Let's Make A Rogue Trader House (using the lifepath from Into The Storm)

Reposting this,
Okay, I rolled.
Weapon skill (WS) - 20 (+25) 45
Ballistic skill (BS) - 19 (+25) 44
Strength (S) - 12 (+25) 37
Toughness (T) - 14 (+25) 39
Agility (Ag) - 8 (+25) 33
Intelligence (Int) - 11 (+25) 36
Perception (Per) - 4 (+25) 29
Willpower (WP) - 4 (+25) 29
Fellowship (Fel) - 6 (+25) 31

Origin
(Death World)
+5 Strength,
+5 Toughness,
-5 Willpower,
-5 Fellowship,
-10 penalty to interaction skill tests in formal surroundings,
+10 bonus to any test to resist Pinning or Shock
8 Fate points
17 Starting Wound
(Survivalist)
+3 Toughness
Survival +10
+1 Fate Point
+3 Insanity
(Bounty Hunter)
+3 Willpower,
+3 Fellowship .
+1 Insanity
(Forbidden Knowledge)
(Fortune)
+1 Fate (Total 10)

Skills -
Survival +10
Forbidden Lore (Xenos)
Common Lore (Koronous Expanse)
Common Lore (War),
Dodge,
Intimidate,
Scholastic Lore (Tactica Imperialis),
Secret Tongue (Military),
Speak Language (Low Gothic)
Talents: Basic Weapon Training (Universal),
Pistol Weapon Training (Universal),
Melee Weapon Training (Universal),
Thrown Weapon Training (Universal),
Sound Constitution.

Talents -
Resist (Poison)
Melee Weapons Training (Primitive)
Bloodtracker
Paranoia
Enemy

Equipment
Good Craftsmanship Hellgun
Monosword
Micro-bead,
void suit,
enforcer light carapace,
keepsake,
medikit,
manacles,
Data-slate of bounties
Final Skills:
Weapon skill (WS) - 20 (+25) 45
Ballistic skill (BS) - 19 (+25) 44
Strength (S) - 12 (+25) (+5) 42
Toughness (T) - 14 (+25) (+5) (+3) 47
Agility (Ag) - 8 (+25) 33
Intelligence (Int) - 11 (+25) 36
Perception (Per) - 4 (+25) 29
Willpower (WP) - 4 (+25) (-5) (+3) 27
Fellowship (Fel) - 6 (+25) 29
Insanity: 4
Fate Points: 10
I think this is correct.
 
Ak I have been traveling all day and am dead to the world. Tomorrow I will have all sorts of things to say about the characters, things are coming along nicely, but for the moment I'm too brain fried.
 
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Okay I just want to express my deepest sympathies to @Surtur. It can't be fun to be a mod right now with every fucking lurker and their dogs signing up for accounts so they can shitpost in the half dozen or so Chrispocalypse threads. I fully understand that you might be awhile with your character. That said, did you have anything in mind, even just generally (you could have a look at the career summaries I posted when you have time)?

As for everyone else:

Randal: Your fate points are actually 4 (well they're 6 with your bonuses). The 1d10 roll was for a random table that I didn't want to reproduce because I am lazy. You still have maximum fate it's just 6 rather than 10. It would really take some doing to kill your character owing to how much the gods seem to favor him. Maybe he's blessed by Gorka or Morka rather than the Emperor.

Burned Man said:
And if I get multiple of the same talent/ skill is there a bonus (like Deceive)?

If you get the same skill twice during character creation you get it at +10. If you get it a third time you get it at +20. Skills do not go higher than +20.

Everything else is good, if you can't get at invisible castle you can just roll with regular dice and post the results.

Here is a list of all skills if anyone wants I can tell you what any of them do. If anyone needs I can also post the advancement lists for your careers so you can spend the rest of your XP. I'm not sure at the moment who does and does not have the books so if you need any information at all just ask.
 
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Reactions: Randall Fragg
Here's my character.
Weapon skill (WS) - 10 (+25) 35 35
Ballistic skill (BS) - 20 (+25) 45 45
Strength (S) - 6 (+25) 31 31
Toughness (T) - 16 (+25) 41 46
Agility (Ag) - 19 (+25) 44 44 final totals
Intelligence (Int) - 16 (+25) 41 47
Perception (Per) - 16 (+25) 41 46
Willpower (WP) - 13 (+25) 38 36
Fellowship (Fel) - 18 (+25) 43 38
Insanity 5
Corruption 1
Starting Wounds 12
Fate Points 2 points
Origin
Penal World
- 5 will power
- 5 fellowship
+ 5 perception
+ 5 toughness
+ 1d5 insanity points
In Service To The Throne
(Tithe)
+3 willpower
New Horizons
(seeker of the truth)
+3 intelligence
+1 corruption point
Knowledge
(Knowledge is power guard it well)
+3 intelligence
skills:
Security
Deceive +20
Medicae
Tech-Use
Inquiry +10
(Seneschal Skills)
Barter
Commerce
Common Lore (Underworld)
Evaluate
Forbiden Lore (archeotech)
Literacy
Speak Language (Low Gothic, Traders Cant)
talents:
Peer (underworld)
Light sleeper
Foresight
Paranoia
Basic weapon training (universal)
Pistol weapon training (universal)
Die Hard
lore skills:
Common Lore (Administratum, Rogue Traders)
Scholastic lore (Bureaucracy)
Forbidden Lore (Archeotech,)
Special Abilities:
Seeker of Lore

Equipment:
Best Craftsmanship Hellpistol
Best Craftmanship Hellgun
Mesh Armor
Auto Quill
Chrono
Cameleoline
Cloak
Dataslate
Mulitkey
Synskin
Robes
 
Alright, mostly completed my dude.
Name
William Dampier (You get a cookie if you can recognize that without google)

Weapon skill (WS) - 16 (+25) 41
Ballistic skill (BS) - 8 (+25) 33
Strength (S) - 7 (+25) 32
Toughness (T) - 9 (+25)(-3) 31
Agility (Ag) - 16 (+25) 41
Intelligence (Int) - 13 (+25)(+3) 41
Perception (Per) - 9 (+25)(-3) 31
Willpower (WP) - 11 (+25)(-5)(+3) 34
Fellowship (Fel) - 13 (+25)(+5)(+5) 48
Corruption - 5
Wounds - 10
Fate Points - 3


Origin
Child of the Dynasty
(Honor Amongst One's Peers)
-3 Toughness
-5 Willpower
+3 Intelligence
+5 Fellowship
+5 fellowship with High ranking Imperials and Nobles
Vaunted
+3 Fellowship
-3 Perception
1d5 Corruption points (3)
Chosen by Destiny
(Xenophile)
+10 Fellowship with Aliens
-5 Willpower with Alien Artefacts and Psychic powers
Product of Upbringing
(Decadent)
Cost-150xp
+3 Willpower
+5 bonus to Charm tests
1d5 Corruption points (2)
Long and Glorious History
(My Great-Grandfather Built this Colony)
Cost-350xp
Peer (any one) talent
+1 starting profit factor.

Skills -
Command
Commerce
Charm
Common Lore (Imperium)
Evaluate
Literacy +10
Scholastic Lore (Astromancy)
Speak Language-High Gothic +10
Speak Language-Low Gothic
Pilot (Space craft) Cost: 100xp
Evaluate cost: 100xp
Awareness cost: 100xp

Talents -
Air of Authority
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Decadence
Talented
Peer (Adeptus Titanicus)
Ambidextrous cost: 200xp

Equipment -
Best-craftsmanship las pistol
Best-craftsmanship Mono-sword
Micro-bead
Void suit
Set of fine clothing
Xeno-pelt cloak
Storm Trooper carapace
 
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Awesome, your characters are looking good. Looks like the original three are almost ready. Except I forgot to have @Randall Fragg choose his weapon group specialization but I can do that now: @Randall Fragg choose your weapon group specialization (melee, basic, pistol, heavy or thrown) Basic are like rifles and things, stuff that uses two hands. Since your attributes look just slightly more choppy than shooty you might consider Melee, but Basic is also a very solid pick.

How do you guys feel about your ship? William is Child of the Dynasty so you're up to 58 ship points. I'm happy to make the ship if you like or you can hash it out amongst yourselves.

The way I see it at that total you can either have a tricked out frigate or a bare bones Light Cruiser. If you can pressure either @Surtur or @The Knife's Husbando into taking Child of the Dynasty and being hereditary retainers (assuming they're both still in) you could bring it up to 61 and take a Lathe-class Monitor Cruiser with basic weapons in all slots and 2 ship points for customization. If they both play House retainers you could get it up to 64 and get a really decent light cruiser going. That would make you pretty scary to your fellow Rogue Traders, who are usually trolling around in Frigates or Raiders.

It's also worth noting that you can take a bare bones light cruiser and upgrade it in-game.

Alternatively you could take a Frigate or a Raider. You're at an awkward ship point total where you have a little too many to bother with a Frigate, but too few to really properly outfit a light cruiser. Also most Frigates are ugly as sin.
 
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I've never made a ship so this'll be pretty new for me. I'm in favor we go for a light cruiser now and upgrade it later.
 
image.jpg


The Lathe-class Monitor Cruiser is a Mechanicus Explorator ship pattern native to the Calixis sector, definitely something that it would make sense for your House to have. Maybe the Mechanicus had it custom built for the House after they destroyed their old ship due to gross incompetence. It's 55 ship points, so to take one with all basic components and normal weapon in every slot would come to 59 sp, one more than you have. So right now you could afford one minus the last weapon slot being filled, maybe your House lost the prow weapon in a card game.

Again, of course, we're still waiting for the wave function to collapse on the two remaining Schrodinger's characters so who knows what the final final sp total will be.

Best-craftsmanship Mono-sword

I'd seriously consider the CC Power Sword.
 
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Double posting because I'm obnoxious.

So our party as it stands is a Rogue Trader who appears to be quite lettered and charismatic, as well as being a potent swordsman, a Seneschal who is an expert manipulator and who lives in the intersecting part of the venn diagram of politicians and gangsters, and an Arch-Militant ex-bounty hunter who is culturally Ork and capable of using virtually any tool of death with equal aplomb. That's a really solid core.

For the two players who are still making characters and might be on the look out for a niche: there's no Explorator. This would seem like an obvious crew for one given their ties to the Cult of Mars. Also Explorators are pretty fun characters to play. They have a great niche, they get lots of fun cyberware, are very capable in combat and they look cool. You could play a character from the dynastic family sent off to become a tech-priest to help cement the House's relationship with the Mechanicus/eliminate a potential rival for the Warrant of Trade.

There's also no psyker, so a Navigator or an Astropath, or even just someone with the Witch Born lineage, couldn't hurt. You'd get to be the spooky witchy person.

Those are the two options that would bring the most to the table. Of course, there's lots of room for people to play what they want. With the three characters we have most of the bases are covered.
 
Okay, here is the Lathe-class Monitor Cruiser Hulll with a basic all-free-essential-components layout. This is what you get for the 55 Hull Points. You can add to it from there if you decide you like it.

Speed: 5
Maneuver: +12
Detection: +15
Armor: 20
Hull Integrity: 63
Turret Rating: 1

Space: 32/60
Power: 30/60

Weapon Mounts

Dorsal: Empty
Prow: Empty
Port: Empty
Starboard: Empty

Essential Components

Jovian Pattern Class 3 Drive (PG 60/S10)
Strelov 2 Warp Engine (P12/S12)
Geller Field (P1/S0)
Single Void Shield Array (P5/S1)
Combat Bridge (P2/S2)
Vitae Pattern Life Sustainer (P5/S3)
Voidsman Quarters (P2/S4)
M-100 Auger Array (P3/S0)

Supplemental Components

None

That leaves lots of space and power for anything you can afford to add.

Edit: Here is the same ship with weapons and supplemental components, operating under the assumption that you're able to scare up an extra 3 SP.

Speed: 5
Maneuver: +12
Detection: +15
Armor: 20
Hull Integrity: 63
Turret Rating: 1

Space: 53/60
Power: 50/60

Weapon Mounts

Dorsal: Sunhammer Lance (P9/S4)
Prow: Gryphonne Pattern Torpedo Tubes (P2/S6)
Port: Mars Pattern Macrocannon Broadside (P4/S5)
Starboard: Mars Pattern Macrocannon Broadside (P4/S5)

Essential Components

Jovian Pattern Class 3 Drive (PG 60/S10)
Strelov 2 Warp Engine (P12/S12)
Geller Field (P1/S0)
Single Void Shield Array (P5/S1)
Combat Bridge (P2/S2)
Vitae Pattern Life Sustainer (P5/S3)
Voidsman Quarters (P2/S4)
M-100 Auger Array (P3/S0)

Supplemental Components

Crew Reclamation Facility (P1/S1) (Allows you to bring back dead crew as servitors)

Total: 61 points
 
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For the two players who are still making characters and might be on the look out for a niche: there's no Explorator. This would seem like an obvious crew for one given their ties to the Cult of Mars. Also Explorators are pretty fun characters to play. They have a great niche, they get lots of fun cyberware, are very capable in combat and they look cool. You could play a character from the dynastic family sent off to become a tech-priest to help cement the House's relationship with the Mechanicus/eliminate a potential rival for the Warrant of Trade.
I was thinking if someone wanted to be a Xeno like say an Ork could we get ourselves a Mekboy? I think it would be a fun experience having a mekboy tinkering on our ship. Trying to add more dakka to our main guns and stripping the bulk head for spare parts. Or perhaps a creepy Dark Elf witch stalking the halls of our ship abducting stray expendable crew members for nefarious purposes every once in a while. Might make for a good way to maintain discipline.

Also is there any crew management that we have to do? Like hiring a helmsman or enlisting our house soldiers.
 
Also is there any crew management that we have to do? Like hiring a helmsman or enlisting our house soldiers.

The ship has it's own crew, many of whom have been living on the ship their wholes lives. If you want an army or anything else like that you need to make your own arrangements. You can go ahead and define whatever crew NPCs you like though.

I was thinking if someone wanted to be a Xeno like say an Ork could we get ourselves a Mekboy?

Also quite doable.
 
What about Necron Tyce? Is that even possible? Because it would be hilarious.
 
Rogue Trader has no rules for Necron players. They're ridiculously powerful enemies in all the FFG 40k RPGs. However, if someone could find a non op Necron class, that would be fucking hilarious.
 
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