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Last call: Rogue Trader - Tuesdays 7pm EST (UST -5:00)

Not that I know of
Hedmric Profile WS BS S T Ag Int Per WP Fel 32 48 49 44 36 31 30 33 33 Movement: 3/6/9/18 Wounds: 14 Corruption Points:0 Insanity Points: 4 Fate Points: 4 Skills:Common Lore (Imperial Navy, War), Dodge, Intimidate +20, Pilot (Space Craft), Scholastic Lore (Tactica Imperialis), Secret Tongue (Military), Speak Language (Low Gothic, Ship Dialect) Talents: Basic Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Pistol Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Melee Weapon Training (Chain, Shock, Power), Quick Draw, Leap up, Air of Authority, Sprint, Hatred (Chaos worshippers) Traits: Void Accustomed, Ship-bound fighter, Officer on Deck , Good Bionic Limb, Face of the Enemy (Chaos worshippers), Weapon Master (Pistol), Role: Chief Bosun Armour: Light Power Armour (Arms 7, Body 7, Head 7, Legs 7) Weapons: Knife (3m; 1d5+4 R; Pen 0; Primitive, +5WS), Hellgun (Lucius) (110m; S/3/-; 1d10+4 E; Pen 7; Clip 30; Reload 2 Full; uses 10kg backpack source, can use upgraded power pack, Reliable) "Gear: Charm, Void Suit, Medikit, Manacles, Micro-bead, Multikey, Light Power Armour, Hellgun (Lucius), Mono, Charge Pack (basic) (10), Hellgun Backpack, Knife, Bionic Locomotion (Good), " Quick sum up of his life Hedmric started life aboard a well respected battleship amongst a noble family Rebelled in his youth, finding work as a mercenary Got on the wrong side of a crime boss and lost his poor legs. Got cool metal ones. Enlisted and fought Chaos His life up until this point has made him snarly and tough. Joined this crew to try and regain some of his lost nobility, and to make a name for him self. I'll fill it out a bit later when I have some time.
You still looking for potential players? If so, I already have a character.
I'm not the GM, but its possible. We might have an opening.
Is anyone good for discussing backstory or such over roll20/skype tonight?
Austin: Can't promise anything at the moment due to time constraint, but if you send me a character sheet and background like I've requested from others (using all rules laid out so far like ability score array, leniency for origin path selection) I'll let you know if we have room now/future. Origin paths: I believe the 4 hand of war players are going to know each other from that point (any other overlaps can also be involved, but that's the minimum one). Nav and rogue trader should decide on dark voyage together. Roles: basically decided. Jayne, first mate, brought a bunch others onto crew. Her ability as first mate is questionable (skill wise) which is not a foreseeable problem. As for everything else, I'm out of town until Sunday evening and only access internet through phone. I'll still reply to inquiries, just a bit more slowly.
I'd be willing to chat with you tonight, Devon.
what time should we meet tonight?
9:30 pm be good? or earlier?
I probably won't be able to make it tonight.
Any time tonight works for me. Are we going to use Skype or roll20?
You'd be surprised how hard it is to find a bloated, mutated, but still human-esque picture. :P Just imagine Praetus as such, except bloatier.
roll20 has a voice chat program for there sessions
I have arrived <a href="https://app.roll20.net/join/17452/QeqFTw" rel="nofollow">https://app.roll20.net/join/17452/QeqFTw</a> for anyone that wants in on discussing stuff
I'll just post my character here for now. Rogue Trader game didn't progress? Here he is: [b]Alphesius[/b] [img]<a href="http://i.imgur.com/28AqW.jpg[/img]" rel="nofollow">http://i.imgur.com/28AqW.jpg[/img]</a> Aphesius's really wouldn't be the man he is today had he been born a mere 5 minutes sooner. But his parents, two guardsmen to horny, stupid, and in love to understand their own actions, gave birth to a child that was born during the most dangerous stage of Warp, the moment when the mutating factors were at their very worst. Because of this, as Aphesius grew up, mutations and psychic abilities began to show in the child. He was then sent to the Adeptus Astra Telepathica, where he was given the distinct honor to not be sacrificed to the God-Emperor. His skills as a psyker and his unbreakable will to survive soon gave him the credentials to follow his dreams, and return to the Void from which he was spawned, this time, as a Astropath Transcendent. Aphesius is somewhat hard-hearted, though never cruel. He loves the Void, and claims it as his one true home. He has somewhat of a distaste for the Imperial Guard, given the cruelty of his parents following the revelation of his psychic powers. [code] Name: Aphesius Characteristics: WS 41 Int 38 BS 40 Per 38 S 32 WP 51 T 36 Fel 36 Ag 30 P.F. Selected: Void Born Selected: Stubjack Selected: Duty Bound Skills: Speak Language (Ship Dialect); Intimidate Untrained Basic Skills: Navigation (Stellar) and Pilot (Spacecraft); Traits: Charmed, Ill-Omened, Void Accustomed; Quickdraw; Armour of Contempt Carrer: Astropath Transcendant Special Abilities: Soul-Bound to the Emperor, Psychic Powers, See Without Eyes +Skill: Awareness, Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Invocation, Psyniscience, Scholastic Lore (Cryptology), Speak Language (High Gothic, Low Gothic) +Talent: Heightened Senses (Sound), Pistol Weapon Training (Universal), Psy Rating 2 +Gear: best-craftsmanship laspistol, best-craftsmaship mono-sword, Guard Flak armor, void suit, charm, microbead, psy-focus Advances: Force Bolt (100xp) Foreshadow (100xp) Terrify (200xp) Short-ranged Telepathy (200xp) +5 Intelligence (100xp)[/code] [url=<a href="http://invisiblecastle.com/roller/view/3468723/]Wounds[/url" rel="nofollow">http://invisiblecastle.com/roller/view/3468723/]Wounds[/url</a>] [url=<a href="http://invisiblecastle.com/roller/view/3468727/]Fate[/url" rel="nofollow">http://invisiblecastle.com/roller/view/3468727/]Fate[/url</a>] [url=<a href="http://invisiblecastle.com/roller/view/3468819/]Insanity[/url" rel="nofollow">http://invisiblecastle.com/roller/view/3468819/]Insanity[/url</a>]
Which Rogue Trader game?
Greetings, I miss anything important from the meeting?
just ended, and no, just got Devon and Robert in to discuss their intersections, and Robert and I talked a little about Captain/First Officer dynamics
Ah cool. Well I'm excited for Tuesday.
Poison, I still need you to forward me your background.
I havent finalized it, but I will forward it, I promise
Emailed.
Thank'ya kindly.
Could I get a sum up of how the Hand of War folks met, since I had to leave before we discussed that?
Well so far i think it is, Jayne and Shanix met earlier and were in the same company. Ziel ended up getting shot down in an Thunderbolt on some planet and captured by Chaos. They went into get Ziel so they could find the location of the downed Thunderbolt to recover it. Then they went to serve on the same ship or something.
Rolando has the gist of it
INTRO GAME Tuesday @ 7:00PM EST Group is full If they haven't, players should read the fluff on The Thistle, Resplendent and its captain (attached). You will be playing as mercenaries from the Heedless Advance raider posing as Ecclesiarchy envoys. Details on ship builds are attached but unimportant. ***Premise*** The Adeptus Ministorum routinely sends envoys to check on their investment and reinforce Solomus' obedience through missionary voyages to his vessel. A powerful rival dynasty has been losing numerous trade contracts to Solomus due to the apparent speed of his ship. They suspect he is using xenotech, and would like to expose him. They plan to find out when the Ecclesiarchy will next visit the Thistle, and send their own agents a day ahead of schedule posing as Ecclesiarchy who have arrived early. ***Endeavour*** Were this part of the overall campaign, it would be part of a Greater Endeavour: Restore the dynasty's trade contracts. The endeavour would consist of 3 parts, each requiring 400 Achievement Points: 1) Determine the source of Solomus' power 2) Disrupt Solomus' operations 3) Re-earn the lost contracts through force, coercion or diplomacy The group would have already completed the first objective (100 Achievement Points for capturing a senior officer of Solomus' crew while making him look like a defector, 20 for interrogating that crew member and determining Solomus' relationship with the Adeptus Ministorum (+25 from their ship having a brig), 30 for intercepting the transmissions and setting up the ambush, 250 for raiding a Ecchlesiarchy hold to get supplies to look like convincing imposters with +150 extra from their ships bonus to Criminal objectives. TOTAL=575). ***The Mission*** The rival house has several agents aboard the Thistle: a navigator (Devon), his guard (Chris) and an astropath (Charlie). Devon and Charlie provided the intel to set up this mission and now need to be rescued. Robbing Solomus of his astropath and navigator will cripple his ability to retaliate and strain his relationship with the navigator house contracted with his ship. These important crew members will also require time and resources to replace. Remaining players are the fake missionaries. They must access the ships plasma drive, scan it for xenotech, bug it so the ship can be tracked, and escape. ***Achievement Points Breakdown*** 1)Rescuing Devon & Charlie If Charlie or Devon are killed or do not escape, this objective is failed. Otherwise: Fake kidnap them Make it appear that Charlie and Devon are being taken against their will, incriminating the ecclesiarch and preserving their status in the imperium. +200 Achievement Points Run-and-gun out If Charlie or Devon attack Solomus' crew or their cover is blown, it will ruin the standing of the navigator's house and mark both as criminals. +50 Achievement Points 2)Scanning the ship The drive is scanned, revealing not xenotech but a modified drive. +30 Achievement Points The bug is planted successfully. +20 Achievements Points The Energistic Conversion Matrix is discovered and scanned (spoiler: you normally would not have known it exists ahead of time). +100 Achievement Points 3)Misc Implicate the Ecclesiarchy by preserving the cover of the entire group. +50 Achievement Points Charlie - Astropath (House Operative - Astropath) Chris – Devon’s Personal Bodyguard (Gland Warrior – Arch-Militant) Devon – Navigator (House Operative - Navigator) Austin – Envoy (Drusian Charlatan – Seneschal) Mike – Envoy Hired Muscle (Augmenticist – Arch-Militant) Robert – Envoy (Acquisitionist – Seneschal) Rolando – Envoy’s Pilot (Void Master) Sam – Tech-adept (Arch-Heretek – Explorator)
Nice, will re-read the Thistle stuff too. Also, I did manage to con a co-worker into taking my Tuesday night shift, so I will be here.
very nice, never played a seneschal before. should be fun.
Just tell me where to go and what to use.
It looks fun. Im excited for Tuesday.
Why do they give Arch Militants a Primitive Mono weapon, when they are only proficient in Chain, Power and Shock? Not that its a big deal, cuz it isn't, but it seems very odd.
the mono upgrade removes the primitive quality.
what proficiency does it use then?
It doesn't specify a talent group, I guess you could say Power or Shock.
Tomorrow night's characters attached. Don't worry about knowing all of the rules to them, just try to get a quick feel for the one you'll be playing.
Looks good, tomorrow'll be fun.
This may seem like a stupid question, but what is the proper way to open this file? Because i try to open the file in excel and it looks wierd.
You need to use the excel character creator that Daniel provided. If you open that up, there will be a "load character button" That button and load option will use these files.
GAME TONIGHT Austin/Charlie: It would help me a great deal if you two were knowledgeable on the rules for psykers. I'm still rusty on them, having never played one and I'm used to the DH rules. Devon: Same ad above but with navigator powers. Everyone: The more rules you know the better, lest the game become bogged down as we flip through books. You can still feel comfortable asking how to do something you don't know rules for, and experiment a little; that's what these first games are for. Want to swing from a bulkhead and kick someone in the head to break their neck? No rules for that, but a successful Very Hard acrobatics check followed by a melee attack at -10 will do just that. Try to wait until the end of the night to provide me feedback. I know I won't do a perfect job and do want to improve, and I think by waiting until the end we'll have better game flow. Plus, I might fix what was wrong during the night.
Hey GM, if you need any help with Roll20, I'm your guy.
Hey Shanix: One-thousand times yes. As of now, much of the night will be narrative descriptors and dice rolls. UPDATE FOR SHANIX: I'm not joking, I have -> no idea<- how to use it. I was originally planning on running everything off Vassal, but will now be trying to figure out this system over the next week or so.
So, normal night on Roll20 then? :P But seriously, I'm happy to help if you so require it.
Alright. I may be a little late, being out of town and at a hotel and all, but I will most definitely be there.
Thank you Mike. And Daniel i do have an digital copy of the Game Masters Kit i could send you, its got a nice quick reference sheet in the back.
Good idea, Rolando. Rules summary attached for all to see.
Alright, I'm home from work.
What time are we starting tonight? 730 was it?
I think it starts around 7:00 pm
Hello im here.