Deathwatch or Rogue Trader

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Cynical Cat
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#1 Deathwatch or Rogue Trader

Post by Cynical Cat »

I'm kicking around ideas for a game to be run sometime on Monday (Pacific Standard Time, exact time flexible) over Screen Monkey. Either Deathwatch or Rogue Trader. Anyone interested and if so, which would you prefer?
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#2

Post by Hotfoot »

I'd be down for either. Both hold an appeal to me for obvious reasons, so it'd be hard to decide, but having a starship, well, that is nice.
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#3

Post by Marcao »

I am as well open for both. I am very interested in rolling a librarian for deathwatch, but if you would prefer to roll rogue trader I would probably cook up a void master again. :cool:
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#4

Post by General Havoc »

Depending on the timeframes involved, it might be possible to talk me into trying it.
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#5

Post by Charon »

I may be tempted by this endeavor. I would need to learn a bit more about both the system and the style of play though.
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#6

Post by rhoenix »

Given what I know so far, I think I'd be more interested in a Rogue Trader sort of game - but I am interested.
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#7

Post by Cynical Cat »

So it looks like we're talking Rogue Trader so lets start talking times. When is good, bad or indifferent?
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#8

Post by Hotfoot »

Right now about any time is good for me. Marcao only has a window between 6P-12A Eastern most nights.
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#9

Post by Cynical Cat »

Go ahead and start posting characters. Just as a reminder, there can be more than one Rogue Trader in the group and we're using the 100 point buy system. Into the Storm is in.
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#10

Post by General Havoc »

I'm still uncertain about availability, as my job keeps me away from home until at least 7:30 most weeknights, and that's in Pacific Time.
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#11

Post by Cynical Cat »

Unfortunately, time does look to be the issue.

Everyone will start with 500 extra experience, so they can pay for those Into the Storm background options and still buy extra skills.

Gear picks will be as follows: as well as standard starting gear and any reasonable amount of common items each player can make three acquisition attempts using the starting profit rating for rarer gear. Max rarity of very rare.
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#12

Post by Hotfoot »

On that note, the ship I have currently suggested results from a Warrant of Trade in which we receive 70 ship points and about 22 Profit Factor. Depending on everyone's backgrounds, that Profit Factor can go up (a little) or down (a lot). If it goes too low, that will affect our ability to get cool stuff, and we're riding it pretty low as is. Now, like I said, the ship I've put together is a possibility, not something I'm going to demand, and there is room for compromise, but I think most people will agree, it's a pretty righteous ride.

For posterity, here is the current ship design:

Hull: Dauntless-Class Light Cruiser
Speed: 8 (13)
Detection: +25
Armor: 19
Space: 0 (60)
Maneuverability: +15 (+25)
Hull Integrity: 60 - 1d5
Turret Rating: 1
Void Shields: 1
Weaponry:
Port: Sunsear Las-Broadside (S6 1d10+2 Crit 4 Range 9) (90 degree arc)
Starboard: Sunsear Las-Broadside (S6 1d10+2 Crit 4 Range 9) (90 degree arc)
Prow: Sunhammer Lance Battery (S2 1d10+3 Crit 3 Range 9) (270 degree arc)

Perks:
+5 to Command
+5 BS on all ship weapons
+5 to Detection (Already counted)
+1 to Speed (Already counted)
+5 to all defending boarding actions
-1 Morale loss (min 1)
+2 Crew (for a total of 102)
Double Deployment time before morale loss
No penalties to moving through light stellar debris
+10 to Warp Navigation, best of two rolls on Warp problems
-1d5 days from any warp transit
Can shunt power from other systems to increase speed by up to +5
+20 to hit and run attacks, removes piloting check from the extended action
+10 to Maneuver when close to planets

Flaws
-1d5 structure (Already counted)
If Plasma Banks are damaged, the ship takes 1d5 damage and the drive is set on fire
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#13

Post by Cynical Cat »

Just to be clear, Hotfoot has jumped the gun and designed the Dynasty and ship himself. This is just one possibility. The actual ship and Dynasty will be designed by the group.
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#14

Post by Karrick »

I can handle a Monday night session.

Are Into the Storm's Filthy Xenos allowed on board? I have a human character concept but am unsure yet whether the rogue trader or arch-militant would better pull it off.

Hotfoot did create a pretty awesome boat there. With 70 ship points, why not a full fledged cruiser? Just curious.
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#15

Post by Cynical Cat »

Karrick wrote:I can handle a Monday night session.

Are Into the Storm's Filthy Xenos allowed on board?

That's up to the command staff. Considering they come with a morale penalty, don't fuck up the sales job.
Hotfoot did create a pretty awesome boat there. With 70 ship points, why not a full fledged cruiser? Just curious.
Because all that awesome stuff costs ship points and you only get so many of them. So Hotfoot chose an awesome light cruiser instead of average cruiser.
Last edited by Cynical Cat on Sat Oct 23, 2010 2:36 am, edited 2 times in total.
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#16

Post by Hotfoot »

And yes, this is just a suggestion on my part based on my own excitement more than anything. There are many paths to awesome and win in Rogue Trader, and together, we can walk any of them and come to dominate the expanse under the banner of our mighty crusade!

Because small goals are for mortals.

But yes, Light Cruiser was my choice for the mix of speed, firepower, and defenses possible, plus the amount of really cool stuff you can mount on it. With 70 ship points (the most possible), you get only 10 SP to kit out a baseline cruiser, which isn't much. With the lower starting profit factor, we're already going to be hard pressed to get upgrades for ourselves, much less the ship (components range from +0 to -60 for non-xenotech stuff).

As for Xenos, well, I'm not fond of them for multiple reasons (you know, cleansing the Expanse for the cause of Humanity and all), but I won't necessarily go aggro on you for having a xeno per se, it may strain relations for a while. However, I would absolutely love to have a good Arch-Militant on board, so there you go.

I've also been looking into ship names, and will be posting later some possibilities once we settle on a warrant and a design.
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#17

Post by Charon »

What sort of xeno are you looking at Karrick? Because if it's Kroot my character as is does not like kroot, but I could be convinced to change that little detail.
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#18

Post by Karrick »

That was about the response I expected to get to the xenos question. I was looking at the kroot, they're new and shiny and I ccouldn't help it :oops: I'll scrap that idea.

The other idea kicking around in my head is something vaguely similar to a Necromunda Spyrer. The kind of noble who lives for the thrill of the hunt and testing himself against new opponents. I figure a family member of an allied or vassal house who got a position on the expedition for glory/honor/excitement/riches (You know, the usual reasons nobility do crazy things like joining up with rogue traders) would be appropriate. He'd be a little bloodthirsty, but not to the extent of ignoring or not coming up with a solid plan and charging straight in. I was hoping for a melee focus, which is why I'm leaving secondary rogue trader on the table (as a better representation of his abilities rather than as a literal rogue trader).

The middle portion of the origin path runs Fringe Survivor -> Hunter (xenos) -> Lost Worlds -> Exhilaration. This leaves my homeworld open to Hive, Noble, or Child of a Dynasty and my class open to rogue trader or arch-militant. It also entails spending 500-650 xp. Dynasty concerns me because it would mean leftover ship points don't become profit factor and I don't want to pull that without group consent.

That's all up in the air pending feedback.
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#19

Post by Hotfoot »

Oh man, a former Spyrer? Now that's the sort of thing that gets you promoted around here, my good man. :twisted:

I used to play Spyrers back in the day, so I have something of a soft spot for them. I was tickled when they put mirror shields in Into the Storm. The only issue with Child of Dynasty is that I may rework some things to remove slight amounts of awesome from the ship to add other types of awesome instead. I had spent all of the ship points anyway, (why let good points go to waste, after all), so that wouldn't be a problem if you did choose it. Hit me up on AIM and let's talk.
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#20

Post by Hotfoot »

So upon reviewing the errata for Into the Storm, I went over my design again to make sure everything was kosher, and I caught a few problems that I had missed on the initial development. Nothing much has changed, except that the Arboretum (+2 crew x2 deployment) is right out and won't be coming back anytime soon, and we have 2 free power and 2 free space on board the ship for future enhancements. We do, however, have no more ship points to put on something cool, though there are plenty of components we could fit (Murder Servitors, Temple to the God-Emperor, Observation Dome, Librarium, Trophy Room, etc.). These are things we could come by later with relative ease, and many of them will help with obtaining wealth faster and such.

My apologies for overestimating the degrees of awesome available, I'll try to make of for it in the future.
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#21

Post by Hotfoot »

Here is my current Rogue Trader, I'll be working out the details shortly, but here is the basic character sheet with the important number bits as they stand. A reference of my work can be found here.


Ravion Karakan


Weapon Skill 41 +5 (100)
Ballistic Skill 40 +5 (250)
Strength 30
Toughness 40
Agility 35 +5 (250)
Intelligence 45 +5 (100)
Perception 30
Willpower 45 +5 (250)
Fellowship 60 +5+5 (100+250)

Corruption: 1 + 2
Insanity: 3 + 3 + 3
Fate Points: 4 (1)
Wounds: 14 (14)

Unspent: 0
Earned: 5900
Total: 11,400

Origin Path:

Homeworld: Battlefleet
Birthright: Savant
Lure of the Void: Seeker of Truth
Trials and Travails: Dark Voyage
Motivation: Prestige
Career: Rogue Trader
Lineage: Prominent Ancestry

Skills:

Command (Fel)
Commerce (Fel)
Charm (Fel)
C.Lore (Imperium) INT
Evaluate (INT)
Literacy (INT)
S.Lore (Astro) INT
Speak (High Gothic)
Speak (Low Gothic)
C.Lore (Navy) INT
Speak (Fleet War Cant)
Navigation (Stellar)
S.Lore (Tactica) INT
Dodge (AGI)
C.Lore (Rogue Trader) INT
Awareness (PER)
Speak (Trader's Cant) INT
S.Lore (Archaic) INT
S.Lore (Legend) Basic (Untrained) INT/2
Secret Tongue (RT) 100 XP
Ciphers (Rogue Trader) 100 XP
Deceive (Fel) 200 XP
Barter (Fel) 200 XP
Command +10 (Fel) 200 XP
Scholastic Lore (Imperial Warrants) INT 200 XP
Charm +10 (Fel) 200 XP
Blather (Fel) 200 XP
Dodge +10 (AGI) 200 XP
S.Lore (Heraldry) INT 200 XP
Inquiry (Fel) 200 XP
Command +20 (Fel) 200 XP

Talents:

Air of Authority
Pistol (Uni)
Melee (Uni)
Void Accustomed
Officer on Deck
Ship Bound Fighter
Resistance (Fear)
Talented (Charm)
Renowned Warrant
Ambidexterity 200 XP
Jaded 200 XP
Two Weapon Wielder (Melee) 300 XP
Two Weapon Wielder (Ballistic) 500 XP
Quick Draw 200 XP
Iron Discipline 200 XP
Leap Up 200 XP
Sound Constitution 1 200 XP
Gunslinger 500 XP

Equipment:

Plasma Pistol (Common) BS 40 Range 30 S/2/- 1d10+6 (2d10+6) Pen 6/8 Clip 10
Plasma Pistol (Best) BS 40 Range 30 S/2/- 1d10+6 (2d10+6) Pen 6/8 Clip 10
Power Sword (Common) WS 41 1d10+8 Pen 5 Power Field, Balanced
Micro Bead
Void Suit
Fine Clothing
Xeno-Pelt Cloak
Storm Trooper Carapace (Best Quality, AP 7)
Calculance Array (+10 to Commerce)
Mefonte's Orthodoxy (+10 to Charm wrt Religious, inspiration for Imperial Audience)

Details: Loading, please wait....
Last edited by Hotfoot on Mon Mar 21, 2011 9:42 pm, edited 22 times in total.
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#22

Post by Karrick »

I'll get my basic character sheet up as well, then. Another Rogue Trader, albeit one who (generally) prefers stabbing over talking. I'll throw in my common item picks for review as well

Two questions pertaining to armor, first. Does best-craftsmanship Stormtrooper Carapace (AP 7) count for the AP7+ armors penalizing Concealment and Silent Move? Does best-craftsmanship carapace armor (either type) come with one of the Advanced Helmet Systems?

Sarvus Xanatov

Weapons Skill 70 (4 advances) 1600xp
Ballistic Skill 40 (1 advance) 250xp
Strength 50(x2, best muscle grafts) (2 advances) 1250xp
Toughness 40
Agility 50 (-10, best muscle grafts) (2 advances) 750xp
Intelligence 40 (2 advances) 100xp
Perception 35 (1 advance) 250xp
Willpower 39 (2 advances) 250xp
Fellowship 50 (2 advances) 250xp


Corruption: 1
Insanity: 5
Fate Points: 3
Wounds: 15

Origin Path
Homeworld: Noble Born
Birthright: Fringe Survivor (Pit Fighter, 200xp)
Lure of the Void: Hunter (Xenos Hunter, 200xp)
Trials and Travails: Dark Voyage
Motivation: Exhilaration (Thrill of War, 250xp)
Career: Rogue Trader
Ship Role: Master at Arms (+10 to "Prepare to Repel Boarders")

Skills
Acrobatics (Ag)
Awareness +10 (Per)
Charm (Fel)
Ciphers (Rogue Trader) (Int) 100xp
Command +20 (Fel)
Commerce + 10(Fel)
Common Lore (Imperium) (Int)
Concealment (Ag)
Dodge + 20 (Ag)
Evaluate (Int)
Forbidden Lore (Xenos) (Int)
Intimidate (Str)
Literacy (Int)
Pilot (spacecraft, personal) (Ag) 100xp
Search (Per)
Security (Ag)
Scholastic Lore (Astro, Tactica) (Int)
Scrutiny (Per)
Secret Tongue (Rogue Trader) (Int) 100xp
Speak (Eldar, High Gothic, Low Gothic) (Int)
Tech-Use
Tracking (Int)
Trade (Voidfarer)

Talents:
Air of Authority
Ambidextrous 200xp
Autosanguine
Binary Chatter
Catfall
Counter Attack
Crushing Blow
Double Team
Etiquette
Heightened Senses (Smell, Sound)
Infused Knowledge
Iron Discipline
Jaded
Leap Up
Legacy of Wealth
Melee Weapon Training (Universal)
Mimic
Nerves of Steel
Peer (Nobility, Administratum)
Physical Perfection x 3
Pistol Weapon Training (Universal)
Prosanguine
Quickdraw
Rapid Reaction
Resistance (Fear)
Vendetta
Sound Constitution (x5)
Sprint (from legs)
Swift Attack
Two-Weapon Wielder (Melee)

Equipment:
Rogue Trader:
Common Craftsmanship Plasma Pistol 1d10+6/2d10+6, pen 6/8
Common Craftsmanship Power Sword 1d10+10, pen 5, balanced
Micro Bead
Void Suit
Fine Clothing
Xeno-Pelt Cloak
Best-Craftsmanship Storm Trooper Carapace (AP 7)
Best Craftsmanship Inferno Pistol (10m, S/-/-, 2d10+8 E, pen 13, clip 3)
[tab=30]w/ airtorch (5m, s/-/-, 2d10+8 E, pen 13, clip 3, scatter)
[tab=30]w/ red dot sight, shoulder mount MIU weapon link
Eldar Shimmer Stone
Best-Craftsmanship MIU (can link grapplehawk)
MIU Weapon Link (contains Inferno pistol w/ red dot sight)
Holo-suit
Flip Belt
Best Synthetic Muscle Grafts


Common:
Clip/Drop Harness
Chrono
Lamp Pack
Medikit
Pict Recorder
3xFrag Grenades
1xSmoke Grenade
Stub Automatic
Knife
Acquisition Roles:
Grapplehawk
Good Craftsmanship Bionic Locomotion (+20 jump or leap, Sprint talent)
Best craftsmanship chain axe (+10 to hit, 1d10+10 damage, pen 2, tearing)

Owned, but not installed:
MIU-modified bolter with motion predictor (up for grabs if we have an armorer and someone with Basic Weapons.

Grapplehawk, "Turkina" (Currently deceased... currently)
Weapons Skill 40
Ballistic Skill -
Strength 35
Toughness 35
Agility 48
Intelligence 18
Perception 40
Willpower 30
Fellowship -

Skills
Awareness +10 (Per)
Dodge (Ag)
Talents and Traits
Fearless
Swift Attack
Armor Plating
Dark Sight
Flier 20
Machine 4
Size (scrawny)
Gear
Auspex
Cogitator
Grapple units (can carry things at SBx2)
Shock-Pulse Claws (1d10+3E, Shocking)

Upgrades:
+3 dam, pen 5
Silent move, concealment, flamer
Cameleoline coating, stummer


Edit1: removed exterminator cartridges and magnoculars (the latter for not actually being common, oops).
Edit2: added insanity, wounds, fate and acquisition roles (done in screen monkey).
Edit3: added Grapplehawk stats for reference.
Edit4: XP buys from sessions 1 and 2 bring me up to 6400 spent
Edit5: XP buys from session 3 (Basic Per and BS for 250 each) bring me to 6900 spent.
Edit6: Spent 450/500 after session 4 (Basic WP for 200 and Jaded for 250) total: 7350
Edit7: Spent 450/500 after session 5 (Intermed WS for 250 and Sound Constitution for 200) total: 7800
Edit8: Spent 300/400 after session 6 (Two-Weapon Wielder (Melee) for 300) 100 xp left over. Total: 8100
Edit Whatever: spent 400 from session 7 and leftover 100 from session on a Trained WS advance. Total: 8600.
Edit session 8: spent 500 on intermed Agility. Total: 9100.
Edit session 9: spent 400 on Iron Discipline and Command +10. Total 9500.
Edit session 11: spent 500 on basic Str (total to 10,000), then 200 on Dodge +10. Total spent: 10,200 spent, 300 left over.
Edit session 12: gained 500 xp. Spent that + 250 leftover on Intermediate Strength. 50 xp remaining. 10,950 spent.
Edit session 13: gained 400 xp. Spent 400 on Sound Constitution (x2). 11,350xp spent, 50 left over.
Edit session 14: gained 500 xp, spent 250 on Intermediate Fellowship, 200 on Command +20. Spent 11,800, 100 left over.
Edit (wtf happened to my later xp tracking here?):
session 15 (+500): 200 on Forbidden Lore (Xenos), 200 on acrobatics. Spent 12, 200. 200 left over.
session 16 (+600): 200 each spent on Intimidate, Security, Scrutiny, Search. 13,000 spent, none left over, rank 4 attained.
session 18 (skipped 17, +1000): 500 on Counter Attack, 500 on Swift Attack. 14,000 spent, none left over.
session 19 (+500): 200 on Commerce + 10, 200 on Awareness +10. 14,400 spent, 100 left over.
Session 20: Got Holo Suit, Best Quality MIU (link to grapplehawk), Cameleoline Cloak.
Session 21 (+900): Spent 500 on Crushing Blow, 200 on Double Team. 15,400 spent, 300 left over.
Session 24 (+1600): Spent 400 on Sound Constitution (x2), 200 on Speak Language (Eldar), 200 on Tech-Use, 200 on Rapid Reaction, 200 on Catfall, 200 on Dodge +20, 200 on Trade (Voidfarer). Total Spent: 16,700. 300 xp left over.
Session 25 (500): Spent 500 on Willpower, unlocked rank 5/Augmenticist class. Spent 200 on Autosanguine, 100 on Heightened Senses (smell). 17,500 spent, none left over.
Session 25 (+400): 17, 500 spent, 400 leftover.
Session 26 (+500): Spent 500 on Physical Perfection (Aug), 200 on Binary Chatter (Aug), 200 on Mimic (Aug). 18,100 spent, 0 left over.
Session 27 (+400): Spent 250 on Intermediate Intelligence. 18,350 spent, 150 left over.
Session 28: acquired best-craftsmanship synthetic muscle grafts, flip belt.
Sessions 28-30 (+1200): 400 spent on Pilot (Personal) (Elite), 500 on Physical Perfection II (Aug), 300 on Infused Knowledge (Aug), 100 on Heightened Senses (Sound). 19,650 spent, 50 left over. Acquired a Best-Craftsmanship Thunder Hammer for Frigid.
Session 31 (+400): 19, 650 spent, 450 left over.
Mid-Season Break (+1500): 750 on last WS, 500 on Physical Perfection (III), 500 on Prosanguine. 21400 spent, 200 left over.
Last edited by Karrick on Mon Jun 25, 2012 11:28 pm, edited 21 times in total.
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#23

Post by Cynical Cat »

Two questions pertaining to armor, first. Does best-craftsmanship Stormtrooper Carapace (AP 7) count for the AP7+ armors penalizing Concealment and Silent Move?
That best craftmanship armour has worth stealth performance is silly, so I've been ruling it doesn't get the stealth penalty.
Does best-craftsmanship carapace armor (either type) come with one of the Advanced Helmet Systems?
It makes sense that the best armour would come with those features so it has them all.

On your gear, you list having an exterminator cartridge for your plasma pistol which makes no fucking sense. Fix please.
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#24 Void Master (Master of Space)

Post by Marcao »

Name: Severus Xanatov
Homeworld: Noble Born (+1 profit)
Birthright: Heretek (+3 int. Tech-use and Medicae skills. 1d5+1 corruption)
Lure of the Void: Renegade/Dark Visionary (1d5+1 insanity, dark soul and forbidden lore (archaetech)
Trials and Travails: The Hand of War/The Ashes of War (Heavy Weapon Training (launcher) and Hatred (Orks), -10 to all fellowship tests when dealing with Orks)
Lineage: A proud tradition (Heir Apparent)
Motivation: Pride (Saint Blessed Carapace Armour)
Class: Void-Master
Rank: 3
Ship Role: Master Helmsman
Wounds: 12
Insanity: 8
Corruption: 7
Fate Points: 3
Experience Gained: 6,400 xp
Experience Used: 6,300 xp
Experience Remaining: 100 xp
Total Experience: 11,900 xp

Characteristics

Weapon Skill: 35
Ballistic Skill: 50
Strength: 35
Toughness: 40
Agility: 60
Intelligence: 40
Perception: 43
Willpower: 45
Fellowship: 35

Talents

Basic Weapon Training (Universal)
Dark Soul
Etiquette
Hardy
Hatred (Orks)
Heavy Weapon Training (Launcher)
Nerves of Steel
Mastery of Space
Melee Weapon Training (Universal)
Quick Draw
Paranoia
Peer (Nobility)
Peer (Military)
Pistol Weapon Training (Universal)
Talented (Pilot - Space Craft)

Skills

Awareness +10 (Per)
Command (Fel)
Common Lore (War) (Int)
Common Lore (Imperial Navy) (Int)
Common Lore (Koronus Expanse) (Int)
Deceive (Fel)
Dodge +10 (Agi)
Drive (Ground Vehicle) (Agi)
Drive (Skimmer/Hover) (Agi)
Forbidden Lore (Xenos) (Int)
Forbidden Lore (Archaetech) (Int)
Forbidden Lore (Pirates) (Int)
Inquiry (Fel)
Intimidate (Str, Int or Fel)
Literacy (Int)
Navigation (Stellar) (Int)
Medicae (Int)
Pilot (Space Craft) +20 (Agi)
Pilot (Flyers) +10 (Agi)
Scholastic Lore (Astromancy) (Int)
Secret Tongue (Rogue Trader)
Secret Tongue (Underdeck)
Scrutiny +10 (Per)
Speak (High Gothic) (Int)
Speak (Low Gothic) (Int)
Tech-Use (Int)
Trade (Voidfarer) (Agi)

Starting Gear

Power Sword
Quality: Common
Pattern: Mordian
Class: Melee
Range: ----
Damage: 1d10+5E (1d10+8)
Penetration: 5
Special: Powerfield, Balanced (+15 parry)
Weight: 3kg
Availability: Very Rare

Bolt Pistol
Quality: Common
Pattern: Ceres
Class: Pistol
Range: 30m
ROF: S/2/--
Damage: 1d10+5X
Penetration: 4
Magazine: 8
Reload: Full
Special: Tearing
Weight: 3.5kg
Availability: Rare

Missile Launcher
Quality: Common
Pattern: Locke
Class: Heavy
Range: 250m
ROF: S/--/--
Damage: 2d10X (Frag) or 3d10+10X (Krak)
Penetration: 4 (Frag) or 10 (Krak)
Blast: Frag (6), Krak (1)
Magazine: 1
Reload: Full
Special: Frag Missile (Blast 6), Krak Missile (Blast 1)
Weight: 12kg
Availability: Scarce

Grenade Launcher
Quality: Best
Pattern: Voss
Class: Basic
Range: 60m
ROF: S/--/--
Damage: 2d10+4X (Krak), 2d10x (Frag), 1d10+3 (Inferno)
Penetration: Krak (6), Frag (0), Inferno (6)
Blast: Krak (-), Frag (4), Inferno (2)
Magazine: 6 (18)
Reload: Full
Special: Red Dot Laser Sight, Fire Selector
Weight: 12.5kg
Availability: Scarce

Carapace Armor (Heirloom) + Helmet
Quality: Best
Locations: All
AP: 7
Weight: 7kg
Availability: Very Rare
Special: Inbuilt microbead or voxcaster, Heightened Senses (Sight), Dark Sight, Always make an awareness roll against a hidden target as a free action.

Guard Flak Armor
3x Frag Grenades
3x Smoke Grenades
Krak Grenade/Missile Supply
Frag Grenade/Missile Supply
Inferno Grenade Supply
Micro-Bead
Void Suit
Blessed Ship Token
Rebreather
Imperial Navy Uniform
2 bottles of amasec
Pict-recorder
Vox-caster
Medikit

XP Purchases

+5 Ballistic Skill (Simple): 100 xp
+5 Agility (Simple): 100 xp
+5 Willpower (Simple): 100xp
Dodge: 100 xp
Awareness: 100 xp
Drive (Ground Vehicle): 100xp
Scrutiny: 100xp
Trade (Voidfarer): 100xp
Heir Apparent Lineage: 100xp
Heretek Birthright: 100xp
+5 Agility (Intermediate): 250xp
Secret Tongue (Rogue Trader): 100xp
+5 Ballistic Skill (Intermediate): 250xp
+5 Willpower (Intermediate): 250xp
+5 Perception (Simple): 250xp
+5 Agility (Trained): 500xp
Pilot (Space Craft) +10: 200xp
Quick Draw: 200xp
Scrutiny +10: 200xp
Paranoia: 200xp
Intimidate: 100xp
Common Lore (Koronus Expanse): 200xp
Pilot (Flyers) +10: 200xp
Drive (Skimmer/Hover): 100xp
Command: 200xp
Dodge +10: 200xp
Forbidden Lore (Pirates): 200xp
Secret Tongue (Underdeck): 200xp
+5 Willpower (Trained): 500xp
Awareness +10: 200xp
Hardy: 200xp
Basic Weapon Training (Universal): 500xp
Pilot (Space Craft) +20: 200xp
+5 Weapon Skill (Simple): 250xp
+5 Strength Skill (Simple): 250xp
Inquiry: 200xp
Deceieve: 200xp

Fear/Madness Addition
+4 insanity points and +2 corruption points (roll of 108) upon seeing a 1.5 meter creature of the ruinous powers phase through a closed bulkhead.
Last edited by Marcao on Mon Mar 28, 2011 9:49 pm, edited 52 times in total.
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Comrade Tortoise
Exemplar
Posts: 4832
Joined: Thu Jun 09, 2005 1:33 am
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#25

Post by Comrade Tortoise »

Name: Cornelius Alessaunder

Homeworld: Void Born
Birthright: savant
Lure of the Void: duty bound-to throne
Lineage:Proven to be Pure
Trials and Travails:Dark Voyage
Motivation:Prestige
Demeanor:Phlegmatic

Weapon Skill 35
Ballistic Skill 37
Strength 30
Toughness 32
Agility 32
Intelligence 47
Perception 45
Willpower 58
Fellowship 27

Insanity 3
Fate Points 1d10--3
Wounds 9

Skills and Talents

Awareness
Common Lore(Adeptus Astra..)
Forbidden Lore(Psykers)
Invocation
Psyniscience+10
Scholastic Lore(cryptology)
Speak Language(high and low gothic)
logic
Dodge
Secret Tongue Rogue Trader
Forbidden Lore(Warp)
Melee Weapons Training (Primitive)
Scholastic Lore (Occult)
Willpower Advance
ciphers(astropath)
Common Lore(administratum)
Psy Rating 3
Psychic Technniquex2
Invocation+10
Resistance: psychic powers
Foresight

Talents
pistol training universal
heightened senses-sound
psy rating 2
Resistance fear
Armor of contempt
rite of sanctioning
Talented (Psyniscience)
pistol training universal
heightened senses-sound

Psionic Abilities
psy rating 3
psychic scream
rite of sanctioning-dark forboding
terrify
Delude
mind probe
mind link
astral telepahhy

Equipment
Best Craftsmanship Stub Pistol
Best Craftsmanship Monosword
Guard Flak Armor
Charm
Void Suit
Micro Bead
Psy Focus
Archeotech Laspistol

Few More equipment details coming soon
Last edited by Comrade Tortoise on Mon Jan 31, 2011 7:12 pm, edited 4 times in total.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky

There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

The Holocaust was an Amazing Logistical Achievement~Havoc
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