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Rogue's Gallery
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Thu Nov 17, 2011 8:06 pm    Post subject: Rogue's Gallery Reply with quote

So, the 8 character classes are:

Rogue Trader - Essential. Da Boss.
Arch-Militant - Pretty handy. Warrior
Navigator - Essential (depending how Flossy would run the ship without!).
Astropath - Handy. Psychic communication and telepathy.
Void-Master - Very Handy. Ship-master
Explorator - Essential. Techie
Missionary - Non-Essential. Spiritual Guidance and Cleansing Flame.
Seneschal - Very Handy. Face-man, especially underworld.

Who wants to play what?
With 6 of us, which 2 (or more!) do we miss out on?

And then things like how do we all know each other, how do we get on, what are our roles.

What Essential Skills are required across the Party
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Thu Nov 17, 2011 8:09 pm    Post subject: Reply with quote

Characters/Concepts I'd be interested in (not finalised yet!)

Rogue Trader "Big Game Hunter"
Explorator "Big Game Hunter"
Noble navigator (Magasterial house, lots of Peers)
Arch Militant ex-terrorist
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Thu Nov 17, 2011 8:27 pm    Post subject: My toon Reply with quote

My favourite is a rogue trader (pilot and melee specialist. plus decent talkie).

If not that not sure yet....

we should drop missionary and 1 other

I think we need a voidmaster, if only because we wont have a flyer pilot till after the rogue trader hits lvl 2 Smile

We need
RT (obviously)
Explorator (tech)
Navigator

I would like
Militant
Seneshal
Voidmaster


I could live without
Missionary
Astropath (although I think Chris is quite keen)
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antiwiggle



Joined: 02 Oct 2003
Posts: 522
Location: Frankenstein's other lab

PostPosted: Thu Nov 17, 2011 11:26 pm    Post subject: Reply with quote

I'll play anything but a Missionary.

A Voidmaster with Mastery of Space is always going to out pilot a Rogue Trader.
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Urban Spaceman



Joined: 15 Nov 2004
Posts: 1511
Location: Down the Pub

PostPosted: Fri Nov 18, 2011 6:48 pm    Post subject: Reply with quote

My preferences:

(1) Voidmaster - pilot thingy
(2) Senechal - Combat accountant
(3) Some kind of noble Navigator ( if necessary)

I think Missionary can be dropped. Navigator and Rogue Trader are essential. All the others are desirable.

If Chris goes Astropath, then he could do with some guidance so as to chose Strong Ability combinations.
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Sun Nov 20, 2011 12:59 am    Post subject: Reply with quote

OK, so the List so far (open to negotiation, re-assessment, and other alterations!):

Rogue Trader - Woody (Multi-Skilled Pilot/Warrior/Talkie/Leader/Other!)*
Astropath - Chris (Weird Telepath)
Void-Master - Nick (Flyer Pilot)
Explorator - Phil (Hunter of Xenos and Beasts)
Seneschal -
Arch-Militant -
Navigator -

So we're probably dropping the Seneschal?
Leaving Andy and Steve to fight over Arch Militant and Navigator?

What Party-Skills are needed?
Medicae?
Ship-Stuff?
Without a Seneschal, it falls to the RT to talk. (although Astropath can do some stuff).

*J.o.A.T-M.o.N. Smile
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Sun Nov 20, 2011 7:19 am    Post subject: Arch Militant Reply with quote

Steve was keen on the arch militant.

Who is on ship sensors - Nick?
Ships Guns - the arch mllitant?
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Sun Nov 20, 2011 7:33 am    Post subject: What about Reply with quote

Ditching the militant for the Seneshal?

Everyone cna do some combat - and seneshals are good to ranged combat
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steveb



Joined: 16 Nov 2011
Posts: 6

PostPosted: Sun Nov 20, 2011 1:31 pm    Post subject: Reply with quote

Seneshal looks like the rogue class from what I have heard.

If we are playing dodgy, underhand pirate types who trade on the black market and get up to various naughty things then I would have thought one would be essential unless someone else can pick up all the underworld connection skills (presuming they exist).

I'd play one but having just played Artimus I dont really fancy it.

I was thinking of militant but if we have to ditch that to come up with a crew that can actually opperate then so be it. I do imagine one would be handy though. May be able to squeeze in medic to the skills, no idea though.
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Sun Nov 20, 2011 1:53 pm    Post subject: Group Setup Reply with quote

Rogue Trader - Woody (Multi-Skilled Pilot/Warrior/Talkie/Leader/Other!)*
Astropath - Chris (Weird Telepath)
Void-Master - Nick (Flyer Pilot)
Explorator - Phil (Hunter of Xenos and Beasts)
Arch-Militant - Steve V
Navigator - Andy

My socialise is ok (currently looking at fellowship 43, relevant skills plus talented - charm for an extra +10 on making friends). Could do with another talkie - (looks at the navigator an smiles charmingly)

This is of course assuming Andy is ok with the navigator.

Group has all bases covered, a bit light on talkie but otherwise ok
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Sun Nov 20, 2011 2:16 pm    Post subject: Reply with quote

So, how to build a Xeno/Beast-Hunting Explorator?

Game-System-wise, he's a techie, with all the requisite skills etc.
Role-play-wise, he's searching for knowledge about Living Things (on the path to be a Genetor at Rank 3).
Doesn't have to be a Rifle-Sniper, but does need some way of taking down Beasties (tech-traps, Power Axe, Knowledge, possibly a friendly Arch-Militant! Smile )
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Sun Nov 20, 2011 2:42 pm    Post subject: Explorator Reply with quote

Mad Dwarf wrote:
So, how to build a Xeno/Beast-Hunting Explorator?

Game-System-wise, he's a techie, with all the requisite skills etc.
Role-play-wise, he's searching for knowledge about Living Things (on the path to be a Genetor at Rank 3).
Doesn't have to be a Rifle-Sniper, but does need some way of taking down Beasties (tech-traps, Power Axe, Knowledge, possibly a friendly Arch-Militant! Smile )


HOW ABOUT
Noble
Heretik 100
Xeno Hunter 200
rogue planet 200
renown

Noble high ranking member of machine god - so the rules dont apply to you.
Heretik rom your private studies
Xeno hunter (obviously)
been exploring the rogue planet
renown as noble

Both melee and missile can be your thing, take you pick. You have tsainging in big guns and big melee
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1567

PostPosted: Sun Nov 20, 2011 2:52 pm    Post subject: Reply with quote

Heretek: "these blasphemers are often hunted down by the Adeptus Mechanicus. If caught, they face the prospect of being “recycled” into a servitor"
"The Adeptus Mechanicus does make it a point to hunt down and eliminate hereteks".

Not sure this is what I was looking for in a Follower of the Adeptus Mechanicus!
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Woody



Joined: 10 Jan 2005
Posts: 413

PostPosted: Sun Nov 20, 2011 3:15 pm    Post subject: Heretix are people too..... Reply with quote

Often gained outside of mars indicates sometimes gained in Mars. You are a noble - you make your own rules. Part of this is you do more than most are allowed, cos you believe you are allowed as you are better, purer etc. You have pushed the boundaries past the standard orthodoxy into areas most adeptus are allowed.

Yes some hidebound followers of Mars would be outraged, that is cos the just dont understand Smile
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Mad Dwarf



Joined: 09 Oct 2003
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PostPosted: Sun Nov 20, 2011 3:24 pm    Post subject: Reply with quote

As I read it, Heretek is not considered just a little schism, but outright blasphemy. Denial of The Machine God, re-writing of the Sacred Instruction Manuals, ignoring the wants and needs of Machine Spirits and other Shoot-On-Sight offences.

I'm sure it gets lots of bonuses, but for my 1st go at Adeptus Mechanicus, I'd rather play an Adeptus Mechanicus! Smile
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