RolePlay onLine RPoL Logo

, welcome to Warhammer Fantasy and Warhammer 40k Roleplay Forum

19:51, 4th May 2024 (GMT+0)

Rogue Trader: GM Wanted.

Posted by flakkFor group 0
Arbentur
player, 6 posts
Tue 13 Oct 2009
at 13:07
  • msg #10

Re: RT:GM Wanted

Astropath Transcendent - Who want's a potentially powerful 'blind' psyker?
Arch-Militant - This is the Guardsman's Guardsman...or if you play Halo: Sgt. Johnson
Void-Master - You want to be a specialist onboard a spaceship?  Gunner, pilot...
Explorator - Tech-Priests who like frequent flier miles
Missionary - What's a ship without a proselytizing, rightous bastard?  Or if you are canny a not so bad way to create an Iterator...
Seneschal - The person behind the Rogue Trader that actually knows the numbers and has the connections, aka Intel extrodinaire
Navigator - Who wants a Third Eye?
Rogue Trader - Profit anyone?
Devilish
player, 21 posts
Tue 13 Oct 2009
at 13:17
  • msg #11

Re: RT:GM Wanted

Thanks!

Then I'd change to Explorator or Void-Master
Banjo
player, 46 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 13 Oct 2009
at 13:50
  • msg #12

Re: RT:GM Wanted

I know lets set up the Red Dwarf crew.

Trader Lister

Void-Master Cat

Seneschal Kryten

Rimmer (no class)
WS 10, BS 10, S 20, T 20, Ag 20, Int 10, WP 10, Fel 0, no skills or talents
This message was last edited by the player at 17:34, Tue 13 Oct 2009.
Arbentur
player, 7 posts
Tue 13 Oct 2009
at 17:45
  • msg #13

Re: RT:GM Wanted

No problem at all.

Yeah not sure which role I'd want to fill.  Each one is chock full of opportunities with a good GM.  But I do have to say when I experimented with building one of each to fill out a vessel I got some interesting peeps.

Mind you I think that when it comes to the Career Path chart you should follow the pre-set concept but either give one free choice row (to get yourself on path for a Career that you normally couldn't take) or be allowed to 'burn' one of your starting fate points to take a Career that isn't within your normal 'range' to show there are quirks and people that aren't normally supposed to be Rogue Traders or their crew and 'fate' made it happen.
Banjo
player, 48 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 13 Oct 2009
at 17:53
  • msg #14

Re: RT:GM Wanted

For most careers I think the system works. Normally you get a choice of 3 motivations before you pick you career, but the RT is limited to  just Prestige which I think is daft.
flakk
GM, 304 posts
"The dude abides..."
Tue 13 Oct 2009
at 18:19
  • msg #15

Re: RT:GM Wanted

Maybe if no-one wanted to step up and be the full time GM we could rotate the duty.  One "mission" as GM, then the duty passes hands.  The person GM'ing could sub out their character and maybe the RT could be an NPC that everyone takes a turn using.  Just a thought.....

Memories of an old campaign wayyyyyy back in the day where a few of us did that.  We always tried to end our current mission with a cliff hanger just to mess with the next GM in line.
This message was last edited by the GM at 18:20, Tue 13 Oct 2009.
Devilish
player, 22 posts
Tue 13 Oct 2009
at 19:02
  • msg #16

Re: RT:GM Wanted

Rotating GM sounds like a good idea. I personally have GM:d only 2 games.

Without the book the only thing I have look at is the career chart.

I like the Explorator, so I work upwards Fortune, The Hand of War, Criminal, Stubjack and either Hive World or Forge World. What would the modifiers be for this character.

A gunmetal techpriest would be something.
flakk
GM, 305 posts
"The dude abides..."
Tue 13 Oct 2009
at 19:07
  • msg #17

Re: RT:GM Wanted

I will volunteer to run a game with others as long as I am #2 or later in the line-up for GMs (and as ling as it is a one a day or something similar posting rate.  I cannot stand games that post once a week).  It is doubtful I will have time to run anything for a few weeks and will need time to read the book, oh, and pick up a normal copy.  My CE is too beautiful to use=:).  With different GMs running the show we could even rotate characters in and out.

So here it is.....I will GM, but only after the first mission=:)
Banjo
player, 49 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 13 Oct 2009
at 19:14
  • msg #18

Re: RT:GM Wanted

An interesting concept Captain Flakk, and potentially a good backup.

It would make things a bit difficult on the organisational level, as instead of one competent GM we would need many. I personally feel I don not quite make the grade on that front, thats not to say I would not have a crack at it, I'm just think I'm useless at it.

The question at the moment is, is there a GM out there with enough of the right stuff to take on this crew of jaded black-hearted scoundrels, to boldly take us out of the safety of our beloved Imperium, into the darkest parts of space, into the unkown black to face new unheard of threats, discover lost civilisations, to drop Star Trek references with reckless abandon and above all to make a shit load of money whilst doing it?

As an asside. I like the new confused and lost look on your avatar Flakk.
flakk
GM, 306 posts
"The dude abides..."
Tue 13 Oct 2009
at 19:16
  • msg #19

Re: RT:GM Wanted

Banjo:
As an asside. I like the new confused and lost look on your avatar Flakk.



LOL.  It explains why I want to go second as the GM=:)
Banjo
player, 50 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 13 Oct 2009
at 19:26
  • msg #20

Re: RT:GM Wanted

Talking about sharing the role we could take a page out of Ars Magica and try the troupe style roleplay thing.

The GM's could gen up a Trader each and a few extra characters, to be part of a Trader family so when one person is GMing the others could go I'm playing X. It means the party could have a player RT at all times, which strikes me as important as I dont think that leader role should be under the GM's control, it allows too much rail-roading in my opinion.
flakk
GM, 308 posts
"The dude abides..."
Tue 13 Oct 2009
at 19:31
  • msg #21

Re: RT:GM Wanted

Banjo:
Talking about sharing the role we could take a page out of Ars Magica and try the troupe style roleplay thing.

The GM's could gen up a Trader each and a few extra characters, to be part of a Trader family so when one person is GMing the others could go I'm playing X. It means the party could have a player RT at all times, which strikes me as important as I dont think that leader role should be under the GM's control, it allows too much rail-roading in my opinion.


Sounds good to me.  We should also come up with a list of rules that can be agreed on (like posting rate, houserules etc).
Banjo
player, 51 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 13 Oct 2009
at 19:51
  • msg #22

Re: RT:GM Wanted

Before we do anything and that is assuming we decide to, we need the books and time to read said books (I still dont have one yet) and that will take a couple of weeks.

If we're lucky, some brave soul will answer the call for a full time GM in said few weeks

So for now let us think of some possible ground rules for a multi GM game and hope some one takes note of my 'Black-hearted, Reckless Abandon' speech.

Also as another asside, I am worried by how quickly I am moving up the rankings of posts made, I've hardly been here two minutes.

I may not be able to catch up with Moderator Flakk by I may be able to knock Senior Cardinal Ignato out of 2nd place. Ha, and they said socialising is not a competion.
This message was last edited by the player at 19:52, Tue 13 Oct 2009.
Arbentur
player, 8 posts
Tue 13 Oct 2009
at 20:18
  • msg #23

Re: RT:GM Wanted

If I had actually played enough DH to get a better feel for the base system I would certainly not mind doing the rotation per endeavor/mission.

I remember a game back in the day too flakk, an AD&D one and not that 2nd Ed. stuff, the hybrid between the original D&D where we did a swapping setup that was terrific simply because the world was born in our own image, and the badly drawn maps we gave to each other made for one very warped land...come to think of it if I could find them all again it would suit a nice warp ravaged land in 40k...
Doogan
player, 3 posts
Tue 13 Oct 2009
at 21:55
  • msg #24

Re: RT:GM Wanted

I'm kind of curious on how this works out, I would be willing to Co-GM as an assistant until I get my feet what in the system and then maybe take more of the GM role over.

I'm still waiting on my book to get a grasp of both the atmosphere and the mechanics. But there you go, first to GM gets a group and a CO-GM if they want it.
flakk
GM, 310 posts
"The dude abides..."
Tue 13 Oct 2009
at 22:17
  • msg #25

Re: RT:GM Wanted

Yonk!  Banjo's name idea stolen.  Come and see more here-

link to another game

We can chat there without bothering those not interested and discuss how to set up a RT game.  Hope to see yah there.
Exalt7212
player, 48 posts
Tue 13 Oct 2009
at 22:41
  • msg #26

Re: RT:GM Wanted

Well I will be making a missionary for the game, unless someone else wants to make one.

Fire!!!
Banjo
player, 52 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Wed 14 Oct 2009
at 08:52
  • msg #27

Re: RT:GM Wanted

I have sent my RTJ.

The whole episodic thing will prove to be interesting, its going to get real entertaining when plot disapears for a chapter to sudenly come and bite the party in the ass.
Banjo
player, 54 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 15 Oct 2009
at 11:10
  • msg #28

Re: RT:GM Wanted

Well Black-hearted, Reckless Abandon has taken off nicely, we now have 9 people involved after only 2 days of existance.

Therefore we have closed application for new players.

Lurkers are welcome and you might as well make yourself known to us for the future when we need to find fresh blood.

Remember, if you are interested in GMing RT full-time, advertise on this forum and they they will come (players that is, not aliens and daemons from outside of reality, although it can be hard to tell sometimes).
ArenTrel
player, 28 posts
Thu 15 Oct 2009
at 17:23
  • msg #29

Re: RT:GM Wanted

Applications are closed...damn...
flakk
GM, 314 posts
"The dude abides..."
Thu 15 Oct 2009
at 22:37
  • msg #30

Re: RT:GM Wanted

ArenTrel:
Applications are closed...damn...


I'm sure spots will open up as people take a break and what not.  Added you as a lurker and the invite is open to anyone else who wants to hang around.  New spots will be given preference to lurkers.
Northman
player, 13 posts
Wed 28 Oct 2009
at 18:48
  • msg #31

Re: RT:GM Wanted

ArenTrel:
Applications are closed...damn...

Ditto... Would've liked to participate in an RT game. Going to run one with my tabletop group eventually (which is going to be based on the two intro adventures, and the one in the book to get them started - so I can't join any games running any of those either).

Interestingly, though, I'm not quite sure if I'm sold on all of the career paths of RT and would actually be very interested in playing a Dark Heresy character imported to Rogue Trader (more specifically an Adepta Sororita, or possibly Arbitrator or Assassin).
Doogan
player, 7 posts
Wed 28 Oct 2009
at 19:00
  • msg #32

Re: RT:GM Wanted

Northman:
Interestingly, though, I'm not quite sure if I'm sold on all of the career paths of RT and would actually be very interested in playing a Dark Heresy character imported to Rogue Trader (more specifically an Adepta Sororita, or possibly Arbitrator or Assassin).


Have you thought about trying to add a little flair to the Arch-Militant class? 500xp is a pretty hefty way to add some uniqueness to each build, plus you could tailor the career path to try to give the backstory on your character's career.

Just a little thought to maybe spur you to look at the classes with a new set of eyes.
Northman
player, 15 posts
Wed 28 Oct 2009
at 19:36
  • msg #33

Re: RT:GM Wanted

Yeah, I was actually thinking about it, and it's a viable option and I am a little torn between all the DH concepts I've never tested, all the DH concepts I've dreamed of moving to RT, and a few RT concepts...

Another idea could be to use the Origin Path, but substitute classes/homeworlds with something from DH. That way you could potentially get the best from both worlds ;) That would be rather cool, actually.

Although you might be right in that I should try to look at it with different eyes. My group is (as mentioned) going to run a few sessions with RT, and then return to our ongoing DH campaign and phase it over to RT somehow, so I'm a little locked in the mindset of Rogue Traders vs the Inquisition. That relationship is, however, one of the things I find most intriguing one way or another, though. (On the contrary, as a GM in DH, I found the Cold Trade to be a nice plot device in DH - one in which Rogue Traders could play a role in the background. So, yeah, there's the both worlds thing again).
kelmscott
player, 1 post
Sat 16 Jan 2010
at 16:40
  • msg #34

Re: RT:GM Wanted

PLAYER WITH VOIDSMAN SEEKS NEW RT GAME

Hello, Forum-ites!

A game of mine has gone inactive, but I'd like to keep running this character in another RT game. Preferred posting rates are 3/week for story, or 1/day for combat.

Anyone need a heavy gunner? Story below the divider, stat block behind the spoiler.

Thanks! Enjoy.

+++++++++++++++

"Drake" Diesel-face got his name from the siphoning gambit he and his mates ran on Necromunda - flexible duraplast tubes, a jerry can under the duster, and a willingness to suck refined promethium fumes out of the fuel tanks of land trains in the corporate Hiveyards.

Diesel-face and the Depot-Drunks gang ran fuel to the Gear-Grinders, the Thug-Smugglers, the Pyro-Psychos, and whoever could show Gelt and Respect.

It was a dumb, good life. Those who didn't die high on Prometh wound up with artificial lungs and a polyvinyl pseudo-stomach, or a stint in the Imperial Navy loading up the same ordnance they'd spent their youth trying to steal, eating the scum off the deck crew's boots.

Diesel-face got tired of eating dock grease, and got back into the criminal game on the Orbital Defense Station he was posted to. He hoarded whatever sold well with the enlisteds, and smuggled whatever was forbidden for the officer corps. It didn't make him a man, but it did extend his life expectancy and his Arbites Criminal Record by an appreciable percentage. As compared to the life of his youth, it was less dumb, more boring, and good enough for him.

That was when Chaos came to town.

The Station population percentage dropped by an entire two decimal points, along with the rest of the local subsector.

One of the few dozen survivors, Diesel-face was discharged with a head full of bad dreams, no conscious memory of the fleet battle, and a scar on his left forearm where the med-techs had found his skin heat-fused to the plasma macrocannon controls he'd never left throughout the attack.

The honorable discharge wrecked Diesel-face, and almost for good. He went from orbital station to orbital station, running from ghosts and nightmares, working the auspex arrays and ever watchful for an augur-reading of the Ruinous Powers that had ended his world.  Even though his psych analyses were shot, his auspex ratings were good, and his gunnery remained twitchily top-notch.

Diesel-face signed onto a Rogue Trader's senior crew to make some Gelt, and said he was done with dreams.

But the dreams weren't done with Diesel-face...   


Spoiler text: (Highlight or hover over the text to view)

"DRAKE" DIESELFACE
EX-NAVY TURRET GUNNER
AUSPEX WARDEN, WARRANT OFFICER

WS      BS      Str     Tgh     Agi     Int     Per     Will  Flw  WOUNDS/INSANITY
35      50      40      30      44      28      40      33    30   1d5+7 / 1d5

Point Buy Expenditure
10      20      15      10      14      3       15      8     5
--      --      --      -5      --      --      --      --    +5    home world
--      +5      --      --      --      --      --      --    -5    origin path
--      +5      --      --      +5      --      --      --    --    advances

Special Ability: Master at Arms – reroll failed check with shipboard weapons
Motive: Fortune +1 Fate Point
Skills: Awareness 40%
        Common Lore (Imperial Navy, War) 28%
        Dodge 44%
        Drive (Ground) 44%
        Forbidden Lore (Xenos) 28%
        Intimidate 40%
        Navigation (Stellar) 28%
        Pilot (Spacecraft, Flyers) 44%
        Scholastic Lore (Astromancy) 28%
        Scrutiny 40%
        Speak language (Low Gothic, Necromundan)
        Tech-Use 28%
Talent: Pistol Weapon Training (Universal),
        Melee weapon training (Universal),
        Nerves of Steel: reroll failed Pinning checks
        Peer (Underworld): +10% to interactions with faction
        Quick Draw: free action to ready weapon
Trait:  Enemy (Adeptus Arbites)
        Hatred (Chaos!)
        Accustomed to Crowds: treat crowds as ordinary terrain
        Hivebound: -10 to INT checks in uncivilized settings
        Wary: d10+5 for initiative
        Trauma: 1d5 Insanity
Gear:
        common-craftsmanship power sword, common-craftsmanship bolt pistol,
        guard flak armour, void suit, microbead, blessed ship token, rebreather,
        imperial navy uniform or beggar's cloak, 2 bottles of amasec,
        pict-recorder, vox-caster

Acquired Gear: Suspensor Heavy Weapons Mount (Common-Craft +0, Extremely Rare -30, Single Unit +30) - this is designed to work with one of the armory's standard issue heavy stubbers, making it a man-portable instrument of destruction.

Advances: BS +5, AGI +5, Skill: Awareness, Skill: Dodge, Skill: Scrutiny


Sign In