[Interest Check] Rogue Trader: How the Void Was Won (System, NC)

Started by The Great Triangle, April 14, 2011, 06:50:19 PM

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TheGlyphstone

Okay, that helps a lot. Thanks, TGT. Time to go shopping...

Clarification: Say I want to get a Long-Las Rifle with a Red-Dot Scope, a Melee Attachment, and a Mono-blade upgrade to the melee attachment (Kroot Rifle Lite, yo!), a Chameoline Cloak, and a set of Preysense Goggles (modified to fit a Kroot, +1 rarity step). Does that cost me:

62 base
-20 for the goggles (Very Rare)
-5 for the cloak (Rare)
-5 for the tricked-out rifle (total cost on its own is -15, so less than the goggles)

or

62 base
-20 for the goggles
-5 for the cloak
-5 for the rifle
-5 for the scope on the rifle
-5 for the melee attachment on the rifle
-5 for the mono-blade upgrade on the melee attachment


If I wanted a Good-quality Long-Las instead, the first option would make the gun package cost a total of 25, so it'd become the most expensive item, but with the second set, it'd still cost -5 due to each component counting independently. It's very confuzilating.

Wait, I have to be Worf? Aw......... :-\



(though I think it's good no one wanted to be a Kill-Marine. A rank 1 DW character 'clocks in' at 12,000XP compared to our 5,000, they'd be unstoppable in a fight simply from being a Space Marine...a UltraTac would beat out any of us in social situations with raw Fel score, and if we needed to be sneaky, they could just take their power armor off and rely on their 8 toughness and 20-odd wounds. To extend the character analogies, it'd be like adding Q, Imaginary Six, or The Operative to our party.)

SomeGuy

Only 2,000 years out of date? We must have one of the newest ones. (Yes, slight exaggeration, I know)

Also, thought- with a kroot in the party at least we have a beakie without resorting to Space Marines.

Finally, a quick reminder to everyone doing acquisitions that you don't get scale for near unique or unique items, you always get 1 base to a max of the GMs choice, and it's at +0 (or more if you manage to find 2-3 somehow)

TheGlyphstone


Cal1496

Oh I will so take Captain of the fleet's head escort vessel!  had I known that was in the running, would have taken that spot way first lol

Does that mean I get my own mini ship made for me?  cause while with enough time I'm sure I could spin something up, I think it is best(and more efficient) if left in our GM's more than capable hands.  And I don't wanna be Wash like!  He dies!*cries all over again*

The Great Triangle

#54

Quote from: Cal1496 on April 16, 2011, 12:59:57 PM
Oh I will so take Captain of the fleet's head escort vessel!  had I known that was in the running, would have taken that spot way first lol

Does that mean I get my own mini ship made for me?  cause while with enough time I'm sure I could spin something up, I think it is best(and more efficient) if left in our GM's more than capable hands.  And I don't wanna be Wash like!  He dies!*cries all over again*

I could go ahead and spin out a mini ship for you, yes.  Just decide whether you'd prefer to be commanding a Q-ship (armed transport), a Viper Class scout sloop, or go fancy and put guns on a refinery ship. 

There is one category of items that I won't let scale modifiers apply to, and that's cybernetics, to limit the availability of best quality upgrades.  I do recommend that you look into cybernetic upgrades, since they're often a major source of power for Rogue Traders.  Explorators may also purchase the servo arm from Deathwatch as an extremely rare cybernetic upgrade. 

As for the 2,000 year out of date map, nobody from the Imperium has ever been past the Chiconahui nebula for that length of time.  Once you get out there, you'll be the first explorer in the new land, trying to establish your empire in an unknown and potentially hostile sector.


Quote from: TheGlyphstone on April 16, 2011, 05:54:21 AM
Okay, that helps a lot. Thanks, TGT. Time to go shopping...

Clarification: Say I want to get a Long-Las Rifle with a Red-Dot Scope, a Melee Attachment, and a Mono-blade upgrade to the melee attachment (Kroot Rifle Lite, yo!), a Chameoline Cloak, and a set of Preysense Goggles (modified to fit a Kroot, +1 rarity step). Does that cost me:

62 base
-20 for the goggles (Very Rare)
-5 for the cloak (Rare)
-5 for the tricked-out rifle (total cost on its own is -15, so less than the goggles)

or

62 base
-20 for the goggles
-5 for the cloak
-5 for the rifle
-5 for the scope on the rifle
-5 for the melee attachment on the rifle
-5 for the mono-blade upgrade on the melee attachment


If I wanted a Good-quality Long-Las instead, the first option would make the gun package cost a total of 25, so it'd become the most expensive item, but with the second set, it'd still cost -5 due to each component counting independently. It's very confuzilating.


I'd rule that the modifications to your rifle count as a trivial scale weapon modifications acquisition, so the three components (plus a hot shot pack, if you wanted to add one) would be only a single -5 modifier.  Ask my permission before lumping similar items together like this, but it makes life easier and helps better represent your wealth.  So if you decided to go with the good quality rifle, the math would look like this:

62 base  (32 profit factor + 30 negligible acquisition scale)
-20 for the goggles
-5 for the rifle
-5 for rifle upgrades
-5 for the goggles
-5 for the cloak

so you would still have another 4 items or sets of items you could get.  Probably a nice fancy melee weapon, and/or a bit of cybernetic chrome.  However, if you buy items with a total final acquisition modifier of +0 or less, you'll have to recalculate the most expensive item.  (For example, if you bought an Omnissian axe, the first entry on the list would change to "-30 for the axe" and you could only get one more item. 
Meow!  I'm a kitty; made of fire.

Ons and Offs

TheGlyphstone

Okay, let me try my hand at this:

62
Conversion Field (Extremely Rare): -30
Chameoline Cloak: -5
Preysense Goggles: -5
Best-quality Long-Las: -5
Rifle upgrades: -5

12 points left?

I won't be buying any cybernetics, since Into The Storm very strongly discourages it physically and culturally, but I can get some monoculars or something.

The Great Triangle

yup, that's how it works!  You can get 2 more items of your choice.
Meow!  I'm a kitty; made of fire.

Ons and Offs

TheGlyphstone

Alrighty, then I'll get a Mesh Cowl (Rare, upgraded to Very Rare for Kroot) and Xeno Mesh armor (ditto). It's only +1 over Kroot Leathers, but every bit counts if something gets through my force field.

All done.

SomeGuy

Quote from: The Great Triangle on April 16, 2011, 01:29:53 PMI'm not sure what rule you're referring to, but that's not how acquisition of unique and near unique items works in my game.  Unique items are beyond the reach of starting characters, but near unique items apply a -50 rarity modifier to the acquisition, with appropriate scale modifiers factored in.  Therefore, a PC could start with up to five copies of a near unique item.  I'm willing to let this apply to atomic weapons, although starting with such devices would have to be discussed and cleared with me.

Unique and Near Unique Scale, 276

The Great Triangle

Quote from: SomeGuy on April 16, 2011, 02:02:47 PM
Unique and Near Unique Scale, 276

Ahh yes...  I suppose I'll just go and edit my previous post then!   (darned fantasy flight games and putting important rules in sidebars!)
Meow!  I'm a kitty; made of fire.

Ons and Offs

SomeGuy

Yeah, they seem to be fond of that for no apparent reason.

NotoriusBEN

ok then...

62 base (32 Profit Factor +30 for negligible acquisition scale)

-40 Good Conversion Field (Extremely Rare, Good Quality)      (-40 tallied) Into the Storm, p131
-5   Good Calculus Logi Implant  (Very Rare, Good Quality)      (-30 tallied) Rogue Trader, p149
-5   Good Pain Ward (Rare, Good Quality)                                (-20 tallied) Into the Storm, p141
-5   Good Vitae Supplacement (Rare, Good Quality)                 (-20 tallied) Into the Storm, p141
-5   Common Storm Bolter (Extremely Rare, Common Quality) (-30 tallied) Rogue Trader, p118

2 leftover

is this done correctly? or is this overpowered?
I'll add it to my character sheet when/if it's approved

SomeGuy

With 7 left over you should find another item to get. You have a good BS and universal basic weapon training, so I'd recommend a common craftsmanship Storm Bolter.

TheGlyphstone

Shi, I think you forgot to list Unnatural Toughness on your character sheet - it is a Trait.

NotoriusBEN

eh, why not... it'd give me another type of damage... adding that common storm bolter to my above post.

Creeper

So, want to coordinate character backgrounds anyone? How did we all end up on the SS Elf Porn And Rollercoasters?
Ons and Offs, yo: https://elliquiy.com/forums/index.php?topic=4370.0

Too tired to post Wednesday night. Posts on Thursday!

Crovonovin

Actually Glyphstone, the high Toughness Bonus is from the Death World background, which doubles the base score.  But thanks for giving it a look over, I appreciate it!

TheGlyphstone

Quote from: Shihong on April 16, 2011, 06:33:31 PM
Actually Glyphstone, the high Toughness Bonus is from the Death World background, which doubles the base score.  But thanks for giving it a look over, I appreciate it!

Okay, you misread it. Death Worlders get +5 Toughness as a stat. For the purposes of starting wounds (as noted by the preceding bold header Starting Wounds, they get 2x their Toughness bonus +1d5+2. Your TB is still 5, you just have starting wounds of 12+1d5. Which can't total 18, now that I look at it...you've got 10 (2x TB) +4 (the 1d5?) +2 (Deathworlder) +2...where's this last +2 coming from?



Quote from: Creeper on April 16, 2011, 06:14:19 PM
So, want to coordinate character backgrounds anyone? How did we all end up on the SS Elf Porn And Rollercoasters?

I'm here because the Rogue Trader pays well. The important question is, how do you guys rationalize or deal with the xeno in your midst (when you can see him, with his +80 Concealment under scrutiny ;D).

SomeGuy

Quote from: TheGlyphstone on April 16, 2011, 07:10:44 PMI'm here because the Rogue Trader pays well. The important question is, how do you guys rationalize or deal with the xeno in your midst (when you can see him, with his +80 Concealment under scrutiny ;D).

Talent is talent, doesn't matter what race. And talent is the most valuable resource.

Crovonovin

Oh, thanks for clearing that up for me!

And the +2 comes from Sound Constitution x2, which I also misplaced in my jumble of notes!

Crovonovin

Quote from: Creeper on April 16, 2011, 06:14:19 PM
So, want to coordinate character backgrounds anyone? How did we all end up on the SS Elf Porn And Rollercoasters?

I figure we may as well all start debating just that before things get underway!

As for Thraxius, he's the sort of guy to worm his way onto whatever crew he thinks will get him as far away from civilized worlds as mechanically possible.  Perhaps he's been aboard the ship for some time, particularly if our Rogue Trader is prone to exploring the deeper parts of space.  That's something to think about, and I'm fully open to any suggestions.

Quote from: TheGlyphstone on April 16, 2011, 07:10:44 PM
The important question is, how do you guys rationalize or deal with the xeno in your midst (when you can see him, with his +80 Concealment under scrutiny ;D).

Tolerated.  Barely.  Xenos are inherently inferior to any Emprah-loving member of the Imperium, but so long as their goals and ours coincide and they make themselves useful without interfering in our affairs (or putting their grimy mitts on any human archeotech), they won't have to worry about their faces being melted off.  For the time being, anyway.

Tagan

Quote from: Creeper on April 16, 2011, 06:14:19 PM
So, want to coordinate character backgrounds anyone? How did we all end up on the SS Elf Porn And Rollercoasters?

Sarah has been onboard, trying to regain her family's position and fortune, for the last 241 years.  She's worked some in every department on the ship, and has worked her way up to chief helmsman, a position she's held for the last 23 years.

When the ship changed hands, she went with it, like one of the components, as the Aquairre has become her home.  She defends it, and all on board, with all the skill in her agile fingers.

((How's that?))

NotoriusBEN

Ok, Tagan here's the start of your Void Mistress

Im sorry, but this is ALOT of info to throw at you. I hope it is all concise. I've left choices for you to decide with your character.
The numbers and abilities already on the sheet are 'hard coded' from your Origin Choices and the Career Path (ie, when you allocate your stats, you already have +5 to Fellowship and can add another 20points for a total of 50 fellowship.)

If you need explainations for things, go ahead and post them in the threads so we can all help you with definitions and such. After we get your lady created, it will be alot less heavy lifting, I swear!  XD

You need to:

Allocate 100 points to your Stats, but no more than 20 per stat. (best done in groups of 5 or 10)
--Career Core Stats are Ballistic Skill, Agility, Willpower.
--Career Secondaries are Weapon Skill, Strength, Toughness, Perception.
--Career Tertiaries are Intelligence, Fellowship

Choose: Peer (Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Military, or Underworld)
Choose: +3Int  -or-  +3Fel
Choose: Logic (Int) Skill  -or-  Peer (Academic) Talent

Choose ONE Duty:
              -Duty to the Throne:    +3WP and if you have 40WP, recieve Armor of Contempt Talent.
                                                   -10penalty to Interaction Skill tests with any source outside the Imperium (eg. aliens, traitors)
              -Duty to Humanity:       Choose +3Per -or- +3Int. -1 starting Profit Factor.
              -Duty to Your Dynasty: +1Profit Factor. Gain Rival (Rogue Traitor family) Talent, -3 Tough

Choose Gear:     
              -Best Mono Sword -or- Common Power Sword
              -Best Hand Cannon -or- Common Bolt Pistol
              -Imperial Navy Uniform -or- beggar's cloak

Choose ONE Void Master Ability:
              -Mastery of Space: can re-roll all failed Tests with Manoeuvre Actions aboard a space ship.
              -Mastery of Gunnery: can re-roll all failed Tests with Shooting Actions aboard a starship.
              -Mastery of Augurs: can re-roll all failed Tests involving Detection aboard a starship.
              -Mastery of Small Craft: can re-roll all failed Pilot Tests with small craft (shuttles, lifters, guncutters, starfighters, bombers, etc)

Finally, you have 500xp to spend:
Spoiler: Click to Show/Hide

Characteristic Advances. Each advance adds +5 to the stat, and must be bought sequentially.
Advance Step     1         2            3         4
--Weapon Skill  250     500       750     1000
--Ballistic Skill    100     250       500       750
--Strength         250     500       750     1000
--Toughness     250     500       750     1000
--Agility             100     250       500       750
--Intelligence    500     750     1000     2500
--Perception     250     500       750     1000
--Willpower      100     250       500       750
--Fellowship     500     750     1000     2500

Rank 1 Advances.
100     Skill         Awareness (Per)
100     Skill         Dodge (Ag)
100     Skill         Drive (Ground Vehicle) (Ag)
100     Skill         Gamble (Int)
100     Skill         Literacy (Int)
100     Skill         Scrutiny (Per)
100     Skill         Secret Tongue (Rogue Trader) (Int)
100     Skill         Trade (Voidfarer) (Int)
100     Talent     Melee Weapon Training (Primitive)
200     Talent     Sound Constitution (can be purchased twice at this Rank)

Caculate Wounds (Take your Tough Bonus, multiply by 2, add 1d5)
Roll Fate (Roll 1d10, on 1-3 you get 2Fate, 4-9 you get 3Fate, 10 you get 4Fate) add 1 Fate to your Starting Amount


Character Sheet

Name: Sarah Yrysriac
Player: Tagan
Career: Void Master
Homeworld: Noble-born
Birthright: Savant
Lure of the Void: Duty Bound
Trials and Travels: Calamity
Motivation: Fortune
Gender: Female
Age: ??

Earned XP: 5000
Spent XP: 5000

Insanity:
Corruption:

Wounds: (Toughx2) +1d5
Fate: 

-Armor-
Head: 0
Body: 0
Arms: 0
Legs: 0
Tough Bonus    : 0

Characteristics:              Total
WS      25     
BS       25         
Str       25   
Tough  25     -3
Agi       25   
Int       25 
Per      25 
WP      25      -5
Fel       25     +5

Skills---
Common Lore (Imperial Navy) (Int)
Common Lore (War) (Int)
Forbidden Lore (Xenos) (Int)
Literacy (Int) untrained
Navigation (Stellar) (Int)
Pilot (Space Craft) (Ag)
Pilot (Flyers) (Ag)
Scholastic Lore (Astromancy) (Int)
Speak Language (Low Gothic) (Int)
Speak Language (High Gothic) (Int) untrained

Traits/Talents---
Peer (Nobility)
Hardy
Light Sleeper
Nerves of Steel
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)

Gear:
Guard flak armour
Micro-bead
Void Suit
Blessed Ship Token
Re-breather
Amasec, 2 bottles
Pict-recorder
Vox-caster

Notes:
Legacy of Wealth: +1 starting Profit Factor
Echo of Hard Times: -1 starting Profit Factor
Etiqutte: +10 bonus on Interaction Skills when dealing with high authority and in formal situations
Vendetta: Gain an enemy, rival, group that means to inconvienience, harm or kill you. (Discuss with GM)

Ability:





TheGlyphstone

heh. I just noticed that even the Techpriest has a higher Fellowship than I do. Must be from my fresh-corpse-breath.

Yeah, Arkhah probably doesn't talk much to anyone except Ferrus Cortez, and generally just skulks about the ship being creepy when we're not planetbound. Speak Not Unto The Alien (-20 penalty on Fellowship tests vs. strangers) means I have an effective Fel of 0 versus anyone who's not comfortable hanging around me, I suppose people need to decide for themselves if that'd apply or not individually.

NotoriusBEN

maybe if you brushed yo teef... beak... mouth-hole, you'd be more ameniable.

Plus, it'd be hilarious with intimidation checks with a talking birdman that has minty breath :P