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  1. - Top - End - #1
    Titan in the Playground
     
    Destro_Yersul's Avatar

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    Default Sea of Stars - OOC II

    Sea of Stars - OOC

    I intend to go not only farther than any man has been before me, but as far as I think it possible for man to go.
    - Captain James Cook

    Welcome to thread 2 of the OOC. Hard to believe it's been so long already.

    IC thread I
    IC thread II

    Spoiler: Episode List
    Show


    Activity:
    • Expected rate of posting is at least once per day.
    • If you don’t post in 48 hours, I will autopilot your character.
    • If you don’t post in a week, I reserve the right to kill off your character.

    Going on hiatus with prior warning is absolutely fine: the above rules apply to unexpected disappearances. Drop me a notification before you’re going away/losing your internet access/what have you, and I’ll happily play your character as an NPC until you can return.

    Rolls:
    • Make all rolls using the forum dice roller, either in a spoiler-box in the relevant IC post, or in a separate post in this thread.
    • Some rolls (mainly ones at which you should not know whether you have succeeded or failed, and Perils of the Warp/Psychic Phenomena) I will make in secret.
    • As a time-saving device, I will roll all initiatives at the start of an encounter, allowing you to get straight to your actions rather than waiting about for each other.


    Combat:
    When in combat, do not wait to post in sequence of initiative: post whenever you are free to post. If your actions depend on someone ahead of you in the initiative order, you can leave conditional instructions OOC. I will conduct my rolling for each combat round in this thread, and post an IC summary that signifies the end of the current round & the start of the next.

    Assorted Notes:
    Spoiler
    Show
    - All-out Attacks and Guarded Attacks can be made in conjunction with a Swift Attack or Lightning Attack, each remaining a Full Action and allowing the attacker to use their full number of attacks. The +20% from an AOA only applies to the first attack made; the -10% from a Guarded Attack applies to both attacks.
    - Psychic Powers which require some sort of roll to hit can be dodged. If they don't need a roll, they cannot be dodged.
    - XP spent on background packages and whatnot counts towards ranking up. It's not supposed to, I know, but I've never bothered and it's always worked fine.
    - Extended Repairs: Every week, make a Tech-Use test. On a successful test, regain 1d5 Hull Integrity. This cannot regain more than 50% of the ship's total hull integrity, or 25% for any ship of Light Cruiser class or larger. Once the maximum value has been restored, the ship must put in to a suitable world for proper repairs and resupply before it can enact extended repairs again.
    - Crew Improvements: The +5 to Crew Rating from Best Craftsmanship crew improvements stacks. This represents additional training, etc. and is how you raise your crew rating post ship creation.
    - Hiring bodyguards/small-scale NPCs (Not Crew): Normal scale rules apply. Base stats are 30. For every +10 in stats, -10 on the Acquisition test. Max -30 for 60 stat guys. NPCs come with some basic equipment based on where you hired them from.

    Master Ship Component List
    Space Station Rules


    Spoilers
    A spoiler titled 'X Only' is intended only for the eyes of the player playing the character X. Please don't read 'em if they're not intended for you - you could spoil some surprises.

    Please put your character sheet in your first post in this thread – either formatted into the post itself, or via a link. It helps me to find them if they’re all in one place.

    Spoiler: Warrant Path
    Show
    In case I need it, the group's warrant path is: Age of Apostasy > Struggling > Administratum > Angevin Crusade > Missionaria > Unknown
    Last edited by Destro_Yersul; 2021-02-03 at 02:34 AM.
    I do LP's sometimes! I'm currently on hiatus for college purposes.

    My Youtube Channel

    The rest of my Sig:
    Spoiler
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    Avatar by Vael

    My Games:
    The Great Divide Dark Heresy - Finished
    They All Uprose Dark Heresy - Finished
    Dead in the Water Dark Heresy - Finished
    House of Glass Dark Heresy - Deceased

    We All Fall Down Dark Heresy - Ongoing

    Sea of Stars Rogue Trader - Ongoing

  2. - Top - End - #2
    Titan in the Playground
     
    Destro_Yersul's Avatar

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    Default Re: Sea of Stars - OOC II

    Ships and Profit:

    The Terminus Endeavour: 575/5000AP

    Profit Factor: 51

    Spoiler: Sources Affecting PF
    Show
    Group Wealth: 45
    Port Davis: 4
    Davis Warp Charts: +1 next time port develops
    Viatrames: 2


    Dynasty Ships

    Spoiler: The Manticore's Sting, Meritech Shrike-class Raider
    Show

    Name:Manticore's Sting
    Speed: 10
    Manoeuvrability: +25
    Detection: +20
    Turret Rating: 2
    Space: 35/35
    Power: 44/45
    Hull Integrity: 30/30, 16 armour
    Crew: 102/102 (Rating 30+5)
    Morale: 99/99

    Spoiler: Essential Components
    Show
    Jovian Pattern class 2 Drive
    Miloslav G-616.b warp drive
    Emergency Gellar Field
    Repulsor Shield (1 void shield)
    Combat Bridge
    GC Vitae Pattern Life Sustainer
    Pressed-Crew quarters
    W-240 Passive Detection Arrays

    Spoiler: Weapons
    Show

    GC Sunsear Laser Battery
    Jovian Missile Battery

    Spoiler: Supplemental Components
    Show
    GC Arboretum
    Cogitator Interlink
    Observation Dome
    Medicae Deck
    Tenebro-Maze
    Variable Figurehead
    Empyrean Mantle


    Reaver of the Unbeholden Reaches:
    Long term repairs fix 1d10+5 Hull Integrity
    +10 on Silent Running
    -10 on Social Interaction tests with anyone who knows what ship you're from

    Special:
    +5 BS to all attacks with Ship's weapons
    Gellar Field activates automatically on 3+ if ship enters warp unexpectedly.
    No penalty for going through celestial phenomena comprised of small particles.
    +10 on Tech-Use tests to repair as long as the Bridge is undamaged
    No penalty on Detection actions while Silent Running
    All tests to detect this vessel while Silent Running are two degrees more difficult
    Warp travel in half the time! Honestly this won't matter.
    +10 to Command when defending v Boarding Actions, Hit and Run
    You choose what gets critical hits, not the DM
    Double time at void without crew/morale loss
    +20 to medicae, treat 3xIB without penalty

    Achievement Point Bonuses:
    Exploration: +50
    Criminal: +50


    Spoiler: The Talon, Iconoclast-class Destroyer
    Show

    Name:Talon
    Speed: 10
    Manoeuvrability: +30
    Detection: +20
    Turret Rating: 1
    Space: 32/32
    Power: 45/49
    Hull Integrity: 28/28, 14 armour
    Crew: 100/100 (Rating 30)
    Morale: 96/96

    Spoiler: Essential Components
    Show
    Jovian Pattern Class 2 Drive
    Strelov 1 Warp Engine
    Belecane-pattern 90.r Gellar Field
    Voss Pattern "Glimmer" Void Shields
    Exploration Bridge
    Vitae Pattern Life Sustainer
    Pressed-crew Quarters
    M-201.b Auger Array

    Spoiler: Weapons
    Show
    Mars Pattern Macrocannons x2

    Spoiler: Supplemental Components
    Show
    Laboratorium
    Librarium Vault
    Broadband Hymn-Casters
    Augmented Retro-Thrusters
    Biocoral Energy Relays


    Complications:
    Curious - The ship likes to poke its nose into dark corners. It's good at finding those dark corners, but never quite wants to leave well enough alone. (+5 detection, -10 on tests to Disengage or otherwise run away)
    Shrouded Past - Nobody is quite sure where this vessel came from. It's changed hands many times, and anything that might indicate where it was built is either missing or intentionally removed. The ship's logs, however, have a lot of... interesting information in them, for those who know how to look. (-2 max Morale. Characters aboard the ship gain +10 on Forbidden Lore tests)

    Special:
    +2 Hull integrity regained following successful long-term repairs
    +10 on warp navigation, but -20 on warp travel encounters
    +5 on Active Augury
    +20 on artifact identification/repair and single-item crafting tests
    +10 on Investigation skill tests
    Hymn-Casters (+10 intimidate, enemy ships must make -10 Tech Use test to use vox. Both apply within 30VU and only when system is active)
    Void shields must roll every time they cancel a hit; on 3 or less, the hit is not cancelled.
    Biocoral: Coral relays add +4 power, but if the component is ever damaged, another randomly chosen component that is not the Bridge/Drives becomes Unpowered.

    Achievement Point Bonuses:
    Exploration: +50


    Spoiler: The Fury Incandescent, Turbulent-class Frigate
    Show

    Name:Fury Incandescent
    Speed: 8
    Manoeuvrability: +21
    Detection: +25
    Turret Rating: 1
    Space: 38/42
    Power: 39/49
    Hull Integrity: 0/40, 20 armour (Crippled!)
    Crew: 55/100 (Rating 40)
    Morale: 54/99

    Spoiler: Essential Components
    Show
    Lathe Class 2b drive
    Strelov 1 warp drive
    Single Shield array
    Gellar Field
    Armoured Command Bridge
    Vitae pattern life sustainer
    Pressed crew quarters
    Deep void augurs

    Spoiler: Weapons
    Show

    Stygies Macrocannons
    Pyros Melta-cannons +++ERROR: COMPONENT DAMAGED+++

    Spoiler: Supplemental Components
    Show
    Brig


    Complications:
    Martial Hubris - +5 to BS tests with the ship's weapons, -15 on Pilot tests to escape combat
    Turbulent Past - -20 on social skills with Underworld, +20 with Adeptus Arbites

    Special:
    -5 on Command tests made aboard
    +5 to Intimidate Extended Action
    Bridge ignores critical hits, damaged/unpowered on 4+

    Achievement Point Bonuses:
    Anything involving transporting prisoners +25


    Spoiler: The Terminus Omni Agraphum, Jupiter-class Light Battlecruiser
    Show

    Name: Terminus Omni Agraphum
    Speed: 7
    Manoeuvrability: +15
    Detection: +21
    Turret Rating: 2
    Space: 69/75
    Power: 93/90
    Hull Integrity: 8/66, 19 armour
    Crew: 0/98
    Morale: 0/91

    Spoiler: Essential Components
    Show
    Saturnine Class 4A "Ultra" Drive
    Miloslav H-616.b warp engine
    Warpsbane Hull
    Repulsor Shield Array (2 void shields)
    Fleet Flag Bridge
    Clemency-pattern Life Sustainer
    Clan-kin Quarters
    Auto-stabilised Logis-targeter

    Spoiler: Weapons
    Show

    Port 1: Hecutor-Pattern Plasma Broadside
    Port 2: Hecutor-Pattern Plasma Battery
    Starboard 1: Hecutor-Pattern Plasma Broadside
    Starboard 2: Hecutor-Pattern Plasma Battery
    Prow: BC Godsbane Lance (-1 space, +1 strength)

    Spoiler: Supplemental Components
    Show

    Field Bracing
    Munitorium
    Teleportarium
    Tenebro-Maze


    Complications:
    Unknown

    Special:
    -The Jupiter-class Light Battlecruiser may equip Battlecruiser components, but if equipped with battlecruiser Lances in its prow slot, it may not fire the weapon outside the Fore arc. Smaller lances work as normal.
    -May not equip armoured prow or armour plating components
    -More frequent warp travel encounters (but roll twice and group picks)
    +10 on Warp navigation
    +5 BS to fire ship weapons
    -May hit and run without piloting test. +20 on Command rolls using Teleportarium to attack thusly.
    +10 to all Maneuver actions
    +10 to command for anyone on bridge, +5 on navigation/pilot for this ship and allies near it
    -5 to enemy boarding actions/hit and run vs this vessel
    No penalty to Maneuvre when travelling through celestial phenomena
    Reduce Crew/Morale loss via Depressurization by 4.

    Note: If something hit by Plasma guns gets 1 or 2 on crit chart, two components are effected instead of just one.

    Achievement Point Bonuses:
    Exploration: +25


    Dynasty Holdings

    Spoiler: Port Davis Space Station
    Show
    Name: Port Davis
    Class: Wayfarer Station
    Detection: +20
    Turret Rating: 2
    Space: 78/80
    Power: 44/50
    Hull Integrity: 60/60, 18 armour
    Crew: 100/100
    Morale: 100/100

    Spoiler: Essential Components
    Show
    Station Generatorium
    Vitae-pattern Life Sustainer
    Combat Bridge
    Multiple Shield Array (2 shields)

    Spoiler: Weapons
    Show
    2 Keel Mars-Pattern Macrocannons
    1 Keel Starbreaker Lance Weapon

    Spoiler: Supplemental Components and Decks
    Show
    Spacedock Piers
    Astropathic Choir Chambers

    3x Civitas Decks
    Hydroponics Deck


    Special:
    Docks up to 4 ships at a time. Docked ships gain +10 bonus on tests involving repairs
    +10 on tests to repair station while Bridge is powered
    +10 to Focus Astro-Telepathy, +5VU range Astropath powers
    +15 on Acquisition tests to hire crew (Crew are Common: Total modifier, +35)
    No penalties for spending time without resupply

    Achievement Point Bonuses:
    +100AP Trade


    Dramatis Personae:

    Spoiler
    Show
    Crew
    Master Williams: Macharius' personal valet.
    The Praetorians: Macharius' bodyguards, the best men the dynasty has to offer.
    - Almagor
    - Murphy

    (The Manticore's Sting)
    Commodore Gilead: Commander of the armed forces, including the contingent of marines used for boarding actions.
    Father Demetrius: A pious man, known for carrying around a massive leatherbound copy of the Litanies of Faith. Often leads shipboard sermons.
    Father Ornstein: The ship's surly confessor. A talented linguist and scholar of dead languages. Helped translate the map found on Jonell's planet.
    Jensen: Head Gaoler. Generally unflappable.

    (The Talon)
    Scipia: Navigator Secundus. A blunt, straightforward sort of woman. Doesn't seem bothered by the recent change in ownership of the Talon.

    (The Fury Incandescent)
    Elena Dassel: Gunnery officer, formerly of the Righteous Crusader under Wrath Umboldt. Friend of Hannabel.
    Hector: An old sourpuss, the grizzled former commander of the ship's marines. Short white beard, grim demeanour. Enjoys telling old war stories.
    Montus: A minor tech-heretic, who fixes little problems around the ship.

    Allies
    Lord Captain Kade Jonell: An old soldier of a Rogue Trader with an enormous mustache. Originally from Cantus. Very focused on colonising the expanse. An installation with at least one piece of archeotech inside was recently unearthed on one of his colony worlds. Strongly dislikes Captain Quinn, who has been targetting his colonies. Captains the Mailed Fist.
    - Ms. Devereaux: A thin, severe woman who serves as Jonell's seneschal.
    - Ambrose: Jonell's bodyguard. Taciturn and untalkative unless you get him onto a military tactic. Wears matte black stormtrooper carapace and carries a ripper pistol. Also from Cantus.
    - Remalia Brabazon: Jonell's Navigator. A recluse, who almost never leaves her Navigator's tower. Suffers from allodoxophobia, as well as a fear of other Navis.
    - lieutenant Colburn: The stocky, bearded military leader of Jonell's colony.

    Morwenna Theophilus: One of Macharius' marriage prospects, an attractive woman with a preference for stable investments and a (more or less) friendly feud with Anika.

    Jerot Penthon: A rogue trader and old friend of Macharius
    - Jasmine Fenoff: Jerot's fiance

    Madame Charlabelle Armelan: A young and intelligent socialite, the last scion of the Armelan dynasty. She's a long way from home, having come to the Expanse in an effort to save her family's fortunes. Captain of the Grace of Sopha

    Unaligned
    Admiral Josephus Beckenmatt: Imperial Navy Officer, in the Calixis Sector command. Old friend of Macharius from the Navy academy.
    Dr. Elias Riechert: An old colleague of Anika's from the Hetaireia Lexica. Known to do consulting work with the Holy Ordos.
    Rickard Torgan: Captain of Torgan's Pride, the salvage ship rescued by the party. Made good on his favour to Macharius by assisting with the Processional salvage operation.

    Magos Zurin: A somewhat absent-minded Magos Biologis, specialising in xenology and xenobotany. His research lab was attacked by pirates, and most of his expeditionary force wiped out.
    - Genetor Sigmund Venture: Second in command to Zurin. Studied under Magos Vogel.
    - Genetor Tarvek Ska: A traditionalist and researcher
    - Engineseer Virgil: Font of practical knowledge. Aspires to be a transmechanic.
    - Lex-Adept Indris: Zurin's personal assistant. Collates data, mostly.

    The Monk: A Rogue Trader of dubious reputation. Cheerful and friendly, but rumoured to have his fingers in the COld Trade, amongst other things.
    - Lorenzo Mercator: The Monk's navigator, a man with an unsettling sharp-toothed smile and a love of secrets. Knows the value of what he knows.

    Lady Sun Lee: A severe woman who heads the Ma'Kao rogue trader dynasty. Has offered assistance against the Saynay clan in future, and accepted a copy of Katarina Nostromo's memoirs from Anika as the price of a favour.

    Aoife Armengarde: A bit of a wild card.
    - Igraine Armengarde: Aoife's daughter. One of Macharius' marriage prospects, but only if she likes him - Aoife won't have it any other way. Interest in pirates, and a romantic outlook in general.

    Trade-Admiral Jonquin Saul: Hit it off with Macharius at Winterscale's party. Searching for the Exchequer, the class-naming ship for a line of vessels of which he is especially fond, and has purchased all the others. Also looking for Pre-Imperial/Early-Imperial historical documents, as part of a personal interest in the Imperium's past.

    Grig, of Clan Ch'tep: A kroot shaper, leader of a small kindred. Currently hired by an unknown party, after Macharius refused to have Kroot on his ships.

    Tobias Hawke: Information broker, rather cavalier. Hired by Macharius to help them find a drive for the Terminus. Hit it off with Hannabel, and is now searching for an improved Drive for the Sting.

    Enemies
    Tristan Quinn: A Rogue Trader of piratical nature. Claims-jumping, smuggling, dirty deeds done dirt cheap. Not especially popular, has a feud with Captain Jonell. Himself captain of the Refuge in Depravity
    - The Aggressor: One of Quinn's frigates. Was in charge of the blockade broken by Ravia's Rak'gol deception.
    - Erik Tarsus (deceased): First Officer aboard the Talon, before it was captured by Macharius. Executed for piracy, amongst other crimes.

    Captain Misson: A famous pirate captain, who maintains a hidden colony somewhere in the Expanse. Macharius raided one of his subordinate Captain's base of operations and stole a space station.


    Spoiler: Misc NPC stat things
    Show
    All Marines of the Manticore's Sting are armed with Merovech assault lasguns (Basic, 50m, 1/-/5, 1d10+3E, Pen 0, Clip 120, Rld 2 Full, Reliable, Variable Settings. Monospear in Close Combat)
    with Voss 'Nightfire' Flamers as their special weapons. (Basic, 20m, S/-/-, 1d10+5E, Pen 2, Clip 3, Rld 2 Full, Flame, Toxic)

    Other weapon assets: Many Naval Shotcannons
    Two man-portable multilasers on tripods
    One Retobi-pattern missile launcher (Clip 5)

    The Absalom Praetorians: 50's in all stats and Light Carapace Armour. Autoguns/Hellguns.
    Murphy has terrible luck
    Almagor has a Power Sword, and is a god among men
    Last edited by Destro_Yersul; 2021-02-27 at 09:46 PM.
    I do LP's sometimes! I'm currently on hiatus for college purposes.

    My Youtube Channel

    The rest of my Sig:
    Spoiler
    Show
    Avatar by Vael

    My Games:
    The Great Divide Dark Heresy - Finished
    They All Uprose Dark Heresy - Finished
    Dead in the Water Dark Heresy - Finished
    House of Glass Dark Heresy - Deceased

    We All Fall Down Dark Heresy - Ongoing

    Sea of Stars Rogue Trader - Ongoing

  3. - Top - End - #3
    Banned
    Join Date
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    Default Re: Sea of Stars - OOC II

    This is Felidae, who I still haven't found time to update, or roll purchases for. It's easy to post updates at work, but finding time at home to sit down with the books .. much less so =)

  4. - Top - End - #4
    Bugbear in the Playground
     
    Lizardfolk

    Join Date
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    Default Re: Sea of Stars - OOC II

    Kennoch the Navigator

    Spoiler: Fluff
    Show

    Background:
    Birthed on a star-ship and reared on a space station by void born, Kennoch Castermire may be young, but he's as true a Navigator as you’re likely to find. Yes, his genetic lineage is more susceptible to Warp-twisting than the highest and proudest Magisterial House, but mutants are mutants anyway, and this mutant knows he belongs among the heavens, not with his feet on the dirt. By blood and experience, Kennoch is as fine a guide as any. If rumors are true, he’s an honest servant of the Imperium too. He supposedly abandoned the security of the Calixis Sector, where his clan has roamed for millennia, to hunt less savory Navis and thereby clean up the Expanse just a bit. A wayward branch of his clan has descended into heresy on these poorly-mapped fringes, the Renegade House Castermare (best to not get them confused); Kennoch pursues them as a matter of duty.

    There are quieter, vaguer rumors that Kennoch was also on the losing end of some mysterious family conflict, and that his journey wasn’t entirely by choice, but such things are all too common among the nobility. In any case, he refuses to address the matter when questioned.

    Personality:
    Driven yet resigned, optimistic yet bleak, Kennoch has a curious blend of ambition and fatalism. He certainly has goals; he dreams of a future filled with power and prestige, for himself, his House, and his friends alike. He knows that unlike the vast majority of humans, he might not die in obscurity, but could instead use his mighty name and talents to bend this unfeeling universe just slightly to his will. And if not that, then his existence is at least comfortable. Bound by station though he is, he has far more freedom than most people. This is all to be enjoyed, even celebrated.

    On the other hand, his purpose in life is to stare into the Warp until it molds him like clay into something horrifying. If he lives long enough, his body will corrupt further and further. He’ll probably become increasingly reliant on servants and cybernetics just to function, let alone savor his nobility. This is as inevitable as death. He has witnessed the elders of his House, and they fill him with a quiet dread.

    Sooner or later, the Warp beats everyone.

    Appearance:
    Any Navigator’s defining features are their deformities, first and foremost the Warp-Eye, but often much more gruesome disfigurations. Kennoch surely has his share, and they’re likely obscene, but most people won’t see this secret shame. Whenever possible, he covers himself entirely. His typical outfit is a unique, beautiful, Selenite-pattern void suit, even when in a safe atmosphere. Kennoch apparently doesn’t like or trust the air beyond that of a ship he’s intimately familiar with; ideally, he brings along enough spare canisters to last at least a day, no matter where he’s going. To be fair, his suit doubles as some pretty solid armor too. It’s also quite stunning: platinum plates engraved with prayers and striking images, adorned with perfectly-cut sapphires. His helmet obscures his face except for a narrow triangle of plasteel through which he can see with any of his three eyes; not another inch of flesh is visible except in the event of a breach, and even then, he wears undergarments of mesh-weave. Kennoch’s ancient hellpistol matches his suit—engraved platinum and sapphires—as does his eye-topped staff, though that’s mostly a ceremonial item, and he often has a servant carry it for him.

    Said servants include a squad of void born assassin-bodyguards, part of a larger guild from the Calixis Sector, the Rings of Castermire. Even stranger than these star-children is Kennoch's familiar, the oddly-named Mr. Wah Dell: a literal golden monkey. It has a torso of shiny plates engraved with prayers to the Omnissiah and six mismatched limbs covered in wires and tubes; most likely, this poor beast retains only its original head.

    Onlookers might not see much of the man beneath the armor, but they’ll notice his unusual voice. It has bizarre, unsettling reverberations: each of his soft, youthful, even boyish words is accompanied by a choir. Tones of older men. Or women of all ages. Pitch, emotion, and accents vary well beyond his own. This is presumably a mutation of the throat, and it can’t endear him to the Ecclesiarchy, but it doesn’t seem genuinely harmful. Hence, his nickname, Echo.


    Spoiler: Crunch
    Show

    Name: Kennoch “Echo” of House Castermire
    Career Path: Navigator
    Rank: 3
    Experience: 12,500 Total / 50 Unspent
    Corruption: 0
    Insanity: 20
    Wounds: 12 (9, Sound Constitution 3)
    Fate Points: 3

    Characteristics:
    Weapon Skill: 34
    Ballistic Skill: 45 (35 +5 Origin Path +5 Advance)
    Strength: 37 (42 -5 Origin Path)
    Toughness: 43 (36 -3 Origin Path +10 Advance)
    Agility: 30
    Intelligence: 51 (41 +10 Advance)
    Perception: 54 (44 +10 Advance)
    Willpower: 53 (38 +5 Origin Path +10 Advance)
    Fellowship: 34 (39 -5 Origin Path)

    Origin Path:
    Home World: Void Born
    -5S, +5WP; Starting Skills; Charmed; Ill-Omened; Shipwise; Void Accustomed
    Birthright: Stubjack
    +5BS, -5Fel; Intimidate; Quick Draw; 4 Insanity
    Lure of the Void: Duty Bound (Duty to Your Dynasty)
    -3T; +1PF; Rival (House Castermare)
    Trials and Travails: Dark Voyage
    Forbidden Lore (Navigators) +10; 4 Insanity
    Motivation: Fear (Tormented by the Unspeakable, 200xp)
    Light Sleeper, Jaded, Resistance (Fear); 12 Insanity
    Lineage: Of Extensive Means (Far-Reaching Contacts, 300xp)
    Peer (Adeptus Mechanicus, Astropaths, Void Born)

    Special Abilities:
    The Boons of Lineage (Nomadic House): Talented (Navigation [Warp]); A Taste for the Warp; Scorn of Dirt-Dwellers; Initial Mutation; The Lidless Stare (Adept)
    Warp Guide: +5 Navigation (Warp)

    Skills:
    Awareness +20 (Per)
    Ciphers (Noblite Family) (Int)
    Common Lore (Navis Noblite) +20 (Int)
    Dodge (Ag)
    Forbidden Lore (Navigators, Warp) +20 (Int)
    Intimidate +20 (S/Int/Fel)
    Literacy (Int)
    Nagivation (Stellar, Warp [Talented, Warp Guide]) +10 (Int)
    Psyniscience +20 (Per)
    Scholastic Lore (Astromancy) +10 (Int)
    Secret Tongue (Navigator) (Int)
    Speak Language (High Gothic, Low Gothic, Ship Dialect) (Int)
    Trade (Astrographer) (Ag)
    Trade (Remembrancer) (Int)

    Talents:
    Disturbing Voice
    Jaded
    Light Sleeper
    Meditation
    Navigator
    Navigator Power
    Peer (Adeptus Mechanicus, Astropaths, Navigators, Void Born)
    Pistol Weapon Training (Universal)
    Quick Draw
    Resistance (Fear)
    Rival (House Castermare)
    Sound Constitution 3
    Talented (Navigation [Warp])
    Total Recall [Mind Impulse Unit]

    Traits:
    Charmed
    Ill-Omened
    Scorn of Dirt-Dwellers
    Shipwise
    A Taste for the Warp
    Void Accustomed

    Navigator Powers:
    Gaze into the Abyss (Novice)
    The Eye Is Open
    The Lidless Stare (Master)

    Mutations:
    Pale and Hairless Flesh

    Gear:
    Charm
    Micro-Bead
    Noblite Robes
    Selenite-Pattern Void Suit (Best)
    Silk Headscarf
    Tarot Deck

    Weapons:
    Hellpistol (Best) (1d10+4E, 7 Pen, 40 Clip, 2 Rld) (Red-Dot Laser Sight)
    Metal Staff (Best) (1d10+4I, 0 Pen)

    Armor:
    Selenite-Pattern Void Suit (Best) (5 Head, 4 Arms, Body, Legs; -10Ag)
    Xeno-Mesh (Best) (4 Arms, Body, Legs)

    Cybernetics:
    Mind Impulse Unit (Good) (+10 BS, Drive, Inquiry, Logic, Pilot, Tech-Use; experience senses of familiars)
    MIU Weapon Interface (Linked to Hellpistol; shoot as a Free Action)
    Memorance Implant (Total Recall; +10 to Trade [Remembrancer] and relevant social situations)

    Personnel:
    The Rings of Castermire (5 Veterans, Characteristics 50; Best-Condition Footfall Pattern Voidsuit, Shotgun, Las Pistol, Mono-Falchion, Shock Net, Howler Grenade, Stun Grenade)

    Familiars:
    Mr. Wah Dell (Best-Quality Walking Creature: Independent, Wanderer; Mechanical, Additional Limbs; Psy-Detector, Warded)

    Advances:
    Rank 1:
    Awareness (100)
    Ciphers (Noblite Family) (100)
    Secret Tongue (Navigator) (100)
    Trade (Astrographer) (100)
    Intelligence +5 (100)
    Perception +5 (100)
    Willpower +5 (100)
    Intelligence +10 (250)
    Perception +10 (250)
    Willpower +10 (250)
    Toughness +5 (250)
    Toughness +10 (500)

    Rank 2:
    Awareness +10 (200)
    Common Lore (Navis Noblite) +10 (200)
    Dodge (200)
    Forbidden Lore (Warp) +10 (200)
    Intimidate +10 (200)
    Navigation (Stellar) +10 (200)
    Navigation (Warp) +10 (200)
    Psyniscience +10 (200)
    Disturbing Voice (200)
    Meditation (200)
    Sound Constitution 3 (600)
    Navigator Power (The Lidless Stare, Master) (200)

    Rank 3:
    Navigator Power (Gaze into the Abyss, Novice) (200)
    Forbidden Lore (Navigators) +20 (200)
    Forbidden Lore (Warp) +20 (200)
    Awareness +20 (200)
    Common Lore (Navis Noblite) +20 (200)
    Intimidate +20 (200)
    Psyniscience +20 (200)
    Scholastic Lore (Astromancy) +10 (200)
    Peer (Navigators) (300) [Elite Advance]
    Trade (Remembrancer) (300) [Elite Advance]
    Ballistic Skill +5 (250)


    Spoiler: Notes
    Show

    Factor Ignatius is a Tech-Priest in Footfall, and Kennoch's go-to for cybernetics. A weird guy, in that he seems mostly human.
    Remalia Brabazon is a Nomadic Navigator under Captain Jonell, of the Mailed Fist. She's a recluse who only communicates remotely, but she's still a useful contact. Collaborating with Echo on mapping Warp routes to and from Port Davis.
    Lorenzo Mercator is a Shrouded Navigator serving "The Monk." His mutations include shark teeth. A potential ally, but of questionable heritage and unknown personal motives.
    Last edited by Blarghy; 2021-02-05 at 12:21 AM.
    "It was a GOOD plan, just completely impossible."

    ~ Sophistemon

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    May 2017

    Default Re: Sea of Stars - OOC II

    Spoiler: Doctor Anika Vanhal
    Show

    Name: Doctor Anika Fazira Vanhal
    Age: Early 40s
    Career: Seneschal (Purser) (Rank 3)

    WS: 32
    BS: 31 (Advance +5) 36
    S: 30
    T: 31 (New Horizons -3) (Advance +5) 33
    Ag: 34 (Advance +5) 39
    Int: 37 (Savant & New Horizons +6) (Advances +10) 53
    Per: 33 (Advance +10) 43
    Wp: 34 (Nobleborn -5) (Advance +5) 34
    Fel: 32 (Nobleborn +5) (Advances +10) 47

    Wounds: 11 (Sound Constitution 1)
    Fate: 2/3

    Insanity: 30 (2 + 5 for Yu'vath gribblies + 1 for the Ark + 3 for going outside in the Processional + 19 for Processional salvaging)
    Corruption: 18 corruption after the processional

    Spoiler: Origin Path
    Show

    Homeworld: Nobleborn
    Birthright: Savant
    Lure of the Void: New Horizons (Seeker of Truth) (100xp)
    Trials and Travails: Lost Worlds (Beyond the Pale) (100xp)
    Motivation: Renown
    Career: Seneschal
    Lineage: A Long and Glorious History (Prominent Ancestry) (200xp)


    Spoiler: Skills
    Show

    Trained
    Awareness +10 (Per)
    Barter (Fel)
    Charm (Fel)
    Commerce +20 (Fel)
    Common Lore (Koronus, Underworld) (Int)
    Deceive (Fel)
    Dodge (Ag)
    Evaluate (Int)
    Forbidden Lore (Archeotech, Heresy, Pirates, Xenos) (Int)
    Gamble (Int)
    Inquiry (Fel)
    Literacy (Int)
    Performer (Musician)
    Scholastic Lore (Archaic, Legend) (Int)
    Scrutiny (Per)
    Secret Tongue (Rogue Trader) (Int)
    Security (Ag)
    Silent Move (Ag)
    Speak Language (Eldar, Low Gothic, Trader’s Cant, Fllurlokr) (Int)
    Tech-Use (Int)
    Trade (Archaeologist) (Int)

    Basic
    Carouse (T)
    Climb (S)
    Command (Fel)
    Concealment (Ag)
    Contortionist (Ag)
    Disguise (Fel)
    Intimidate (S)
    Logic (Int)
    Search (Per)
    Speak Language (High Gothic) (Int)
    Swim (S)


    Spoiler: Talents
    Show

    Basic Weapon Training (Universal)

    Enemy (Pirates)

    Melee Weapon (Primitive)

    Peer (Academics, Nobility, Military, Underworld)

    Resistance (Fear)

    Pistol Weapon Training (Universal)

    Talented (FL Xenos)


    Spoiler: Traits
    Show


    Etiquette: Nobles are schooled in how to comport themselves in all manner of formal situations. They gain a
    +10 bonus on Interaction Skill Tests when dealing with high authority and in formal situations.

    Legacy of Wealth: To be born an Imperial noble is to inherit a legacy of staggering wealth. Even a scorned scion enjoys access to resources beyond the wildest dreams of the toiling masses. This adds +1 to the group’s starting Profit Factor.

    Seeker of Lore: The Seneschal may spend a Fate Point to automatically succeed at any Ciphers, Lore, or Logic Test. Doing so means that the Test is resolved in the minimum time required. In addition, the Seneschal adds one bonus Degree of Success to any successful Commerce, Inquiry, or Evaluate Test.

    Supremely Connected: Nobles have extensive connections, and they know that dropping the “right” names into a conversation can open more doors than a fistful of Thrones. A starting noble born character begins play with the Peer (Nobility) Talent. Also, to reflect his family’s power base, he also gains one additional Peer from the following list: Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy,
    Government, Mercantile, Military, or Underworld.

    Vendetta: Every noble house has its sworn enemies and rivals who would do it and its members harm. Even the protection of a Rogue Trader’s mission merely forces those who wish you harm to be a bit more cautious and subtle in exacting their vengeance. As a result, starting noble born characters have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are left to the player and the Game Master to define, working together to create a formidable threat. Whilst they do not
    dog the character’s steps at every turn, these enemies aim to inconvenience, harm, or kill him whenever he crosses their path. The noble character, of course, is free to return the favour when it’s expedient to do so.

    Immune to Fear (1) Due to all the Insanity gained from the Processional

    Purser: When replenishing Morale by spending Achievement Points (ROGUE TRADER page 226), the Purser only has to spend 25 Achievement Points, and may always make a Routine (+20) Barter Test instead of a Charm Test. (This test is always Routine, no matter how many times Morale is replenished in this manner.)



    Spoiler: Wargear
    Show

    Best Craftsmanship hellpistol, Common Craftsmanship boltgun. Xeno mesh armour. Autoquill, dataslate, micro-bead, multikey, two sets of robes, synskin, chrono, cameleoline cloak.

    Acquisitions
    Preysense Googles
    Lingua Vox-Servitor (Into the Storm 136) (Servo-Skull) (Treat all Speak Languages as basic skills) - Jacob
    Mono Sword (Common + Scarce, Good Craftsmanship)
    Amasec (Scarce)
    Pict Recorder (Common)
    Travel Survival Kit (Rare- Into the Storm 138) (Good Craft) (+20 to Survival tests)
    Auspex
    Wideawake (Trivial supply)
    Survival Suit
    Twist Pistol (Faith and Coin)

    Flechette Blaster (See beginning of Hollowed Ground - xenos merchant)

    Possibles
    New gun
    Sight for the bolter
    Inferno shells for the bolter (rare)
    Clip harness for climbing (Common)
    Survival Suit (Plentiful)
    Auspex (Scarce)
    Concealed Holster (Scarce Storm)
    Emergency Hab (Scarce Strm)
    Long Range Auspex (Very Rare)




    Spoiler: Advances
    Show

    Total XP: 10,600 spent / 11,200 total after episode 5
    XP to spend: 600

    Character Creation
    First 400xp spent on origin path
    Performer (Musician) (100)

    Rank 1
    Awareness (100)
    Charm (100)
    Sound Constitution (200)
    Dodge (100)
    Secret Tongue (Rogue Traders) (100)
    Security (100)
    Silent Move (100)

    +5 BS (250)
    +5 T (250)
    +5 Ag (250)
    +5 Int (100) +5 Int (250)
    +5 Per (100) +5 Per (250)
    +5 Wp (500)
    +5 Fel (100) +5 Fel (250)
    -3100

    Rank 2
    Commerce +10 (200)
    Melee Weapon (Prim) (100)
    Scrutiny (200)
    Trade (Archaeologist) (200)
    Gamble (200)
    Tech-Use (200)
    Common Lore (Koronus) (200)
    -1300

    Rank 3
    Awareness +10 (200)
    Commerce +20 (200)
    Speak Language (Eldar) (200)
    -600

    Special
    Forbidden Lore (Heresy) (200)
    Talented (FL Xenos) (200)
    Speak Language (Fllurlokr) (100)
    Resistance (Fear) (100)
    -600



    Spoiler: Background
    Show

    Messy version until I can do a better job

    Background
    Anika is the daughter of a mid-ranking noble family from the spire of Hive Tarsus on Scintilla. The Vanhals have a prestigious ancestry dating back to one of the lesser companions of Saint Drusus, and have a long history of military service in the Scintillan Fusilliers. Both her parents have minor administrative positions in the Lucid Court. Some of her brothers and sisters are serving in the Margin Crusade and the Spinward Front. Most notably, her grandfather was a Lord General before his retirement.

    By the standards of this family Anika was something of a disappointment growing up. She could fight, but was only ever considered average with a sword. Matters of military history, tactics and memorising the Tacita Imperialis bored her and she wasn't afraid to show it when she even showed up for her lessons. While she read extensively on other subjects, few were considered suitable by her parents. There was a brief attempt to marry her off to try to bring some honour to her family, but she managed to get out of it and in doing so created a vendetta with the other family that continues until this day. Finally, her parents gave up trying to force her. She would be sent to be educated at the Lexis Maxima in Hive Sibellus in order to make something of herself on her own terms. A small allowance would be provided for her in exchange for the promise that she would try her best not to embarass her family name too much.

    Anika's school operated under the umbrella of the Hetaireia Lexis, which was a nominally a body that operated independently from any oversight from the Sector government or the Adapta. This independence made it popular with some parts of the Calixian nobility, who saw a place like the Lexis Maxima as a finishing school for their children. The patronage of the nobility helped give the Hetaireia Lexis it's reputation for free-thinking and ocasionally being a breeding ground for dangerous ideas, and Anika fit right in, even eventually becoming a member of the faculty herself.

    She was officially a Doctor of History specialising in the time of the Angevain Crusade. The study of history attracted her in part because it undermined the pretensions of noble families like her own. Over a long enough time scale even the greatest families in the sector came from low origins, and the only difference between her famiy and the lowest of underhive scum was historical accident. Through research, she now strongly suspects that her own families claims to be descended from one of Saint Drusus' companions was made up by one of her ancestors a few centuries ago.

    While she was still obliged to teach occasionally, Anika's work as a student and eventually as staff gave her an excuse to get away from Scintilla for the first time. She travelled the civilised parts of the Calixis Sector for academic conferences, and increasingly began travelling to the fringe to do fieldwork in archives and archaeological digs. Here, her work began to stray into trying to better understand everything that was here before the Crusade, including humans living outside the Imperium's borders and xenos races such as the Yu'vath. She firmly believed that it was better to uncover as much as possible about what was here before the Imperium.

    Not even the Hetaireia Lexis would condone such interests, at least officially, as encouraging it was understood to attract the attention of the Inquisition. The school's reputation had long gained it the Inquisition's notice, where it was seen alternatively as a source of potential acolytes or of potential heretics that they might one day have to hunt down. Anika is unaware of whether her work was ever noticed or how it might have been judged if it was.

    Eventually Anika had been travelling farther afield into the fringes of the Calixis Sector or beyond it into wilderness space, and this led to her expedition to the Kadath system on the edge of the Periphery. She had heard a second hand account with accompanying picts from a Rogue Trader acquaintence of hers. The picts detailed a site of immense carved stone ruins on one of the system's planets. Perhaps these were the bones of some city once inhabited by a long-lost xenos species, but there was no signs of life or technology to be found and it was not clear what else the ruins might have been intended for.

    ...(Insert Beyond the Pale here

    The resulting expedition to study these ruins ended Anika's career and made her an outcast from her school.


    -expedition leads to recovering a load of alien writing from the main building at the centre of the city - Anika hopes to one day translate it

    -exploring a series of tunnels located below the city and waking up the creatures living down in the tunnels - who proceed to pick off many members of the expidition until they finally escape to the shuttles

    -Anika lost friends and colleages on the expedition and has ocasional nightmares about it to this day)....

    After returning from Kadath Anika lost her position at the Lexis Maxima, and was avoided by many of her old colleages out of a fear that the bad luck associated with the expedition would rub off on them. For her employers part, fear that news of what Anika and others had witnessed on Kadath would reach the Inquisition and it would reflect badly on those who had helped to fund it.

    Joined a Rogue Trader ship as it is the only way she can travel. Grateful for anyway that she can continue her work. Wants to see what is out there and be known as the one to write about it. Whether she can publish it and be known throughout the sector, or merely to be known amongst her old colleages, including those that rejected her after Kadath.

    Her previous life meant she has had alot of contact with people at alot of different levels of society, and so she is a natural Seneschal, even if she only considers the position a means to an end.

    Personality
    Although a dislike for many nobles has led to Anika trying to move away fron her upbringing, being born into a life of wealth and privilage has still left a mark on her. She long ago learned to talk or lie her way out of trouble, as it at least could make things easier, yet if she has no reason to hide how she really feels, or even if she doesn't care enough to try, she ocasionally reverts to being one of the arrogant noble class that she grew up with.

    Appearance
    Anika prefers not to dress formally for her role as a Seneschal to a Rogue Trader. Partly this is due to a lingering nobleborn ambivalence about working for someone else, which is particularly an ambivalence for working for someone like Macharius, who she has known for a long time and views as more or less an equal. Yet her attitude is also consistent with her previous career as an academic, where she viewed the obligations of her job as something to be avoided whenever they didn't interest her. Yet as a concession to her rank on the ship she does try to at least stay tidy, if only because it makes it easier to draw on the authority of her position when she has to deal with people in an official capacity.

    For most everyday business she dresses for practicality. Her black hair is cut short and she wears clothes that are worn for comfort first as it is never entirely predicatable what she might have to do aboard ship. Over the top of these is worn a grey and much-patched Imperial Guard greatcoat that shows no sign of rank or regiment. Inside the coat are many pockets including those that she has added to herself over the years. The pockets are full of such useful items as her dataslate, knives and hellpistol. Most of her more valuable gear including her robes of office are normally left in her quarters until she needs some underling to fetch them for her.


    Spoiler: Notes
    Show

    Voinovich - died on Kadath
    Yu'vath box souvenir?



    Spoiler: Auction Post
    Show
    Eldar weaponry - Anika has already identified these. Here's the stats now that you own them.
    Scorpion Chainsword: (1d10+4, AP3, Tearing, Balanced) - uses Chain weapon proficiency.
    Shuriken Pistol: (30m, S/3/5, 1d10+2R, Ap4, Clip 40, Rld 2Full) - this was supplied with one clip. You can make an upkeep test to obtain more. Count the availability as Very Rare. Needs an Exotic weapon proficiency.
    Mandiblasters: (3m, S/-/-, 1d10+3E, AP2, Clip 30, Rld Full, Reliable) - these are fired once per round as a free action, and can be used in melee similar to a pistol. They are normally mounted to a helmet. Separate Exotic proficiency for these.
    You also get 2 plasma grenades and two demolition charges. These are identifiably alien, but function identically to Imperial versions.

    Fingerbones relic
    The Fingerbones of Saint Asceline were a full set of the digits from the saint's right hand, as well as some of the hand bones, wired together with silver and set with the fore and middle fingers extended and the thumb across the palm, as though the Saint were granting a benediction in death. They were held in a small jeweled reliquary of dark wood and deep red silk, with a glass cover to allow the relics to be viewed. Strips of parchment covered in litanies were wound through the curled fingers, trailing downwards to gather in a pile at the base of the reliquary.

    Asceline is a patron saint of explorers, and her touch is supposed to protect ships from the harmful influence of the warp. The presence of the Fingerbones aboard a vessel allows that vessel's navigator to re-roll their Navigation (Warp) test for Steering the Vessel. Additionally, whoever is carrying the relic gains the effects of the Resistance (Psychic Powers) talent.

    Mixed firearms
    These are predominantly SP guns, with a handful of Las mixed in. All of them are common craftsmanship, so it's more a matter of quantity. Lots of, as you put it, perfectly serviceable average guns. It'll let you get away without worrying about buying guns if you ever decide to outfit a small army. Count yourself as owning basically everything out of the SP section of the rules, as well as up to a squad's worth of lasguns/laspistols.

    Navis memoirs
    Katarina's memoirs were brought out - an unassuming looking leather-bound folio in hardcover. "A first edition," the auctioneer said, holding up the book for everyone to see. It wasn't small, but neither was it so large that he required both hands to lift it. "Finely bound by Fenksworld Publishing, this copy is nevertheless superior to the edition held by the Library of Knowing, as it has been annotated by both Tinde Alois, the famed Imperial lexographer, and by Katarina herself, several years after the initial print run." He flipped open the cover to display the title page, pointing to a scrawled name across the lower portion of the parchment. "See here, the author's signature!"

    Initially, these are worth +10 on any Lore test to know something related to House Nostromo.

    Pulse Carbine
    Exotic weapon. Profile on p120, Into the Storm, reproduced here.
    (Basic, 60m, S/-/3, 2d10+2E, AP4, Clip 24, Rld Full, Gyro-Stabilised, 6kg). Gyro-stabilised means you always count targets as being no further than Long Range. You still can't shoot at anything outside max range, though.

    Medicae Servitor
    Ravia knew a great deal about this particular pattern of servitor - it was relatively common, as specialised medical servitors went, largely because of its reliability and precision. It could be issued instructions remotely through an internal micro-bead, and featured a pair of injector mechadendrites and a broad array of implanted surgical tools. It would be an ideal assistant, but was also capable of operating on its own, fulfilling many of the functions of proper medical staff.

    This particular model appeared to have been designed as a custom piece, built to the highest standards and fitted with pure white laquered armour plates with gilded trim. It also looked as though many of its tools were designed to be easily swapped out if they became worn from overuse.


    This is right out of Lathe Worlds, p67. The important things are that it tests Medicae vs. 100 base, and that you can give it directions so it can function as an assistant. This particular version is Best Craftsmanship, and has +5 to Int, +5 to Strength, and +2 armour over the normal version. Int bonus is already included in the 100 medicae.

    Engineer's Pocket Ref.
    this exceptionally rare book dates back to the early days of the Imperium. It holds a wealth of knowledge, information on a variety of materials and subjects. It may not look it, unassuming as it is, but within these pages is information any junior tech adept would fall over themselves backwards to have.

    This book allows anyone to count as trained for the purposes of providing assistance on Tech-Use. It also provides +5 on tests made to Craft items.

    Scintillan Locker Contents.
    None yet. You need to actually go look in the mystery box first.

    Prognosticator Set
    This took the form of a small brass device, formed of concentric rings, with a miniature cogitator at its core. The rings had slots for various circuit runes, and the device plugged in to a board of coloured lights. "This form of divination," the auctioneer assured the assembled crowd, "is based entirely on logical principles, and does not rely on occult ritual or esoteric knowledge. The more complete the information you provide, the better the device's predictions will be.

    This device allows its user to employ the Logis-Prophesying Skill, counting as Trained. It doesn't give you the skill, just lets you use it. Logis-Prophesying is in Lathe Worlds, p56-57. Effectively, it allows you to make an Int test to make educated guesses about likely future events, based on patterns provided by past events. It goes a little further than that, of course. Harder checks let you make predictions using increasingly less actual information.

    Gilded Orrery
    Then the gilded orrery was brought out; it was large, about the size of a munitorum fuel drum if you included the polished wooden stand table it was set into. A pair of blue lumen globes in the center slowly rotated about each other, and around those were multiple planetoids, each represented by a tiny gold ball set with faceted gemstones. The whole thing was in constant motion, the planets on their rings spinning about the center, and a holographic starfield tracking the motion of constellations across the miniature sky. It was powered by a rechargeable power cell, and represented no known system - it being a binary star would narrow the field considerably, but the galaxy was large, and much of it remained unmapped.

    "There is a maker's mark on the casing, which may be seen here." The auctioneer said, pointing to a small brass plaque inset on one of the legs of the supporting wooden table. "It was constructed by Magos Arcan Paratus, of the Adeptus Mechanicus, some hundreds of years ago. As to its acquisition..."

    "It was part of the family collection when I took the warrant," Calligos said. It was the first he'd spoken since taking his seat at the side of the stage. "Archivists said Elbor picked it up, some time in 535. Bought it at auction, part of an estate sale. Fitting to send it on in the same way, don't you think?"


    As yet, this device has no known effect, beyond looking cool and being a conversation starter. Perhaps it will reveal more if you manage to find the system it depicts.

    Laser Panthers
    Ok, so this one I'm not sure how much to give you. Do you want a full statblock for these? What do you intend to use them for?


    Spoiler: Malfi
    Show

    The bar that Frost had directed her towards was called the Seraphim’s Lament. It was located in one of the more run down districts of the continent spanning hive on the western landmass of Malfi.

    Anika was supposed to be at an academic conference but had snuck out for this side trip. From what she had been told it was safe enough for her to be down here, but she had already heard the distant sounds of gunfire since she got off the tram. There were such places back home and she had visited them there without fear. Her family's influence was one thing, but the Hetaireia Lexis had clout with the right people in the lower hive and everyone seemed to know what might happen if anyone messed with the students or the faculty if they wanted somewhere out of the way to drink. Here she carried her bolter openly slung over one shoulder and tried to give the impression that she knew what she was doing.

    At the door, the bouncer seemed to be augmented in some way that wasn’t immediately clear. His back bulged under his suit in ways that reminded her of a Tech Priest, and he stood at almost twice her size besides that. Yet he will sniff dismissively at her and wave her through anyway. Apparently they did not care enough even to confiscate her weapons.

    Inside most of the clientele looked to her like off duty factory workers who were here to drink, but she could see how most people were armed as she was. Everything seemed congenial enough though, perhaps due to the presence of the people she was here to see. At the back of the bar was a dangerous looking trio of a man and two women in green armoured bodygloves. All carried swords slung over their backs and pistols of an unfamiliar design. They were clearly more interested in watching the crowd then drinking. With them was a figure that managed to be larger than the bouncer outside. The Ogryn was tucking into a giant platter of meat and seemed to be their backup. The man they were all there to guard waves her over just as one of the women reaches out to stop her passing.

    She had been told that Strahne was an associate of the Malfian Kasballica and a go between with certain parties that liked to trade in the proscribed and the forbidden. You couldn’t grow up in the spires of Hive Sibellus without hearing of such people. Go to the right parties and you even saw some of it, but Strahne was supposed to be one of the best at the trade, and he had been away a long time before she had hired him. At least he looked the part. White hair and an expensive dark suit and some signs of gene tailoring. Strahne himself didn’t look armed but that was clearly what his hired muscle was for.

    Anika will shake his hand and sit down gingerly, ‘So...do you have it?’ Best get it over with. She didn’t like to think about what else the man dealt in but the offer was too good to pass up.

    Strahne will grin and hand her a package that had been sitting on the seat beside him. ‘Your money is good Doctor. Didn’t I tell you I’d even give you a discount if the rumour didn’t pan out?’ He is more interested in watching her reaction. ‘Go on unwrap it.’

    He had a point. No point in leaving without checking her purchase was what he said it was. Inside the oil cloth was an iron bound chest about the size of her thesis. Inside was a book inscribed with the words Travels with Erasmus Harlock. The book looked singed around the edges but was basically intact. In the early days before things had gotten unpleasant, Joachim Kemmler had served as a priest on the famed Rogue Trader’s vessel and had written about his journeys out beyond the fringe. The man had been experienced enough a voidfarer to include maps. The book had long been declared heretical just from its association with Harlock. Anika had read the commentary on this book which declared most of Kemmler’s account to be unusually fanciful. She couldn’t say for that one way or the other but there was usually some truth to be gained from accounts like this. Plus, maps of the territory beyond the Calixis sector were few and far between. If she intended to go out there she needed to start somewhere.

    Strahme leans back in his seat, still smiling, ‘You know I asked around about you. Perhaps you're a well educated dillenate but you ask the right questions and you know how to be discreet. That’s useful to know.’

    ‘What’s your point?’ She’ll close the box and rewrap it as she prepares to leave.

    ‘Well I pick up things here and there that you might be interested in. Have you ever heard of an Eldar spirit stone? My contact told me there’s a place where there’s a whole lot of them just lying around. There’s all kinds of xenos and archaeotech out there if that’s what you’re into. I can put you in contact with the right people if you’re interested and don’t mind the commission? I can show you where it’s buried.’

    His grin widens as she can’t quite keep her interest from showing on her face. ‘And what is your fee Mr Strahne?’ It didn’t have to mean anything, she could judge everything on it’s merits. Dealing with this man was a necessary evil.

    ‘Oh, I’m sure I’ll think of something.’

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    Thankyou to NEOPhyte for the Techpriest Engiseer

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    Void Master Hannabel Shanx



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    Hannabel is strong-willed and independent, driven in equal measure by a love of luxury and restless curiosity. She spends most of her earnings on fabulous clothing, exotic adornments, and exclusive entertainments. She loves art and literature, but it's the excitement of experiencing something new, rather than a desire for "quality" that fuels her love. Consequently, she is just as happy reading cheap penthrift dreadfuls as she is admiring the latest avant-garde art. This restlessness also manifests itself in a preference for staying on the move. When off duty, Hannabel endlessly prowls the halls and corridors of the Manticore's Sting, exploring every nook and cranny of her adopted home. On a larger scale, she glories in the succession of new worlds and cultures she gets to experience as part of Macharius Absalom's crew.

    Outwardly sociable, Hannabel is adept at putting people at ease and making friends, but is in fact a very private individual. She finds it difficult to trust anyone, but is incredibly loyal to the few people she counts as her real friends. And though few would suspect it from her usually sunny demeanor, Hannabel is perfectly capable of reacting with deadly force when she's threatened. She has killed before to protect her life, her secrets, and her friends, and she will do so again without hesitation.
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    Ok, so now that we're all here...

    I went back through the OOC thread. Anika rolled Commerce on Clan-Kin quarters and an Auto-Temple, but Acquisition tests never got rolled. So... here you go.
    Quarters: (1d100)[46] - opposed commerce - beats Anika
    (1d100)[12] - but that's so good you get it anyways.

    Temple: (1d100)[64] - opposed commerce - doesn't win
    (1d100)[88] - but that's so bad you don't get it anyways.

    Macharius did get the Ostentatious Displays of Wealth. So that's fine. Hannabel wanted.. a Manufactorum, Defensive Countermeasures, and Flak Turrets. Combined with the other stuff you also wanted on there, that's... 9 power, 8 space. This includes the GC Space Forest, Murder Servitors, Trophy Room, Auto-Temple and a noted absense of any xenos coral. Also, Storm-Trooper Detachment. But that takes no space.

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    Ok, so currently the ship has 5 free power and 0 free space. Removing the plasma banks changes that to -5 power, 6 free space. Swapping the Cold Quarters for Clan-Kin makes this -3 power, 6 space. Trading the plasma broadsides for sunsear lasers ala option C then gives 9 free power, 8 free space, as Rax calculated.

    Conveniently, this is exactly the same as the requirements above.


    Right. So 9 power, 8 space is what you need. And 9 power, 8 space is what swapping the Plasma Broadsides for Sunsear Lasers will get you. There's still possibilities for tinkering a bit, but in the meantime, all in favour of this plan?

    EDIT: Oh, and I got off my arse and worked out how much PF the colony is worth. You've got a total Profit Factor of 46, now. I'm also working on some expanded homebrew rules for space stations. More on that when they're done, probably some time in the next 48 hours.
    Last edited by Destro_Yersul; 2019-10-20 at 06:55 AM.
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    Happy to endorse the plan, but I am wondering if you really want to permit us the combination of Teleportarium, Murder-Servitors and Storm Troopers? IME a Teleportarium and Murder-Servitors is brutal, especially with very high Command. Adding Storm Troopers on top of that...?

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    If you really want to put in the effort required to have Murder Servitors AND Storm Troopers? Well... p150 of Into the Storm suggests some restrictions on Teleportarium use, which seem reasonable: You need to knock out the void shields first, and can only use it for 1 attack per round. It takes time to recharge, etc. etc.

    I'd like to think I can trust you guys not to abuse your toys too much. Taking just the Storm Troopers, and not the servitors, would also save you 1 power and 1 space that you could spend on something else, if you want. I mean, technically, there's nothing stopping you guys from filling all your spare space with just Murder Servitors and getting like +100 to the Hit and Run test, but would that really be fun for anyone except Ravia?
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    For my part, I think it would be easier not to abuse something that doesn't exist.

    Space combat so far has consisted of Hannabel suggesting tactics and rolling dice for flying and shooting. In the more recent fights, I've gotten the worrying impression that everyone else feels they're just hanging around waiting for the fight to be over, which is possibly also a reason PotatoGolem and Kaptain Keen are so keen on boarding - it lets them flex their skill sets. With a Teleportarium and Murder-Servitors alone, Macharius can lead hit and run strikes pretty much every turn and be very likely to win every time. We would also get to choose what sort of critical hit we inflict. I have a hard time imagining it won't be our go to tactic, especially since we can more easily charge straight in with the battlecruiser and start duking it out.

    Using a Storm Trooper detachment instead of Murder-Servitors makes Hit and Run less overwhelming, which is why I'd favour them over the servitors.

    I mean, technically, there's nothing stopping you guys from filling all your spare space with just Murder Servitors and getting like +100 to the Hit and Run test, but would that really be fun for anyone except Ravia?
    Well, unless that's been changed in errata, Murder-Servitors are listed as being a component you can only take once per vessel, so there's that.
    Last edited by rax; 2019-10-21 at 02:07 PM.

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    Can't Hannabel keep doing her thing, flying and shooting, while Macharius and Felidae board ships via the Teleportarium? Then more people have opportunities to shine in space combat, which I'd say is a good thing. I assume that as we grow in power, Destro will just send stronger and more numerous enemies after us; I've seen some really crazy NPC villains in the rulebooks, and in a pinch he could make his own or boost the default NPCs even further, so I doubt we'll drain all challenge from the game. And if there's a game suited for overwhelming force and an endless lust for power, then it's Rogue Trader, eh? We shouldn't get lazy and settle into the same tactics for every engagement, since that's just boring, but I vote that we don't hold back otherwise and trust Destro to just let us know honestly if we're going overboard or making his job unpleasant.

    In other news:

    Quote Originally Posted by Destro_Yersul View Post
    "More or less good is the variety of animal life down there. There's some very big things on the other continent, that one over there..."
    Ooooh. My offer stands to share my bigger stasis-cages, even if it's only a byproduct of protecting our mining operations. We don't even have to sell xeno-beasts to the Kasballica; I'm sure we can limit our clients to, say, the Mechanicus and the Ordo Xenos. They probably won't pay as well, but you can't put a price on not being declared a heretic, I suppose.

    Quote Originally Posted by Destro_Yersul View Post
    Some of the plants and animals are quite pretty to look at.
    Ooooh! Dibs on one of the cool little ones!

    Quote Originally Posted by Destro_Yersul View Post
    The other was clearly a multicompass, only smaller than any example Macharius had ever seen. It had a gold case, untarnished by age, and inlaid with chips of shimmering blue crystal. The face was mother of pearl, encrusted with dozens of tiny precious stones in red and blue.
    Ooooh! It's not up to me, of course, but you should pick this one, Potato. I assume the shirt is good light armor, but you've already got your shiny power armor, so why bother? And even though I personally think the multicompass's benefits are a bit underwhelming, even a standard one is Near-Unique, and this looks extra special. If nothing else, I can imagine Marcharius hanging it from a fancy chain and playing with it like a gentleman's pocket watch. Suits his style, no?
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    Quote Originally Posted by rax View Post
    Space combat so far has consisted of Hannabel suggesting tactics and rolling dice for flying and shooting. In the more recent fights, I've gotten the worrying impression that everyone else feels they're just hanging around waiting for the fight to be over, which is possibly also a reason PotatoGolem and Kaptain Keen are so keen on boarding - it lets them flex their skill sets. With a Teleportarium and Murder-Servitors alone, Macharius can lead hit and run strikes pretty much every turn and be very likely to win every time. We would also get to choose what sort of critical hit we inflict. I have a hard time imagining it won't be our go to tactic, especially since we can more easily charge straight in with the battlecruiser and start duking it out.

    Using a Storm Trooper detachment instead of Murder-Servitors makes Hit and Run less overwhelming, which is why I'd favour them over the servitors.

    Well, unless that's been changed in errata, Murder-Servitors are listed as being a component you can only take once per vessel, so there's that.
    This is a concern for me, as well. Hannabel fires the guns, and has stuff to do by definition. Anika seems to have taken on scanner duties, and Ravia of course can always roll aid the machine spirit... but in terms of stuff to do, Macharius has PYBII and his Leader bonus, and Felidae's got not much. While it's not possible for every character to be good at everything, space combat is a pretty integral part of the system, and I don't want people to feel like they're being left out every time it happens. Any of you guys with thoughts on this are welcome to make suggestions.

    As for more than once... they don't have the little asterisk. Not in my copy of the book, at least. The only 3 core supplemental components that can't be taken more than once are Armour Plating, Armoured Prow, Tenebro-Maze.

    Quote Originally Posted by Blarghy View Post
    Can't Hannabel keep doing her thing, flying and shooting, while Macharius and Felidae board ships via the Teleportarium? Then more people have opportunities to shine in space combat, which I'd say is a good thing. I assume that as we grow in power, Destro will just send stronger and more numerous enemies after us; I've seen some really crazy NPC villains in the rulebooks, and in a pinch he could make his own or boost the default NPCs even further, so I doubt we'll drain all challenge from the game. And if there's a game suited for overwhelming force and an endless lust for power, then it's Rogue Trader, eh? We shouldn't get lazy and settle into the same tactics for every engagement, since that's just boring, but I vote that we don't hold back otherwise and trust Destro to just let us know honestly if we're going overboard or making his job unpleasant.
    There's also this. Sure, you can hit and run one ship per turn. But I am the almighty GM and have infinite ships. More seriously, I also have ways to set the field of battle, make things challenging in other ways. It's still a valid concern, but getting the Terminus working is a ways off. We'll have lots of time to finalize the loadout before then. What I'm looking for now is mostly a direction, so I know what you guys want to work towards and can plan accordingly.

    Ooooh. My offer stands to share my bigger stasis-cages, even if it's only a byproduct of protecting our mining operations. We don't even have to sell xeno-beasts to the Kasballica; I'm sure we can limit our clients to, say, the Mechanicus and the Ordo Xenos. They probably won't pay as well, but you can't put a price on not being declared a heretic, I suppose.

    Ooooh! Dibs on one of the cool little ones!
    I have stats. I have so many stats. If you guys want to go down to the planet for a bit and look at stuff, feel free.

    Oh, and while I'm thinking of it... If you dock the Sting, the station crew can swap out the Choir Chambers for the Cogitator Interlink you captured. It'll take just under two weeks to get the work done. If you tow the Terminus over and hook it up to one of the docking clamps (need a pilot test for this, probably from Hannabel), the station crew can also start work on fitting the other components you captured.
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    My book lists them as a 1 per ship
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    That's an Errata thing, then. I need to go through the Errata, apparently, and perform more adjustments to my component list.

    EDIT: Done.
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    Quote Originally Posted by Destro_Yersul View Post
    What I'm looking for now is mostly a direction, so I know what you guys want to work towards and can plan accordingly.
    As previously stated, about the only components I personally want are the Warp Sextant (which uses more power than I expect we'll be able to free up) and Runecaster (which Macharius will probably veto due to being evil Xenotech). Otherwise, I'm game for about anything.

    Quote Originally Posted by Destro_Yersul View Post
    I have stats. I have so many stats. If you guys want to go down to the planet for a bit and look at stuff, feel free.
    Interested. Anybody else want to take a trip dirtside?
    Last edited by Blarghy; 2019-10-22 at 04:09 AM.
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    @Blarghy
    Hannabel has personal reasons for not doing any brain augmentation. At least not at this time.

    @Destro_Yersul
    Hannabel totally endorses adding the Cogitator Interlink to the Manticore's Sting.

    Concerning for space battles, I'm going off how things have been so far. Certainly, if we're going to be facing plenty more enemies once the Terminus is operational, then capacity to both shoot and do hit and run will be very useful. Of course, that might also net us a lot more salvage and ships to add to Macharius fleet...

    As for giving everyone a role in combat, there's no rules-based reason Felidae can't man the guns. It's just a BS test to shoot them. Worst case, she could be posted on another ship (once we have one besides the Fury) and man the guns there.

    On the plans front, Hannabel wants the Manticore's Sting fixed up (she's damaged and needs TLC!) and thinks we should be concentrating on repairing all our little ships before we waste time on the Terminus. If we're going to be hanging around Port Davis for a while, she'd be up for exploring the planet, though she won't want to be camping out unless absolutely necessary. Flying people to and from drop points and making quickie excursions is okay though.

    On the social front, she'd be up for getting friendlier with the rest of the named NPCs on the Fury as well as stalking Mr. Wah Dell to see if she can get him to let her tickle his chin. Oh, and she'll be secretly refreshing her memory of proper noble etiquette, dances, and such. One must make a splash at the Winterscale gig, after all.

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    Default Re: Sea of Stars - OOC II

    Anika will assist with installing the Cogitator Interlink onto the Sting if only to see how it works.

    At some point, she will go down to the planet for sightseeing purposes. On that point, Trade (Archaeologist) to see if Jonell is wrong about there not being any other signs of habitation (vs. Int 53 (1d100)[43]) It seems to take three weeks to restore crew morale otherwise I'd suggest doing that as well.

    If we're looking to get Storm Troopers Anika can write to one of her relations to find out who we need to talk to. I probably should work out some details for that.

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    Default Re: Sea of Stars - OOC II

    Let's put some rolls in for repairs, then. First a couple for when you were at Footfall: (1d100)[54](1d100)[40](1d100)[41] Nope, first one failed.
    And now, some for being at Port Davis. These are at +10 instead of -10 because you own the station, and it's got a Spacedock installed. (1d100)[43](1d100)[75](1d100)[29] One pass. You may repair 5 points of damage to the Sting.

    Oh, and one here's one to restock on crew: (1d100)[53] - pass, thanks to bonuses. All your crew are restored.

    Replenishing morale is free, and only takes two weeks because the planet is inhabited now, and you've got the station there as well. You'll be here for about that long working on component installs anyways.

    Oh, and by the way, those Space Station rules I mentioned are more or less done. I might add a couple extra hulls at some point, but everything else is there.
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    Default Re: Sea of Stars - OOC II

    so could we put the cold quarters on the station?

    Oooh, the Mineral reprocessing and Manufacturing upgrades give me EVE vibes
    Last edited by Leon; 2019-10-23 at 03:47 AM.
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    Default Re: Sea of Stars - OOC II

    If you wanted, yes. My rules-writing changed the values a bit. You have a Wayfarer Station with the cheap Generatorium. With the components and everything it's got on it, it's using 78 Space, and 44 power. The Cold Quarters uses 5 space, though, so you'd need to either expand the station, or find a way to save some space.

    Also, I should make a note of what all components you have still, and what's being used.
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    Ok, maybe not but we need to get another Wayfarer then to make into a Mini Forge Moon.

    That Nova Cannon array makes think of the Vulcan/Buzzsaw from Total Annihilation
    Last edited by Leon; 2019-10-23 at 07:10 AM.
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    Quote Originally Posted by rax View Post
    Flying people to and from drop points and making quickie excursions is okay though.

    On the social front, she'd be up for getting friendlier with the rest of the named NPCs on the Fury as well as stalking Mr. Wah Dell to see if she can get him to let her tickle his chin.
    I assumed that any surface trips would be pretty short; I don't want to hold us up from the meat of this episode, Winterscale's party (especially since we already have that xeno-hunt planned). But if Destro's offering and already has stats ready, then I'd like to go ahead and check out the safer regions of our colony. The megabeast continents can wait for a proper adventure.

    I'll also note that Mr. Wah Dell is an independent little guy, prone to wandering off (he's probably locked on the transport shuttle while Kennoch check out the Terminus, so he doesn't get lost). Hannabel can probably find him alone (if not unobserved, thanks to their mental link) exploring the Sting if she wants. Just don't blame me if she gets too friendly too fast and loses some fingers.

    Quote Originally Posted by Destro_Yersul View Post
    Oh, and by the way, those Space Station rules I mentioned are more or less done. I might add a couple extra hulls at some point, but everything else is there.
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    Can you put that link, and the link to your collection of ship components, in one of your first bookkeeping posts?

    Quote Originally Posted by Destro_Yersul View Post
    You have a Wayfarer Station with the cheap Generatorium. With the components and everything it's got on it, it's using 78 Space, and 44 power.
    What, exactly, is the station already equipped with? Can you add it to the Ships and Profit post, too?

    I think we should focus on dock and repair components, myself. But, we do apparently have a mineral-dense planet to exploit, not to mention the rich asteroids that drew Jonell here in the first place. If we can acquire more or larger facilities, then we could turn this system into a proper manufacturing hub for serious profit.

    Side note: have we or Jonell named this system or planet yet? Port Davis is just the name of the space station, right?
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    Default Re: Sea of Stars - OOC II

    Sorry for the long post absence, my new job has been very busy. I like the idea of going to the planet for a bit. I don't think the planet or system has a name yet. Macharius will probably want to name at least one of them after his lost homeworld/system.

    Can we put the ostentatious displays of wealth on the Sting for now and transfer them later? It would be nice to start showing off immediately.

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    Quote Originally Posted by Leon View Post
    Ok, maybe not but we need to get another Wayfarer then to make into a Mini Forge Moon.
    You can get more deck capacity on this one with upgrades, or replace some of the decks that are already present. Doing so may also necessitate upgrading the power supply.

    Quote Originally Posted by Blarghy View Post
    I assumed that any surface trips would be pretty short; I don't want to hold us up from the meat of this episode, Winterscale's party (especially since we already have that xeno-hunt planned). But if Destro's offering and already has stats ready, then I'd like to go ahead and check out the safer regions of our colony. The megabeast continents can wait for a proper adventure.

    Can you put that link, and the link to your collection of ship components, in one of your first bookkeeping posts?

    What, exactly, is the station already equipped with? Can you add it to the Ships and Profit post, too?

    Side note: have we or Jonell named this system or planet yet? Port Davis is just the name of the space station, right?
    Safe areas, copy that. Links are done and dusted: I put them in the Assorted Notes spoiler of the first post. Station is also done, it's under a new section for Dynasty Holdings.

    I'd assumed Port Davis was to be the name of the planet, but that's up to you guys. It can be just the station. You should also feel free to name the system and/or continents as you like.

    Quote Originally Posted by PotatoGolem View Post
    Sorry for the long post absence, my new job has been very busy. I like the idea of going to the planet for a bit. I don't think the planet or system has a name yet. Macharius will probably want to name at least one of them after his lost homeworld/system.

    Can we put the ostentatious displays of wealth on the Sting for now and transfer them later? It would be nice to start showing off immediately.
    No worries, I figured it was job related.

    I looked, and there's nothing to stop you from putting the displays on one ship, and moving them later. Unlike components, they don't have different profiles for the hull type of the ship, and the only restriction appears to be that you can only buy a specific upgrade once per ship (with the exception of Crew Improvements, since I houseruled that as one means of improving your crew).
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  27. - Top - End - #27
    Bugbear in the Playground
     
    Lizardfolk

    Join Date
    Apr 2010

    Default Re: Sea of Stars - OOC II

    I don't think we really need the Hydroponics Deck, unless we just want to be really safe, in case something happens to the nearby planet (rebellion, unexpected catastrophic weather, xeno-beast mating season gone horribly wrong, and so on). But if the colony is stable, then they can easily resupply the space station as needed, right? If anything, it might be worth investing in a Space Elevator to help with supplies and mining operations.

    I also think we can do better than the Civitas, especially if we're installing the Cold Quarters.

    Wasn't there talk of swapping some weapons between the Terminus and Port Davis? I can't quite remember what the plan was.

    Edit: in case anyone's curious, I suspect that the Terminus's machine spirit oddity is either A Nose for Trouble, Martial Hubris, or Adventurous. Unless it's one of Destro's homebrew complications. Point being, she's got an aggressive soul and is ready to get back out there. Which is...hopefully good for us?

    And Destro, am I right in assuming that Familiars need to be fairly small? So those giant birds and horse-sized (from my interpretation) lizards are probably inappropriate. I do think we can find other uses for them, though. We could protect the colony with some awesome cavalry!
    Last edited by Blarghy; 2019-10-24 at 03:49 PM.
    "It was a GOOD plan, just completely impossible."

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  28. - Top - End - #28
    Ogre in the Playground
    Join Date
    May 2017

    Default Re: Sea of Stars - OOC II

    Doesn't mean we can't keep them as pets Although I do like the idea of having lizard cavalry at some point.

    Space elevators are great in principle even if they make a huge mess if they ever collapse.

  29. - Top - End - #29
    Bugbear in the Playground
     
    MindFlayer

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    Default Re: Sea of Stars - OOC II

    Macharius is totally down to ride lizard horses. Or giant birds. Both of those scream "fabulously wealthy rogue trader."

    Maybe we should capture one that goes with his party outfit.
    Last edited by PotatoGolem; 2019-10-24 at 08:25 PM.

  30. - Top - End - #30
    Titan in the Playground
     
    Destro_Yersul's Avatar

    Join Date
    Aug 2006
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    sector ZZ9 plural-z alpha
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    Default Re: Sea of Stars - OOC II

    Quote Originally Posted by Blarghy View Post
    I don't think we really need the Hydroponics Deck, unless we just want to be really safe, in case something happens to the nearby planet (rebellion, unexpected catastrophic weather, xeno-beast mating season gone horribly wrong, and so on). But if the colony is stable, then they can easily resupply the space station as needed, right? If anything, it might be worth investing in a Space Elevator to help with supplies and mining operations.

    I also think we can do better than the Civitas, especially if we're installing the Cold Quarters.

    Wasn't there talk of swapping some weapons between the Terminus and Port Davis? I can't quite remember what the plan was.

    Edit: in case anyone's curious, I suspect that the Terminus's machine spirit oddity is either A Nose for Trouble, Martial Hubris, or Adventurous. Unless it's one of Destro's homebrew complications. Point being, she's got an aggressive soul and is ready to get back out there. Which is...hopefully good for us?

    And Destro, am I right in assuming that Familiars need to be fairly small? So those giant birds and horse-sized (from my interpretation) lizards are probably inappropriate. I do think we can find other uses for them, though. We could protect the colony with some awesome cavalry!
    Rules for Familiars say that the base creature should not be greater than Scrawny size. This gets you Miniscule, Puny, and Scrawny as options. The large birds and the scaly creatures are both Average, and would not qualify. They're more like deer than horses, incidentally, though they do look sturdy enough to ride.

    The Hydroponics deck is a holdover from when this was a deep-space station. You could replace it without penalty, as long as the colony can provide for the station. The talk about weapons was that you've got a spare set of Hecutor plasma batteries you could install.
    Last edited by Destro_Yersul; 2019-10-24 at 09:13 PM.
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