Welcome, ladies and gentleman, to a story of high adventure and ruthless capitalism in the grim darkness of the far future. Our loyal crew (who should post their character sheets below) consists of:
Thankfully, you do have at your disposal the Castle Xanatov, an Overlord class Battlecruiser. Five and a half kilometers long, massing in at 31 megatonnes, and crewed by a hundred thousand competent void men, it is quite simply one of the largest and most dangerous ships in the Koronus Expanse.
(As a general note, while you may not have a personal army as such, you do have roughly five thousand arms-men aboard the Castle. They're trained for void fighting mostly, but it's still a sizeable force).
The IC thread shall go up later today.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
Kharal Zhou, Fire Aspect of Lookshy:
Last edited by Maugan Ra : 10-12-2012 at 01:09 AM.
Lady-Captain Anatazya Serafina Ezgin Xanatov, the Last Scion of the Xanatov Dynasty
Spoiler
Well, something like that, anyways.
Origin Path:
Spoiler
Child of Dynasty
Vaunted
Zealot
Darkness: Dark Secret
Exhilaration: No Joy Unexplored
Disgraced: The Last Child
Characteristics:
Spoiler
WS 25
BS 31
S 25
T 30
AGI 45
INT 53
PER 30
WP 30
FEL 80
4 Fate Points
9 Wounds
Corruption: 7
Insanity: 2
Honour Amongst One's Peers: +5 Bonus to all Fellowship Tests to interact with high-ranking officials of the Imperium and members of the Imperial nobility in a formal setting.
6100/6100
Air of Authority
Decadence
Enemy (Someone!)
Peer (Ecclesiarchy)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Renowned Warrant
Gear:
Spoiler
Common-craftsmanship plasma pistol
Common-craftsmanship power sword
Micro-bead
Void Suit
Set of Fine Clothing
Xeno-Pelt Cloak
Best-craftsmanship Storm Trooper Carapace
Best-craftsmanship Concealed Holster
Growing up as a Xanatov was easy. They owned palaces across hundreds of planets, each the size of a small city. Tazya never had any reason to meet with humans who weren't blood relatives or the hired help, and it had a profound impact on her development. Simple human emotions -- compassion, guilt, empathy -- had no place in her world. Every whim was answered immediately. That level of power would go to anyone's head. Anatazya was no exception.
Enjoying what the other scions of House Xanatov called 'the Hunter's Mask,' a game of treachery and trickery that scaled in lethality in proportion to age, Tazya honed her communication skills, unburdened by moral qualms. What did she care if a servant's family would be put to death after their father was caught with a stolen silver spoon in his waistcoat? It was, after all, a necessary motion: with the servant's family being executed, the executioner would be out of his house, allowing a piece of evidence to be removed and preventing Petre's plan from unfurling appropriately. What should she care that her actions ruined lives, brought children to tears before the firing squad? There was a disconnection from reality.
Over time, as she approached twelve, the Hunter's Mask evolved into the Hunter's Masquerade. A new level of sadism unfurled here: instead of the crass strokes of wholesale deportation, the emphasis was on the untraceable nature of the action. It was around this time Tazya developed a rapport with the Ecclesiarchy, learning how to speak and who to know in the sprawling church of the Imperium. It was tacitly frowned upon, even moreso than any of the other 'rules' of the Masquerade, to bring in assistance from the outside. Any attention from the Ecclesiarchy could lead to attention by the Inquisition -- and that could spell the end of the House. Even the Warrant, held within a stasis-vault on Holy Terra and among one of the oldest Trader Warrants on the records, would not be enough to stave off a total investigation by the Inquisition.
It was this courtship with peril that allowed her to win the Masquerade. Despite never actually bringing in aid from the outside, Anatazya's subtle implications that she had were enough to initiate a panic across the House. That was all that there needed to be. When she was seventeen, Anatazya Serafina of the Ezgin line was named heir to the warrant.
Her education was in matters both militaristic -- such as the way of the sword and pistol -- as well as intellectual -- the lore of astromancy and information concerning the Imperium. Still, Taz's true education came not from the tutors but her brothers and sisters, who taught her how to barter, to trade, to charm, to command. The great social aspect of her education came from her cousins and family, not from her esteemed dame of etiquette.
The sudden decline in House Xanatov -- the almost instantaneous dismantling of its various holdings, the physical obliteration of nearly every palace, the massacre of the various heirs and scions and patriarchs -- was a mystery. House Xanatov, that ancient line that had been given its warrant in recognition for Vladimir Dima Xanatov's bravery during the Horus Heresy and then built upon the raiding of the Calyx Expanse, who had generations of contacts and children spread through the Battlefleets, whose fame could not be denied, had suddenly found itself pruned.
There was only one scion left to bear the Warrant.
And she had won the Hunt.
Castle Xanatov, the last true bastion of the lineage
Spoiler
Spoiler
Planet-bound for Millennia
Overlord-class Battlecruiser
Modified Saturine-pattern Class 4A "Ultra" Drive
Miloslav H-616.b Warp Engine
Gellar Field
Voidsmen Quarters
Castellan Shield Array
Teleportarium
Ship Master's Bridge
Vitae Pattern Life Sustainer
BG-15 Assault Scanners
Auto Temple
Good-craftsmanship Barracks
Medicae Deck
Munitorium
Murder-servitors
Dreams of distance worlds:when within 5 VUs of a planet, the Castle gains +10 Manoeuvrability
Fail-safes: Once per Strategic Round, during one opponent's Strategic Turn, the ship's Enginseer Prime may make a Difficult (-10) Tech-Use Test. This does not count as the Enginseer's Extended Action. If he succeeds, the ship doubles its number of Void Shields for the duration of a single opponent's Strategic Turn.
Surprise Strike: Characters may make Hit and Run Attacks without a piloting test, as they travel directly to the heart of the enemy vessel. When using the teleportarium to perform such an attack, the attacker receives +20 to his Command Test.
Reinforcements: If the ship is transporting troops, it gains +20 to all Command Tests involving boarding actions and Hit and Run Actions.
Death-dealers: When used to conduct a Hit and Run Action, this enhancement provides a +20 bonus to the opposed Command Test.
Precise: When determining a Critical Hit inflicted by a Hit and Run Action they participated in, the character conducting the raid may select any result between 1 and 6, rather than rolling.
Haste of the Damned: Reduce the duration of all warp passages by half. However, roll on the Warp Travel Encounters table every three days rather than every five days.
Master Plotting Table: All Piloting and Navigation tests by crew on the Bridge gain +5.
Improved Fire Direction: All Ballistic Skill Tests to fire shipboard weapons gain +10.
Incoming!: All Ballistic Skills Tests against planetary based targets gain a +5 bonus.
Tend the Flock: The constant support of the Temple's Priests increases Morale by 2.
Volatile: If the Munitorium is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and a Component of the GM's choice is set on fire.
The Medicae Deck adds a +20 to all Medicae Skill Tests performed within this Component. The number of patients that may be treated without penalty is increased to three times the character's Intelligence Bonus.
Various points for Creed and Military, not sure on the numbers. 175 to Military and 150 to Creed, I believe.
Statistics of the Ship
Spoiler
Speed: 6
Manoeuvrability: +10
Detection: +10
Hull Integrity: 68
Armour: 20
Turret Rating: 2
Crew Population: 100
Crew Morale: 103
Background
Spoiler
The Castle Xanatov has drifted around the gas giant Malordite Nine for over two thousand years. A marvel at one point of technology, a proof-of-concept for the Overlord-class Battlecruiser that had been paid for by the Xanatov Dynasty, the Castle has fallen into massive disrepair. Only the sturdiest components of the interior survived the millennia of crushing, overwhelming gravity. The staravar macrobatteries, the munitorium, the melodium, sensorium, even the librarium vault and arboretum were crushed and siphoned out of the ship through the bizarre gravitational constants of Malordite Nine. It was due to these bizarre traits that Malordite was selected.
The Castle was deemed a colossal waste of money, but publicly declaring that would have been suicide. Instead, the ship was shuffled off to a system in the far side of the sector, the skeleton crew left on-board while the bridge crew left for the small transport that had accompanied the Castle. It was scuttled, in essence, in a place where only the Xanatovs would know to look -- and where only the Xanatovs could navigate without dying. The single starchart for the system was kept shelved in a stasis-vault. While they felt it was a waste of their money, the Xanatovs were loath to throw anything away permanently, especially something they had spent an enormous sum of money on creating.
They were afraid that the Adeptus Mechanicus would attempt to reclaim the various archeotechnological marvels within, which they couldn't remove without alerting the enemy houses of their feelings towards the Castle. Thus, they moved the ship to Malordite Nine, where it remained for centuries. It was only when the Dynasty was crippled through a superbly executed strike that the Castle starchart -- called the Key to the Castle, in a show of humor by one of Anatazya's ancestors -- was given any thought. In need of a base of operations, Anatazya took her loyal retainers and brought them with her to Malordite Nine, intent on removing the ship and restoring it to its former glory.
The damage was intense and heart-wrenching. The geller field had to be replaced, the entire armament had been destroyed, the dormitories and life support system were going. Gaping holes in the armour indicated the toll of the fluctuating gravity. But the engines still worked, and the glorious archeotech-enhanced plasma generator was able to produce the necessary energy to push the ship out and into the system proper. From there, it was a slow process of getting what weapon batteries she could, repairing the armour and bringing the ship to some level of usability.
The Castle now serves as the headquarters for the final Xanatov -- a discarded treasure suddenly becoming one of the most important. Anatazya is determined to restore it to its former glory and show the universe at large once again what it means to be a Xanatov -- and she'll do it her way. With only a battlecruiser and her keen mind for trade at her disposal, it became obvious that Anatazya would have to embark in war or mercenary work.
Name: Luff Budregard
Description: 1.9m, 120 kg
Career Path: Arch Militant
Home World: Hive World
Birthright: Stubjack
Lure of the Void: Chosen By Destiny (Fated For Greatness)
Trials and Travails: Hand of War (Ashes of War)
Motivation: Renown
Quick Draw
Heavy Weapon Training (Las)
Hatred (Mutants)
Air of Authority
Basic Weapon Training (Universal)
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
Thrown Weapon Training (Universal)
Sound Constitution
Accustomed to Crowds - Crowds do not count as difficult terrain. When running or charging through a crowd, there is no penalty to the Agility test.
Caves of Steel - Tech-Use is untrained basic skill.
Hivebound - -10 Penalty to all Survival tests. -5 to Intelligence tests outside of artificial areas.
Wary - +1 to Initiative rolls.
Weapon Master (Las) - 10% bonus to hit, +2 damage, +2 initiative when using this type of weapon in combat
Background:
Spoiler
Once upon a time, Luff was a simple Enforcer on a the hive world of Malentrou. Born into an undistinguished family of Enforcers, it was expected that he should follow in the footsteps of his ancestors. So he did. He actually rose higher through the ranks than many of his predecessors, and managed to gain access to the rarer sorts of equipment. During his years as a minion, he acquired his hellgun, James, and his mono-sword, Bucky.
Eventually his comfortable position was tragically interrupted by the Great Mutant Rebellion, where the mutants of his world, well, rebelled. This led to no less than a decade of constant warfare in the deepest hives between mutant and enforcer. Luff had to endure almost all of it, watching friends and family members get horribly killed by the twisted mutant scum. He rose over time to a position of command, where he won countless small victories over the scum. Eventually, the glorious forces of the God Emperor prevailed. Of course, the actual forces that fought got no credit. Luff, who had personally fought and commanded men for a decade in the name of the Imperium, got no credit. No, it was the noble who was best at claiming credit and being in the right place at the right time, Lord Hyriatus Blox, who did. Luff and the rest were left live on in obscurity.
The experience changed Luff. He realized how much he loathed not being recognized by the masses as a hero because he'd not been a noble. He wanted to be lauded, as Blox was. He wanted to be respected, given lavish ceremonies and banquets, pinned with medals, as the noble was.
One day, as he prayed at a simple shrine of the God-Emperor for such a blessing, he had a vision of himself coming back to his hive world from a great spacecraft in triumph. He was announced with great fanfare and acclaim, millions pouring onto the streets to welcome him. He watched as Blox, who had taken the credit he so deserved, was humiliated and abased himself before Luff. He saw his portrait in every home, his name in every history book, his statue in every park. He saw himself, beloved and admired by all, the greatest hero of his world. No, his sector. Luff watched, and he liked it. When the vision faded, it seemed to Luff as if the God Emperor's statue was staring at him in affirmation. He felt as though what he had just seen was his destiny.
Luff knew that day what he had to do - leave the wretched world of his birth on a great spacecraft and win glory and wealth. Then, and only then, could he return home in triumph, the hero he so wanted to be. Ultimately, he chose to sell his skills to Lady Xanatov, hoping that her travels as a Rogue Trader would take him to exotic places and hazardous warzones, where he could see new and impressive environments and foes. And shoot as many of them as possible.
Personality:
Spoiler
Luff Budregard is a fairly melodramatic man. Prone to bombastic speeches and boasts (particularly over the corpses of defeated enemies), he is often seen by others as fairly vain. The truth is that he says this more for others than for himself, as he has a great fear of dying unremembered and uncelebrated. He often has a hard time reconciling this fear with his firm belief that he will indeed be elevated to heroism, and indeed that such is the God Emperor's will. His usual solution is to blame a lack of faith in himself and the Emperor, and resolve that he will overcome it, with the Emperor's dive aid.
Luff's urge towards the melodramatic is balanced, if not wholly tempered, by his training as an enforcer, and his long years of guerrilla warfare in the underhives. If an officer did not learn sense and pragmatism, he didn't survive long enough to regret it. Thus, in military matters, Luff displays a pragmatic side of himself, always attempting to destroy the enemy as quickly and efficiently as he can. Of course, that doesn't mean he won't take every reasonable opportunity to play the hero. It simply means that he will do so when it seems reasonably pragmatic, as opposed to charging a gunline of 1000 heretics by himself or challenging an Ork Warboss to a wrestling match.
He has a great love for weapons, and las weapons in particular. He is never to be found without at least one weapon on hand, and preferably several. He regularly cleans, inspects, and practices with his beloved guns, to ensure that he does not get rusty.
In spite of him leaving his career as an Enforcer for his journey with Lady Captain Xanatov, he likes to go by his old title. Partially out of respect for family tradition, and partially because he feels that the title is worthy of a great deal of respect - more than it usually gets. Also, he likes the way it sounds.
Luff takes a great deal of pride in his actions and leadership during the Great Mutant Rebellion, and subsequently chaffs at the total lack of recognition he received for it, as well as at the fact that a noble who had done nothing of use claimed the glory. As a result, he is somewhat disdainful towards nobles in general, though he has the sense to keep this to himself when necessary.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Avatar by Emperor Ing.
Last edited by Henry the 57th : 10-21-2012 at 11:01 AM.
1.9m, 120 kg, hairless, eyes haven't been seen for years
Origin Path
Spoiler
Career Path: Explorator
Home World: Forge World
Birthright: Unnatural Origin: Contaminated Environs
Lure of the Void: New Horizons: Archeotechnologist
Trials and Travails: Dark Voyage
Motivation: Renown
Quintus was born on the mighty Forge World of Lucius. He was blessed by the Machine God, allowed to spend his childhood in the halls of archetoech. He was allowed to breath deeply of the fumes given off by the blood of machines, and exposed to the glowing heart of a Titan. His flesh was unable to withstand this process, but his mind was strong, and Quintus was inducted into the Cult Mechanicus. He was assigned to the most holy of tasks, maintaining the ancient systems on a vessel of an Explorator fleet. The fleet was often successful, finding shards of mankind's lost technology and driving the xenos from their vile nesting places inside the holy places where humans once trod. It was in one of these campaigns that Quintus was blessed with the replacement of his right arm with one made of steel. The arm had a long and storied history, having been the arm of the Archmagos who discovered a lost system schematic. Quintus was raised high for discovering a an ancient las-pistol. Its history is unknown, but its machine spirit is fierce and warlike, and strikes angrily at enemies. Even it was not enough when Quintus' ship found itself cut off from the rest of the fleet, having suffered a navigation error and dropping out of the Warp far from its intended destination. Where it found itself was the problem: an Ork system,full of the greenskins and ready for war. The ship sent out a cry for help, and prepared for battle. Alone, it held out for four days until a Battlefleet arrived to cleanse the system. It was almost too late for Quintus though. Most of the crew had been killed, and the ship desecrated by the Orks. Its machine spirit had become profane, and the systems almost non-functional. The ship was to be sent back to Lucius to be cleansed, and Quintus reassigned. He requested assignment to a Rogue Trader's ship. When asked why, Quintus replied "My journey is not yet done, and I wish to journey ever farther. My knowledge cannot be complete while I reside with my brethren only. It is by the will of the Emperor, the most perfect incarnation of knowledge, that the Rogue Trader searches, and thus I will journey with the Rogue Trader for my own knowledge." Satisfied by this answer, Quintus' superiors assigned him to the faltering Xanatov house, reasoning the fiery passion still burning in the young-tech priest could be quelled into the holiness of cold logic should he face the trial and tribulations of such a house. How wrong they were. Assigned to a ship of holy antiquity and glorious complexity, Quintus has never felt more joyous.
Just as a quick question -- I don't think the AdMech has the power to assign a techpriest to a House. Can someone provide some light on the issue? (Also, they only faltered in the last few years -- when they suddenly all died! )
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Meh, I hate to be the one for whome the bell tolls, but untill like five minutes ago I was still faffing about with how I wanted to make my character, the sheet isnt done, and the bio isnt even started, and now I need to sleep, leaving me with no time to do any of the work involved in making it. So odds are the IC will be up before I can even get back to that, let alone finish it.
So I'm probably just going to step out instead of holding everyone back. Have fun and rob a hobo for me!
Last edited by ChaoticSky : 10-11-2012 at 10:59 PM.
Confessor Ulrich von Liechtenstein shall lay claim to the colour blue, in the name of his noble house. Let no other doubt that it is their colour, and indeed, a mark of the nobility that flows within their veins.
Spoiler
Origin path:
Noble Born
Vaunted
Zealot: Favoured of the faithful
Dark Voyage
Devotion: Creed
Awareness (Per)
Charm (Fel)
Common Lore (Imperial Creed) +10 (Int)
Common Lore (Imperium) (Int)
Literacy (Int)
Speak language (High Gothic) (Int)
Forbidden Lore (Heresy) (Int)
Medicae (Int)
Scholastic Lore (Imperial Creed) (Int)
Speak Language (Low Gothic) (Int)
Talents:
Talented (Charm)
Peer (Eccleshiary)
Peer (Miltary)
Resistance (Fear)
Inspire Wrath
Decadence
Basic Weapon Training (Universal)
Melee Weapon Training (Universal)
Pure Faith
Unshakeable Faith.
Traits:
Etiquette: +10 Bonus to all Fellowship Tests to interact with high-ranking officials of the Imperium and members of the Imperial nobility in a formal setting.
Legacy of wealth: +1 profit factor
Gear:
GC chainsword
GC flamer
Assault flamer with melee attachment
Burning sword (Into the storm)
BC guard flak armour
Ecclesiarchal robes, aquila pendant, sepulchre, censer and incense, micro-bead, wideawake drug (Into the storm), medikit, promethium, smoke grenades, melee attachment, backpack, chrono, clip harnass/drop harnass, filtration plugs, survival suit, void suit, injector, data slate, glow globe, pict recorder, Mefonte’s Orthodoxy,Rebreather, De-tox, Preysense goggles,
Sir Ulrich von Liechtenstein was born on the fuedal world of Caelia and inbto one of the noble families that ruled (with the guidance of the God Emperor's Chosen), a life of priviledge and power. For the first decade or two, he wallowed in it, enjoying everything that came his way and even taking part in a tourament or two on the backs of the large lizards the world's solides used as cavalry. He was a capable enough fighter, and his status as a noble meant he got the best of everything, mean he did well enough, even if he never shone as a true champion.
When he neared twenty however, boredom began setting in, his easy life providing no true challenge to him, and in an effort to find a more solid purpose he begun paying proper attention to the teachings of the priesthood, a calling he began to realise stirred deep passions within his soul.
Of course, the pride of his noble background and his background remained, even as he earned the robes of priesthood himself and vastly increased his standing on Caelia, becoming the head of his family and bringing others to his banner as he began imposing his own interpration of the Imperial fath on the lands around his, though both diplomacy, force, or both.
The world was a contrast of the advanced and the primitive, the noble families having knowledge of advanced technology and using it as one of their many means to keep the serfs and peasents in line. So it was, that Ulrich von Liechtenstein knew and dreamed of what lay beyond his world.
In time, he'd bought many of the surronding lands to his particulars of the faith, and it had begun to spread on its own, making him, once again, consider what lay beyond. The support he'd garnered from the clergy was enough to allow him to find a role on one of the passing Imperial Navy ships and he spent the next several years of his life moving from ship to ship with fiery, inspiring sermons to put drive into their various crews.
It was also the time of his life when he encountered Lady-Captain Xanatov, and the two made an immediate impression upon one another, the sheer drive of her will gaining Ulrich's respect and admiration and setting the foundation of long distance contact between the two that would last years.
It was in the aftermath of the Dauntless 'incident', a ship whose geller field had failed and had managed to flee the Warp with much of its crew dead, that Ulrich found time away from the Navy to rest and recover, returning to Caelia briefly in the interim.
He would return to the Navy after that recovery, but it felt different and stifling, and as events progressed, he found an invitation from Lady-Captain Xanatov, to serve her dynasty in the estemmed role he'd chosen for his life.
Just as a quick question -- I don't think the AdMech has the power to assign a techpriest to a House. Can someone provide some light on the issue? (Also, they only faltered in the last few years -- when they suddenly all died! )
Yes and no. The AdMech has full power to tell the tech-priest where to go. The RT has the ability to not allow the tech-priest to fulfill the assignment. However, should the RT do so, the AdMech get annoyed, and having the only people that somewhat understand how your ship runs, and can keep it running, annoyed at you is not a good idea. If you'd feel more comfortable with a different backstory, feel free to suggest one though.
Just so long as I understand the balance of power.
Out of curiosity, is the Frozen Reaches a starting level module? I totally forgot to ask. As I mentioned in the recruitment thread, I've never actually heard of this module so it's something of a mystery to me. Figure I might need to ask a few questions!
EDIT: Also, what's the Acquisitions per Person? Or is it 'to your discretion, if you abuse this you'll get hit by the Into the Storm rules'?
When may we make our Acquisition checks?
Will we have time before the module begins? Or is it an in medias res?
EDIT2: Do men at arms have stats anywhere? I could only find the oathsworn bodyguards, which I do not believe these dudes count as.
EDIT3: I just realized I could knock the crew competency down from 30 to 20 and get 5 SP. That could be used to get the barracks and the munitorium without having to roll for them!
Thoughts?
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
If we have someone at the helm, someone in the enginarium, someone at the guns, I don't think the crew will really have much they need to do in a fight. We have a few important actions -- things like Emergency Repairs, Hit and Run, Put Your Backs Into It!, Lock on Target, Shooting -- that we would need to take care of. Tazya will be Hit and Running. Ulrich will be Putting Their Backs Into It. That leaves shooting (Luff), tech stuff (Sigma-3092), and other things (Carlyle).
Are there astropath-specific actions you can take in combat?
Anyways, it would be things like triage and maneuvering that would probably be delegated to the crew. In a ship of equal size, however, if it's one on one, it would probably be whosoever attacked first. Our broadside is absolutely crippling, but theirs would probably be so as well.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Sadly a barracks, a munitorium and murder-servitors would be 6 SP, not 5. Of the three, I believe the first two are more important than the last. While Murder-servitors are able to select a critical (which I think is awesome), they also provide a +20 bonus to the opposed Command test -- which a barracks does as well.
I believe a barracks, a munitorium and perhaps a trophy room would be the things to get, but I'm open to discussion on the matter. If, indeed, we even decrease the competency!
EDIT: An astropathic choir-chamber, observation dome, librarium vault, crew reclamation facility, luxury passenger quarters or a better weapon in place of one of the macrocannons is also viable options.
EDIT2: Knew I was forgetting something -- didn't even open Battlefleet Koronus. It was at the bottom of the stack!
Brig, flak turrets, medicae deck pr small craft repair deck are also valid choices.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
I do not recommend taking an incompetent crew. You might be able to avoid a significant number of the inherent disadvantages in the lower rating due to your own skills, but your crew will be incompetent, and that's just asking me to throw problems at you.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
I do not recommend taking an incompetent crew. You might be able to avoid a significant number of the inherent disadvantages in the lower rating due to your own skills, but your crew will be incompetent, and that's just asking me to throw problems at you.
As a strict adherent to RAW, I'm unfamiliar with various issues that you could potentially throw at me. The consideration of GM Fiat is rarely, if ever, in my pros/cons lists. It's impossible to determine and rout your whims, so trying to plan around them is a waste of time.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
As a strict adherent to RAW, I'm unfamiliar with various issues that you could potentially throw at me. The consideration of GM Fiat is rarely, if ever, in my pros/cons lists. It's impossible to determine and rout your whims, so trying to plan around them is a waste of time.
In my experience, it is generally a bad idea to deliberately provoke them, though.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Right. The IC thread is up. It's mostly just an introductory post, and allows you to set up your initial debates and plans.
If SlyJohnny the Navigator can submit a finished sheet soon, then yes, I have no problems with that. Any other questions are going to have to wait - I have been awake for about 30 hours now, and I am bloody well going to bed. I shall check responses when I eventually surface again.
__________________
"Not trusting me might be the smartest decision you made since getting off of your horse."
Not until she's informed that the message has been received. Carlyle has to tell her, after all -- she's not telepathic.
Yet. Dun dun duuun!
Fine. I was hoping we could at least start the initial discussion, even though it is obvious what Luff thinks we should do (Defend the world for the gold and glory. But mostly glory.).
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
In a moment she's going to ask Luff to accompany her and the Confessor to see a dude about a barracks. I figure getting acquisitions out of the way immediately would be nice, since I was hoping there'd be a little time before the campaign began in earnest. That doesn't appear to be the case!
EDIT: So Damaris has asked for ships, supplies, manpower, arms and expertise. We can probably get some lasguns, if we get the barracks we can definitely fill up on manpower, our ship is pretty darn incredible and food-stuff isn't difficult to obtain. Hmm... I need to do some number-crunching, but I think we can fill most of their requests. Expertise is one I can't attest to, but with Luff and the other combatants I don't think we should be lacking in any of the fields they've called for.
And of course, Damaris is a rich world and will reward her allies greatly, so... who am I to say no?
EDIT2: So if we get lots of ration packs, it'll be a -30. Ration packs are +70, and poor craftsmanship (i.e. corpse starch ration packs) give a +10. Altogether that's +50 on top of our 20, so a 70% chance of getting them. I can try for commerce to increase that, too.
At the same time, the Castle isn't a trading ship. While somewhere (Battlefleet Koronus, maybe?) it mentions that all ships have small cargo bays and the like, we don't have a cargo hold and lighter bay, nor any other sort of trade device. It may be more useful to either find someone who'll venture into the void with us with a freighter, or simple stick to bringing a ship and expertise. If we can also get a barracks, then I think we could try to round up some mercs, but that's sort of a shot in the dark.
EDIT3: Although a panicked economy of a rich world might be interested in things like guns... hmm.
I wonder what the check is hire void-capable traders. Probably very high, since void-capable ships are a rarity. Ah well!
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.