe Astropath or Navigator.

I've made a Navi before but it got vetoed and the game never took off so :shobon:

Well, see if you can't make a full application by tonight. That's the deadline.

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