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<u>Talents</u>
 
<u>Talents</u>
  
Peer (Military)
+
100 Peer (Military)
  
Peer (Nobility)
+
100 Peer (Nobility)
  
Good Reputation (Military)
+
200 Good Reputation (Military)
  
Air of Authority
+
100 Air of Authority
  
Hatred (Mutants or one Xeno type)
+
100 Hatred (Mutants or one Xeno type)
  
 
&nbsp;
 
&nbsp;
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<u>Talents</u>
 
<u>Talents</u>
  
Peer (Administratum)
+
100 Peer (Administratum)
  
Peer (Government)
+
100 Peer (Government)
  
Good Reputation (Administratum)
+
200 Good Reputation (Administratum)
  
Total Recall
+
200 Total Recall
  
 
&nbsp;
 
&nbsp;
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&nbsp;
 
&nbsp;
 
What you need to do before play:
 
 
*Delineate your relationship with the Grandmaster.  Why did he feel threatened by you?  Why was he compelled to give you an out instead of killing you?
 
*Detail your method.  What is your preferred way of accomplishing your murderous goals?
 
*Describe your missions.  Three successful assassinations that you carried out.  The targets.  And why they were condemned to death.
 
*Define your contradiction.  You are a killing machine, a tool, a weapon of the Emperor.  Now you are on your own for the first time.  How are you going to put your past behind you?  What new future will you forge?
 
 
&nbsp;
 
 
<u>Talents</u>
 
  
 
Peer (Assassins)
 
Peer (Assassins)
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&nbsp;
 
&nbsp;
  
<u>Skilled in</u>
+
Skilled in:
  
 
Charm (Fel)
 
Charm (Fel)
Line 437: Line 426:
 
&nbsp;
 
&nbsp;
  
<u>Starting Traits</u>
+
Starting Traits:
 
 
Above the Law (The High Lords and Grandmaster themselves are in your debt)
 
 
 
Best quality Kraken-Tooth Mono-Knife
 
 
 
Best quality Armored Bodyglove
 
 
 
Cameleoline Cloak
 
  
Charm
+
Above the Law (The High Lords themselves are in your debt)
  
Synskin
+
Bad-Ass Gear
 
 
Multikey
 
 
 
Filtration Plugs
 
 
 
Best Quality Augur Arrays
 
 
 
Best Quality Memorance Implant
 
 
 
Best Quality Subskin Armor
 
 
 
Good Quality Synthetic Muscle Grafts
 
 
 
Best Quality Vox Implant
 
  
 
&nbsp;
 
&nbsp;
  
====Lord Marshal====
+
Former Lord Marshal
  
You <i>are</i> the law.  A Lord Marshal, one of the Imperium's supreme Judges, you are empowered to stand in judgment and execute justice over any crime.  In addition to being an expert on Imperial Law, you've also organized law enforcement across an entire sector, protecting Imperial citizens and property from the predation of criminals and anarchists.  So successful has been your crusade against crime that you have more or less cleaned up your entire sector.  You've been turning your attention toward corruption within, and you've discovered some disturbing evidence.
+
100 Peer (Adeptus Arbites)
 
+
100 Peer (Government)
The fact is, the Empire would collapse in on itself without a few people working outside the law. People who could do what needs to be done.  You've begun to suspect that the High Lords believe that the Law is not the emperor's will, but rather just a tool to accomplish it.  You see things differently.
+
100 Peer (Inquisition)
 
+
200 Good Reputation (Adeptus Arbites)
Rather than attempt to take down the corruption within Holy Terra itself, you've been given an offer.  The lawless Havoc's March sector has been on the fringe of the Empire for generations, outside of the reach of the Adeptus Arbites.  One man, one law.  Justice.  You are the hand of the Emperor's Will.  Havoc's March will be lawless no more.
+
100 Hatred (Criminals)
 
 
&nbsp;
 
 
 
What you need to do before play:
 
 
 
*Describe your home sector, the home planet where your headquarters is located, and two other planets of interest.
 
*Determine the most infamous criminal that you've captured, and how you caught him.
 
*Detail the one that got away.  The criminal who has eluded you all this time.  And how he did it.
 
*Delineate your relationship with the former Lord Marshal, and how it is that you became Lord Marshal.
 
 
 
&nbsp;
 
 
 
<u>Talents</u>
 
 
 
Peer (Adeptus Arbites)
 
 
 
Peer (Government)
 
 
 
Peer (Inquisition)
 
 
 
Good Reputation (Adeptus Arbites)
 
 
 
Hatred (Criminals)
 
 
 
&nbsp;
 
 
 
<u>Skilled in</u>
 
  
 +
Skilled in:
 
Awareness (Per)
 
Awareness (Per)
 
 
Common Lore (Adeptus Arbites) (Int)
 
Common Lore (Adeptus Arbites) (Int)
 
 
Inquiry (Fel)
 
Inquiry (Fel)
 
 
Interrogation (Wp)
 
Interrogation (Wp)
 
 
Intimidate (Str)
 
Intimidate (Str)
 
 
Literacy (Int)
 
Literacy (Int)
 
 
Logic (Int)
 
Logic (Int)
 
 
Scholastic Lore (Judgement) (Int)
 
Scholastic Lore (Judgement) (Int)
 
 
Scrutiny (Per)
 
Scrutiny (Per)
  
&nbsp;
+
Starting Traits
 
 
<u>Starting Traits</u>
 
 
 
 
Personal Staff (5 loyal adept assistants)
 
Personal Staff (5 loyal adept assistants)
 
 
Arbites SWAT team (10 elite arbites soldiers)
 
Arbites SWAT team (10 elite arbites soldiers)
 
 
Vast Authority (I am the law!)
 
Vast Authority (I am the law!)
 +
Bad-Ass Gear
  
Light Power Armor
+
Imperial Psyker
  
Good Quality Power Maul
+
100 Peer (Astropaths)
 
+
500 Rite of Sanctioning or Psi Rating 1 and Two Techniques.
Good Quality Hellpistol
 
 
 
Best Quality Arbiter Robes
 
 
 
Filtration Plugs
 
 
 
Preysense Goggles
 
 
 
Manacles
 
 
 
Collection of Law Books
 
 
 
&nbsp;
 
 
 
====Imperial Psyker====
 
 
 
You are a Psyker, judged by the Emperor to be strong enough to stand on your own, and loyal enough to act as his agent.  You possess no official authority, but you've worked as an adviser to countless Imperial functionaries, officers, and bureaucrats over the years.  You're officially an agent of the Adeptus Astro Telepathica, but you've been on assignment so long that you sometimes forget that you technically have to answer to superiors.
 
 
 
Perhaps it was your psychic skill and power combined with your sense of independence and autonomy that got you into this trouble in the first place.  Too powerful to be allowed to run on a loose leash anymore, and too independent to keep under control.  The High Lords have decided to unleash you upon the Havoc's March sector, beyond the edge of the Emperor's own power.  What glorious freedom at last.
 
 
 
&nbsp;
 
 
 
What you need to do before play:
 
 
 
*Determine your Psyker powers and how you used them as an agent of the Emperor.
 
*Delineate three former Imperial officials, how they used your services, and your relationship with them.
 
*Describe one rogue Psyker (sorcerer, renegade, or xeno), more powerful than you, who you encountered and were defeated by -- and why you were left alive.
 
*Detail your greatest rival Imperial Psyker, and how you have kept him in his place all these years.
 
 
 
&nbsp;
 
 
 
<u>Talents</u>
 
 
 
Peer (Astropaths)
 
 
 
Rite of Sanctioning or Psi Rating 1 and Two Techniques.
 
 
 
&nbsp;
 
 
 
<u>Skilled in</u>
 
  
 +
Skilled in:
 
Ciphers (Astropath) (Int)
 
Ciphers (Astropath) (Int)
 
 
Common Lore (Imperial Creed) (Int)
 
Common Lore (Imperial Creed) (Int)
 
 
Common Lore (Adeptus Astra Telepathica) (Int)
 
Common Lore (Adeptus Astra Telepathica) (Int)
 
 
Forbidden Lore (Daemonology) (Int)
 
Forbidden Lore (Daemonology) (Int)
 
 
Forbidden Lore (Psykers) (Int)
 
Forbidden Lore (Psykers) (Int)
 
 
Forbidden Lore (The Warp) (Int)
 
Forbidden Lore (The Warp) (Int)
 
 
Literacy (Int)
 
Literacy (Int)
 
 
Scholastic Lore (Occult) (Int)
 
Scholastic Lore (Occult) (Int)
 
 
Scholastic Lore (Imperial Creed) (Int)
 
Scholastic Lore (Imperial Creed) (Int)
  
&nbsp;
+
Starting Traits
 
 
<u>Starting Traits</u>
 
 
 
 
Personal Assistant (1 loyal adept assistant)
 
Personal Assistant (1 loyal adept assistant)
 
 
Bodyguard (2 loyal soldier bodyguards)
 
Bodyguard (2 loyal soldier bodyguards)
 +
Psychic Authority (+20 on acquisition rolls involving psyker-based equipment)
  
Psychic Authority (+20 on acquisition rolls involving psyker-based equipment, personnel and resources)
+
Former Magos
  
Best Quality Psyker Robes
+
100 Peer (Tech-Priests)
 
+
100 Peer (Academics)
Psy-Focus
+
200 Good Reputation (Tech-Priests)
 
+
200 Autosanguine
Charm
 
 
 
&nbsp;
 
 
 
====Magos====
 
 
 
You are a Magos, a master of a technological discipline.  You are so thoroughly versed in science and technology, that you have uncovered a few secrets of the Machine Cult.  You know the difference between magic and science, religion and technology, but you also understand the dangers that science and technology can be in the hands of one with a lesser, illogical mind.  Thus, you have been willing to maintain the illusion of religious trappings and rituals to conceal the true, rational paradigm under which the workings of the Adeptus Mechanicus operates.
 
 
 
The advances that your true understanding has enabled you to make have disturbed the Fabricator General of Mars.  He fears that your new technology and science may threaten the very foundation upon which the Imperium is based.  But rather than punish your genius, he has sought to reward it.  A new place to experiment, and new frontiers to explore.  The Havoc's March sector awaits.
 
 
 
&nbsp;
 
 
 
What you need to do before play:
 
 
 
*Determine what your technological/scientific specialty is.
 
*Decide on what breakthroughs you've made, and how they might benefit the Imperium.  And how they might be considered a threat.
 
*Describe the planet on which your Laboratory/Workshop/Library is located.
 
*Detail your staunchest rival within the Adeptus Mechanicus, and how you've managed to keep him in his place.
 
 
 
&nbsp;
 
 
 
<u>Talents</u>
 
 
 
Peer (Tech-Priests)
 
 
 
Peer (Academics)
 
 
 
Good Reputation (Tech-Priests)
 
 
 
Autosanguine
 
 
 
&nbsp;
 
 
 
<u>Skilled in</u>
 
  
 +
Skilled in:
 
Common Lore (Adeptus Mechanicus) (Int)
 
Common Lore (Adeptus Mechanicus) (Int)
 
 
Common Lore (Tech) (Int)
 
Common Lore (Tech) (Int)
 
+
Forbidden Lore (Adeptus Mecahnicus) (Int)
Forbidden Lore (Adeptus Mechanicus) (Int)
 
 
 
 
Forbidden Lore (Archeotech) (Int)
 
Forbidden Lore (Archeotech) (Int)
 
 
Literacy (Int)
 
Literacy (Int)
 
+
Medicae (Int)
Logic (Int)
 
 
 
 
Scholastic Lore (Astromancy or Beasts or Chymistry)
 
Scholastic Lore (Astromancy or Beasts or Chymistry)
 
 
Speak Language (Techna-Lingua) (Int)
 
Speak Language (Techna-Lingua) (Int)
 
 
Tech-Use (Int)
 
Tech-Use (Int)
 
&nbsp;
 
 
<u>Starting Traits</u>
 
  
 
Personal Staff (5 loyal tech-priest minions)
 
Personal Staff (5 loyal tech-priest minions)
 
 
Servitor Slaves (5 servitor slaves)
 
Servitor Slaves (5 servitor slaves)
 +
Bad-Ass Gear
  
Best Quality Tech-Priest Robes
 
  
Your choice of two bionic replacements.
+
Former Space Marine Captain
  
Your choice of 6 cybernetic enhancements.
+
100 Peer (Military)
 
+
100 Good Reputation (Space Marines)
Omnissian Axe
+
0 Weapon Training (Bolt Pistol, Bolter, Melee (Primitive))
 
+
0 Enemy (one Xenos type)
Auspex
+
200 +5 Toughness
 
+
200 +5 Strength
Data Loom
 
 
 
Servo-Skull
 
 
 
Vox-caster
 
 
 
&nbsp;
 
 
 
====Space Marine Captain====
 
 
 
You are a genetic superhuman.  Faster, stronger, better than mere mortals.  You are a good warrior.  And a good leader.  You command a space marine company.  But for whatever reason, you didn't quite fit in with your chapter -- too independent, a dangerous trait when you might someday be asked to sacrifice your very soul for the greater good of the Imperium.  Your Chapter Commander has given you a special assignment that will take you far away from your home base.
 
 
 
&nbsp;
 
 
 
What you need to do before you play:
 
 
 
*Detail your chapter, its theme, its special rituals and beliefs.
 
*Define your leadership style, are you charismatic, a dictator, a coldly logical tactician?
 
*Delineate three great battles that you fought, and the enemies that you defeated, and how you overcame them.
 
*Describe a hobby that you have, and why taking part in it gives you comfort.
 
 
 
&nbsp;
 
 
 
<u>Talents</u>
 
 
 
Peer (Military)
 
 
 
Good Reputation (Space Marines)
 
 
 
Weapon Training (Bolt Pistol, Bolter, Melee (Primitive))
 
 
 
Enemy (one Xenos type)
 
 
 
+5 Toughness
 
 
 
+5 Strength
 
 
 
&nbsp;
 
 
 
<u>Skilled in</u>
 
  
 +
Skilled in:
 
Command (Fel)
 
Command (Fel)
 
 
Common Lore (Space Marines) (Int)
 
Common Lore (Space Marines) (Int)
 
 
Common Lore (War) (Int)
 
Common Lore (War) (Int)
 
 
Forbidden Lore (Xenos) (Int)
 
Forbidden Lore (Xenos) (Int)
 
 
Navigation (Planetary) (Int)
 
Navigation (Planetary) (Int)
 
 
Pilot (Spacecraft) (Ag)
 
Pilot (Spacecraft) (Ag)
 
 
Scholastic Lore (Tactica Imperialis) (Int)
 
Scholastic Lore (Tactica Imperialis) (Int)
 
 
Secret Tongue (Military) (Int)
 
Secret Tongue (Military) (Int)
 
 
Survival (Int)
 
Survival (Int)
 
&nbsp;
 
  
 
Starting Traits:
 
Starting Traits:
 
+
Bad-Ass Gear
 
Space Marine Company (100 space marines and support equipment)
 
Space Marine Company (100 space marines and support equipment)
  
Best Quality Power Armor
+
Former Corporate Boss
  
Good Quality Bolter
+
100 Peer (Corporate)
 
+
100 Peer (Nobility)
Good Quality Bolt Pistol
+
100 Peer (Hivers)
 
+
100 Peer (Underworld)
Best Quality Mono-Sword
+
200 Good Reputation (Corporate)
 
 
Vox-caster
 
 
 
&nbsp;
 
 
 
====Former Corporate Boss====
 
 
 
Some say the Imperium runs on the blood of the Emperor.  But you know what really makes the Imperium go.  It's throne geld.  The Imperium requires industry and industry requires capital and trade.  The Imperium runs on the blood of Merchant Princes and Capitalists.  You are the true Imperium.  Some might call you a leech, a parasite, a greedy, power hungry right bastard.  You are all those things and more.
 
 
 
Your personal wealth rivals that of entire planets in the Imperium, and that's totally understandable since your empire stretches across an entire sector.  But you'll never be satisfied with such wealth.  Your financial empire has reached the point of monopoly, and a monopolies, the Adepts claim, are poison to the Imperium.  You knew they would be coming for you to dissolve your corporation.  You prepared for a fight, you weren't going to go down easy.  You'd take as many of those bastards down with you as you could.
 
 
 
But then they made you a deal.  And you were the master of the deal.  An entire sector.  Yours to exploit.  Just beyond the edge of the Imperium.  And as far as the Imperium was concerned, a monopoly would be just fine.
 
 
 
&nbsp;
 
 
 
What you need to do before playing:
 
 
 
*Delineate your company's specialty.  While eventually growing into a monopoly, every corporation had its start in a particular field.  What was yours?
 
*Detail your company's home world, the place where your corporate headquarters is located.
 
*Describe your big success.  The thing that you did or sold that earned you the big money for the first time.
 
*Describe your biggest corporate rival, and how you eventually destroyed him.
 
 
 
&nbsp;
 
 
 
<u>Talents</u>
 
 
 
Peer (Corporate)
 
 
 
Peer (Nobility)
 
 
 
Peer (Hivers)
 
 
 
Peer (Underworld)
 
 
 
Good Reputation (Corporate)
 
 
 
&nbsp;
 
 
 
<u>Skilled in</u>
 
  
 +
Skilled in:
 
Barter (Fel)
 
Barter (Fel)
 
 
Charm (Fel)
 
Charm (Fel)
 
 
Commerce (Fel)
 
Commerce (Fel)
 
 
Common Lore (Imperium) (Int)
 
Common Lore (Imperium) (Int)
 
 
Common Lore (Corporations) (Int)
 
Common Lore (Corporations) (Int)
 
 
Deceive (Fel)
 
Deceive (Fel)
 
 
Literacy (Int)
 
Literacy (Int)
 
 
Scrutiny (Per)
 
Scrutiny (Per)
 
 
Speak Language (Trader's Cant) (Int)
 
Speak Language (Trader's Cant) (Int)
  
&nbsp;
+
Starting Traits
 
 
<u>Starting Traits</u>
 
 
 
 
Personal Staff (10 loyal assistants)
 
Personal Staff (10 loyal assistants)
 
 
Personal Security (10 loyal soldiers)
 
Personal Security (10 loyal soldiers)
 
 
Incredibly Rich (+10 to acquisition rolls)
 
Incredibly Rich (+10 to acquisition rolls)
  
Best Quality Merchant garb
 
 
&nbsp;
 
 
====Former Crime Lord====
 
 
You are a crime lord, a master of the underworld.  You clawed your way to the top of your organization and then built it up into an interstellar cartel. 
 
 
Peer (Underworld)
 
 
Peer (Hivers)
 
 
Good Reputation (Underworld)
 
 
Paranoia
 
  
 +
Former Crime Lord
  
 +
100 Peer (Underworld)
 +
100 Peer (Hivers)
 +
200 Good Reputation (Underworld)
 +
200 Paranoia
  
 
Skilled in:
 
Skilled in:
 
 
Ciphers (Underworld) (Int)
 
Ciphers (Underworld) (Int)
 
 
Commerce (Fel)
 
Commerce (Fel)
 
 
Common Lore (Adeptus Arbites) (Int)
 
Common Lore (Adeptus Arbites) (Int)
 
 
Deceive (Fel)
 
Deceive (Fel)
 
 
Forbidden Lore (Pirates) (Int)
 
Forbidden Lore (Pirates) (Int)
 
 
Gamble (Int)
 
Gamble (Int)
 
 
Intimidate (Str)
 
Intimidate (Str)
 
 
Scholastic Lore (Judgement) (Int)
 
Scholastic Lore (Judgement) (Int)
 
 
Scrutiny (Per)
 
Scrutiny (Per)
 
 
  
 
Starting Traits
 
Starting Traits
 
 
Henchmen (2 loyal elite henchmen)
 
Henchmen (2 loyal elite henchmen)
 
 
Goons (10 loyal goons)
 
Goons (10 loyal goons)
 
 
Underworld Grease (+10 to acquisition rolls)
 
Underworld Grease (+10 to acquisition rolls)
 
  
  
 
Former Noble Prince
 
Former Noble Prince
  
 
+
100 Peer (Nobility)
Peer (Nobility)
+
100 Peer (Government)
 
+
200 Good Reputation (Nobility)
Peer (Government)
+
100 Air of Authority
 
+
100 Decadence
Good Reputation (Nobility)
 
 
 
Air of Authority
 
 
 
Decadence
 
 
 
 
 
  
 
Skilled in:
 
Skilled in:
 
 
Carouse (T)
 
Carouse (T)
 
 
Charm (Fel)
 
Charm (Fel)
 
 
Command (Fel)
 
Command (Fel)
r
 
 
Common Lore (Imperium) (Int)
 
Common Lore (Imperium) (Int)
r
 
 
Common Lore (Nobility) (Int)
 
Common Lore (Nobility) (Int)
 
 
Intimidate (Str)
 
Intimidate (Str)
 
 
Literacy (Int)
 
Literacy (Int)
 
 
Scholastic Lore (Heraldry) (Int)
 
Scholastic Lore (Heraldry) (Int)
 
 
Speak Language (High Gothic) (Int)
 
Speak Language (High Gothic) (Int)
 
 
  
 
Starting Traits
 
Starting Traits
 
 
Butler (1 loyal butler)
 
Butler (1 loyal butler)
 
 
Personal Staff (10 loyal servants)
 
Personal Staff (10 loyal servants)
 
 
Personal Guard (10 loyal mercenaries)
 
Personal Guard (10 loyal mercenaries)
 
 
Silver Spoon (+10 acquisition rolls)
 
Silver Spoon (+10 acquisition rolls)
 
  
  
 
Former Lord Provost
 
Former Lord Provost
  
 
+
100 Peer (Academic)
Peer (Academic)
+
100 Peer (Corporate)
 
+
200 Good Reputation (Academic)
Peer (Corporate)
+
200 +5 Intelligence
 
 
Good Reputation (Academic)
 
 
 
+5 Intelligence
 
 
 
 
 
  
 
Skilled in:
 
Skilled in:
 
 
Common Lore (Tech) (Int)
 
Common Lore (Tech) (Int)
 
 
Forbidden Lore (Archeotech) (Int)
 
Forbidden Lore (Archeotech) (Int)
 
 
Literacy (Int)
 
Literacy (Int)
 
 
Logic (Int)
 
Logic (Int)
 
Scholastic Lore (Archaic)
 
Scholastic Lore (Archaic)
 
 
Scholastic Lore (Astromancy)
 
Scholastic Lore (Astromancy)
 
 
Scholastic Lore (Legend)
 
Scholastic Lore (Legend)
 
 
Scholastic Lore (Philosophy)
 
Scholastic Lore (Philosophy)
 
 
Trade (Archaeologist or Astrographer or Linguist or Explorator or Technomat)
 
Trade (Archaeologist or Astrographer or Linguist or Explorator or Technomat)
 
 
  
 
Starting Traits
 
Starting Traits
 
 
Secretary (1 loyal assistant)
 
Secretary (1 loyal assistant)
 
 
Bodyguard (1 loyal bodyguard)
 
Bodyguard (1 loyal bodyguard)
 
 
Personal Library (+150 points toward all exploration objectives, +10 to all research rolls)
 
Personal Library (+150 points toward all exploration objectives, +10 to all research rolls)
 
 
== Player Characters ==
 
 
 
[[RTB:_Inquisitor_Alessaunder_Ceile]]
 
 
 
== Magos Hal " Echo " Sawyer ==
 
 
http://wh40k.lexicanum.com/mediawiki/images/6/6d/Techpriest.jpg
 
 
[[RTB:_Magos_Hal_Echo_Sawyer]]
 
 
[[RTB_Zephyer]]
 
 
== Non-Player Character ==
 
 
Mars Orbital Control Guy<BR>
 
"Sarcasm set to stun"
 
 
== Logs of Game Sessions ==
 
 
 
Session 1 (Played table-top)<br>
 
Needs synopsis
 
 
 
Session 2
 
 
http://worldoferik.pbworks.com/RTB%3A_Session_2
 
 
Welcome to Bastion
 
 
Session 3
 
 
http://worldoferik.pbworks.com/RTB%3A_Session_3
 
 
Into the Undersector
 

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