Me and my friends have been playing a Rogue Trader campaign for a little while now and I find it difficult to maneuver properly when playing a senechal. Let me break the basics of our group down for you.
Rogue Trader: Eldest survivor of the now exterminated house Maleiaro. He has no dynasty or base of his own, but he has one sick-ass light-cruiser to compensate. Of his two younger brothers, - a Missionary and an Arch-Militant, only the latter is still alive. He has Enemy (ecclesiarchy) and is a young, impetuous type with alot of regard for his own safety and not alot else.
Explorator: The player doesn't have too well-defined a personality down yet, so I can't really say alot about him except that he is obviously there to protect the ship first, and the interest of the captain, later.
Arch-Militant: The younger Maleiaro. Very loyal to his older sibling, very thoughtful and pondering. He's generally a likeable character, but sometimes have trouble with taking initiative.
Navigator: Houghy and distant, but with a taste for the political ramblings in the officers quarters. Still present-of-mind enough to watch his tongue around the captain, but otherwise very much the in-control kinda guy.
And Finally me, the Seneschal: Marius Malloc is a hiver who've seen the worst the impirium has to offer (calamity) He is very professional about his duties, has a passion for time-pieces and archeotech and a general dislike for people who don't appreciate their place in the system. He's also a fanatic (unshakeable faith, Nerves of Steel). Also he has Air of Authority.
Now here's my problem. Our Rogue Trader continually takes offense to most things my character says or does. Generally he subvocalizes to the RT at appropriate times, giving his personal views on the situation, as well as the logistics and likeliness of different outcomes. He tends to question many of the captains dicisions, but always subvocalizes, so as not to undermine the RT in front of his crew or officers. They've had multiple face-to-face discussions in-game where they seem to agree on most things, but as soon as the moment passes he becomes hostile again.
We've agreed as a group to try and focus on the adventuring part and developement between characters and avoiding the cloak-and-dagger stuff that this kinda behavior would normally lead to.
So I need your advice on how to treat this issue, because I seem to be stuck in a situation where most things I say or do quickly earns me a threat of violence or imprisonment in the brig, without my character having actually done anything to warrant such. To me it appears as though our RT operates on this logic:
Kill Navigator = Ship cannot travel in warp, I make an enemy of the Navis Nobilé. Cannot easily replace.
Kill Arch-Militant = Military units may revolt or disagree with the one appointed to take his place. Cannot easily replace.
Kill Explorator: Ship **** up and becomes useless. A definate no-no. Makes enemy of AdMECH. Cannot easily replace.
Kill Seneschal: Bah. Pencilpusher I have aplenty. He is just one man. Can easily replace.
Now I've tried to explain that naturally if one of the characters die another one will (by stroke of luck) naturally be rolled to replace the dead character. But IN-CHARACTER these individuals that make up a rogue trader vessels officers are extremely rare and handy because of their great skill in what they're doing. This falls on completely deaf ears and even the GM seems to take the RTs side in the matter. I cannot/will not go against the ruling of the GM and as such my character needs ways to try and ensure his continued survival.
If you have any ideas, please throw them out here.