Post by dwi on May 26, 2013 19:50:10 GMT -5
All Right folks! This has been a long time coming but since my last RP died but I'm here with a new one.
I'm looking for at least 4 players preferably 5.
For those of you who don't know; the name of the game is building your dynasty and your fortunes. Weather your the Rouge Trader or his (or her) cronies.
All of you have a roll to play in this
#1 spot: hmjohn
#2 spot:
#3 spot:
#4 spot:
#5 spot:
Char Creation!
Chooseing a homeworld:
Despite what you may think, in Rouge Trader choosing were your from is very important. It may even dertermin what stats you have or how you react to driffrent situations.
Death World:
Pros of being a death worlder:
You automaticly get +5 strength +5 Toughness
The Survival Skill
You may choose eather from the Jaded Talent or the resistance to poison talents
Start with the Melee Weapon training (primitive) Talent
+10 bonus to Shock and pinning
Possibly start with more wounds
Cons of being a Death Worlder:
-10 to all interaction skill tests in formal saroundings
-5 Willpower, -5 Fellowship
Career choices for a death worlder: Arch-Militant, Missionary
Void Born:
Pros of being a Void Born:
+5 Willpower
Automaticly gain the Speak Language (Ship Dialect) Skill
Navigation and Pilot are untrained skills that you have easy access too
Immune to space travel sickness
Low-Grav and Zero-Grav environments and not count as difficult terrain
Cons of being a void born:
A chane to loose fate points on bad rolls
-5 to all fellowship interactions with non void born chars
-5 strength
Void Born careers: Arch-Militant, Astropath, Explorator, Navigator, Rouge Trader, Senesachal, Void-Master
Forge World:
Pros of being a forge worlder:
+5 Intelligence
Start with the Technical Knock Talent
Common Lore (tech) and Common Lore (Machine Cult) are untrained skills
You may increase any ONE characteristic by +3 at start
Cons of being a Forge Worlder:
-5 Weapon skill
-10 penalty on tests involving the imperial creed and 15 to fellowship interactions with Ecclesiarchy types in formal settings
Forge Worlder careers: Arch-Militant, Explorator, Void-Master
Hive World:
Pros of being a hive worlder:
+5 Fellowship
Speak Language (Hive Dialect)
Crowds do not count as difficult terrain and do not need to make Agility checks when running through one.
Tech-Use as untrained skill
Cons of being a hive worlder:
-10 to survival
-5 toughness
Hive world careers: Arch-Militant, Astropath, Explorator, Missionary, Navigator, Rouge trader, Seneschal, Void-Master
Imperial world:
Pros to being a Imperial:
+3 Willpower
Common lores, Imperial creed, Imperium and War are untrained basic skills
Cons:
-5 to forbidden lore checks
Imperial careers: Astropath, Explorator, Missionary, Navigator, Rouge Trader, Seneschal
Noble Born:
Pros:
+5 Fellowship
Begin with Literacy, SL (high Gothic), SL (low Gothic) as untrained skills and the Peer (nobility) Talent
Add +1 to the grupe starting factor profit
Cons:
-5 Willpower
Noble careers: Missionary, Navigator, Rouge trader, Seneschal, Void-Master
Basic stats:
Of course you have the basic stat lines od WS, BS, S, T, etc
If you choose the point allocation method all chars start with this basic stat tree that looks like this:
Weapon Skill: 25
Ballistic Skill: 25
Strength: 25
Toughness: 25
Agility: 25
Intelligence: 25
Perception: 25
Willpower: 25
Fellowship: 25
You'll get 100 pts to put in to your skills. Remember though you can't put more than 20 in to each skill.
OR
I can randomly generate your stats for you
I'm looking for at least 4 players preferably 5.
For those of you who don't know; the name of the game is building your dynasty and your fortunes. Weather your the Rouge Trader or his (or her) cronies.
All of you have a roll to play in this
#1 spot: hmjohn
#2 spot:
#3 spot:
#4 spot:
#5 spot:
Char Creation!
Chooseing a homeworld:
Despite what you may think, in Rouge Trader choosing were your from is very important. It may even dertermin what stats you have or how you react to driffrent situations.
Death World:
Pros of being a death worlder:
You automaticly get +5 strength +5 Toughness
The Survival Skill
You may choose eather from the Jaded Talent or the resistance to poison talents
Start with the Melee Weapon training (primitive) Talent
+10 bonus to Shock and pinning
Possibly start with more wounds
Cons of being a Death Worlder:
-10 to all interaction skill tests in formal saroundings
-5 Willpower, -5 Fellowship
Career choices for a death worlder: Arch-Militant, Missionary
Void Born:
Pros of being a Void Born:
+5 Willpower
Automaticly gain the Speak Language (Ship Dialect) Skill
Navigation and Pilot are untrained skills that you have easy access too
Immune to space travel sickness
Low-Grav and Zero-Grav environments and not count as difficult terrain
Cons of being a void born:
A chane to loose fate points on bad rolls
-5 to all fellowship interactions with non void born chars
-5 strength
Void Born careers: Arch-Militant, Astropath, Explorator, Navigator, Rouge Trader, Senesachal, Void-Master
Forge World:
Pros of being a forge worlder:
+5 Intelligence
Start with the Technical Knock Talent
Common Lore (tech) and Common Lore (Machine Cult) are untrained skills
You may increase any ONE characteristic by +3 at start
Cons of being a Forge Worlder:
-5 Weapon skill
-10 penalty on tests involving the imperial creed and 15 to fellowship interactions with Ecclesiarchy types in formal settings
Forge Worlder careers: Arch-Militant, Explorator, Void-Master
Hive World:
Pros of being a hive worlder:
+5 Fellowship
Speak Language (Hive Dialect)
Crowds do not count as difficult terrain and do not need to make Agility checks when running through one.
Tech-Use as untrained skill
Cons of being a hive worlder:
-10 to survival
-5 toughness
Hive world careers: Arch-Militant, Astropath, Explorator, Missionary, Navigator, Rouge trader, Seneschal, Void-Master
Imperial world:
Pros to being a Imperial:
+3 Willpower
Common lores, Imperial creed, Imperium and War are untrained basic skills
Cons:
-5 to forbidden lore checks
Imperial careers: Astropath, Explorator, Missionary, Navigator, Rouge Trader, Seneschal
Noble Born:
Pros:
+5 Fellowship
Begin with Literacy, SL (high Gothic), SL (low Gothic) as untrained skills and the Peer (nobility) Talent
Add +1 to the grupe starting factor profit
Cons:
-5 Willpower
Noble careers: Missionary, Navigator, Rouge trader, Seneschal, Void-Master
Basic stats:
Of course you have the basic stat lines od WS, BS, S, T, etc
If you choose the point allocation method all chars start with this basic stat tree that looks like this:
Weapon Skill: 25
Ballistic Skill: 25
Strength: 25
Toughness: 25
Agility: 25
Intelligence: 25
Perception: 25
Willpower: 25
Fellowship: 25
You'll get 100 pts to put in to your skills. Remember though you can't put more than 20 in to each skill.
OR
I can randomly generate your stats for you