Captain Melchor Blaque and the Just RewardThough captain Blaque likes to call himself a Rogue Trader, he doesn't have much spacefaring experience: he is actually an former officer of Imperial Guard who somehow managed to get a Letter of Marque and gather a bunch of Imperial Guard and Navy veterans who were willing to give up the planetside properties they were rewarded with after an end of a successful campaign to buy and crew a decomissioned transport ship in search of a better future, wealth, fame and adventure... and, given the situation in the galaxy, also likely a death or worse at the hands of various xenos and traitors inhabiting Segmentum Tempestus. In the last twenty years, it worked well enough. Nobody managed to get rich, but they were also lucky enough in avoiding dangers of the void. And now, with the news of warp storm blocking access to Dolus system dissipating, it seems they may get their chance for wealth: If they manage to be the first to re-establish contact with the lost world, reward may be fitting for a true Rogue Trader.
Just Reward, as captain Blaque named his ship, used to be an Imperial Navy troop transport which was decomissioned after the end of the campaign Blaque and his crew fought in. It is an old, but still working vessel, and it was upgraded with few macrobatteries and a forward lance to better defend itself without the benefits of escort fleet. It can't stand against a proper warship, but it should be enough to fend off pirates and smaller vessels.
Dolus system and planet DolusDolus system is unremarkable, named after its only inhabited planet, thought it also contains two gas giants and two other planets.
Planet Dolus is, or was, a mining world. It is a barren place, with terrain consisting of vast oceans littered with islands of various sizes, and one larger, mountainous continent. Climate is warm, but the atmosphere is unbreathable by humans, though not toxic, so lighter rebreathers are all that is needed for working outside settlements. There's not much in the way of the terrestrial life, plant or animal, though there's plenty of sealife, some of which serves as a source of food for the Imperial inhabitants. Planet has some pre-Imperial xeno ruins, though it was uninhabited long before the first Imperial colonists arrived seven centuries ago ago Settlements consists of multiple mining stations connected through a rail network or sea lanes with the capital. Capital is the sole spaceport, only true city (actually a small hive) on the planet, center of government and industry. It is the HQ of local PDF, and it does have a cathedral with a small Sororitas convent. There's a Navy void station serving as a dock for visiting ships and some defense platform protecting the planet from pirates. Before the contact was lost, Dolus had around 16 millions inhabitants, mostly concentrated in the capital.
Contact with Dolus was lost almost three centuries ago, when sudden, unexpected warpstorm at the edge of the system made travel and astropathic communication with the planet impossible. The planet itself shouldn't have been consumed by the storm, though, so there's a chance some inhabitants may have survived the isolation. The storm dissipated recently, making warp travel possible once again, causing various Imperial agencies to focus their attention on the system. Captain Blaque was lucky, his ship was supplied and prepared for departure when the news arrived, so he was in prime position to be one of the first to travel to the system... after taking few passengers from interested parties willing to pay, of course.
Spoiler (click to show/hide):
Still WIP, but almost ready. I'm expecting to take 4-5 players tops, but I can't promise that my posting rate will be much better than 1-2 posts per week. Characters may be either the members of captain Blaque's Rogue Trader crew, or some of the passengers interested in contacting Dolus system (eclessiarchy/administratum representatives, inquisitorial agents, members of independed parties, perhaps even undercover heretics). In case of (previous) interests, I may also include intro and objective for Eldar expedition to the same planet.
Mechanics
Spoiler (click to show/hide):
Ballistic Skill (BS): Skill with ranged weapons.
Weapon Skill (WS): Skill with melee weapons.
Strength (S): Attack's power
Attacks (A): Number of attacks per turn. 1 for everyone, +1 for using 2 weapons (pistols and 1h melee weapons only). Some ranged weapons have their own A stat, character's A only matters with melee attacks.
Initiative (I): Speed and reactions.
Toughness (T): Resistance to injuries.
Wounds (W): Hit points.
Leadership (L): Represents willpower for player characters, willpower and morale for NPCs
Psychic Power (P): Psyker's psychic power (duh). Psykers only
Initiative: In every round of combat, all participants roll 2d6 + I. Actions are resolved from the highest result to the lowest. In case of the tie, both actions are assumed to happen simultaneously, which may lead to both combatants killing each other at the same time.
Shooting: Attacker rolls 2d6 + BS for every A. Target number for hit 10. 1 on both dice always miss. Various effects may modify the target number: Cover (+1/+2/+4 for light (about 1/4 of the target visible), normal (1/2 of the target visible) or full cover (almost none of the target visible, but still with line of sight), blind attacker (+4), target being unaware of the attacker (-2)
Melee: Attacker rolls 2d6 + WS for every A, defender rolls 2d6 + WS. Each attack result higher than defender's result counts as hit. 1 on both dice always miss. Blind combatant can't add his/her WS to the roll.
Damage: Attacker rolls 2d6 + attack's S for every hit, defender rolls 2d6 + T. Every hit result higher than defender's result causes 1 Wound. Wearing armor increases T, weapons with Armor Penetration (AP) ignore some bonus T from armor.
Psychic Powers: Psychic powers cost P, used P returns at the start of the round, when manifesting psychic power, psyker rolls 2d6 per P used. On 7+ per P used, power manifests successfully. 1 on two or more dice causes Perils of the Warp. Psykers can also spend P to dampen hostile psychic powers, adding 1d6 per P spent to a roll used to resist the psychic power (if any)
Noncombat rolls are generally 2d6 against target number 7, with possible +2 or -2 bonus or penalty, dending on circumstances (techpriest may get bonus to work with cogitators, mutants may get penalty to convince Imperial citizens to not report their presence, etc.)
Equipment
Spoiler (click to show/hide):
Melee Weapons
Unarmed Combat (User S-1, always attacks last)
Close Combat Weapon (User S)
Chainsword (User S)
Power Sword (User S, AP4)
Power Axe (User S+1, AP5, always attacks last)
Power Fist (User Sx2, AP5, always attacks last)
Force Sword (User S, Force (psyker may use 1 P to cause instant death on damage roll of 7+, regardless of target's T)
Force Stave (User S+2, Force, set wounded target's I to 1 for the next round)
Ranged Weapons
Laspistol/Autopistol/Stub Gun (S3, Pistol (can be used in melee, can use 2 for A+1))
Lasgun/Autogun (S3, A2)
Longlas/Sniper Rifle (S5)
Heavy Stubber (S4, A3)
Bolt Pistol (S4, AP2, Pistol)
Boltgun (S4, AP2, A2)
Heavy Bolter (S4, AP3, A3)
Plasma Pistol (S7, AP4, Pistol, Gets Hot! (hits user) on 1 rolled both dice)
Plasma Gun (S7, AP4, A2, Gets Hot!)
Shotgun (S4)
Hand Flamer (S3, AP1, Pistol, ignores cover)
Flamer (S4, AP2, ignores cover)
Meltagun (S8, AP 5)
Grenade Launcher (as grenades)
Armor
Mesh/Flak Armor (T+1)
Carapace Armor (T+2, I-1)
Power Armor (T+4, I-1)
Shield (T+1, I-1)
Other
Frag Grenade (S3)
Krak Grenade (S6, AP4)
Blind Grenade (S1, target is blind until s/he succeeds on 2d6+I against target number 10)
Psychic Powers
Spoiler (click to show/hide):
Biomancy
- Cellular Control: the psyker uses his powers to adapt his body to the hostile enviroment. 1P/turn. Psyker gives him or herself one of these effects: immunity to poisons and other dangerous chemicals, immunity to extreme temperature (not actual fire or heat based weapons), ability to survive in vacuum without void suit (still needs source of oxygen), ability to breathe water, ability to change his or her looks (the new form must be roughly the same shape and size). Multiple effects can be maintained at once, but each must be manifested separately, and each cost P as long as it is maintained. 2P + 1P/turn- same as previous version, but the power can be used on other creatures.
- Enfeeble: the psyker drains his foe's vitality, leaving him weak and vulnerable. xP/turn- enemy must roll 2d6+T against the psyker's P roll used to manifest this power. If he fails, he takes penalty to S and T equal to the value of P used to manifest this power. This power can't reduce foe's stats to 0. Multiple creatures can be targeted at the same time with separate manifestations, and each weakened creature costs P to maintain.
- Empower: the psyker lets the power of the Warp flow through his body, making himself stronger and tougher. 1P/turn- +3 S and T. 2P + 1P/turn- same as previous version, but can be used on other creatures.
- Life Transfer: The psyker transfers life force between nearby creatures, draining his enemies and healing his allies. 1P- one visible creature suffers S3 attack that ignores armor. If the attack causes W, the psyker or one creature s/he touches regains one lost W. If the drained creature is willing (including the manifesting psyker), it suffers one W without the need to roll. At least some of the victim's flesh must be visible.
- Smite: the psyker summons bolts of bio-lightning from his fingertips. 1P- shooting attack (uses BS). S4, AP 4.
Divination
- Augury: the psyker conducts divination to know the secrets of the future. The power may be used on the psyker or someone the psyker touches. Using this power takes some time, and requires some form of divination (reading the Emperor's Tarot, casting runes, gazing into a flame, etc., up to the psyker). The result may be warning of dangers, some form of advice or simply possible result of actions the target is about to take. The divined future may be avoided through the target's actions. 1P- target of the power may ask question about some event up to 1 hour in the future. 2P- same as 1P version, but up to 1 day in the future. 3P- same as 1P version, but up to 1 year in the future.
- Guided Shot: the psyker uses his powers to predict the trajectory of his shots. 1P- the psyker can reroll the next shooting attack if it would miss, taking the second result. In addition, the attack ignores cover.
- Scrying: the psyker peers through the Warp to observe distant places. 1P- the psyker can observe place up to 100 meters distant as if s/he was standing there, even through obstacles. S/he may target an area or a specific person or object s/he knows about. 2P- same as 1P version, but the range is up to 1km. 3P- same as 1P version, but the observed place may be anywhere on the same planet.
- Soul Sight: the psyker peers into the Warp to see into the souls of other beings. 1P- can read the aura of single visible being, identifying its current emotional state, if it's a psyker or under influence of any Warp power or if it's corrupted by Chaos. Using this power on Daemons and other warpspawn may have negative consequences. 2P- same as 1P version, but affects all visible beings in the user's sight. 3P- similar to 2P version, but can also sense hidden beings all around the psyker, even through intervening obstacles.
- Prescience: peering into immediate future, the psyker uses the warning provided to avoid enemy attacks. 1P- the next attack against the psyker must be rerolled if it would hit, taking the second result instead. 2P- same as with 1p version, but applies to all attack for the turn.
Pyromancy
- Control Flames: mundane fire is under complete power of a psyker. 1P- the psyker can manipulate any existing flame, setting flammable materials ablaze or dousing the flames in small area, making the fire move in certain directions or take various shapes or colors. Only one effect at a time. 2P- as 1P version, but psyker can cause up to 3 effects at the same time, and affect larger area. S/he may also protect single being from fire and heat for 1 turn, making it immune to damage (including plasma and melta weapons). 3P- similar to 2P version, but the psyker may now protect up to 10 beings at the same time.
- Flame Breath: the psyker breathes out a cone of flame, incinerating his foes. 1P- shooting attack similar to flamer (uses BS). S4, AP2, ignores cover
- Fire Shield: the psyker surrounds him or herself in warp flames that don't hurt him, but that will scorch any fool who dares to attack through them. 1P/turn- the psyker counts as having cover against ranged attacks, and anyone who attacks him or her in melee suffers one S4, AP2 hit from the flames.
- Incinerate: the psyker focuses his powers in a blinding beam of searing heat melting anything it hits. 2P- shooting attack similar to melta (uses BS). S8, AP5, target is blinded for 2 turns
- Inferno: The psyker uses his powers to set his foes ablaze. 1P- shooting attack (uses BS), small area. S4, AP1, ignores cover. 2P- as 1P version, but affected targets keep burning, taking S4, AP1 hit per round. The warp flames can't be doused, but they have 50% chance to die out at the start of each round.
Telekinesis
Telepathy
Daemonology
CS:
Spoiler (click to show/hide):
Name:
Occupation: (things like Sister of Battle, ex-Guardsman, etc.. No marines or xenos, as nobody showed interest in the Eldar part, but I guess I could make an exception for an Harlequin with holosuit who somehow infiltrated the Just Reward, if you really want to)
Appearance/picture:
Bio: (doesn't have to be too long, but I'd like to know something of character's background and why is s/he aboard Rogue Trader's ship en-route to Dolus. Note: some characters may be accompanied by NPCs, like SoB being a part of ministorum priest's retinue)
Statblock
BS: 3 WS: 3 S: 3 A: 1 I: 3 T: 3 W: 3 L: 3 P: 0 (psykers only)
Weapons: (up to 3. Grenades count as single weapon, you can get up to 3 grenades divided between all available types, same if you take grenade launcher. Equipment should make sense for the character (no guardsmen with power armor, melta, power sword and heavy bolter)
Armor: (1, obviously)
Other Equipment: (Up to 3. You can take whatever items you want (within reason). Items with no practical uses (trinkets, keepsakes) do not count)
Psychic Powers: (psykers only. Psyker may know up to 1 discipline per P, and up to 2 powers per P)
Special Abilities: (one. There's no specific list, we can work on mechanical effect in PM or OOC thread)
If it takes me two weeks or more to respond to a RP without prior notice, send me a PM. It's more likely I've missed the last post, forgot or got distracted and need a little reminder rather than deciding to drop the game without warning.