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MalVeauX

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About MalVeauX

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  1. Heya, When I look to the Missionary, here's what I see that stands out that makes them interesting and enticing: Fellowship 100/250/500/750 Rank1: Charm / Flame Weapon Training / Dodge Rank2: Charm +10 / Dodge +10 / Talented (choose Charm) / Cleanse & Purify Rank3: Charm +20 / Purge the Unclean Notice the trend? Early on you get a very potent combination of high early on Fellowship and high ranked Talented Charm +20 making for a +30 roll on Fellowship (say Fellowship is 50~60, you're already rolling 80~90 as your check). You are important with that, because you can convince others to take deals, make trades, encourage choices, etc, that otherwise a character without this skill/trait could encourage other than the Rogue Trader, but unless they specialize in it, they won't have this so early on the way you will as a Missionary. This can literally change the course of an interaction just changing someone's mind or stance on something that you're opposing or trying to convince/dupe/etc. On top of that, you get to be awesome with a Flamer, and make it harder for them to avoid so you carry a roll of damage output that covers a big area and kills trash so your big hitters can focus on the things that will not simply fall over from a flamer. That's important so you can actually get to things (like making a hole for your melee guy to get into combat). If nothing else, it scatters the roaches as they must move and do AG and dodge tests, which makes path ways for more things. Plus, you have a high Dodge early on, making you able to avoid damage which is useful when getting in close to burn things. Missionaries can be great social combat specialists as well as great in combat and very fast to use flame weapons with great bonuses. Very best,
  2. Heya, My Navigator has poor fellowship, because he's a Navigator. I still push hard in social situations though. I use Intimidate a lot (based on Intelligence/Willpower per GM's discretion for roleplay purposes, strictly social intimidation). Peer talents come in handy. Talented (insert name) comes in handy. You don't need a bunch of them. Just a few that are obvious to you. Plus, roleplay should count--for me, a Navigator, my fellowship is not bad when talking with people of the Imperium who obviously know what a Navigator is, and they are beyond peers of typical administration, government bodies, etc. Some situations are not even really fellowship situations, sometimes, it's all about a display of strength, willpower, or cunning. Use that stat instead of fellowship. For example, I use intelligence skills like lore skills, knowledge stuff, and roll that instead of just rolling a fellowship score. So an example, if your Void Master is talking with a crew from another ship, don't roll Fellowship for certain checks, talk with your GM, and rather, use something more suitable, like your Willpower or Intelligence, based on a skill that is relevant (pilot, etc). If your Void Master is talking with imperial nobility, he has nothing really to do with Fellowship, Willpoewr, or Intelligence really. But he could speak with strength and willpower, if your GM approves the use of it. Maybe your words are a little more impactful if spoken with force, which is like intimidation, using strength as the skill check. Very best,
  3. Heya, Gaining a powerful NPC ally, I would basically set it up so that there is an encounter, where your characters have to go through the ropes to convince them, or force them, to do what you need and travel with you, or whatever it is that you're needing. Give them high fellowship and willpower for the encounter, just so it's not super easy, and set up a situation or event, where afterwards, your players are trying to convince, force, intimidate, talk, charm, etc, and make them keep doing it randomly even if they succeed to continue keeping them around. And if they fail, the fail to acquire them. Unless they're integral to a story aspect and you just want to make it really hard, but doable. Very best,
  4. Heya, Into the Storm, for sure. Very best,
  5. Heya, I find when Rogue Traders come into contact, it's a political game to quickly establish who is more powerful and then go from there in terms of either using that information to your advantage, or trying to establish that you are not the weaker of the two, to be taken advantage of. No one wants to risk a ship in a straight fight. That's just silly. But sabotage? Sure. Undermining? Sure. My group had some experience recently as the Rogue Traders met and knew each other from the past. 1. Who is more powerful? This takes history & dialogue and a little display of strength through your team. 2. What is there to gain? And more importantly, what can you lose to this Trader? 3. If you're the weaker, or at the disadvantage, how do you turn it around so you're at least threatening enough to matter? 4. Trust. There's a lot of scrutiny, word play, and deception involved. Let the dice do something here. GM support the dice. 5. Who turns their back on the other first? 6. Is there an undermining plan? Sabotage plan? Some kind of underlying play to be done? Direct attack is not wise. Ultimately, we were the lesser of the two Rogue Traders. We ended up in the same place. We were sabotaged. We are recovering, and now have a reason to give chase, or start undermining their known resources and hunt them down. Gives us a nice extra twist to play into as we explore. Very best,
  6. Heya, So I'm curious, those of you who GM or have a GM and experience something like this, here'a a question and situation basically and I'm curious how you guys & gals handle it, or if you even allow it to a certain point. Charm Deceive Intimidate A character with huge Fellowship and lots of bonuses (+20, Talented, Peer, etc), with these skills. They can roll 80~100 or higher easily for tests with stacked values. They can do this early on. And most opposed tests are Willpower, Scrutiny, etc. All of which really, are going to be in the 40's or 50's really unless you fudge up your NPC stats for this purpose (at least most of them; some opponents/NPC's might have big Fellowship, like a NPC Rogue Trader or something). How do you handle a character that is great at social interaction and basically can roll to foil every social interaction setting by leading the conversation to whatever they want? Can't get through the door to the secret meeting? Charm/Deceive/Intimidate them. Boom. You're in. No combat sessions needed. At a secret moot with other Rogue Traders? Charm/Deceive/Intimidate and boom, you might just sway them to do what you want. Do you folks have problems with this? Have you had issues where entire planned encounters are basically wiped away because someone brought a really good social interaction character? Are there times that you make the roll fail, no matter what, because it would change your planned encounter? Interested in your thoughts. Very best,
  7. Heya, It'a sandbox, so just have an overriding theme, a universal goal, something they have to work towards. And have a few pre-made "quests" and "encounters" if you will, that you can put in for if things are churning slow. But be ready to have random things to throw at them because in a sandbox they may go directions you didn't think about, so you need to keep it interesting and reward them for roleplaying and exploring. Example: There's a star that is known to be going supernova soon in a system. All the privateers and rogue traders are alert and racing against the clock to get in, basically rake out all the bounty they can, and get their claimed and unclaimed worlds clear for fear of losing wealth. For every world they lose to another privateer/rogue trader, they lose profit factor. Start with a higher than normal profit factor too, to let them go nuts with fun stuff and then fight to keep it once they get a taste. Throw in encounters and twists as they try to go to place to place. Have a few encounters already setup. Like one or two planets or moons that are already pre-set encounters that you will make happen. Or some encounters that are ship to ship that you already have made up. Give them hints during social interaction on locations about hidden artifacts (if they have gear lust). Give them some sweeping easy fights. Give them some serious boss-like-fights. Give them time to sometimes talk through things and be ready to completely change your encounter if someone is clever enough to talk their way through something and avoid conflict and what not. Very best,
  8. Heya, I've not seen you (OP) talk much about your interactions. Mainly just that you don't seem to know what to do with yourself. You seem confused that your other members of the party are better at things, probably combat and tech stuff or whatever. But you don't seem to mention what you as a Rogue Trader do, and what you could be doing. A lot of this is role play. Opportunities arise that can be turned into really fun role playing moments, if your GM is creative with you and can function on the fly. I really suggest you look into the wonderful world of Fellowship and other "social" aspects of the game. It's not all about weapons and gear and passing tests to do amazing things. A conversation that gets swayed towards what you want, changes everything in a big way. Try to use social and information skills to get things. You can force your GM to give you information so you can make better choices for the group. Some things to consider: High Fellowship. Max it out. Charm - Use this all the time to convince people of your view on something. This is a big deal. It's versus their Willpower. Notice every rank, Charm gets better? +10, +20. Charm+20 with a Fellowship of 60-something will result in a big range of a roll and you'll usually wind up changing the game in a big way. Just by doing this. It can be really fun and useful. Explore this! Blather - Confuse your target. Open up a whole new line of action for your other party members. Deceive - Totally fooling someone of what's going on is insanely fun. "You will give me your entire ship, or my death star will destroy your homeworld!" "How dare you challenge me in a fight? I wield the sword of a thousand suns!" You can be super creative with this. Intimidate - See if you can get your GM to allow Intimidate to run from your Fellowship or Intelligence, instead of Strength. And only use it for social interaction. It's always been weird to me that it's a Strength test. But anyways, there's extra commentary that lets you use it as an interaction skill for social stuff. Intimidation is really nice though in terms of social play. Use it! Scrutiny - See through their lies! Help change the course of a conversation just by giving them the evil eye of scrutiny! As for combat: Light Power Armour Dual wield weapons & pistols - Thunderhammers & Inferno pistols or Flamer pistols. You can get all this stuff fairly easy with acquisition rolls easy. Very best,
  9. Heya, I'm accustomed to playing Navigator. I can't do live sessions though unfortunately. I assume that's what this is with Google+, like hang outs? Very best,
  10. Heya, Look for an online group. Play by Post. Skype. Etc. You can't really play a pen & paper game single player. You need at least 3 players, really, for it to work at all. If you just want to play the mechanics of the game, then just roll characters, set up missions and perform them and if your rolls work out, "you win." But that's not the point of this game or most pen & paper games anyways. There's the story aspect. The social aspect. If you have a local game shop or book store, I suggest you start leaving postings on their bulletins with an email address and state your interest in finding a pen & paper group looking for more members. You'd be surprised. There's lots of them out there. Book stores always have these things and these people frequent book stores. Also the game shops, like hobby shops and the like, where they sell board games, miniatures, card games, MTG, etc. Stuff like that. You'll find people there too. Put your info out there. And do the same online at forums. Very best,
  11. Heya, There's no problem having a Sister of Battle in the group. It's not like you have to play the concept of the pure fluff behind those character arch-types in a way that is absolute. This isn't D&D with "Chaotic Good" involved where you have to attack everyone in the party because they trade goods with aliens and that's against the Emperor's Divine Will. Take a step back. Realize this game is a sandbox. Use the Sister of Battle set for your purposes. It's easy to make it fit. These RT characters are not just random joes. They're hand picked, exceptional. It's perfectly possible that the Sister of Battle you have has been exposed to corruption and/or insanity and has seen the real bigger picture and has transcended the concept of blind faith and is instead understanding the need for blind faith for others, because of how absolutely insane the universe really is (hence insanity or corruption). Her understanding that there is a war for souls out there, with far greater peril than just blind faith, is why she's in the group. She's not just a robot. She's more. So let her be more. Stop making her a D&D character with an absolute alignment and no way out of it. Be creative. Very best,
  12. Heya, Wow, thanks, that errata makes a HUGE difference. Navigation (Warp) can be +10 to +20 and Talented, so a -20 for the Hard difficulty can be made much much easier and less disastrous. Thanks! That actually clears up everything because it's a skill base test which can be modified greatly. Very best,
  13. Heya, I was wondering, I've never really looked into it, but I imagine there is a statistical significant difference between using a 1d100 and 2d10 for rolling a 0~100 number in this system. Both in real world and using computer based random generates for dice (rollers). I can't imagine they are really worlds apart in terms of the average they roll. But I do think they have to be different, because taking the average of a 1d10, twice, is quite different from a single 1d100 average. I'm not looking for power play or using a rolling system to improve averages. Just looking into for the sake of interest. Thoughts? Very best,
  14. Heya, In my current game, the GM has the Rogue Trader (the true one) as a NPC that he uses to tell the story, dictate things, etc. Very much like the Inquisitor from Dark Heresy in a way. I like this angle because it takes that dynamic out of the explorers to basically just be at the beck and call of one other player--and heaven forbid the player who has the Rogue Trader not show up for a session, etc. This way players can come and go (and have over the year we've been playing now) but it doesn't kill the campaign since our Rogue Trader is not one of the explorers but rather the GM basically and anyone could take over that roll if needed should something happen. That means anyone can roll a Rogue Trader character for an explorer if they want, and just be a fellowship-happy swashbuckler, etc. The character is still very interesting regardless of not being the "rogue trader" for story purposes. I tried playing a Rogue Trader as the leader before, in a game as an explorer, with a separate GM managing it, and it was very difficult to be the "leader" in a group. I know it can work for others. But for my group, having someone who is an explorer in the game basically call all the shots can kill the mood for some people. Very best,
  15. Heya, Thanks, I'll try and see if I can find a decent used copy of Into the Storm and Navis Primer. I wanted to read them anyways. Just trying to find out if there's mechanics that are useful to me now before just buying it as it may or may not be useful in my current campaign. I guess my biggest concern is leaving the Warp, as it just seems so difficult to get out of the Warp without it being a botched roll. At that point it's up to the GM to make it an ok thing, versus being a horrible thing and ruining the entire campaign as we kill our explorers by leaving the Warp in a bad place and ending up inside a moon and dead. Granted, my GM would probably just make it suck but not kill us to round it out and continue playing, but still. It's just the thought. I would think a seasoned Navigator at higher ranks would be a very good Navigator and be relatively reliable at getting in and getting out of the Warp without it being a crap shoot due to the Hard (-20) test to Leave the Warp versus a hard stat with no skill/talent associated. Very best,
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