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2nd. No none essential info.

No campaign info

Me

Doing A Document

Its full of documents on Rogue Trader Campaigns

This document covers the 2nd of those campaigns

And

It has both no none essential info and no campaign info

So

Now

On I go

Character generation

I’m going with A Rogue Trader

Stat rolls

The GM’s using the rules for allocating points

So I decide to go for a balanced character by assigning 12 points each to WS, BS, INT and FEL, 11
points each to S, T and AG, 10 points to PER and 9 points to WP

That give him WS 37, BS 37, S 36, T 36, AG 36, INT 37, PER 35, WP 34 and FEL 37

When rolling for his Ship Points and Profit Factor I roll A 10(0), this means that I have 70 Ships Points
and A Profit Factor of 20

I go for A Dauntless Class Light Cruiser, that costs 55 Ship Points and boosts his Profit Factor to 35

His initial Skills are Command, Commerce, Charm, Common Lore -Imperium, Evaluate, Literacy,
Scholastic Lore -Astromancy and Speak Languages -High Gothic and Low Gothic

His initial Talents are Air of Authority, Pistol Training -Universal and Melee Weapon Training -
Universal

His initial belongings are 1 Common Quality Craftsmanship Plasma Pistol, 1 Common Craftsmanship
Power Sword, 1 Micro Bead, 1 Void Suit, 1 set of fine Clothing, 1 Cloak made from A Venos Pelt and 1
suit of Best Craftsmanship Storm Trooper Armour

For his 500 XP worth of Advances I take +5 T

His origin path is as follows

His homeworld is Noble Born

That gives me +5 FEL, raise’s his Profit Factor to 36, The Peer -Merchantile and Nobility Talents, A
Enemy that’s a fellow rogue trader, 6+5 or 11 Wounds and 3 Fate Points

His birthright is Savant


I get The Peer Academic Skill and +3 FEL but I suffer -3 T

His Lure of The Void is Duty Bound

Its Duty to Humanity and I gain +3 PER and drops his Profit Factor to 35

His Trial and Travail is Ship Lorn

Its Against all Odds and he gets the survival skill

His Motivation

Its Pride, I get A Heirloom, I roll A 12 and I get 1 best quality Archeotech type Laspistol

So

Here’s what I’ve ended up with

Character type

Rogue Trader

Stats

WS 37, BS 37, S 36, T 38, AG 36, INT 37, PER 38, WP 34 and FEL 45

Experance

Initial

The 5,000 needed to become A Rogue Trader Character

Earned

Spend

The 5,000 needed to become A Rogue Trader Character

Left

Ship

2 former Wolfpack Raiders that I captured and turned into very light Escorts

1 Dauntless Class Light Cruiser

Profit Factor

35

And

That means that his wealth is comparable with

Wounds

11
Fate Points

Skills

Command, Commerce, Charm, Common Lore -Imperium, Evaluate, Literacy, Scholastic Lore -
Astromancy, Speak Languages -High Gothic and Low Gothic and Survival

Talents

Air of Authority, Melee Weapon Training -Universal, Peers -Academics, Merchantile and Nobility and
Pistol Training -Universal

Enemies

A rival Rogue Trader

Belongings

1 Common Quality Craftsmanship Plasma Pistol

1 Common Craftsmanship Power Sword

1 Micro Bead

1 Void Suit,

1 set of fine Clothing

1 Cloak made from A Venos Pelt’

1 suit of Best Craftsmanship Storm Trooper Armour

1 best quality Archeotech type Laspistol

Followers

Among the other 5 Pcs

1 Seneschal, 1 Arch Militant, 1 Arch Transcendent, 1 Explorator and 1 Void Master

Others

Willing

1 Arbite Squad of 8 regular Arbites, 1 Arbite that’s a trained Scout, 1 Arbite that’s a trained Medic
and 1 Arbite Sergeant

Those that were given a choice between death and life long servitude that choose life long servitude

2 groups of 12 Thugs

Adventures

The 1st

Name

How it goes
We do it

We do it right

We get the best result

We defeat all foes

We get the maximum profit factor of 5

We get quite a bit of loot

We even capture 2 Wolfpack Raiders and add them to our fleet

When trying to get to give us A Arbite Squad of 4 regular Arbites and 1 Arbite that’s A Trained Medic
my chance is 45% for my FEL, +10% for Charm, +4% for 1 10th of my Profit Factor or 59% -10% for it
being A Hard Check gives me A 49% chance

I roll A 26 or A Pass by 23% or a pass with 2 degrees of success, so The GM deems that I get 1 Arbite
Squad of 8 regular Arbites, 1 Arbite that’s a trained Scout, 1 Arbite that’s a trained Medic and 1
Arbite Sergeant

When trying to get some of the thugs to join us my chance is 45% for my FEL, +10% for Charm, +8%
for 1 5th of my Profit Factor or 67% +10% for it being A Common Test or A 77% chance

I roll A 50 or A pass by 27% or or a pass with 2 degrees of success, so The GM deems that I get 2
groups of 2D10 thugs or 2 groups of 3+9 or 12 thugs

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