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Complete playable Stryxis career


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#1 Lightbringer

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Posted 12 April 2013 - 09:57 PM

Note: this has not been play tested, so any constructive input would be great!

 

 

THE STRYXIS NOMAD PLAYABLE CAREER
 
Stryxis evolved on planet, then travel to stars, then planet destroyed.”
“No, Stryxis created by Stryxis gods in stars to carry divine word.”
“You lie! Stryxis made by old race, as slaves, escape, now slavers all!”
“Stupids. Stryxis is the oldest race, left over after all slaves escape.”
“Ha! All true. And none.”
-A Stryxis cabal helpfully explains their species’ origins to a confused Rogue Trader.
 
The Stryxis are a mysterious race of Xenos apparently native to the Koronus Expanse. Little is known about them beyond their apparent addiction to barter and haggling, activities which they pursue with remarkable tenacity, even in the face of great danger to themselves. Trade appears to have a far greater significance to the Stryxis than it does for other races, and some have speculated that it is perhaps akin to a religion for them, or even that success in trade is regarded
as a major factor in their reproductive life.
 
Little is known of the history of their race. All that is known for sure is that they have been encountered within the Expanse since the early 41st Millennium, usually aboard ramshackle collections of vessels previously belonging to other races. The Stryxis themselves, while happy to discuss the evolution of their race and its history with humans, have offered such a wildly conflicting series of accounts depending upon whom they address that no consistent elements can be ascertained. The Stryxis seem to have no understanding of the concept of objective truth, regarding any dialogue as simply an opportunity for advancement via negotiation; if this means spinning a hugely complicated web of contradictory lies, then the Stryxis are happy to do so. Some Adepts within the Expanse have wondered if the Stryxis themselves actually know anything of their history.
 
Acquisitive and opportunistic, the Stryxis appear to have no qualms about engaging in the most hideous acts in order to achieve their mysterious ends. They are known to work as slavers, and will deal with any being no matter how twisted if they can turn a profit from it. The
one exception is Eldar: the Stryxis seem to have a genuine hatred of this ancient race, and will seek to destroy any Eldar at any opportunity.
 
Jabez Caul, a minor Rogue Trader allegedly related to the Imperial Governor of Reth, is regarded by many as one of the leading experts on the Stryxis based upon his many interactions with them: indeed, it is rumoured that a high ranking Stryxis merchant from the Rust Palace itself numbers among his entourage. He suggests that the Stryxis are an infinitely practical race, expending effort only on what can be achieved, aiming to as work as little as possible. Those who can achieve the most, collect the most, with the least effort, striking deals and wheedling out profits and trinkets, are, he claims, particularly lauded in their society.
 
There may be some truth in this assessment, as everything about the Stryxis’ appearance and technology speaks to a “make do and mend” approach. While clearly in possession of a great deal of advanced technology, it would appear that much of it has been obtained from other races over preceding millennia, and it is debatable as to how much (if any) of it has been created by the Stryxis themselves. Some of their technology is so advanced that it is a complete mystery to human Tech-Priests, but it is as often as not held together with string or strips of tattered cloth.
 
The Stryxis generally hide their true appearance beneath heavy, dark coloured robes, swaddled in filthy rags that are bedecked with trinkets and tokens from dozens of different cultures. They are
believed to be humanoid, though this is far from certain. They certainly have two arms, which bear two very large, three-clawed hands, and appear to have two feet, though scurrilous Port Wander tittle-tattle has it that other, fouler appendages nestle beneath their voluminous garments.
 
They have four beady black eyes which dart nervously over the faces of anyone they must bargain with, watching with feverish interest for signs of negotiating weakness. Their own “faces” comically resemble those laphounds, complete with the same suggestion of drooping,
drooling jowls.
 
Interaction with other races generally takes the form of a series of wheedling entreaties and pleas, invitations to treat and calls for attention. Once they have the attention of someone interested in what they have to say, they will generally embark upon a prolonged program of negotiation, working rapidly and breathlessly through whatever they have to offer, usually in what appears to be an eccentric and poorly-syntaxed version of Imperial Gothic. The Stryxis appear peculiarly excited by this process, deriving what appears to be a somewhat dubiously unwholesome pleasure from the process of haggling over whatever is available, even if whatever is available appears to
be of no value. Their motivation for engaging in this process is unknown.
 
On occasion, some Stryxis will consent to travel for a while in the entourage of Rogue Traders who they regard as either particularly susceptible to their entreaties, or likely to lead them to more unique items to add to their collections.
 
​         _____________________________________________________________________
 


#2 Lightbringer

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Posted 12 April 2013 - 09:57 PM

 

Playing a Stryxis Character
 
The Stryxis are a bizarre alien race, at once comical and deeply sinister. They are cautious and cowardly when it comes to their personal safety, though this lack of courage is tempered by an
apparent addiction to haggling and bargaining that can place them in great danger. Stryxis characters should be a mystery, an irritation and occasionally a threat to their fellow characters, and as such they are not suitable for novice Rogue Trader players. They do not use the standard character generation rules contained within the Rogue Trader: Core Rulebook, using instead the rules set out here.
 
Given the unusual nature of Stryxis characters, and the occasionally corrosive effect they can have on the team efforts of other players (given their utter selfishness and secrecy), permission must be obtained from the Games Master before they can be used in any game. They are far from suitable for every campaign, especially those set within the Imperium, and discretion is advised as to when it is appropriate for them to be used. The Stryxis are by no means a “safe option” for players, as many Imperial authorities (in particular many within the Ordo Xenos) regard aliens who trade with humans as a more insidious, and therefore greater, threat than those who simply wage war on them.
 
Subject to the consent of the GM, a Stryxis character is created using the following rules set, rather than the Origin path set out in the Rogue Trader Core Rulebook.
 
 


#3 Lightbringer

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Posted 12 April 2013 - 09:59 PM

 

STRYXIS TRAITS
 
All Stryxis players gain the following traits.
 
Non-Imperial (Trait). This Trait is set out on page 46 of the “Into the Storm” Sourcebook.
 
Speak Not Unto the Alien (Trait). This trait is set out on page 46 of the “Into the Storm” Sourcebook.
 
Unwholesome Addiction
Stryxis are addicted to haggling. Such is their compulsion to engage in barter with others that it can override their very real caution. When faced with an opportunity to interact with someone (anyone) who possesses something (anything) which the Stryxis desires, the character must take a Willpower Test to avoid immediately opening negotiations with that individual. The only exceptions to this are where the Stryxis would be aware that negotiations are not possible due to the individual’s lack of understanding (no Stryxis will haggle with a creature that it knows has no capacity for entering into a bargain, such as an Ambull, for example) or where the Stryxis faces an Eldar.
 
The Ancient Foe
All Stryxis possess the Hatred (Eldar) Talent.
 
Dark Sight
All Stryxis possess the Dark Sight Trait
 
Unnatural Perception (x2)
All Stryxis possess the Unnatural Perception (x2) Trait.
 
Disturbing Voice
All Stryxis possess the Disturbing Voice Talent, though this can be later modified as the character develops. (See the “Chitter” Talent below.)


#4 Lightbringer

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Posted 12 April 2013 - 10:00 PM

 

Medical Attention
The Stryxis seem oddly bashful regarding their appearance, commonly hiding behind all-encompassing robes; as such there are no Imperial guidelines for treating injuries among the Stryxis. Additionally, their physiology is complex to say the least, and it is very difficult for human medicae personnel to treat Stryxis injuries. Given these factors, any Medicae Tests used on a Stryxis are automatically two degrees harder in difficulty. Human made drugs have no effect on Stryxis, although poisons and toxins have a normal effect. No human bionics can be implanted in the Stryxis: if the GM wishes, players can explore creating and installing unique bespoke augmentic items, but this should always be at a far greater difficulty than if such were installed in a human body.
 
Stryxis and human technology
The Stryxis are roughly human sized, but have a very different physical layout, and as such cannot wear any human garments or armour. They can use human weapons however, though they prefer to use weapons customised for their own physiognomy.
 
 


#5 Lightbringer

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Posted 12 April 2013 - 10:02 PM

 

STRYXIS CHARACTERISTICS
 
Stryxis characters generate their characteristics in the same way as human characters, though with different base values. These base values are set out in the chart below:-
 
 
       
 

 



#6 Lightbringer

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Posted 12 April 2013 - 10:02 PM

 

       Characteristic

2d10+

Weapon Skill

25

Ballistic Skill

25

Strength

25

Toughness

25

Agility

25

Intelligence

30

Perception

25

Willpower

20

Fellowship

25

 

 



#7 Lightbringer

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Posted 12 April 2013 - 10:04 PM

 

Starting wounds: Stryxis characters double their toughness bonus and add 1d5+1 to the result.
 
Starting Fate Points: Roll 1D10. On a roll of 1-5, the Stryxis begins with 2 Fate Points. On a roll of 6-10, it begins with 3 Fate points.
 
Starting Traits: All Stryxis begin with the Dark Sight, Disturbing Voice, Non-Imperial, Speak Not Unto the Alien, Unwholesome Addiction, Hatred ( Eldar) and Unnatural Perception (x2) Traits
 
Starting Skills:  Common Lore (Int) (Koronus Expanse), Forbidden Lore (Stryxis), Speak Language (Stryxian, Low Gothic), Barter,  Blather, Tech-Use
 
Starting Talents: Pistol Training (Las), Paranoia, Wheedle
 
Special Abilities: As with all careers, the Stryxis career possesses a unique special ability like those set out on page 72 of the core rulebook.  The Stryxis have ploughed through the inky black depths of the Koronus Expanse for millennia. They know many of its secrets. In the event that the character is required to test under any of the Lore skills regarding a matter that that pertains to the region (i.e. common lore (Koronus Expanse), Scholastic Lore (Legends) or Forbidden Lore (Xenos), though others may apply at the GM's sole discretion) the Stryxis character may spend a Fate Point to automatically succeed at this test.


#8 Lightbringer

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Posted 12 April 2013 - 10:05 PM

Stryxis Starting Equipment: Tattered dark robes (2 AP all locations), Light Pistol (as set out on page 96 of the Koronus Bestiary), three ammunition clips, 5 Stryxis ration packs, each containing enough food for a week, one trinket generated using the trinket chart below.



#9 Lightbringer

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Posted 12 April 2013 - 10:05 PM

 

Stryxis Trinket Chart: roll D10

Number

Trinket

1.

A silver Aquila. The Stryxis does not understand the concept of religious worship, and certainly does not venerate the human Emperor. He just like the way the Aquila glitters.

2.

A silver emblem of the Ruinous Powers. The Stryxis does not understand the concept of religious worship, and certainly does not venerate the dark gods of Chaos. He just like the way the emblem?glitters.

3.

A small pouch of 5d10 Orkish teeth, sprayed with a special transparent plastic coating to preserve them indefinitely.

4.

A knife made from the bones of an unknown creature.

5.

A small device that emits a peculiar glow when an Eldar is within 2 metres of it.

6.

A broken piece of human cutlery.

7.

A small, beautifully made clockwork toy that appears to represent an unknown bipedal alien race.

8.

A tiny, uncut, irregular, non-precious gemstone.

9.

An inaccurate and crudely drawn map purporting (incorrectly) to show secret warp routes through the Koronus Expanse

10.

A single gold coin from a lost human civilisation.

 



#10 Lightbringer

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Posted 12 April 2013 - 10:07 PM

 

PACTS
 
Stryxis culture is notoriously opaque, and its many apparent nuances and traditions make assessing and categorising their various factions extremely difficult. The Stryxis themselves appear disinterested in clarifying the basic structure of their society for the benefit of outsiders, and indeed will gleefully engage in acts of willful disinformation on a grand scale wherever the opportunity arises. However, tentative agreement has been reached among those who closely observe the Stryxis as to the basic structure of their spacefaring civilisation.
 
Most Stryxis encountered by human explorers gather together into small groupings which, for want of a better term, have been labeled "Pacts." The term "Pact"-coined by the Ordo Xenos Adept Maxbine Woodraugh-is a reference to what appears to be a highly complex series of contractual arrangements that bind the Stryxis together in some shared mutual endeavor.
 
Pacts are led by senior Stryxis invariably labeled "Masters" by humans who hear of their existence, though they no doubt enjoy some as-yet unknown title in the Xenos' own language. The Masters themselves form into numerous sub-factions which inform the nature of the Pact they lead. Junior Stryxis from within a Pact are usually heavily influenced by the culture and history of their native Pact, and will possess skills and talents which reflect its character.
 
A Stryxis character must select one of the following Pacts:-
 
Raider Pact
Not all Stryxis are craven merchants and traders. There are those among their number who are opportunistic and ambitious enough to seize what they desire from those who are unable to protect themselves.  Lurking aboard hijacked vessels equipped with mysterious cloaking and phase-shifting technologies, these piratical Xenos are willing to engage in direct combat in order to seize prisoners and valuables. Stryxis from Raider pacts are warriors, and have a predator's eye for the weak and helpless.
Benefits: The Stryxis gains  +5 BS and +5 WS
 
Bio-Vat Pact
The Stryxis possess technological expertise in many areas. The ramshackle nature of their ships and equipment suggests that this expertise is likely to have been sourced from a number of other races over a period of many millennia. The Stryxis particularly excel in the field of bio-crafting, the forbidden art of creating slave creatures from purloined genetic material. These "Vat-Born" creatures are created in a variety of disturbing forms, each being highly specialised for the performance of a specific task. Stryxis Pact members who specialise in the creation of these outlandish vat-spawn are adept in matters arcane such as chymistry and the darker apothecarial arts.
Benefits: The Stryxis gains the Medicae (Int) and Trade (Chymist) (Int) skills.    
       
TechSight Pact
While the Stryxis may not be technological innovators, they are crafty accumulators of the knowledge of other races. Over what is believed to be thousands of years, they have traded, raided and manipulated their way to possession of a technology level that exceeds that of the Imperium in many ways. Some Stryxis Pacts specialise in the accumulation and maintenance of such technology, as this knowledge is a useful asset in the intricate intrigues of the more powerful   factions among the race. These ancient Pacts have become particularly hidebound, with their own culture and language.
Benefits: The Stryxis gains the Secret Language (TechSight) (Int) and the Talented (Tech use) Talent.
 
Slaver Pact
All Stryxis are infamous slavers-it is one of the few features of the race that all agree upon. However, some Stryxis factions conduct this unwholesome activity with a single-minded purpose that makes them infamous even by the harsh standards of the Koronus Expanse. These Pacts are the terror of isolated human colonies, descending upon them in the dead of night and dragging tens of thousands away to a short and hellish life of indentured servitude. Stryxis slavers are foul and intimidating beings, marked by possession of the badge of their hated office, the Aether whip.
Benefits: The Stryxis gains the Command (Fel) and the Trade (Slaver) Skills. At the GM's discretion, the Stryxis may exchange its Light Pistol for an Aether whip, as described on page 96 of the Koronus Bestiary.  If this option is taken, the player exchanges the Pistol Training (Las) Talent for the Exotic Weapons (Aether whip) Talent.


#11 Lightbringer

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Posted 12 April 2013 - 10:08 PM

 

 
Stryxis Talents
The following Talents may only be taken by Stryxis Characters. Some of the Talents are restricted for the Stryxis Nomad Career.
 
Bought and Paid For
Prerequisites: Stryxis A Stryxis Nomad may, if he chooses, roll against the Profit Factor of
his group instead of his Willpower when attempting to resist Fear and Pinning tests.
 
Wheedle
Prerequisite: Stryxis
The persistence displayed by Stryxis negotiators in pursuit of a good deal is legendary. The Character may reroll any failed barter test, though the result of the reroll always stands.
 
Chitter
Prerequisite: Stryxis
The vocal chords of a Stryxis are totally different to those of other species. This renders them extraordinarily skilled mimics. A character who develops this Talent is able to turn the Disturbing Voice Talent on and off at will.
 
Copycat
Prerequisite: Stryxis
A Stryxis with this talent has developed its vocal talents to such an extent that it is able to precisely mimic the voice of anyone it has ever heard. The accuracy of this imitation is so extraordinary that even electronic devices (voice activated locks and the like) are fooled automatically. Note however that the character must still speak in the same language as the individual concerned, and, if it wishes to avoid being identified as a fraud, must steer clear of the verbal tics and repetitions so common to the Stryxis…
 
Slavemaster
Prerequisite: Stryxis, Command +10, Intimidate, Air of Authority
A Stryxis with this Talent has spent years honing its skills in the brainwashing and conditioning of slaves. Any slave who falls into the hands of the Stryxis with this Talent will count as possessing the "Stryxis Slave Conditioning" Trait as set out on page 101 of the Koronus Bestiary after a number of days equal to 100 minus the Int characteristic of the Stryxis.
 
Vat-Lord
Prerequisite: Stryxis, Medicae +20, Trade (Chymist), Tech use +20, Chem Use +10
A Stryxis with this Talent is able to use its scientific and technical knowledge to create life itself-of a kind. The Stryxis is able to create any number of Vat-Labourers, as set out on page 100 of the Koronus Bestiary. The process requires the Stryxis to construct a laboratory; this is a process best agreed between the player and the GM, who may wish to create specific endeavours for the acquisition of materials and genetic samples. Suffice to say the player has the knowledge, he just needs the equipment! Once the materials are gathered together, the player must make an ordinary skill test for the Medicae, Trade (Chymist), Tech use and Chem Use skills. The test must be taken for each skill; if any test is failed, the player has ruined the embryos and must wait 10 days minus a number of days equivalent to the character's Int bonus before starting again. A new vat-labourer can be created every 10 days minus a number of days equivalent to the Stryxis player's Int bonus.


#12 Lightbringer

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Posted 12 April 2013 - 10:12 PM

Uh oh…starting to encounter technical problems posting in some tables! Bear with me. Messy alternatives being applied…



#13 Lightbringer

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Posted 12 April 2013 - 10:12 PM

 

?        STRYXIS NOMAD CHARACTERISTIC ADVANCES
 
?        Characteristic------Simple------Intermediate------Trained------Expert
?        Weapon Skill-------500------750----------1000----------2500
?        Ballistic Skill------500------750----------1000----------2500
?        Strength------250------500----------750----------1000
?        Toughness------250------500----------750----------1000
?        Agility------250------500----------750----------1000
?        Intelligence------100------250----------500----------750
?        Perception------100------250----------500----------750
?        Willpower------250------500----------750----------1000
?        Fellowship------100------250----------500----------750
 
 


#14 Lightbringer

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Posted 12 April 2013 - 10:13 PM

 

RANK 1 STRYXIS NOMAD ADVANCES

Advance

Cost

Type

Prerequisite

Awareness (Per)                        

      100

Skill

 

Commerce (Int)                        

      100

Skill

 

Deceive ( Fel)                  

      100

Skill

 

Disguise                                

      100

Skill

 

Dodge                          

      100

Skill

 

Evaluate  

      100

Skill

 

Forbidden Lore (Xenos)          

      100

Skill

 

Gamble (Int)                            

      100

Skill

 

Literacy                                

      100

Skill

 

Scholastic Lore (Legend)        

      100

Skill

 

Scrutiny (Per)                  

      100

Skill

 

Chitter.                                

      100

Talent

 

Pistol Weapon Training (univ)

      500

Talent

 

Resistance (Poisons)          

      250

Talent

 

Hatred (Rak'Gol)?

500

Talent

 

 

 



#15 Lightbringer

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Posted 12 April 2013 - 10:16 PM

 

RANK 2 STRYXIS NOMAD ADVANCES

Advance

Cost

Type

Prerequisite

Ambidextrous

      200

Skill

Barter (Fel)

Barter (Fel) +10                                

      200

Skill

 

Carouse (T)                    

      200

Skill

 

Chem Use                                  

      200

Skill

 

Climb                                    

      200

Skill

 

Command                              

      200

Skill

 

Concealment(Ag)                  

      200

Skill

 

Contortionist(Ag)                                          

      200

Skill

 

Inquiry (Fel)                  

      200

Skill

 

Navigation (Stellar) (Int)      

      200

Skill

 

Scholastic Lore (any one)      

      200

Skill

 

Basic Weapon Training (Las)    

      500

Talent

 

Concealed Cavity (Don’t ask)    

      500

Talent

 

Heightened Sense (sight)        

      500

Talent

 

 

 



#16 Lightbringer

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Posted 12 April 2013 - 10:18 PM

 

RANK 3 STRYXIS NOMAD ADVANCES

Advance

Cost

Type

Prerequisite

Command (Fel)                          

      200

Skill

 

Common Lore (Koronus  Expanse)+10 (Int)                    

      200

Skill

Common Lore (Koronus Expanse)

Forbidden Lore (Warp)              

      200

Skill

 

Medicae (Int)                              

      200

Skill

 

Scholastic Lore (any one)          

      200

Skill

 

Scholastic Lore (Legend)+10    

      200

Skill

Scholastic Lore (Legend)

Search (Per)                                

      200

Skill

 

Survival (Int)                              

      200

Skill

 

Bought and Paid For                  

      500

Talent

 

Decadence

      500

Talent

T 30

Light sleeper                                          

      500

Talent

Per 30

Mimic

      500

Talent

 

 

 



#17 Lightbringer

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Posted 12 April 2013 - 10:19 PM

 

RANK 4 STRYXIS NOMAD ADVANCES

Advance

Cost

Type

Prerequisite

Awareness (Per)+10                

      200

Skill

Awareness

Blather (Fel)+10                      

      200

Skill

Blather

Climb (Str)                              

      200

Skill

 

Commerce (Int)+10                

      200

Skill

Commerce

Common Lore (Int)                

      200

Skill

 

Deceive (Fel)+10                                              

      200

Skill

Deceive

Demolition  

      200

Skill

 

Dodge+10                                                  

      200

Skill

Dodge

Pilot (Ag)                                                            

      200

Skill

 

Tracking ( Per)                        

      200

Skill

 

Hard Bargain                          

      500

Talent

 

Jaded  

      500

Talent

WP 30

Polyglot  

      500

Talent

Int 30, Fel 30

Sprint  

      500

Talent

 

 

 



#18 Lightbringer

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Posted 12 April 2013 - 10:22 PM

 

? RANK 5 STRYXIS NOMAD ADVANCES

Advance

Cost

Type

Prerequisite

Barter (Fel)+20.            

      200

Skill

Barter (Fel) +10.

Chem-Use (Int)+10.        

      200

Skill

Chem-Use (Int)

Climb (Str)+10.                

      200

Skill

Climb (Str)

Concealment (Ag)+10.                            

      200

Skill

Concealment (Ag)

Contortionist (Ag)+10

      200

Skill

Contortionist (Ag)

Evaluate (Int)+10.            

      200

Skill

Evaluate (Int)

Gamble (Int)+10.                

      200

Skill

Gamble (Int)

Intimidate (Str).                    

      200

Skill

 

Tech Use ( Int)+10.                                          

      200

Skill

Tech Use ( Int)

Exotic Weapon Training (Aether Weapons).              

      500

Talent

 

Dark Soul

      500

Talent

 

Hardy

      500

Talent

T 40

Whispers

      500

Talent

Int 40,Fel 30

 

 



#19 Lightbringer

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Posted 12 April 2013 - 10:31 PM

No matter what I do, I can't seem to get the remaining tables posted to the forums! I'll dump the remaining plain text and try the tables later. Sadly I am rubbish with computers!



#20 Lightbringer

Lightbringer

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Posted 12 April 2013 - 10:32 PM

 

Roleplaying a Stryxis character
 
A Stryxis character is not suitable for novice players. The character is designed to add a broad range of relatively unusual skills and abilities to the group, with a particular emphasis upon haggling and some of the odder scientific and technological abilities of the race.
 
However, unlike more "straightforward" Xenos like the Orks or Kroot, they are a race with obscure motives and drives, and both the player and GM must be comfortable with how this can impact upon the cohesion of group play.
In fact, it is recommended that both the GM and the Stryxis player discuss how the inclusion of a Stryxis within the group will affect any ongoing endeavours; unless the GM is satisfied that a Stryxis character will work with the campaign he has devised, the character will not work.
 
Played well, A Stryxis character should be at once amusing yet sinister, irritating yet essential. He should be distrusted by all other players, to varying degrees. He will rapidly make himself vital to the Explorator's efforts, much to their chagrin.
 
The Stryxis player (and the GM) should agree between them why a Stryxis would deign to travel in the entourage of a Rogue Trader. They should work together to develop a convincing "motivation" for the character, which should be kept secret from all other players. In effect, this is   a "secret endeavour' for the character, a long term objective that will inform all of the player's efforts. Below is a table setting out some suggested motivations; do not feel bound by any of these. Feel free to work out your own with the GM. Some of the suggested motivations are sinister, some ostensibly trivial or quixotic; all are informed by the bizarre nature of the Stryxis race itself.    





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