Play by post games?

By Crystal Geyser, in Rogue Trader Gamemasters

- The Warrant : I like older warrants. What I'd like to see, for once, is a Bearer Warrant, aka "the one bearing this Warrant is a Rogue Trader, the ruightfull owner of XXXXX, starship of YYY class".

I would request we not have the warrant holder/dynastic power be a PC, but rather have some sort of Prince George type figure who has squandered his family's fortune, and we're now all going around him to try and keep our ship from being sold to the Ordo Debtor. We can still have a Rogue Trader who poses as him as a figurehead, but it'd put us all on a more even keel I imagine.

Well if we have a bearer warrant we can have the warrant holder be a PC but they will have to deal with the fact that any other PC (assuming they're not a xenos) can become the warrant holder by simply taking the warrant.

That should keep everyone on an even keel and can allow for shenanigins where the warrant holder changes several times during the course of the game... if that is the sort of thing people want.

I'd like to stay in Koronus, mainly because I'd like to use this experience to learn more about the setting. I own all the books, but never seem to find the time to actually read them all :)

I'm happy with any role in any crew of any size ship, and I'll happily play a Prince George type who rubber-stamps whatever his advisers tell him to, if that makes the issue of "The Captain" solvable.

Koronus it sounds like ? Dully noted.

Concerning the RT himself, usually I ask for aRT which ask advices and hears the advices of his trustee officers, OR, if you want to play a more authoritarian RT, you ask OOC the opinions of the other players, gets an agreement, then use that as your IC decision. If we go the impoverished dynasty route, you can also be people who have stakes in the entreprise, aka shareholders.

I'm working on the Warrant history through Into the storm, as well as the ship. Does the Universe idea fits everyone ? I'd like in that case you choose her name. any suggestions on what you'd like on the ship at the beginning as well as her theme and quirks. Let it be known she will be a very old and incrediibly sturdy vessel who has gone through serious shenanigans...

Ah, ship names!

The Reckless Endeavour

Boundless Ambition

Slightly more silly:

The Arbitrary Decision

An Unfortunate Conflict of Evidence

Or my own personal favourite:

The " It's one of ours, Sir!"

(To buy a few seconds when the captain on the enemy ship asks his Auspex operator: "What ship is that?")

I'm sorry to annonce that the "it's one of Us, Sir" is already registred. A Battlefleet Koronusy Viper class-sloop, no less :P

The idea of a old, immobile Rogue Trader on, say, Scintilla that we're acting in the name of is an interesting dynamic. Puts us in a position where we might have to argue our authority a bit more. Also allows the Rogue Trader to act as a Profit Siphon if we start doing to well.

The inter-political dynamic of having a Ship-Warrant (The rightful owner and operator of the Universe-class vessel XXXX is hereby declared a Rogue Trader) could also be interesting, as it would give us upper officers all a vested interest in making sure that someone we like & get along with is the owner-operator.

As for the ship herself, I was going to see what the absolute least SP you could spend on a Universe was...

Empty space give us some interesting upgrade/expansion ideas off the front, while poor quality items (like guns) gives us some capability while still providing plenty of room for improvment. Something like the Ancient and Wise, Planetbound or wrested from Spacehulk could give interesting backgrounds and quarks. A trait like skittish (-1 speed in combat) would just be funny.

The idea of a old, immobile Rogue Trader on, say, Scintilla that we're acting in the name of is an interesting dynamic. Puts us in a position where we might have to argue our authority a bit more. Also allows the Rogue Trader to act as a Profit Siphon if we start doing to well.

The inter-political dynamic of having a Ship-Warrant (The rightful owner and operator of the Universe-class vessel XXXX is hereby declared a Rogue Trader) could also be interesting, as it would give us upper officers all a vested interest in making sure that someone we like & get along with is the owner-operator.

As for the ship herself, I was going to see what the absolute least SP you could spend on a Universe was...

Empty space give us some interesting upgrade/expansion ideas off the front, while poor quality items (like guns) gives us some capability while still providing plenty of room for improvment. Something like the Ancient and Wise, Planetbound or wrested from Spacehulk could give interesting backgrounds and quarks. A trait like skittish (-1 speed in combat) would just be funny.

both way of dealing with the RT jobs are indeed interesting for me on the GM side, include the bonus of avoiding much of OOC eventual conflicts.

As for the Ship, i've prebuild one at 70 SP. i can trim that to 60 SP. What I was thinking of, was that the Warrant - a holder warrant or a standard one-,was lost and was only recovered recently by one of you. He has recruted the other players in order to take helm of the shi currently waiting . I'll let you discover her in game.

If you want to go the way of the RT NPC, well, he cruts all of you and then send yhou recover the ship.

In both cases, it'll be a pleasant surprise, I hope.

What kind of components would you like to begin with mandatorily ? what kind of weaponry do you prefer to have ? Considering that a Universe is not really fit for a lance battery...

Starting with a Warp Drive and the rest of the primary components would be nice. :lol: I would like to start with a weapon (or launch bay). I don't really care what kind, but some kind of semi-ineffectual way to defend ourselves would be nice. Poor Quality Dorsal Thunder Strike perhaps? :P We could also easily have 'hidden' components that we don't know what are until we manage to power up and explore that part of the ship. If the ship has had a crew living on it for all these years, clan-crew quarters might make sense.

However, I'm easy.

On a related note: Does anyone have a thought on starting Rank/Experience? Do we want to start at the beginning, or a little later on?

Edited by Quicksilver

I personally like the idea that as the ship has been being gradually sold off for parts there are whole sections of it that are just walled up and who knows if life support even reaches those parts.

That said I'm a big fan of looking internally for adventure and some others may be more inclined to actually go out and seek their fortune rather than working out if they want to run the ship as is with a bunch of jury rigged systems to allow for a smaller crew and less usuable space or to actually expand their own ship and explore what may be living in the darker recesses.

The character I end up playing will probably influence the componants I vote for.

Options are:

Renegade house Navigator looking to establish a new bloodline

Explorator (Geneator when available) looking to prove that Stryxis are debased humans that lost control of ancient technology that should rightfully belong to the Imperium of man.

I was considering a xenos PC as an option but it limits the group so probably not.

Interresting. I am not really a fan of Xenos PCs at the beginning. As for Xp, I suggest 7500, thus Rank 2 +500 xp to spend there.

Characteristics : one of your choice is set at 20 (then you add the bonus/maluses), 100 pts to allocate to the remaining 8, max 20 to one (then you add bonus/maluses).

Into the Storm chart if you have it for Origins. You have two free choices on it.

Quicksilver, do not worry, the essential components will be there on board among many other things.

Oh I meant to add it to my other post but as ship names go I like Caveat Emptor.

Interresting. I am not really a fan of Xenos PCs at the beginning. As for Xp, I suggest 7500, thus Rank 2 +500 xp to spend there.

Characteristics : one of your choice is set at 20 (then you add the bonus/maluses), 100 pts to allocate to the remaining 8, max 20 to one (then you add bonus/maluses).

Into the Storm chart if you have it for Origins. You have two free choices on it.

When you say two free choices do you mean we get two choices that we don't can take regardless the origin path allowing it or do you mean two choices that we can take without having to pay the XP cost?

Edited by WeedyGrot

That's a good one. I also can throw out Ambition's Bounty , O nerarias Augustus ( Literally: Great Cargo) and to steal one from a Dark Heresy supplement Pax Behemoth.

I'm not sure which way you're leaning Weedy, but Navigator might be an easy one to pass on for an NPC to allow for some GM hand-waving of transit, unless, of course, you'd prefer to play one.

I'm kind of bouncing around for my own character between the Helmsman, Engenseer Prime or Chief Churgin (unless Weedy goes Genetor).

I'm a fan of the slightly silly names, or fake Latin names. I do like the Arbitrary Decision for a ship name.

What's your stance on Alternate Career Ranks? I'm thinking of trying Seneschal/Drusian Charlatan so that I would be incredibly good at selling literally anything that is on hand as a holy relic. There's good money in holy relics. Especially if you sell them in bulk.

I'm happy to go with either. I wasn't sure how people felt about having more than one class being played by players so if someone else wanted to be the only (PC) Explorator I was happy to go with the Navigator and if someone else wanted to be the only (PC) Navigator I was happy to go with the Explorator.

I really don't mind which one I end up with though if I do end up with and if I am the Navigator I'm quite happy to have him being ship bound for the most part (unless the GM doesn't want to split the party). As I mentioned earlier I'm happy to look for adventure internally.

Oh I meant to add it to my other post but as ship names go I like Caveat Emptor.

[sNIP]

When you say two free choices do you mean we get two choices that we don't can take regardless the origin path allowing it or do you mean two choices that we can take without having to pay the XP cost?

I like Caveat Emptor as well, I'm a fan of -potentially fake- latin.

As for free choices, I mean " you can choose, on your next step on the Origin path, any non consecutive choice, and so up to 2 times". I f you choose a path with an xp cost, you pay the xp cost.

And I don't mind having one or more navigators players, it's not that that can stop me to fiat the warp travel time or consequences if needed.

Concerning Alternate Carrer ranks, I'm ok with them,just tell me what you want to make with that. the same if you need some elite advances, i'm not advert on it on principle.

Edited by Mordechai Von Razgriz

It's important to have two Navigators on a ship so that you have a "Trainee Navigator" whose job it is to exist, and thus explain why the party isn't completely screwed over when if the PC Navigator gets killed on the surface of an away mission. Then the GM just makes rolls using the base crew rating (which is always worse than a PC Navigator would be) and goes from there.

I'm working out the specifics of my characters, but it'll be someone so disenfranchised with the Imperial Creed that he's taken up a life of exploiting people's faith and coin that he's a well-read charlatan with a high Fellowship and basically no sense of shame. Fairly good amount of loyalty to the crew though. Probably. He convinces people he's loyal anyway. Mostly. That was it for the moment of Drusian Charlatan with a main class of Seneschal, though I may or may not dip into Faith and Coin for obvious reasons.

Weedy, did you want to PM to work out some shared background of characters, or did you want to firm up the character concept some more? I think I have my origin path picked out pretty well.

Also, what're we doing for starting gear? Just the base equipment and the one free acquisition?

I'm starting to lean in the direction, now, of a Mechanicus raised individual that was literally created (in-vitro) to act as an officer of the Dynasty. Probably use the Rogue Trader career because of it's leadership potential but go for First Officer position. I'm not going to take the commerce stuff though. Hum.. Will have to think about this idea more.

And yes, as Era asked - what for equipment?

It's important to have two Navigators on a ship so that you have a "Trainee Navigator" whose job it is to exist, and thus explain why the party isn't completely screwed over when if the PC Navigator gets killed on the surface of an away mission. Then the GM just makes rolls using the base crew rating (which is always worse than a PC Navigator would be) and goes from there.

I'm working out the specifics of my characters, but it'll be someone so disenfranchised with the Imperial Creed that he's taken up a life of exploiting people's faith and coin that he's a well-read charlatan with a high Fellowship and basically no sense of shame. Fairly good amount of loyalty to the crew though. Probably. He convinces people he's loyal anyway. Mostly. That was it for the moment of Drusian Charlatan with a main class of Seneschal, though I may or may not dip into Faith and Coin for obvious reasons.

Weedy, did you want to PM to work out some shared background of characters, or did you want to firm up the character concept some more? I think I have my origin path picked out pretty well.

Also, what're we doing for starting gear? Just the base equipment and the one free acquisition?

Usually, the PC Navigator come with 1d5 underlings navigators, so that thhey relay during transit. For the same reason, the astropathic choir is an eventual PC + 1d10 lesser astropaths. Depending of your respective backgrounds, and the final Profit Factor, each PC will get his bunch of underlings, sycophants, gards, manservants and whatever.

For equipment, starting gear, plus :

- a reasonable amount of scare, common and lower items.

-one rare item.

- one very rare item

- one extremenly rare item.

among this, 2 best quality items max, 4 good quality item max (not counting the ones you get as starting gear).

Things going in a set , for instance two dual pistols, or a really fancy set of Jokaero cutlery, count for one.

Consummables such as ammo clips or grenades use the rull of Three : you have enough of them to have up to 3 on you at all time.

Of course, I will veto any abuse.

I was definately heading towards the False Man origin myself. I like the idea of the Navigator that is attempting to found a new bloodline being sterile and having to overcome that before the rest of his plan can go forward.

For the Navigator mutations I'm happy to have the GM roll them and just let me know what they are. I'm hoping to get the one that makes him incredibly obese so I can have an excuse to work towards getting him some sort of walking throne and not having to do any running.

i'll gladly roll for the inital two, and if you buy mor powers, I'll roll accordingly once your character is donefor potential new ones.

First one : 14. Strangely Joined Limbs.

Second one : 86. Disturbing Grace.

Well, sounds like you won't need a throne to get moved along. you can have a servitor hidding you in a suit case...

i'll gladly roll for the inital two, and if you buy mor powers, I'll roll accordingly once your character is donefor potential new ones.

First one : 14. Strangely Joined Limbs.

Second one : 86. Disturbing Grace.

Well, sounds like you won't need a throne to get moved along. you can have a servitor hidding you in a suit case...

Oooo that is an interesting combo. So many posibilities.

Hum... I'm thinking of taking Pride, and getting the Best Quality Archotech Laspistol as my Heirloom Item. I was wondering if you'd let me sacrifice my Rare & Extremely rare items to get a second one to make it a matched set. (It's Near Unique, but a duplicate item.) I was going to use the Very Rare for a Refractor Shield, but I'll give that up as well if it seems more equitable. Otherwise I think I've almost got a character.

Edit:

Like so:

Profile
WS BS S T Ag Int Per WP Fel
20 40 40 35 45 45 52 45 64
Movement: 4/8/12/24
Wounds: 1d5+3
Corruption Points:0
Insanity Points: 2d10
Fate Points: 1d10-Chart
Skills : Awareness, Charm, Ciphers (Rogue Trader), Command +10, Commerce, Common Lore (Imperium, Rogue Traders), Dodge, Evaluate, Literacy, Pilot (Space Craft), Scholastic Lore (Astromancy), Secret Tongue (Rogue Trader), Speak Language (High Gothic, Low Gothic)
Talents : Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Technical Knock, Ambidextrous, Autosanguine, Chem Geld, Air of Authority, Rival (Rogue Trader), Rival (GM's Discretion), Peer (GM's Discretion), Talented (Command), Talented (Intimidation)
Traits : Stranger to the cult, Rivals, Heirloom, Exceptional Leader, Role: First Officer
Armour: Best Quality Guard Flak Armour (Arms 5, Body 5, Head 5, Legs 5)
Weapons: Best Quality Archeotech Laspistol (90m; S/3/-; 1d10+3 E; Pen 2; Clip 70; Reload Full; Accurate, Reliable), Frag (12m; ; 2d10 X; Pen 0; Clip ; Reload ; Blast (4)), Photon Flash (12m; ; ; Pen 0; Clip ; Reload ; Special(pg137))
Gear: Chrono, Data-slate, Magnoculars, Micro-bead, Guard Flak Armour, Refractor Field (Mars), Archeotech Laspistol (2), Frag (3), Photon Flash (3), Exotic Fur-lined Coat
By the way, Weedy, I also took False Man for my origin. Shoot me a PM if you want to potentially tie our background histories together. Or really, anyone, I haven't put together a serious history yet.
Edited by Quicksilver

So... I was also considering between Footfallen/False Man and something else for my starting character, and the only reason I didn't was I thought it seemed a little min/maxy and went a different route. What if we're all actually a ship full of False Men origins?

Well I'm already planning on taking False Man as part of my backstory, and potentially footfallen as well so perhaps we can all be made by the same cloning vats.

[Edit] Now I think about that further isn't there some sort of giant vat ship componant that heals people very quickly but makes fate points more finiky? We could have it that we're all produced on ship or perhaps shipped to the ship in some proto-human state and then finished on board.

Or perhaps not. I can't decide if having an ancient, dilapidated ship spawning people to do a job that no longer even exists is right for 40K.

Edited by WeedyGrot

I can't decide if having an ancient, dilapidated ship spawning people to do a job that no longer even exists is right for 40K.

That sounds very 40k to me, actually. But doesn't work if we're supposed to seek out the ship as part of the first adventure.

Or as an alternative, the oddity of a group of vat-grown officers commissioned by Rogue Trader (or some other entity) to command the vessel he/she only theoretically knows where is?

Or all grown as part of a perverse Mechanicus experiment, then when the testing concluded, released to our own devices.

On that note, I'm happy to swap her origin to Footfallen if we all want to be co-created. :)

Edited by Quicksilver