Hi all,
Some of you may remember me as the one guy who obsessed over his Raider-class ship for Rogue Trader. Who went on and on about flexibility and details and minutiae like that. Well, I'm happy to say I'm GMing my very first Rogue Trader campaign! Because the ship...was a huge waste of time. Seriously, I've never gotten blueballed so hard in my life. The GM quit and two members basically had a falling out JUST as we were introduced to the Wolfpack Raiders in the starting adventure.
But the spirit of greed never dies, so I decided to GM my own campaign. However, my players are a little more "unique" than the average classes. Currently we have an Astropath Transcendent, a Tau classed as an Explorator, a Kroot Navigator, and we MIGHT be getting a Voidmaster of some mutant type.
The reasons for them being what they are I handled and I actually very much like the Tau player's backstory (Earth-caste engineer on the run for the implicated murder of some Ethereals). However, it being my first time GMing, I want to make sure that one of these dudes doesn't have Deathwatch amounts of power or is so helplessly crippled he gets killed in the beginning.
So, I was hoping you guys could take a look at these stats and tell me if they look good! The starting rank is 1 and the first adventure is the default thing written in the core. I figure that's a great way to introduce the mechanics, by letting them read over what they could've done versus what they did. Sorta helps highlight how free-form the game is.
CRUNCH TIME
First up is the Tau Explorator. He was given the Tau racial modifiers, but being an Explorator, he's confined to that class although he plans to get an Alternate Rank as a Drone Controller later. He went through the core Origin Path, though. And instead of the Firewarrior talents 'n traits, he's got the Explorator stuff.
Gear: Good C. Pulse Carbine (grenade launcher is currently defunct and due to him being so far away from Tau space his character modified las packs to fuel it. However, the las packs only give 6 shots rather than the Tau ammo giving 24). Tau Recon Armor. Funnily enough, he elected to buy a case of Good C. Lho-sticks with his free PF roll. Apparently, he imagines his character as a cigar chomper.
Scores:
WS: 27
BS: 35
S: 32
T: 37
Ag: 44
Int: 57
Per: 46
Wp: 34
Fel: 22
The Astropath is your average Astropath. Nothing special. He's a tad annoyed he can't pop heads off the bat, but some GM stomping should fix that, right?
The other one is the one I'm most worried about. The Kroot Navigator. My reasoning for OKing that was that the Navigator ability is genetic. If her kin ate enough Navigators (as difficult as that is, but hey, maybe it's a Warsphere faring group) they'd get the Warp Eye.
Scores:
WS: 38
BS: 36
S: 35
T: 35
Ag: 38
Int: 34
Per: 42
Wp: 39
Fel: 38
She used the standard Human modifiers, but possesses the basic Kroot traits. Granted, she's been given the choice of either using the Origin Path or the Kindred menu but not both.
The Voidmaster is not made yet, but I'm just going to make him use standard Human modifiers rather than his own.
So, have I ruined the game already? Brought glory to the Emprah? Or is there some weird **** here? Canon-wise I have an idea: Since no one wanted to be the RT, he's in a stasis pod. So all sorts of weird **** gets passed around because Imperial bureaucracy is screwy like that. They're all cool with taking Non-Imperial and Speak Not Unto the Xeno trait, though. I want them to have fun, memorable fights for crunchiness. But I also want to see some good roleplaying and character development. But here, I'm just worried about the crunch.
Edited by CeaselessTiger