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Rogue Trader Bad-assery

Campaign Overview

Welcome to the life of the Rogue Trader. You're not some fancy pants merchant prince. You are so powerful as to be a THREAT to the stability of the Imperium. That's why the High Lords have selected you for this important mission of pacification and exploitation.

Your mission is this:

  • To take your flag ship on a shakedown voyage through the Imperium.
  • To gather the power base necessary to pacify and exploit an entire fringe sector beyond Imperial Law.
  • And to BOLDLY GO WHERE NO ASSHOLE HAS GONE BEFORE.

But don't get cocky. Your "special authority" doesn't extend to Imperial Space. Within Imperial Space you're still subjected to the laws of the Imperium. No sacking planets or pirating space lanes or any of that. At least, not without facing consequences.

What do you have going for you, then?

  • A town-sized flag ship.
  • Immense personal wealth and power.
  • A command crew of dangerously powerful individuals.

Why are the High Lords doing this? If you're so powerful and dangerous, why would they be giving you even more power and a big ship and shit like that. Think about it. They're giving you the power you need to make your mission seem "possible". To conquer, pacify, and exploit an entire sector of Outlaw space. Legally. With full Imperial Sanction. You could do that, or you could cause some crazy-ass civil war in Imperial Space and eventually get your ass handed to you after a years long battle that threatens the safety of the entire empire.

If you are that much of an asshole, well . . . I don't know what to say.

 

Character Creation

In order to better fit the themes of this game, I'm adding another step to character creation. Former Career. Your Rogue Trader character is beginning a new phase of his life as an officially sanctioned RTB (rogue trader bad-ass). But he was previously an IBA (imperial bad-ass). You get to pick what it was he did in the Imperium that gave him the immense power and influence that has compelled the High Lords to send him out on a grand crusade through the Havoc's March sector on the Imperial Fringe.

This step of the character creation is considered a "free choice". Any of the selections can be made, regardless of your background path.

 

Lord Governor

You are the highest authority on your home world, governing it with supreme dictatorial powers, like a god unto men. The only limit on your local authority is that you must pay the Emperor his due -- a tithe in Psykers for his black ships, a tithe in men for the Imperial Military, and a tithe in resources for the Adeptus Terra. The actual governing of your planet is left entirely in your hands. And your planet has been doing well. Perhaps a little too well. Your personal influence and local power have grown to such a point that the Adept Statisticians have declared that it is only a matter of time before you look outward to expand. And right now, the Imperium can't afford your region of space to be destabilized by wars of expansion.

But the neighboring Havoc's March sector is ripe for exploitation. Your planet's resources can and should be applied to glories and conquests that benefit the Imperium rather than harm it.

While not a member of one of the High Noble Houses of the Imperium, as a planetary governor, you have earned the honorific of "Lord".

 

What you need to do before play:

  • Figure out what sort of planet your character governs.
  • Decide what kind of government your planet has ... democracy, dictatorship, divine monarchy, oligarchy, tribal patriarchy, or whatever!
  • Outline a single powerful rival or a rival faction to your government, and the methods you have used to keep this rival in check thus far.
  • Roughly outline 2 or 3 nearby planets. One of whom is allied to your own, and one who is a rival. Planetary classification, government type, resources, etc.

 

Talents

Peer (Government)

Peer (Nobility)

Good Reputation (Government)

Air of Authority

Peer (Administratum)

 

Skilled in

Charm (Fel)

Command (Fel)

Common Lore (Administratum) (Int)

Deceive (Fel)

Literacy (Int)

Scholastic Lore (Bureaucracy) (Int)

Scrutiny (Per)

Secret Tongue (Administratum) (Int)

Speak Language (High Gothic) (Int)

 

Starting Traits

Personal Assistant (1 loyal adept assistant)

Bodyguard (10 loyal soldiers)

Planetary Connections (+20 to acquisition rolls at your home planet).

Noble Clothing

Data-Slate

 

Lord Admiral

You are the ranking officer of an entire fleet of Imperial Naval ships, and the associated shipyards, space bases, and so forth. You probably had to claw your way to the top ranks, either that or you were born privileged. You have led your Fleet on many successful campaigns, and earned the loyalty and admiration of your subordinates in the process. The ranks of your Fleet has swollen, and you have pacified all internal threats to your assigned sector. Its clear that you're coming to a choice. Step down and retire (never!) or lead your Fleet on a mission of conquest -- a mission that is likely fated to end with your eventual destruction at the hands of the united forces of the Imperium. The High Lords of Terra have anothre option for you. An adventure of a lifetime.

Havoc's March sector is beyond Imperial Control. With a new flagship, you can lead a crusade into the sector, pacify it, and create a new Fleet beyond even the Emperor's reach. This task will be a challenge even for one as great as you!

While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of "Lord".

 

What do you need to do before play:

  • Describe your home sector, any notable features, at least 2 major worlds in addition to your Fleet Headquarters.
  • Outline a rival officer in the Fleet, what the nature of your conflict has been, and what methods you've used to keep him in his place.
  • Determine a major enemy that you've destroyed during one of your naval campaigns, and how you arranged for the enemy's destruction.
  • Decide on a leadership style. Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else?

 

Talents

Peer (Military)

Peer (Nobility)

Good Reputation (Military)

Air of Authority

Hatred (Pirates)

 

Skilled in

Command (Fel)

Common Lore (Imperial Navy) (Int)

Common Lore (Imperium) (Int)

Common Lore (War) (Int)

Forbidden Lore (Pirates) (Int)

Navigation (Stellar) (Int)

Pilot (Space Craft) (Ag)

Scholastic Lore (Tactica Imperialis) (Int)

Secret Tongue (Military) (Int)

 

Starting Traits

Personal Staff(5 loyal naval officers)

Bodyguard (10 loyal armsmen)

Fleet Connections (+20 to all acquisition rolls involving starships).Officer's Cutlass (Best Quality)

Naval Pistol (Best Quality)

Admiral's Dress Uniform

Officer of the Line Commission

 

Lord Commander

You are the bad-ass motherfucking Lord Commander of an entire army of the Imperial Guard. You acquired this position through a mixture of grit, cunning, and luck. You have led your forces on many successful campaigns, and earned the loyalty and admiration of your subordinates, and the hatred and fear of your enemies. Your army possesses such a fearsome reputation and sheer military power that it cannot be deployed on any planets without posing as a threat to the local government. You are a de facto planetary governor of every planet that your army is deployed upon. The Adeptus Terra cannot allow this situation to continue.

In return for stepping down as General of your army, you have been given authority to lead Imperial Forces into Havoc's March sector, destroy all the enemies of the Imperium therein, and exploit the systems as you see fit. At last, a challenge fit for a military genius such as yourself!

While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of "Lord".

 

What do you need to do before play:

  • Describe your home planet and at least two other worlds upon which your Army has been deployed.
  • Outline a rival officer in the Guard, what the nature of your conflict has been, and what methods you've used to keep him in his place.
  • Determine a major enemy that you've destroyed during one of your campaigns, and how you arranged for the enemy's destruction.
  • Decide on a leadership style. Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else?

 

Talents

Peer (Military)

Peer (Nobility)

Good Reputation (Military)

Air of Authority

Hatred (Mutants or one Xeno type)

 

Skilled in

Command (Fel)

Common Lore (Imperial Guard) (Int)

Common Lore (War) (Int)

Drive (Ground Vehicle) (Ag)

Forbidden Lore (Xenos) (Int)

Navigation (Planetary) (Int)

Scholastic Lore (Tactica Imperialis) (Int)

Secret Tongue (Military) (Int)

Survival (Int)

 

Starting Traits

Personal Staff (5 loyal Guard Officers)

Bodyguard (10 loyal soldiers)

Guard Regiment (10 elite companies, including support vehicles. 1000 troops all together, several heavy weapons and armored units, and at least one unit of flyers).

Hellpistol (Best Quality)

Commander's Dress Uniform

 

Prefectus Primus

You are a master adept in the Administratum, and your bureaucratic influence stretches across entire sectors. Your advice bends the ear of the High Lords themselves. In fact, it has been whispered that your loyal, lifelong service to the Adeptus Terra has made you a candidate for the next open seat among the High Lords themselves, something that has been long overdue, in your humble estimation.

Unfortunately, none of the High Lords plan to step down any time soon. Rather than wait for you, or one of your allies, to arrange for an opening, the High Lords instead have assigned you to one fine, great task. To bring the law and order of the Imperium to its lawless fringe sectors. The Havoc's March sector has been beyond Imperial reach for generations, and its lawless worlds and its resources are yours for the taking, all with the explicit approval of the High Lords themselves.

 

What you need to do before play:

  • Describe your administrative/bureaucratic specialty, and how your mastery over it gave you the immense power you wield in the Imperium.
  • Delineate the planet of your home office, and what sort of temporal influence you command there.
  • Determine your most competent rival in the Administratum, and how you have kept him in his place.
  • Decide who your most dangerous and powerful ally is, and what you did to earn his loyalty.

 

Talents

Peer (Administratum)

Peer (Government)

Good Reputation (Administratum)

Total Recall

 

Skilled in

Common Lore (Administratum) (Int)

Common Lore (Imperial Creed) (Int)

Common Lore (Imperium) (Int)

Literacy (Int)

Logic (Int)

Scholastic Lore (Bureaucracy) (Int)

Scholastic Lore (Judgement) (Int)

Secret Tongue (Adminstratum)

Speak Language (High Gothic)

 

Starting Traits

Personal Staff (10 loyal adept assistants)

Bodyguard (10 loyal soldiers)

Bureaucratic Authority (+20 to all rolls to acquire personnel or access to civilian government resources or facilities)

Best Quality Adeptus Robes

Collection of legal documents and Imperial seals

 

Inquisitor

Behold the power of the Inquisition, for it is yours. Men tremble and planets quake in your passing. You are above the law, above all temporal power. You answer to the Emperor and the High Lords, and even then, you mostly consider that a formality. Without men and women like you, selected for your zeal, cunning, and personal power, the Imperium would have long since ago fallen to Chaos, Heresy, and Destruction.

In your time of service to the Emperor, you have uncovered conspiracies both great and small. You have saved sectors from falling to the corruptions of Mutants, Sorcerers, and Xenos. But you've also discovered smaller crimes. Crimes not worthy of your direct interference, but still -- a pattern of subtle corruption, power mongering, and influence brokering that stretches like a web across the Imperium.

The hard fact is, you know too much. And they know you know too much. Its come to the point that you either have to take down a couple of the more corrupt High Lords personally, or wait for the assassins to come for you.

Your service has not gone unnoticed, however. A High Lord has decided to intervene on your behalf with an offer that should be acceptable to all parties. The Havoc's March sector has been beyond the reach of the Emperor for many generations, and corruption has likely sunk in deep there. You have been given a writ of authority to travel there and cleanse the sector in the Emperor's name, in whatever manner suits you, beyond the interference of even the High Lords themselves.

 

What you need to do before play:

  • Decide on your Inquisitorial focus. Where you a hunter of Xenos? Psykers? Mutants? Demons? And why is your chosen focus more important than the others?
  • Describe three planets that had conspiracies you personally defeated, what those conspiracies were, and how you defeated them.
  • Delineate your leadership style. How did you recruit your acolytes? What sort of tasks did you use them for?
  • Determine one enemy that got away. The big fish that's still out there somewhere. The one failure that you regret the most.

 

Talents

Peer (Inquisition)

Good Reputation (Inquisition)

Hatred (Psykers)

Hatred (Mutants)

Hatred (one Xeno type)

 

Skilled in

Common Lore (Imperial Creed) (Int)

Forbidden Lore (Inquisition) (Int)

Forbidden Lore (Psykers) (Int)

Forbidden Lore (Xenos) (Int)

Forbidden Lore (Mutants) (Int)

Forbidden Lore (Daemonology) (Int)

Interrogation (Wp)

Scholastic Lore (Judgement) (Int)

Scrutiny (Per)

 

Starting Traits

Acolytes (10 loyal minions)

Above the Law (You're a fucking Inquisitor)

Good Quality Light Power Armor

Best Quality Power Sword

Good Quality Inferno Pistol

Cameleoline Cloak

Filtration Plugs

Good Quality Photo Visors

Auspex

Grapnel

Manacles

Vox-Caster

 

Assassin

You officially don't exist. You were never born. You were never trained at the Assassinorium on Terra. You were never sent on missions by the Grandmaster that took you across the Galaxy and back. You never succeeded each and every time, even when survival was thought impossible. You never made your way through the ranks, earning the personal trust of several of the High Lords. The High Lords of Terra never considered you a possible replacement for the Grandmaster. The Grandmaster never offered to release you from his service in exchange for your oath of self-exile. The High Lords never directed you to the Havoc's March sector, to act with their blessings as an agent of the Emperor's unspoken will.

 

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?

 

Talents

Peer (Assassins)

Good Reputation (Assassins)

Unarmed Warrior

Unarmed Master

 

Skilled in

Charm (Fel)

Chem Use (Int)

Concealment (Ag)

Deceive (Fel)

Disguise (Fel)

Scrutiny (Per)

Security (Ag)

Silent Move (Ag)

Shadowing (Ag)

 

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

Synskin

Multikey

Filtration Plugs

Best Quality Augur Arrays

Best Quality Memorance Implant

Best Quality Subskin Armor

Good Quality Synthetic Muscle Grafts

Best Quality Vox Implant

 

Lord Marshal

You are 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.

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.

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.

 

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.

 

Talents

Peer (Adeptus Arbites)

Peer (Government)

Peer (Inquisition)

Good Reputation (Adeptus Arbites)

Hatred (Criminals)

 

Skilled in

Awareness (Per)

Common Lore (Adeptus Arbites) (Int)

Inquiry (Fel)

Interrogation (Wp)

Intimidate (Str)

Literacy (Int)

Logic (Int)

Scholastic Lore (Judgement) (Int)

Scrutiny (Per)

 

Starting Traits

Personal Staff (5 loyal adept assistants)

Arbites SWAT team (10 elite arbites soldiers)

Vast Authority (I am the law!)

Light Power Armor

Good Quality Power Maul

Good Quality Hellpistol

Best Quality Arbiter Robes

Filtration Plugs

Preysense Goggles

Manacles

Collection of Law Books

 

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.

 

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.

 

Talents

Peer (Astropaths)

Rite of Sanctioning or Psi Rating 1 and Two Techniques.

 

Skilled in

Ciphers (Astropath) (Int)

Common Lore (Imperial Creed) (Int)

Common Lore (Adeptus Astra Telepathica) (Int)

Forbidden Lore (Daemonology) (Int)

Forbidden Lore (Psykers) (Int)

Forbidden Lore (The Warp) (Int)

Literacy (Int)

Scholastic Lore (Occult) (Int)

Scholastic Lore (Imperial Creed) (Int)

 

Starting Traits

Personal Assistant (1 loyal adept assistant)

Bodyguard (2 loyal soldier bodyguards)

Psychic Authority (+20 on acquisition rolls involving psyker-based equipment, personnel and resources)

Best Quality Psyker Robes

Psy-Focus

Charm

 

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.

 

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.

 

Talents

Peer (Tech-Priests)

Peer (Academics)

Good Reputation (Tech-Priests)

Autosanguine

 

Skilled in

Common Lore (Adeptus Mechanicus) (Int)

Common Lore (Tech) (Int)

Forbidden Lore (Adeptus Mechanicus) (Int)

Forbidden Lore (Archeotech) (Int)

Literacy (Int)

Logic (Int)

Scholastic Lore (Astromancy or Beasts or Chymistry)

Speak Language (Techna-Lingua) (Int)

Tech-Use (Int)

 

Starting Traits

Personal Staff (5 loyal tech-priest minions)

Servitor Slaves (5 servitor slaves)

Best Quality Tech-Priest Robes

Your choice of two bionic replacements.

Your choice of 6 cybernetic enhancements.

Omnissian Axe

Auspex

Data Loom

Servo-Skull

Vox-caster

 

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.

 

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.

 

Talents

Peer (Military)

Good Reputation (Space Marines)

Weapon Training (Bolt Pistol, Bolter, Melee (Primitive))

Enemy (one Xenos type)

+5 Toughness

+5 Strength

 

Skilled in

Command (Fel)

Common Lore (Space Marines) (Int)

Common Lore (War) (Int)

Forbidden Lore (Xenos) (Int)

Navigation (Planetary) (Int)

Pilot (Spacecraft) (Ag)

Scholastic Lore (Tactica Imperialis) (Int)

Secret Tongue (Military) (Int)

Survival (Int)

 

Starting Traits:

Space Marine Company (100 space marines and support equipment)

Best Quality Power Armor

Good Quality Bolter

Good Quality Bolt Pistol

Best Quality Mono-Sword

Vox-caster

 

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.

 

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.

 

Talents

Peer (Corporate)

Peer (Nobility)

Peer (Hivers)

Peer (Underworld)

Good Reputation (Corporate)

 

Skilled in

Barter (Fel)

Charm (Fel)

Commerce (Fel)

Common Lore (Imperium) (Int)

Common Lore (Corporations) (Int)

Deceive (Fel)

Literacy (Int)

Scrutiny (Per)

Speak Language (Trader's Cant) (Int)

 

Starting Traits

Personal Staff (10 loyal assistants)

Personal Security (10 loyal soldiers)

Incredibly Rich (+10 to acquisition rolls)

Best Quality Merchant garb

 

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


Skilled in:

Ciphers (Underworld) (Int)

Commerce (Fel)

Common Lore (Adeptus Arbites) (Int)

Deceive (Fel)

Forbidden Lore (Pirates) (Int)

Gamble (Int)

Intimidate (Str)

Scholastic Lore (Judgement) (Int)

Scrutiny (Per)


Starting Traits

Henchmen (2 loyal elite henchmen)

Goons (10 loyal goons)

Underworld Grease (+10 to acquisition rolls)


Former Noble Prince


Peer (Nobility)

Peer (Government)

Good Reputation (Nobility)

Air of Authority

Decadence


Skilled in:

Carouse (T)

Charm (Fel)

Command (Fel) r Common Lore (Imperium) (Int) r Common Lore (Nobility) (Int)

Intimidate (Str)

Literacy (Int)

Scholastic Lore (Heraldry) (Int)

Speak Language (High Gothic) (Int)


Starting Traits

Butler (1 loyal butler)

Personal Staff (10 loyal servants)

Personal Guard (10 loyal mercenaries)

Silver Spoon (+10 acquisition rolls)


Former Lord Provost


Peer (Academic)

Peer (Corporate)

Good Reputation (Academic)

+5 Intelligence


Skilled in:

Common Lore (Tech) (Int)

Forbidden Lore (Archeotech) (Int)

Literacy (Int)

Logic (Int) Scholastic Lore (Archaic)

Scholastic Lore (Astromancy)

Scholastic Lore (Legend)

Scholastic Lore (Philosophy)

Trade (Archaeologist or Astrographer or Linguist or Explorator or Technomat)


Starting Traits

Secretary (1 loyal assistant)

Bodyguard (1 loyal bodyguard)

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
"Sarcasm set to stun"