You guys can also talk about how your backstories interact, who's taking what role, etc.
Character Creation Thread!
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Aug 22, 2024 11:14 pm
Hey! Please ask any questions here, and feel free to upload your in-progress sheets.
You guys can also talk about how your backstories interact, who's taking what role, etc.
You guys can also talk about how your backstories interact, who's taking what role, etc.
Aug 22, 2024 11:21 pm
Hi! Thank you for creating this game.
I'm thinking of a Navigator or an Arch-Militant. I've never played a 40k RPG before, so a soldier seems more straightforward, although Navigator looks interesting. What do you think would be best for the group? Is our adventure more land or space-based?
I'm thinking of a Navigator or an Arch-Militant. I've never played a 40k RPG before, so a soldier seems more straightforward, although Navigator looks interesting. What do you think would be best for the group? Is our adventure more land or space-based?
Last edited August 22, 2024 11:22 pm
Aug 22, 2024 11:41 pm
A bit of both - some social stuff, some exploring, some fights... a solid mix!
Either would work well, but wait and see how everyone else leans if you want an idea
Either would work well, but wait and see how everyone else leans if you want an idea
Aug 23, 2024 5:33 am
I say, good show lads! Stiff upper lip! I shall (would very much prefer to) be your Lady-Captain! The hats will be glorious! There will be swordfights and spaceship battles! To glory and fortune and also probably not heresy!
Aug 23, 2024 7:59 am
I know spinningdice also mentioned possibly wanting the RT role, though they had others in mind - hell, with the Dilletante or similar, they could easily be a sibling who was passed over for the Warrant of Trade?
Aug 23, 2024 6:38 pm
For those of you who are new to 40k, or even just to Rogue Trader, I'll be using the Koronus Expanse setting from the FFG games, with a few tweaks here and there to keep things interesting.
The Koronus Expanse Explained
I will put up brief summaries of important NPCs as the come up; if you have any questions or things you want to know more about, just ask!
The Koronus Expanse Explained
I will put up brief summaries of important NPCs as the come up; if you have any questions or things you want to know more about, just ask!
Aug 23, 2024 7:50 pm
Oh, now that's an idea Dilettante sister to the Rogue Trader... I'm happy with someone else being our RT, was just willing to step up if no-one else wanted to.
Other option was an Explorator, if we feel we'd need some tech support...
Other option was an Explorator, if we feel we'd need some tech support...
Aug 23, 2024 8:03 pm
Are we going for the older version of 40k that's a British-sarcasm-style satire or the newer, more serious version? (I prefer the former, personally.)
If my opinion matters, I think a Certified Smart Person™ would be the most unique out of the current lineup, but a sister would make more narrative juice.
If my opinion matters, I think a Certified Smart Person™ would be the most unique out of the current lineup, but a sister would make more narrative juice.
Last edited August 23, 2024 8:05 pm
Aug 23, 2024 9:56 pm
I would like to play a veteran Catachan soldier that has lost his team and wants to wash his "shame of living" or something similar. He knows Ork and Tyranid stuff and good weapon handling. Possibly I am aiming for the weapon support of the team?
Being a guardsman in 41st millenium it means he just survived a 72 hours campaign?
Being a guardsman in 41st millenium it means he just survived a 72 hours campaign?
Aug 23, 2024 9:58 pm
Hmm, I'm kinda pulled to the Dilettante sister now... Thinking slightly older sibling a little bitter about being passed over as successor but refusing to show it and seeming to want to prove just how irresponsible she can be out of pettiness.
(though she'll still have her sisters back when the chips are down - she probably deep down agrees that you're the better RT).
(though she'll still have her sisters back when the chips are down - she probably deep down agrees that you're the better RT).
Aug 23, 2024 10:57 pm
That sounds like an Arch-Militant, Alepous! You will serve with distinction, I'm sure, and we definitely won't ask you to commit war crimes.
spinningdice, that seems like fun to me. I was thinking of taking the pre-warrant skills thing for the Rogue Trader playbook and grabbing psychic powers, because I like them. It could be that our House's particular eccentricity is that the heir must be someone with psychic abilities, so that they can "commune with the Emperor on Terra." Rogue Traders are known for being exceptionally weird, after all (and above the law). By the way, your profile picture is very cute!
Speaking of profile pictures, htech, Navigator would definitely be appropriate for a Kerbal. XD
spinningdice, that seems like fun to me. I was thinking of taking the pre-warrant skills thing for the Rogue Trader playbook and grabbing psychic powers, because I like them. It could be that our House's particular eccentricity is that the heir must be someone with psychic abilities, so that they can "commune with the Emperor on Terra." Rogue Traders are known for being exceptionally weird, after all (and above the law). By the way, your profile picture is very cute!
Speaking of profile pictures, htech, Navigator would definitely be appropriate for a Kerbal. XD
Last edited August 24, 2024 1:21 am
Aug 24, 2024 12:30 am
Quote:
Speaking of profile pictures, htech, Navigator would definitely be appropriate for a Kerbal. XDLast edited August 24, 2024 1:24 am
Aug 24, 2024 12:40 am
Rules says:
Assign a +2 to your core stat (defined by your playbook). Then distribute +1, +1, +0, -1 amongst your other stats. At your option, reduce two stats by -1 to increase another stat to +2.Also, how do I know my Will as that's not one of the 5 stats?
Last edited August 24, 2024 1:25 am
Aug 24, 2024 1:49 am
htech says:
How do I know what's my core stat? Is it Warp?
Also, how do I know my Will as that's not one of the 5 stats?
Also, Will looks like a typo - I would use Warp.
In fact... there's a lot of typos in these sheets!
Aug 24, 2024 2:52 am
Hey all! Thanks for having me, excited to play with everyone. For character, I’m intrigued by the archivist, though maybe someone can give some insight on if that will balance out the party or not? I’m new to this setting and last to choose a character so I’m more than willing to pick something that will fill any gaps we may have.
Aug 24, 2024 3:31 am
It looks to me like we'll be a Rogue Trader (myself), Navigator (htech), Arch-Militant (Alepous), and Dilettante (spinningdice).
Is that right?
If so, an Archivist would cover the Adroit stat, which we otherwise would be lacking in.
Is that right?
If so, an Archivist would cover the Adroit stat, which we otherwise would be lacking in.
Aug 24, 2024 10:41 am
So, I am thinking about playing with Navigator Ardanor Barknek, Emissary from House Barknek and Senior Advisor to the Rogue Trader.
Moves:
☑ Master Navigator
- Destiny Foreshadowed
- Abyssal Sight
Stats:
+2 Warp
+1 Charm
+1 Adroit
0 Hard
-1 Bold
Will grab an avatar and write something for origin soon.
Moves:
☑ Master Navigator
- Destiny Foreshadowed
- Abyssal Sight
Stats:
+2 Warp
+1 Charm
+1 Adroit
0 Hard
-1 Bold
Will grab an avatar and write something for origin soon.
Last edited August 24, 2024 10:54 am
Aug 24, 2024 11:17 am
@BlondeDragonGenie I was thinking more of a Marshal role. Maybe a Sister of Battle or an Assassin is more akin to an Arch Militant?
Aug 24, 2024 12:01 pm
BlondeDragonGenie says:
Are we going for the older version of 40k that's a British-sarcasm-style satire or the newer, more serious version? (I prefer the former, personally.)Aug 24, 2024 12:03 pm
Alepous says:
@BlondeDragonGenie I was thinking more of a Marshal role. Maybe a Sister of Battle or an Assassin is more akin to an Arch Militant?Aug 25, 2024 6:26 am
Marshal is fine by me, @Alepous. In fact, I think that's very cool. That said...it makes very little sense to me, based on the premise of Rogue Trader, that you'd need a whole playbook to have a single small company of soldiers.
At least as far as I understand things, @PiebaldWookie, a Rogue Trader can expect to have a large number of armsmen, but they're naval ratings and a contingent of space marines. (Not those space marines. Royal Marines, but in space. With shakos of course.) There are a lot of them, because 40k ships are huge. Thousands upon thousands. The very smallest Imperial warship, the Cobra-class Destroyer, has a crew of 15000.
I think that the Marshal should be mechanically more focused around giving buffs, a level-headed combat leader and drillmaster. I.e., Leadership should just apply to any armed group the Marshal has authority over.
Then the your benevolent and slightly silly definitely-not-a-space-pirate space baroness (moi) can assign you a command of an army, instead of, like, 100 guys. I think @Alepous is going to play a character who wants to redeem himself of survivor's guilt, and he can definitely do that in the employ of someone who is most assuredly not a space pirate and is definitely privateering to defend the Imperial space lanes and pilgrims from nasty space danger. Yep. 100% legitimate. No piracy or smuggling here.
What does everyone think of that?
I think a mix of the two - enough seriousness to get it off the ground, but it's still undeniably a terrible place to live (no fascist apologia here!), with elements of humor mixed in (though often pretty dark).[/quote]
I asked, I admit, because I was trying to choose between looks for my character. I've got two. One is a real lady in a neat outfit, and the other is an anime girl who has the entire Rogue Trader getup. And a miniskirt.
Hence, I want to know how absurd to be. =p
At least as far as I understand things, @PiebaldWookie, a Rogue Trader can expect to have a large number of armsmen, but they're naval ratings and a contingent of space marines. (Not those space marines. Royal Marines, but in space. With shakos of course.) There are a lot of them, because 40k ships are huge. Thousands upon thousands. The very smallest Imperial warship, the Cobra-class Destroyer, has a crew of 15000.
I think that the Marshal should be mechanically more focused around giving buffs, a level-headed combat leader and drillmaster. I.e., Leadership should just apply to any armed group the Marshal has authority over.
Then the your benevolent and slightly silly definitely-not-a-space-pirate space baroness (moi) can assign you a command of an army, instead of, like, 100 guys. I think @Alepous is going to play a character who wants to redeem himself of survivor's guilt, and he can definitely do that in the employ of someone who is most assuredly not a space pirate and is definitely privateering to defend the Imperial space lanes and pilgrims from nasty space danger. Yep. 100% legitimate. No piracy or smuggling here.
What does everyone think of that?
BlondeDragonGenie says:
Are we going for the older version of 40k that's a British-sarcasm-style satire or the newer, more serious version? (I prefer the former, personally.)I asked, I admit, because I was trying to choose between looks for my character. I've got two. One is a real lady in a neat outfit, and the other is an anime girl who has the entire Rogue Trader getup. And a miniskirt.
Hence, I want to know how absurd to be. =p
Aug 25, 2024 1:07 pm
R.E. Marshal, I guess I see it as whether that idea is a background element or an active one.
In the background, sure - you have armsmen who can follow you around, help out occasionally, or be sent on their own missions while you work.
But making a PC have their own specific group means you have an elite guard as part of your team, as well as a direct conduit to the armsmen in the Marshal character. It introduces those soldiers as part of the narrative; their thoughts, feelings and actions become a part of the story, rather than a tool to make your characters more competent.
A Marshal PC emphasises those additional characters and their stories in a way that faceless armies doesn't; though of course, you can still have the faceless masses at your beck and call!
As for tone; I would prefer the real lady in a nice suit over the anime girl, if I am honest! Though a few of the character traits can easily cross over - Rogue Traders are an odd lot, to be sure.
In the background, sure - you have armsmen who can follow you around, help out occasionally, or be sent on their own missions while you work.
But making a PC have their own specific group means you have an elite guard as part of your team, as well as a direct conduit to the armsmen in the Marshal character. It introduces those soldiers as part of the narrative; their thoughts, feelings and actions become a part of the story, rather than a tool to make your characters more competent.
A Marshal PC emphasises those additional characters and their stories in a way that faceless armies doesn't; though of course, you can still have the faceless masses at your beck and call!
As for tone; I would prefer the real lady in a nice suit over the anime girl, if I am honest! Though a few of the character traits can easily cross over - Rogue Traders are an odd lot, to be sure.
Aug 25, 2024 1:42 pm
I do also think that numbers are a bit hyped up. Yes the crew probably has a few thousand "soldiers" but these are probably made up of:
a) a few hundred full time soldiers
b) ship enforcers, "keeping up morale" and investigating ship-board crimes
c) crewmen pressganged into fighting
Parts b and c can be pressed into an invasion force, but it may leave your own ship vulnerable to sedition and / or shorthandedness.
Of course an out and out warship probably does have more dedicated soldiers, but I think most Rogue Trader ships, while formidable aren't warships.
a) a few hundred full time soldiers
b) ship enforcers, "keeping up morale" and investigating ship-board crimes
c) crewmen pressganged into fighting
Parts b and c can be pressed into an invasion force, but it may leave your own ship vulnerable to sedition and / or shorthandedness.
Of course an out and out warship probably does have more dedicated soldiers, but I think most Rogue Trader ships, while formidable aren't warships.
Aug 25, 2024 2:24 pm
For looks, I am thinking something along those lines:
Navigator Ardanor Barknek is an imposing figure, standing taller than most humans, with a lean yet wiry build. His skin is almost unnaturally pale, a trait shared by all members of House Barknek. His face is angular, with high cheekbones and a narrow jawline, accentuating the sharpness of his features. His eyes are a pale, icy blue, almost colorless, which seem to pierce through anyone who dares to meet his gaze.
The most striking feature, however, is the third eye in the center of his forehead—a genetic mutation that marks him as a Navigator. This eye is slightly larger than his natural eyes. It is often kept hidden beneath the shadow of his hood, revealing itself only when necessary.
Ardanor dresses in a heavy, dark cloak that drapes over his tall frame, the fabric thick and textured, almost like it was woven from the darkness of space itself. The cloak's hood is usually pulled low over his head, shrouding his face in shadow and further hiding the third eye from casual view. His hands, long and thin, are usually gloved, but when exposed, they reveal a similar pallor to his face enhanced by the soft, blue-tinged veins visible beneath his skin, especially around the back of his hands.
He moves with a quiet grace, his presence almost spectral, as he tends to stay away from the bustle of others, preferring solitude and the company of his own thoughts. There is an air of mystery and danger about him, as he usually knows and sees far more than he lets on. His discretion and habit of cloistering himself away make him a figure who is never quite understood by those around him.
Navigator Ardanor Barknek is an imposing figure, standing taller than most humans, with a lean yet wiry build. His skin is almost unnaturally pale, a trait shared by all members of House Barknek. His face is angular, with high cheekbones and a narrow jawline, accentuating the sharpness of his features. His eyes are a pale, icy blue, almost colorless, which seem to pierce through anyone who dares to meet his gaze.
The most striking feature, however, is the third eye in the center of his forehead—a genetic mutation that marks him as a Navigator. This eye is slightly larger than his natural eyes. It is often kept hidden beneath the shadow of his hood, revealing itself only when necessary.
Ardanor dresses in a heavy, dark cloak that drapes over his tall frame, the fabric thick and textured, almost like it was woven from the darkness of space itself. The cloak's hood is usually pulled low over his head, shrouding his face in shadow and further hiding the third eye from casual view. His hands, long and thin, are usually gloved, but when exposed, they reveal a similar pallor to his face enhanced by the soft, blue-tinged veins visible beneath his skin, especially around the back of his hands.
He moves with a quiet grace, his presence almost spectral, as he tends to stay away from the bustle of others, preferring solitude and the company of his own thoughts. There is an air of mystery and danger about him, as he usually knows and sees far more than he lets on. His discretion and habit of cloistering himself away make him a figure who is never quite understood by those around him.
Last edited August 25, 2024 3:18 pm
Aug 25, 2024 7:09 pm
PiebaldWookie says:
...their thoughts, feelings and actions become a part of the story, rather than a tool to make your characters more competent.A Marshal PC emphasises those additional characters and their stories in a way that faceless armies doesn't; though of course, you can still have the faceless masses at your beck and call!p
The thing that gets me is that the Marshals guys aren't elites though. They're regular infantry with a couple advantages and a disadvantage. Framing it narratively brings home what the point is. Very understandable. Thank you for clarifying.
PiebaldWookie says:
As for tone; I would prefer the real lady in a nice suit over the anime girl, if I am honest! Though a few of the character traits can easily cross over - Rogue Traders are an odd lot, to be sure.spinningdice says:
Of course an out and out warship probably does have more dedicated soldiers, but I think most Rogue Trader ships, while formidable aren't warships.Aug 25, 2024 10:46 pm
I think of it as the difference between Seal Team Six and Sharpe's Chosen Men - they're not important because they're the best, they're important because they are the chosen few the narrative focuses on. And with time, they can become the elites, with advances and the like.
Aug 26, 2024 12:23 pm
Entirely Entirely up to you - would you rather focus on being personally dangerous, or the camaraderie of your group?
Alepous says:
So, I will go with Arch Militant...correct?Aug 26, 2024 7:35 pm
Submitted a draft character, may well shift around a bit, particularly once @BlondeDragonGenie creates something...
Aug 26, 2024 10:30 pm
Alepous says:
So, I will go with Arch Militant...correct?@PiebaldWookie, you wanted us to download and fill in the playbook for our career right? Let's see if I can figure out how to do that...
Aug 26, 2024 11:22 pm
Didn't seem like an easy way to do it, I took a snip of the page, opened it up in Paint.net, then made a new layer for every bit I filled in, in case I want to alter it later.
But I'm rubbish at design/graphics so there may well be an easier way to do it...
I also never did work out where it tells you your playbook primary stat, I just made an assumption that the Dilettantes was Charm...
But I'm rubbish at design/graphics so there may well be an easier way to do it...
I also never did work out where it tells you your playbook primary stat, I just made an assumption that the Dilettantes was Charm...
Aug 26, 2024 11:26 pm
Going over what I might want to choose, there are six ship types in the Rogue Trader playbook, but there are only six ship books. Are the other three somewhere else? Or were they never finished?
Aug 26, 2024 11:37 pm
For family name, @spinningdice, do you like Drake or Agrippa better? I've narrowed it down to those two!
Aug 27, 2024 12:35 am
Ugh... For me it was easier/more effective to create a custom sheet than to submit an image with layers. I'm rubbish with graphical design.
Submitted a character for GM approval. If someone else wants (and the GM is okay with it), I can share the sheet.
Submitted a character for GM approval. If someone else wants (and the GM is okay with it), I can share the sheet.
Aug 27, 2024 12:46 am
That'd certainly make things easier for me. I don't know this site's peculiar code. I was going to try to copy spinningdice's idea and use Paint to overlay things. Much worse than she did.
Aug 27, 2024 10:32 am
Aye, a customer sheet is more than fine - I just assumed it might be easier to edit the image!
Aug 27, 2024 11:09 am
1. Click to create a new character. Choose your name.
2. Change your avatar. Save and close.
3. Click in the text boxes to change your titles and attributes. No need to mess with the BBCode if you don't wanna.
4. Click in the quill to edit the larger sections (looks, origin, playbook moves, etc). Again, no need to mess with the code.
Titles: Navigator, Emissary and Senior Advisor from House Barknek
Armor: 0
2. Change your avatar. Save and close.
3. Click in the text boxes to change your titles and attributes. No need to mess with the BBCode if you don't wanna.
4. Click in the quill to edit the larger sections (looks, origin, playbook moves, etc). Again, no need to mess with the code.
[ +- ] Ardanor
Create character
Titles: Navigator, Emissary and Senior Advisor from House Barknek
Attribute | Value | Roll |
Warp | 2 | 2d6+ |
Charm | 1 | 2d6+ |
Adroit | 1 | 2d6+ |
Hard | 0 | 2d6+ |
Bold | -1 | 2d6+ |
Playbook Moves
MASTER NAVIGATOR
Notes
Notes
When you guide a star-vesel through the Immaterium, roll +Warp. On a hit, the journey is safe and steady. On a 10+, pick one:
• You arrive at your destination ahead of schedule.
• Your arrival is cloaked from warp-sight and augurs.
• You can travel deep within the system before leaving the Immaterium.
• You throw off any pursuit in the warp.
• You arrive at your destination ahead of schedule.
• Your arrival is cloaked from warp-sight and augurs.
• You can travel deep within the system before leaving the Immaterium.
• You throw off any pursuit in the warp.
DESTINY FORESHADOWED
Notes
Notes
At the beginning of every session, roll +Warp. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you hold 1 but the DM also holds 1 against you. You can spend your hold to declare retroactively that you predicted an event, and take action before that event. The DM can spend their hold over you to render you momentarily catatonic.
ABYSSAL SIGHT
Notes
Notes
When you assess a situation, roll +Warp instead of +Adroit. On a hit, you also know what here is tainted by the Warp.
Ship Component
INFINITY MANDALA
Notes
Notes
When you contemplate the mysteries of the Infinity Mandala, roll +Warp. On a hit, you achieve some measure of inner peace. Either take +1 forward, or escape your Insanity. Additionally, on a 10+, a secret is revealed to you through your meditations. On a miss, you uncover something dark and terrible.
Special Moves
HAVE SEX
Notes
Notes
When you have sex with someone, you see the possibilities of their future and the secrets of their past tangled together. Ask the MC what their future likely holds; the MC will answer truthfully to the best of their abilities.
DIE
Notes
Notes
When you die, you release a burst of psychic energy that inflicts 6-harm ap on everyone nearby.
Basic Moves
DEFY DANGER
Notes
Notes
When you defy danger in the face of all the odds, roll+Bold. On a 10+, you defy the odds and succeed. On a 7-9, you don’t quite make it, the MC offers you a hard bargain, an ugly choice, or a worse outcome.
BRANDISH THREATS
Notes
Notes
When you brandish the threat of violence, humiliation, or destruction for someone, roll+Hard. On a 10+, they choose either to call your threat, or accept your demands. On a 7-9, they can instead choose one:
get the hell out of your way
erect secure defenses and barricades
show they are no immediate threat
give you something they think you want
tell you what you want to hear
get the hell out of your way
erect secure defenses and barricades
show they are no immediate threat
give you something they think you want
tell you what you want to hear
SEIZE BY FORCE
Notes
Notes
When you attempt to seize something by force or by violence, roll+Hard. On a 10+, choose 3. On a 7-9, choose 2:
- you take definite hold of it
- you suffer little harm
- you inflict terrible harm
- you terrify, dismay, or impress your foe
- you take definite hold of it
- you suffer little harm
- you inflict terrible harm
- you terrify, dismay, or impress your foe
CHARM OR MANIPULATE
Notes
Notes
When you charm or manipulate someone, tell them what you want and roll+Charm. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, whether you keep your promise is up to you, later. On a 7–9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7–9, choose 1:
- if they do it, they mark experience
- if they refuse, it’s enduring fire
What they do then is up to them.
- if they do it, they mark experience
- if they refuse, it’s enduring fire
What they do then is up to them.
ASSESS THE SITUATION
Notes
Notes
When you assess a charged situation, roll+Adroit. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
- where’s my best escape route / way in / way past?
- which enemy is most vulnerable to me?
- which enemy is the biggest threat?
- what should I be on the lookout for?
- what’s my enemy’s true position?
- who’s in control here?
- what’s the most profitable opportunity here?
- where’s my best escape route / way in / way past?
- which enemy is most vulnerable to me?
- which enemy is the biggest threat?
- what should I be on the lookout for?
- what’s my enemy’s true position?
- who’s in control here?
- what’s the most profitable opportunity here?
READ A PERSON
Notes
Notes
When you read a person in a charged interaction, roll+Adroit. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
- is your character telling the truth?
- what’s your character really feeling?
- what does your character intend to do?
- what does your character wish I’d do?
- how could I get your character to _____?
- is your character telling the truth?
- what’s your character really feeling?
- what does your character intend to do?
- what does your character wish I’d do?
- how could I get your character to _____?
OPEN YOUR MIND TO THE IMMATERIUM
Notes
Notes
When you open your mind to the Immaterium, roll +Warp. On a hit, you receive insight about the current situation. In addition, the MC might ask you a question or two; answer them. On a 7-9, the vision is troubling and confused. On a miss, you suffer Insanity.
HOLD TRUE TO YOUR FAITH
Notes
Notes
When you hold true to your beliefs in the face of horror, roll+Warp. On a hit, you keep it together. On a 10+, you deepen your resolve and take +1 forward against the source of the horror. On a miss, you suffer Insanity.
HELP OR HINDER
Notes
Notes
When you help or hinder another player character, roll+Bond. On a hit, they take +1 (help) or -2 (hinder) right now. On a 7-9, you also expose yourself to danger, fire, retribution, or cost.
Peripheral Moves
SOCIAL MOVES
Notes
Notes
When you’re trying to retain dignity when embarrassed in front of important figures, roll +Charm. On a hit, your dignity remains mostly intact. On a 10+, you recover admirably and take +1 forward.
When you curry favour with an important figure, roll +Charm. On a 10+, you gain +1 Influence with them. On a 7-9, take +1 Influence, but the MC chooses 1:
- You are required to pledge your support or assistance to them.
- You damage your relationship with another party, take -1 Influence with them.
- You attract the attention of their enemies.
- You must give them an immense "gift" worth 1 or 2-profit.
When you host an important social event, roll +Profit spent. On a 10+, choose 3. On a 7-9, choose 1.
- Everyone who you’d want to appear shows up.
- Hold 1 and spend it to take +1 forward.
- No-one you’d rather didn’t appear shows up.
- Your event or ceremony is the talk of the sector.
- Your security preparations ensure that any of your allies have +1armour if fighting breaks out.
When you curry favour with an important figure, roll +Charm. On a 10+, you gain +1 Influence with them. On a 7-9, take +1 Influence, but the MC chooses 1:
- You are required to pledge your support or assistance to them.
- You damage your relationship with another party, take -1 Influence with them.
- You attract the attention of their enemies.
- You must give them an immense "gift" worth 1 or 2-profit.
When you host an important social event, roll +Profit spent. On a 10+, choose 3. On a 7-9, choose 1.
- Everyone who you’d want to appear shows up.
- Hold 1 and spend it to take +1 forward.
- No-one you’d rather didn’t appear shows up.
- Your event or ceremony is the talk of the sector.
- Your security preparations ensure that any of your allies have +1armour if fighting breaks out.
INFLUENCE MOVES
Notes
Notes
When you marry off a member of your family to an important member of an organisation, take +2 Influence with that organisation.
When you seek aid and succor from an important organisation, roll +Influence. On a hit, they will grant you aid, but you will owe them a favour of their choice; on a 7-9 the MC chooses 1:
- You’ll have to spend X profit to grease the wheels.
- You’ll have to perform the favour first.
- You expend your influence with the organisation, take -1 Influence.
When you hit +4 Influence with an important organisation, set your influence back to +0 and the MC chooses 1:
- They grant you a special title, rank, or honour; take +1 to on all Charm moves against members of this organisation.
- They make a major gift to you.
- The organisation becomes Aligned to you.
When you seek aid and succor from an Aligned organisation, roll +Influence. On a hit, they grant you aid as you request. On a 7-9, you’ll owe them a favour.
When you hit -4 Influence with an important organisation, they become your foe; either politically or directly. set your Influence with them to N/A and your Enmity with them to +1.
At the start of every session, roll +Enmity with every opposed organisation. On a 10+, the MC holds 1. On a 7-9, the MC can choose: hold 1 and take -1 Enmity with that organisation, or take +1 Enmity with that organisation. On a miss, nothing happens. The MC can spend their hold to have your foes show up and damage your plans.
When you seek aid and succor from an important organisation, roll +Influence. On a hit, they will grant you aid, but you will owe them a favour of their choice; on a 7-9 the MC chooses 1:
- You’ll have to spend X profit to grease the wheels.
- You’ll have to perform the favour first.
- You expend your influence with the organisation, take -1 Influence.
When you hit +4 Influence with an important organisation, set your influence back to +0 and the MC chooses 1:
- They grant you a special title, rank, or honour; take +1 to on all Charm moves against members of this organisation.
- They make a major gift to you.
- The organisation becomes Aligned to you.
When you seek aid and succor from an Aligned organisation, roll +Influence. On a hit, they grant you aid as you request. On a 7-9, you’ll owe them a favour.
When you hit -4 Influence with an important organisation, they become your foe; either politically or directly. set your Influence with them to N/A and your Enmity with them to +1.
At the start of every session, roll +Enmity with every opposed organisation. On a 10+, the MC holds 1. On a 7-9, the MC can choose: hold 1 and take -1 Enmity with that organisation, or take +1 Enmity with that organisation. On a miss, nothing happens. The MC can spend their hold to have your foes show up and damage your plans.
Personal Gear
Armor: 0
Harm
Bonds
0 ____________ seems to fear me and my kind.
0 I fear that _________ may be tempted by the works of Chaos.
0 ____________ has a great destiny that I must see fulfilled.
0 I fear that _________ may be tempted by the works of Chaos.
0 ____________ has a great destiny that I must see fulfilled.
Looks
Navigator Ardanor Barknek is an imposing figure, standing taller than most humans, with a lean yet wiry build. His skin is almost unnaturally pale, a trait shared by all members of House Barknek, giving him an otherworldly appearance. His face is angular, with high cheekbones and a narrow jawline, accentuating the sharpness of his features. His eyes are a pale, icy blue, almost colorless, which seem to pierce through anyone who dares to meet his gaze.
The most striking feature, however, is the third eye in the center of his forehead—a genetic mutation that marks him as a Navigator. This eye is slightly larger than his natural eyes, with a deep, unsettling black iris that hints at the void of space. It is often kept hidden beneath the shadow of his hood, revealing itself only when necessary.
Ardanor dresses in a heavy, dark cloak that drapes over his tall frame, the fabric thick and textured, almost like it was woven from the darkness of space itself. The cloak's hood is usually pulled low over his head, shrouding his face in shadow and further hiding the third eye from casual view. His hands, long and thin, are usually gloved, but when exposed, they reveal a similar pallor to his face enhanced by the soft, blue-tinged veins visible beneath his skin, especially around the back of his hands.
He moves with a quiet grace, his presence almost spectral, as he tends to stay away from the bustle of others, preferring solitude and the company of his own thoughts. There is an air of mystery and danger about him, a sense that he knows and sees far more than he lets on. His discretion and habit of cloistering himself away make him a figure who is never quite understood by those around him.
The most striking feature, however, is the third eye in the center of his forehead—a genetic mutation that marks him as a Navigator. This eye is slightly larger than his natural eyes, with a deep, unsettling black iris that hints at the void of space. It is often kept hidden beneath the shadow of his hood, revealing itself only when necessary.
Ardanor dresses in a heavy, dark cloak that drapes over his tall frame, the fabric thick and textured, almost like it was woven from the darkness of space itself. The cloak's hood is usually pulled low over his head, shrouding his face in shadow and further hiding the third eye from casual view. His hands, long and thin, are usually gloved, but when exposed, they reveal a similar pallor to his face enhanced by the soft, blue-tinged veins visible beneath his skin, especially around the back of his hands.
He moves with a quiet grace, his presence almost spectral, as he tends to stay away from the bustle of others, preferring solitude and the company of his own thoughts. There is an air of mystery and danger about him, a sense that he knows and sees far more than he lets on. His discretion and habit of cloistering himself away make him a figure who is never quite understood by those around him.
[ +- ] Avatar
Origin
Navigator Ardanor Barknek was born aboard the ancient voidship Eternal Pilgrim, the flagship of the nomadic and esteemed House Barknek. Raised entirely in the void, Ardanor was groomed from a young age to fulfill his destiny as a Navigator, mastering the perilous art of guiding ships through the Warp. His upbringing amidst the hum of old engines and the sight of distant stars instilled in him a profound connection to space and an aversion to planetary surfaces.
Throughout his life, Ardanor faced numerous challenges, including devastating warp storms and resource scarcities, during which he demonstrated exceptional skill, unwavering calm, and resilience. His precise navigation and diplomatic acumen elevated him to the roles of Emissary and Senior Advisor within his House. Driven by a deep desire for prestige, Ardanor is committed to enhancing the honor and influence of House Barknek.
Throughout his life, Ardanor faced numerous challenges, including devastating warp storms and resource scarcities, during which he demonstrated exceptional skill, unwavering calm, and resilience. His precise navigation and diplomatic acumen elevated him to the roles of Emissary and Senior Advisor within his House. Driven by a deep desire for prestige, Ardanor is committed to enhancing the honor and influence of House Barknek.
Insanity
When you suffer Insanity, you fall into a state of paranoid delusion. Tangled up in the threads of possibility, you act as if everyone and everything was an inevitable threat.
You escape Insanity when something you thought inevitable fails to occur.
You escape Insanity when something you thought inevitable fails to occur.
Keys
When you fulfill one of your keys, check it off. Everyone marks experience, and you take +1 forward.
At the end of the session, you can erase a checked key and write a new one.
Explore an uncharted system.
See a prophecy fulfilled.
Foil a rival Navigator.
Battle the agents of Chaos.
Encounter a warp anomaly.
At the end of the session, you can erase a checked key and write a new one.
Explore an uncharted system.
See a prophecy fulfilled.
Foil a rival Navigator.
Battle the agents of Chaos.
Encounter a warp anomaly.
Advances
Take +1 Bold
Take +1 Adroit
Take +1 Hard
Take +1 Charm
Get a new navigator move
Get a new navigator move
Gain a leadership position in your Navigator house
Get a move from another career
Get a move from another career
Take +1 Adroit
Take +1 Hard
Take +1 Charm
Get a new navigator move
Get a new navigator move
Gain a leadership position in your Navigator house
Get a move from another career
Get a move from another career
Player notes and rules reminders
RTA: A Powered by the Apocalypse hack, found for free HERE
Last edited August 27, 2024 11:43 am
Aug 27, 2024 7:35 pm
Cool, I might switch over to the sheet template when I get some time... or maybe not, I'm kinda lazy.
I prefer Drake (I went with Lady Arebella von Kastillios as a place holder for my sheet, but I'm happy to change over), or maybe I'll use a different surname unless I want some dynastic recognition...
I prefer Drake (I went with Lady Arebella von Kastillios as a place holder for my sheet, but I'm happy to change over), or maybe I'll use a different surname unless I want some dynastic recognition...
Aug 27, 2024 8:26 pm
I picked the names of two famous naval commanders, one who was also an explorer and the other politician, Sir Francis Drake and M. Vipsanius Agrippa. We can go with Kastillios if you like that more though! Let me know what your preference is.
Aug 28, 2024 6:04 pm
So, I will go for Arch Militant since I do not want to have a team of soldiers under my command.
name: Johan Rainsford
rulebook: Arch-Militant
Ranged Weapon: shotgun [melta - deadly - archaeotech]
Melee Weapon: axe (chainaxe) [chain - brutal - vicious]
Moves (3): 1) Stone Cold Killer 2) Death World Veteran 3) Commando Infiltration
Key: Defeat a mighty adversary
Panoply (Common): 1) flak jacket 2) frag grenade 3) las rifle
Panoply (Uncommon): 1) Sniper rifle 2) chameoline cloak
name: Johan Rainsford
rulebook: Arch-Militant
Ranged Weapon: shotgun [melta - deadly - archaeotech]
Melee Weapon: axe (chainaxe) [chain - brutal - vicious]
Moves (3): 1) Stone Cold Killer 2) Death World Veteran 3) Commando Infiltration
Key: Defeat a mighty adversary
Panoply (Common): 1) flak jacket 2) frag grenade 3) las rifle
Panoply (Uncommon): 1) Sniper rifle 2) chameoline cloak
Aug 28, 2024 8:32 pm
A fine choice! I can already see The Sommelier from John Wick...
"And for the sidearm, might I suggest the fusion pistol? Ryza pattern, of course Sir. Elegant, but delightfully lethal. The holster will not break the lines of your armoured voidsuit as the plasma pistol would, too ostentatious for the ensemble."
"And for the sidearm, might I suggest the fusion pistol? Ryza pattern, of course Sir. Elegant, but delightfully lethal. The holster will not break the lines of your armoured voidsuit as the plasma pistol would, too ostentatious for the ensemble."
Aug 28, 2024 8:48 pm
Drake's fine... Updated character with some gear too, still need to do bonds once other characters are up to date...
Aug 29, 2024 3:36 am
Today has been a day. As soon as the people in my house leave I will fill out my sheet.
The ship is going to be thornier, though, because there are six types listed but only 3 ship books. Do you know where the other three are, @PiebaldWookie ?
If they were never written, I guess I could just slap something together.
When a move says "mark experience," so say, for example, the Salvaged Hulk, where you mark experience when you plumb the forgotten depths. Does that XP mark go to everyone or just to the Rogue Trader? Or can anyone use the component, and then that specific character gets the XP? As far as I can tell, any group member can use the components unless prevented or forbidden somehow.
Also, how is XP marked generally? Is it only from components or keys?
The ship is going to be thornier, though, because there are six types listed but only 3 ship books. Do you know where the other three are, @PiebaldWookie ?
If they were never written, I guess I could just slap something together.
When a move says "mark experience," so say, for example, the Salvaged Hulk, where you mark experience when you plumb the forgotten depths. Does that XP mark go to everyone or just to the Rogue Trader? Or can anyone use the component, and then that specific character gets the XP? As far as I can tell, any group member can use the components unless prevented or forbidden somehow.
Also, how is XP marked generally? Is it only from components or keys?
Aug 29, 2024 7:51 pm
Yeah, they haven't been written up. Was there one in particular everyone wanted to use? I am sure I could batter something together!
If it's a Ship or Component, I'm happy with everyone marking Experience.
For general experience outside of Keys and Components, I'll use a version of the rules from AW: Burned Over;
EXPERIENCE & IMPROVEMENT
ROLLING YOUR STATS
Whenever you roll a stat, mark it. When you make its 4th mark, get 1Xp and erase its marks to start again.
Your playbook, the moves you choose, and your play style all influence how often you roll. If you find yourself pulling ahead or falling behind the other players, it’s normal. If it gets to the point where anyone feels that it’s unfair, talk together as a group, with the MC, to make sure that every player is getting the opportunities to roll their stats that they need.
BONDS + CHARACTERS
Whenever your Bond with someone is proven correct, both players mark XP.
Whenever your Bond with someone is tested or proven wrong, you mark XP and remove that Bond. You can form a new Bond with another player or the same one, but it cannot be the same Bond.
At the end of every session, judge for yourself: Have you achieved something worthy of your station? If you have, get 1Xp.
If you haven't, start working on it.
IMPROVEMENT
When you get your 6th Xp, choose an improvement, and erase your Xp to start again.
Mark your improvement off, you can’t choose it again.
If necessary, get with the MC to decide how and when your improvement comes into play.
This *might* give more XP than normal, but we're PbP, so I'll happily give out XP!
If it's a Ship or Component, I'm happy with everyone marking Experience.
For general experience outside of Keys and Components, I'll use a version of the rules from AW: Burned Over;
EXPERIENCE & IMPROVEMENT
ROLLING YOUR STATS
Whenever you roll a stat, mark it. When you make its 4th mark, get 1Xp and erase its marks to start again.
Your playbook, the moves you choose, and your play style all influence how often you roll. If you find yourself pulling ahead or falling behind the other players, it’s normal. If it gets to the point where anyone feels that it’s unfair, talk together as a group, with the MC, to make sure that every player is getting the opportunities to roll their stats that they need.
BONDS + CHARACTERS
Whenever your Bond with someone is proven correct, both players mark XP.
Whenever your Bond with someone is tested or proven wrong, you mark XP and remove that Bond. You can form a new Bond with another player or the same one, but it cannot be the same Bond.
At the end of every session, judge for yourself: Have you achieved something worthy of your station? If you have, get 1Xp.
If you haven't, start working on it.
IMPROVEMENT
When you get your 6th Xp, choose an improvement, and erase your Xp to start again.
Mark your improvement off, you can’t choose it again.
If necessary, get with the MC to decide how and when your improvement comes into play.
This *might* give more XP than normal, but we're PbP, so I'll happily give out XP!
Aug 30, 2024 5:00 am
Thank you for the summary. I do like more XP!
Regarding ships, I wanted the Heretek Ship special ability, because it fits the psy-dynasty theme, but it would be very selfish, since I'm the only player who would benefit from it. So I went with Salvaged Hulk instead, for the group XP farm.
Personally, my goal is to acquire a fleet! And add components! More ships! Cool space battles! Also we'll need other ships to haul around our loot. Also do space heroism, like rescue pilgrims under attack by pirates, then take the pirate ship as a prize. Glory! Honor! Fortune! EXPLOSIONS! (That make no sound because it's space.) Then we offer fabulous pirate treasures as stakes in gambling games to entice rich people from Imperial planets to wager huge amounts of money in our casino so Arabella can rob them blind.
Incidentally, I would like to argue that acquiring new components shouldn't have anything to do with XP. That should be stuff that is found and installed. It's really weird that it would be based on XP; if it is, if you can't buy components, then what's the point of starfaring? I would propose, instead, that other advances be available to any character that has a "new ship component" advance. The Rogue Trader might be the only one, but just in case, I'm pointing at the others. Maybe replace one new component advance with a playbook move and a second new component advance with a move from another playbook.
Anyway.
Uh.
Where was I?
Right.
I made a character! She is named Elizabeth I Drake. The I is not a numeral designation, it is part of her name, pronounced "Ee." Elizabeth I (with the numeral) was Queen of England when Francis Drake did his privateering, the family name is from his of course, and the I is a punny homage both to the aforementioned queen and to the most successful pirate ever, Cheng I Sao.
I named the ship the Audacious Faith and called it an Ambition-class Cruiser, because that's the umbrella term for Rogue Trader ships that don't meet standard patterns. It is extremely old and full of hallowed history, ancient relics, and possibly terrible secrets. It was declared holy because of its great age, and any suspiciously heresy-adjacent features have been scrubbed and refitted out. I picked the Aggressive persona because I didn't like any of the ones in the Salvaged Hulk book.
I chose the Telepathy and Telekinesis Disciplines. I originally thought that Divination would be the most useful and thematic, since being able to predict the future as a starship captain would explain a lot of shenanigans. However, @htech has made a warp-seer type guy, so I went with Telekinesis instead to avoid stepping on his niche.
I picked the Paying Debts and Grease the Wheels of Commerce obligation endeavors because I figure that they are the ones that are the most sensical to actually fulfill. A prize ship or three donated in full to the Admiralty Board would wipe away debts, and with @spinningdice's help, we should be able to make sure that recalcitrant governors and merchant houses know that keeping the space lanes safe and trading in space sugar, space tobacco, and space spices keeps the cash flowing for everyone.
Do the playbooks in this game have set groups of Looks and Origin templates like some PbtA games?
Also is there a way to look at the character sheets of other players in the game so I can list all of the components under the ship on my sheet?
Regarding ships, I wanted the Heretek Ship special ability, because it fits the psy-dynasty theme, but it would be very selfish, since I'm the only player who would benefit from it. So I went with Salvaged Hulk instead, for the group XP farm.
Personally, my goal is to acquire a fleet! And add components! More ships! Cool space battles! Also we'll need other ships to haul around our loot. Also do space heroism, like rescue pilgrims under attack by pirates, then take the pirate ship as a prize. Glory! Honor! Fortune! EXPLOSIONS! (That make no sound because it's space.) Then we offer fabulous pirate treasures as stakes in gambling games to entice rich people from Imperial planets to wager huge amounts of money in our casino so Arabella can rob them blind.
Incidentally, I would like to argue that acquiring new components shouldn't have anything to do with XP. That should be stuff that is found and installed. It's really weird that it would be based on XP; if it is, if you can't buy components, then what's the point of starfaring? I would propose, instead, that other advances be available to any character that has a "new ship component" advance. The Rogue Trader might be the only one, but just in case, I'm pointing at the others. Maybe replace one new component advance with a playbook move and a second new component advance with a move from another playbook.
Anyway.
Uh.
Where was I?
Right.
I made a character! She is named Elizabeth I Drake. The I is not a numeral designation, it is part of her name, pronounced "Ee." Elizabeth I (with the numeral) was Queen of England when Francis Drake did his privateering, the family name is from his of course, and the I is a punny homage both to the aforementioned queen and to the most successful pirate ever, Cheng I Sao.
I named the ship the Audacious Faith and called it an Ambition-class Cruiser, because that's the umbrella term for Rogue Trader ships that don't meet standard patterns. It is extremely old and full of hallowed history, ancient relics, and possibly terrible secrets. It was declared holy because of its great age, and any suspiciously heresy-adjacent features have been scrubbed and refitted out. I picked the Aggressive persona because I didn't like any of the ones in the Salvaged Hulk book.
I chose the Telepathy and Telekinesis Disciplines. I originally thought that Divination would be the most useful and thematic, since being able to predict the future as a starship captain would explain a lot of shenanigans. However, @htech has made a warp-seer type guy, so I went with Telekinesis instead to avoid stepping on his niche.
I picked the Paying Debts and Grease the Wheels of Commerce obligation endeavors because I figure that they are the ones that are the most sensical to actually fulfill. A prize ship or three donated in full to the Admiralty Board would wipe away debts, and with @spinningdice's help, we should be able to make sure that recalcitrant governors and merchant houses know that keeping the space lanes safe and trading in space sugar, space tobacco, and space spices keeps the cash flowing for everyone.
Do the playbooks in this game have set groups of Looks and Origin templates like some PbtA games?
Also is there a way to look at the character sheets of other players in the game so I can list all of the components under the ship on my sheet?
Aug 30, 2024 8:24 am
Quote:
Also is there a way to look at the character sheets of other players in the game so I can list all of the components under the ship on my sheet?Sep 1, 2024 12:37 pm
I will be traveling, with limited access to internet until Friday (September 6th)
Sep 1, 2024 3:41 pm
So - we have characters from everyone aside from AceRancheros - one we get their sheet in, we can get started!
We will start the game coming into Footfall, the start of the Expanse itself. You have received an interesting proposition from an old friend...
What were you doing beforehand?
Did you come from within the Expanse, or from outside?
We will start the game coming into Footfall, the start of the Expanse itself. You have received an interesting proposition from an old friend...
What were you doing beforehand?
Did you come from within the Expanse, or from outside?
Sep 2, 2024 2:40 am
Do the playbooks in this game have set groups of Looks and Origin templates like some PbtA games? I haven't seen any, but I might be missing them.
How do I make my character sheet public?
Are we answering those two questions individually or as a group?
How do I make my character sheet public?
Are we answering those two questions individually or as a group?
Sep 2, 2024 4:55 pm
Is the idea that our captain has just inherited the dynasty or has she/we been doing this for a while?
Sep 2, 2024 11:13 pm
BlondeDragonGenie says:
Do the playbooks in this game have set groups of Looks and Origin templates like some PbtA games? I haven't seen any, but I might be missing them.How do I make my character sheet public?
Are we answering those two questions individually or as a group?
Your sheet was approved, so it should be public now?
And that's up to you guys! I would say as a group, though as RT, you might have some say in them.
Sep 3, 2024 2:24 am
Hey folks, Gregor Curel, the resident Archivist is submitted. Apologies for the delay. Let me know if you all have any feedback. I'll need convert it to a PBTA sheet to make it more user friendly later.
Sep 3, 2024 10:01 am
What were you doing beforehand?
Captain Johan is a decorated Imperial Guard officer, hailing from the jungles of Catachan. He is the sole survivor of his platoon, against a Tyranid swarm.
Did you come from within the Expanse, or from outside?
Captain Johan comes from Catachan and has battled the Tyranid menace across the Ultima Segmentum.
Captain Johan is a decorated Imperial Guard officer, hailing from the jungles of Catachan. He is the sole survivor of his platoon, against a Tyranid swarm.
Did you come from within the Expanse, or from outside?
Captain Johan comes from Catachan and has battled the Tyranid menace across the Ultima Segmentum.
Sep 3, 2024 10:59 pm
@spinningdice , what ship component did you pick?
How do we assign bonds in this system? Do we go around one at a time or just pick? Also, what numerical values do they get?
To answer the two questions @piebaldwookie posed, I propose:
What were you doing beforehand?
We were clearing Chartist merchant lanes of pirates, but pickings were slim and we were holding steady, merely making expenses by moving cargo and making escort fees. Not ambitious enough! Thus, we ventured to the unknown, for the glory of Mankind! (Also vast wealth.)
Did you come from within the Expanse, or from outside?
Outside! That way, we can explore it.
How does that sound to everyone?
How do we assign bonds in this system? Do we go around one at a time or just pick? Also, what numerical values do they get?
To answer the two questions @piebaldwookie posed, I propose:
What were you doing beforehand?
We were clearing Chartist merchant lanes of pirates, but pickings were slim and we were holding steady, merely making expenses by moving cargo and making escort fees. Not ambitious enough! Thus, we ventured to the unknown, for the glory of Mankind! (Also vast wealth.)
Did you come from within the Expanse, or from outside?
Outside! That way, we can explore it.
How does that sound to everyone?
Sep 4, 2024 2:33 pm
Went with the fancy wardrobe... Though I could honestly go either way...
What were you doing beforehand?
Arebella got bored with pirates and dull trades so has spent the last few months draining the coffers and patience of the nobility of nearby Imperial World. But she hurries back to her sisters ship when it seems like something might actually be happening.
Did you come from within the Expanse, or from outside?
I'll echo my dearest sister here, I imagine we're from the Calixis sector? Nearby (I mean in the terms of the vastness of space), but a little more 'civilised'.
And for reference:
What were you doing beforehand?
Arebella got bored with pirates and dull trades so has spent the last few months draining the coffers and patience of the nobility of nearby Imperial World. But she hurries back to her sisters ship when it seems like something might actually be happening.
Did you come from within the Expanse, or from outside?
I'll echo my dearest sister here, I imagine we're from the Calixis sector? Nearby (I mean in the terms of the vastness of space), but a little more 'civilised'.
And for reference:
Sep 4, 2024 7:53 pm
Both of the Dilettante's components are useful to the entire group. The Casino Deck generates more story potential and produces profit, but the Vestiarium always works. Plus the Vestiarium goes with the Exotic Armory so we can get fancy outfits and fancy guns in the same montage. It's a tough choice!
Sep 4, 2024 7:53 pm
Both of the Dilettante's components are useful to the entire group. The Casino Deck generates more story potential and produces profit, but the Vestiarium always works. Plus the Vestiarium goes with the Exotic Armory so we can get fancy outfits and fancy guns in the same montage. It's a tough choice!