(Power Idea) - A power to burn your opponents soul!

__**Dad Joke**__

__Cost:__ 4 PP at start, 6 per additional rank

__Descriptor:__ Spiritual 

__Action:__ Reaction  - Attack

__Range:__ Audio Range

__Area:__ Perception Audio 

__Duration:__ Instant 

__Willpower DC Check:__ 16

  • As a reaction attack, those with the power of ‘Dad Joke’ forces all within audible range that can hear and understand the language to take a DC 16 Willpower check or suffer spiritual damage to their toughness.
  • This attack can only be made when the character has made a truly awful joke.

 

———————————————

Damage (1) + Area Perception (2): Audio + Reaction (3) + Alternate Resistance (1) + Limited (-1): To telling jokes = (6)

Quirk (-2): The target must understand the persons language 

———————————————

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u/ThePBG48 — 4 days ago

Developed Sketch and concept of new hero - Teen Might/Mighty Man

So me and a friend have been developing a family of heroes for a while. My friend made the ‘original‘ Mighty Maid/Mighty Mom, and due to a miscommunication I ended up making the design for her daughter: the second Mighty Maid. As we have developed we felt bad for their son/younger brother (a year younger), who story wise was not born with powers like his sister. So we made up some plot where he was thrown into a portal, saving his mother and sister, and in doing so was connected to the realm of positive energy which grants them all their power. As such he becomes… well he tries to use ‘Mighty Man,’ but the media dubs him ‘Teen Might:’ though he grows into the title.

This is just a developed sketch of him.

Any thoughts

u/ThePBG48 — 1 month ago
▲ 23 r/40krpg

Rogue Trader: A group of ship builds

So I’ve been idling my time making a series of ship designs for Rogue Trader. Given how much time it takes to make a ship in RT, I’d felt I would share these as some people may get some use out them.

I’ve got a list of pros and cons on most designs, and some lore. But feel free to chuck the lore out as needed.

**__Name:__** Gilded Vision/Ironside

**__Hull:__** Turbulant Heavy Frigate

**__Roll:__** Ram Ship

**__Speed: __** 7 (5/7)

**__Manoeuvrability:__** +18 (11/23)

**__Detection__**: +15 (20/25)

**__Initiative:__** +2

**__Armour:__** 20 (25) (27 prow)

**__Hull:__** 40

**__Turret:__** 1

**__Weapons__**

  • __Dorsal__ - Sunsear
  • __Dorsal__ - Sunsear

 

**__Crew:__** 100

**__Morale:__** 97

**__SP:__** (50)

  • Turbulent Hull (42)

  • Jovian Pattern Class 8.1 Drive (1)

  • Excess Void Armour (2)

  • Additional armour (2)

  • Reinforced Prow (1)

  • Poor Single Repulsor Array (-1)

  • Titan forge Lance (2) 

  • Sunsear Laser Battery (1)

**__Features/Complications__**

  • __Fiery Temperament:__ +2 Power
  • __Antiquated Communication:__ -5 Command tests
  • __Salvaged from a Space Hulk:__ +1 Armour, +1 Speed; +3 Manoeuvrability. However you roll twice on your misfortunes. 
  • __Wrothful:__ +1 Speed and +7 Manoeuvrability in combat, -1 speed and -5 detection and manoeuvrability outside of combat.

 

**__Space__**: 42/42

Total: (29)

Jovian Pattern Class 8.1 Drive (11)

Miloslav H-616.b Warp Engine (10)

Poor Single Repulsor Array (2)

Armoured Bridge (2)

Vitae Pattern Life Sustainer (2)

Voidsmen Quarters (2)

Total: (8)

Titan forge Lance (4)

Sunsear Laser Battery (4)

Total: (5)

Reinforced Prow (2)

Excess Void Amour (2)

Additional armour plating  (1)

**__Power__** 44+2 (46)/46

Total:  (31)

Miloslav H-616.b Warp Engine (8)

Emergency Geller Field (2)

Poor Single Repulsor Array (6)

Armoured Bridge (2)

Vitae Pattern Life Sustainer (4)

Voidsmen Quarters (3)

Ultimo Array Array (6)

Total ((15))

Good Titan forge Lance (9)

Sunsear Laser Battery (6)

**__Effects__**

  • __Jovian Pattern Class 8.1 Drive__
    • Reliable Construction: If this component becomes damaged, depressurised or suffers a critical hit (including a 4 or 6 result on the critical hit chart), roll a 1D10. On a 4 or higher the effect is ignored.

     

  • __Miloslav Warp Engine__
    • Reduce the duration of warp travel by half. However roll for a warp travel encounter every 3 days rather than 5. ‘L
  • __Poor Single Repulsor Array__
    • The ship does not suffer penalties to manoeuvre actions while moving through ive rings, plasma clouds, or other celestial phenomenon
    • -3 Morale

     

  • __Emergency Geller Field__
    • If you unexpectedly enter the warp roll 1d10 and on a 3+ the field activates
  • __Ultimo Array__
    • +10 detection
    • +15 detection to pick up ships on silent running
    • +5 for other ships ballistic skill to hit this ship.
  • __Armoured Bridge__
    • If this component becomes damaged, depressurised or suffers a critical hit (including a 4 or 6 result on the critical hit chart), roll a 1D10. On a 4 or higher the effect is ignored.

     

  • __Additional Armour plating__
    • Increase armour by +1, decrease manoeuvrability by -2.

     

  • __Excess Void Armour__
    • Increase the vessels armour by +3 but reduce its speed by -2 and manoeuvrability by -3
  • __Reinforced Prow__
    • Gain +2 armour to your front arc, and deal an additional 1d5 damage when ramming.

**__Lore:__** The return of Jytinne Kerrel to Footfall was one of fanfare and fear. Great gashes in the once golden hull of the Kerrel flagships, and the trailing tentacle of the Void Kraken, severed bellow the joint, yet still latched to its bow, acted as a visual reminder to all of the unseen dangers which waited within the furthest reaches of the expanse: the cursed edges of the galaxy - The Rifts of Hecaton.

Yet the former Cartel of Hecaton Barterlady wasted no time in explanations, nor did she make any rational as she marched into  Magos Kimura shipyards. “Give me armour!” She cried as her fingers turned white agaibst the Kabasilica’s pet heretek’s desk:. And when asked by what she meant, and how much she wanted, the Rogue laughed and simply said. “Yes!” With her now trademark maddening grin.

Decks were torn up, and once golden halls of the greatest finery were cast down, as rows of Adamantine plate were bolted to the ‘Gilded Visions’ hull.  The former jewel of the Kerrel crown was remade into a cold grey thing, remade by her steadily maddening captain, as she fuels her vendetta against the Expanses unseen sharks of the void: no matter its misfortune.

**__Pros:__** So this began first as a attempt to see if I could offset the issues of ‘Excess Void Armour’ from lure to the void, by placing it on a faster chassis: and then it turned into the ultimate ramming machine. With 25 armour, (27 on the prow), and a ram damage of 27+1D10+1D5, it in no way spikes as high as a cruiser with armoured prow and power ram (4d10 plus armour), but with a martial manoeuvring of +22 it stands that it has a slight better chance of hitting the enemy then most other raming designs.

From there it evolved into a ship for a littile known Rogue Trader from the Koronus bestiary, with its armour making it great against void krakens, which made me think of it as a living harpoon. Add in that it has so much armour and the fact most ships can get three to maybe 4 degrees of success in void combat on a hit, most enemies struggle to deal danage above 25, it makes the Ultimo array pretty useful, as that +5 may help a additional hit but it most likely won’t do much unless it’s a crit. Also it helps grant a +35 to +40 to use augury to detect ships on silent running: which is super useful against void krakens which gets -30 to -50 to silent running.

**__Cons:__** It’s a meme ship, it’s built for combat and littile else. It was made to see how much armour you can get on a ship, and I will say it came out alright, but it would likely serve better as a craft for a NPC, than players. It is also mildly easier to hit with a +5 to all ballistic skill tests made against it

————————————————————————

**__Name:__** His Most Profitable Enterprise

**__Hull:__** Endeavour Light Cruiser 

**__SP total:__** (72)

**__Speed:__** 6 (5)

**__Manoeuvrability:__** +12 (7) (+12 to avoid Steller phenomenon)

**__Detection:__** +15 (28)

**__Initiative:__** +2

**__Armour:__** 20

**__Hull:__** 60

**__Turret:__** 2

**__Weapons__**

  • 1 Prow: Voss Torpedo Bay
  • 1 Prow Titan forge lance 
  • 1 Port Sunsear Battety
  • 1 Starboard Sunsear battery

 

**__Crew:__** 100

**__Morale:__** 100

**__SP:__** (72)

Endeavour Light Cruiser (57)

Thulian Research Vessel (1)

Damage Control Systems (1)

Total (3)

Jovian Class 4.5 (2)

Good quality voidsmen quarter’s (1)

Total (4)

Titan Forge Lance (2)

Sundsear Battery  (1)

Sunsear Battery  (1)

Total (6)

Luxury Passenger Quarters (1)

Cargo Hold and Lighter Bay (1)

Medicare Deck (1)

Observation Dome (1)

Trophy Room (1) 

Teleportarium (1)

**__Effects__**

  • __Pre-Installed Prow Voss torpedo bay__
  • __Thulian exploration vessel__
    • Explorator Augury +10 to detection and 50 achievement points towards exploration 
    • Ancient tech vault: May equip one Archeotech component 
    • Rerouted power: Reduce speed by 1 and manoeuvrability by -5

  

**__Space:__ 58/58

  • __Essential: ((35))__

    • Jovian Class 4.5 (14)
    • Miloslav (10)
    • Exploration Bridge (2)
    • Repulsor Field (1) 
    • Good Voidsmen Quaters (3)
    • Vitiate Patterm (5)
  • __Weapons ((16))__

    • Star breaker lance (4)
    • Sunsear Las Broadside (6)  
    • Sunsear Las Broadside (6)

      

  • __Supplemental ((7))__

    • Luxury Passenger Quarters (1)
    • Medicare Deck (1)
    • Cargo Hold and Lighter Bay (2)
    • ObservationDome (1)
    • Trophy Room (1)
    • Teleportarium (1)

**__Power 65 (65/64)__**

  • __Essential: ((33))__

    • Miloslav (10)
    • Emergency Geller Field (2)
    • Repulsor Field (6)
    • Exploration Bridge (4)
    • Good Voidsmen Quaters (2)
    • Clemency Life Sustainers (5)
    • R-50 Auspex Multi Band (4)
  • __Weapons ((25))__

    • Voss Torpedo Bay (1)
    • Star breaker lance (6)
    • Sunsear Las Broadside (9)  
    • Sunsear Las Broadside (9)

      

  • __Supplemental ((6))__

    • Luxury Passenger Quarters (2)
    • Medicare Deck (1)
    • Cargo Hold and Lighter Bay (1)
    • Trophy Room (1)
    • Tekeportarium (1)

**__Upgrades__**

  • Damage Control Systems

 

**__Effects__**

  • __Superior Damage Control__
    • Crew population loss from decompression is lowered to 1d5.
    • Firefighting attempts on the vessel are a (+0) command test
    • And if performing isolated extended repairs gain +10.

      

  • __Miloslav Warp Drive__
    • Halve time in warp travel
    • Revive warp encounters every 3 rather than 5 days

     

  • __Emergency Geller Field__
    • If you unexpectedly enter the warp roll 1d10 and on a 3+ the field activates
  • __Exploration Bridge__
    • +5 detection 
    • 50 achievement points towards exploration objectives

     

  • __Clemency life sustainers__
    • Increase morale by 1
    • Decrease crew loss from depressurisation by 4 to 0
  • __R-50 Auspex Multi Band:__
    • +5 to manoeuvre tests to avoid Steller phenomenom. -2 to ship detection 
    • 50 points towards exploration objective

     

  • __Luxury Passenger Quarters__
    • 100 achievements towards Trade, Criminal or Creed objectives 
    • -3 morale

     

  • __Observation Dome__
    • 50 exploration achievement points
    • +1 morale

     

  • __Cargo Hold and Lighter Bay__
    • 50 trade or criminal achievement points
    • -3 to manoeuvrability

      

  • __Medicare Deck__
    • +20 to madicate tests and you can treat a number of patients equal to 3 times the characters intelligence bonus

     

  • __Trophy Room__
    • 50 Achievement Points towards Trade, Criminal or Exploitation
  • __Teleportarium__
    • You can Teleport 
    • +20 to hit and run and boarding actions

**__Achievement Points__**

  • 250 Exploration 
  • 200 Trade
  • 200 Criminal
  • 100 Creed

**__Lore:__** Twenty years ago the Dobar of Roaris, Tanak Valcetti af Ixaniad revived a prophecy from his dynasties chief Astropath. A prophecy of a doom which would befall his world. Ever an optimist Dobar sold what he could and had been steadily making his way towards the galactic rim to find his people a new home and hope.

His most Profitable Endeavour is that hope. A formal naval vessel rebuilt by the Tech Priests of Mars. The cost of which was astronomical, and  which had dangerously strained his house and its fortunes: however in the galaxy there is no finer exploration vessel. The ship is quite young by Imperial standards being laid down only two hundred years ago, and as such its purchase was something of a scandal, still it’s refit completed it set out to the Koronus expanse to bring the Emperors light to the far flung world, and rebuild its great dynasty.

Dobar Valcetti is notably caring of his ship and his crew, a true gentlemen explorer and fierce supporter of the Ecclesiarchy, having invested in personal cabins for its crew and missionaries, the greatest of safety features, and even with the opulent living standards of his family, who travels with him in their own apartments, strife between officers and the lay workers in non-existent. He has made great strides in exploiting the expanse, system by system. A normal endeavour which would overly tax any Rogue Trader, but with the ships great cogitator array and sensory equipment it can sort through data to find any profit, in any system.

**__Pros:__** So this vessel began as an experiment to see just how many exploration objective points you could cram onto a vessel. Turns out it’s 250, well 300 if I could squeeze best quality stae charts onto the vessel. However what it changed into is a parody of the Starship Enterprise, being the ultimate explorer. 

I know not everyone plays with achievement points, but honestly exploration is often slept on. Most exploration endeavours are quite low and are often complimentary to other things the party are doing: as such it’s a silent money maker to just work away in the background. 

Tactically the dual prow front the endeavour has grants good flexibility, and long range potential. Though I may want rebuild this on a Secutor class, as I feel that fits better. 

Also to note, the danage control upgrade is just good.

**__Cons:__** It’s very very expensive. You either have to max out ship points through warrant creation, or roll for 70 ship points and one player plays a Rogue Trader Homeworld. It’s also a bit sad you cannot get more than 250/300 exploration achievements points. I also wish I could squeeze a librarian vault for thematics, or best quality stae charts, for that final 50 exploration points: but that is not a major issue. 

Also that -2 to detection from  the R-50 Auspex just clips the craft getting a +3 to initiative   

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u/ThePBG48 — 2 months ago

Rogue Trader (OC): Or how I started a war!

So in a old Rogue Trader game, me and some friends happened to stumble onto a small isolated human space empire, with our first interactions quickly devolving into a measuring conquest as they jump additional ships in to deal with this unknown threat. And the very first thing the the enemy admiral thought he could do was lay down the law and try and intimidate me, the Rogue Trader. Baring in mind they had all frigates and we had a grand cruiser.

Suffice to say, politics broke down pretty quickly.

u/ThePBG48 — 2 months ago
▲ 15 r/40krpg

Give me your Koronus Expanse theories!

I’m doing some world building for my version of the Koronus Expanse, but I’m interested to get an outside take of the wild frontier.

What are your takes on the lore you know of, or fun worlds you have built?

For example

- What do you feel the Processional of the Dammed is really?

- Is there a connection between the Yu Vath, the Rak’Gol or Egarian’s?

- Who is Kunrad Val?

- Did anyone ever see the Silver Ship in their campaign?

- Does Sarvus Trask ever get his grand fleet?

These are just spitball ideas I know from the old fantasy flight lore, but does anyone have any ideas for these and the many other plot threads that exist?

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u/ThePBG48 — 2 months ago

Game idea: Administratum

So a papers please style game where you play Adminustratum clerk, pushing papers and making seemingly minute decisions at your sector capital. Your job is just to review and stamp documents but you have an access to records, law treaties and can pour through a libary and archives of the sector to help make an informed decision. You can even discover misplaced documents and requests centuries old and approve or disprove them… or hide requests in the same way you find them.

However as the game goes on your seemingly tiny decisions lead to major consequence across the sector , like approving food exports to a starving world overstrains the sectors food production. While passing out intel to Inquisitors leads nobles hunting you, or that one helpful book which has all the answers for the best outcome being a chaos artifact.

Endings could range from you learning to much and straining a sanity meter and going mad; you could fall to chaos; doing favours for nobles could get you promoted; or hell you could wind up a planetary Governor of your own backwater by manipulating the system for you. Hell if things go badly your decisions could lead to planetary revolt with you being killed; or if you fail to affect any change you due and are turned into the same type of servo skull you use to collect data throughout the game.

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u/ThePBG48 — 2 months ago

Superstar - Ask Me Anything

I made this of a poll on another site, over which one of my characters people wanted to ask questions. I plan to do a follow up piece with Superstar answering those questions at some point.

u/ThePBG48 — 2 months ago

F-22 Raptor

I always felt the jet fighter in the fire book was a tiny bit undercooked. so I had a go at making my own version.

I am not used to posting up my Mutants and Madtermind designs here, so feedback would be appreciated.

Cost: 36 Equipment Advantage or 175  points and 4 features - Total of 40 points

Size: Gargantuan 

Strength: 12

Toughness: 10

Defense: 18

Flight: 10 - 4 Miles per Turn/1,500 (2000) Mph

Features

  • Navigation Systems: Grants a +5 Bonus to navigation tests
  • Ejector Seat: When the craft is destroyed the pilot can safely eject
  • Radio: The craft has a built in radio
  • IFF: The Raptor and allied units broadcast a IFF, an Identify Friend Foe system: as such they can differentiate between allied units and designate unknown ones as enemies.

 

Powers: 

  • Pressurised Cockpit
    • Descriptor: Electronic 
    • Range: Self
    • Action: Permanent 
    • Duration: Permanent 
    • The Raptor has a pressurised and heated cockpit and while still somewhat cold, protects the user from the extreme temperatures of the exterior.
    • The user of the craft is immune to suffocation from high altitude flight and the cold which results from such high conditions.

EMP Shielding

  • Descriptor: Electronic 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent

 

Through careful construction and electronic insulation, the Raptor is immune  to EMP effects 

TAG Sensor

  • Descriptor: Electronic 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • Range: 100,000 feet or 18.9 miles
  • This sense can detect if an opponent has been tagged by a laser designator. 
  • This sense is accurate out to 100,000 feet 18.9 miles before suffering a -1 to targeting
  • This sense is linked to the Missile and bomb weapons and provides a +4 to weapon attack checks if the target is tagged.

 

Radar

  • Descriptor: Electronic 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • Range: 1,000,000 feet or 189.9 miles
  • The Radar sense is a radius range effect out to 1,000,000 feet or 189.9 miles before it suffers a -1 to Perception. 
  • The range of the horizon at cruising altitude is 250 miles, to bypass the limit of the horizon,  the Raptor has penetrate concealment sense, and can shoot over the horizon.
  • However the penetrate concealment cannot penetrate sufficiently dense or radar absorbing materials like lead or most of the surface.
  • Targets spotted by this sense are accurate and may be targeted by sense weapons.

IFF

  • Descriptor: Electronics 
  • Range: Self
  • Duration: Permanent 
  • The IFF awareness can pick up Freindly units broadcasting a IFF: this aids in preventing Freindly fire at extreme range.

 

ECM

  • Descriptor: Electronics 
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • The Raptor is concealed against visual senses of Radar and infared systems and is concealed against heat senses. 
  • The raptor gains a +4 to stealth checks vs technological sensors

 

ECCM

  • Descriptor: Electronics
  • Range: Self
  • Action: Free - Skill Check
  • Duration: Permanent 
  • The Raptor can counter the effects of concealment against radar senses. But the pilot must make a DC: 11 Technology Skill check.

Flare System

  • Descriptor: Electronics
  • Range: Self
  • Action: Permanent 
  • Duration: Permanent 
  • As an action the Raptor can detect incoming projectiles with the homing quality which can give off a heat signature (like missiles). The raptor can roll a d10 and on a 11 or higher the immunity to Homing attacks activates, on a 10 or lower it fails, and the weapon can make an attack roll.
  • The Flare System is Noticeable

Missile

  • Descriptor: Explosive 
  • Range: Perception - Radar
  • Action: Standard - Attack
  • Blast: 480 feet radius
  • Damage: 11
  • Dodge/Toughness DC: 26
  • If the opponent is concealed from radar or heat the attack can still be made with a -5 circumstance modifier to its attack check, and does not gain homing.
  • The missile attack has a homing level of (6), allowing for a reroll on a failed attack every turn for 6 turns - 1 minute. The homing attack tracks via heat so can be negated by concealment visual infrared.
  • The attack has the unreliable modifier, inferring a combined limit of 8 missiles or bombs. If the GM is willing the craft may mount more bombs or missiles externally to the craft, negating the ammo limit, but this leaves it vulnerable quality. Halving its Dodge from 18 to 14.  Or the user can spend a hero point to replenish their ammo.

 

Bombs

  • Descriptor: Explosive 
  • Range: Perception - Radar
  • Action: Standard - Attack
  • Blast: 1920 feet radius
  • Damage: 12
  • Dodge/Toughness DC: 27
    • These attacks are inaccurate and suffer a -4 to hit.
    • The attack has the unreliable modifier, inferring a combined limit of 8 missiles or bombs. If the GM is willing the craft may mount more missiles and bombs externally to the craft, negating the ammo limit, but this leaves it vulnerable quality. Halving its Dodge from 18 to 14.

  

Auto Cannons

  • Descriptor: Ballistic  
  • Range: 400/800/1,600 feet
  • Action: Standard - Attack 
  • Damage: 6
  • Toughness DC: 21
  • This attack has Multi-Attack

 

Points

Total: (180) or (36 points) + 4 Features 

Features (4)

  • Navigation Systems: +5 to  navigate
  • Ejector Seat
  • Radio 
  • IFF: Identify Friend Foe Device

 

Size: Gargantuan (4)

  • Strength: 12 - 12
  • Toughness: 11 - 10
  • Defence: -4 - 18

Flight (20) 

4 miles per second/1,500 to 2000 mph

Toughness (-1)

Defense: (12)

Form: ((35))

Powers : ((155))

Immunity (4)

Suffocation (1)

Cold (1)

EMP (2)

Radar Sensor (12)

Awareness (1): Heat

Range (1)

Radius (1)

Accurate (2)

Extended (5)

Penetrates concealment (4)

Quirk (-1): -5 to detect hunan sized targets 

Quirk (-1): Cannot penetrate deep items like lead 

Tag Sensor (10)

Detect (1): Tagged

Range (1)

Accurate (2)

Extended (3)

Accurate (2)

IFF (1)

Awareness (1): IFF

ECCM (1)

Counter Concealment (2) x1  ‎ = 2 

Skill Check (-1): Tech Use

ECM (10)

 Concealment (2) x4 ‎ = 8

Heat Senses  2

Radar 2

Visual Infrared 4

Enhanced Stealth (1) - Limited to technology (-1) = 2pp x2 = (2)

Flare System (2)

Immunity (1): Homing - Unreliable (-1): Tech Use = 2pp x3 = (3)

Noticable (-1)

Heat Seeking Missile  (82)

Perception Range Damage (3) + area  (1) + extended (4) - Unreliable (-1) = (7) x11 ‎ = 77

Heat tracking 

Homing (6) - 1 Minute

Has 8 missiles or bombs 

Multi Bomb (1) Alt

Perception Range Damage (3) + Area (6) - Limited (-1): Ground  - Unreliable (-1) = (7) x12 = (84) - Inaccurate (-2) = (82)

Has 8 missiles or bombs 

Auto Cannon (21)

Blast (2) + Mukti Attack (1) = (3) x6 = (18)

Extended Range (4)

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u/ThePBG48 — 3 months ago
▲ 8 r/40krpg

Rogue Trader: A question about components?

Hey. I’m just curious about what are some interesting ship components in the Fantasy Flight Rogue Trader TTRPG, that people feel don’t get enough love?

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u/ThePBG48 — 3 months ago

Hero Concept: Lonestar

I recently created this new hero as a NPC for my mutants and mastermind campaign: and am including him in my Suoerhero setting.

he is a bit thin on backstory so I’m looking for ideas.

What I have is that he is the son of two WWII Superhero’s (NPCs in my campaign.) One of whome was a circus pistol trick shooter recruited to fight Nazis, and the other was a Supergirl like heroine.

Lonestar has a pretty broad set of generic powers. Superstrength, some super speed, flight, high durability and is pretty talented with a pistol (think revolver ocelot but using super hearing to target people).

He is also a pretty old hero, who first began superheroing back in the 1960s, and has kept up heroing ever since. While now almost 80, his decelerated aging makes him seem still be in his 30s to 40s.

He owns a ranch, loves horses… though cannot ride them, as he is way to heavy (just under 800lbs: he’s talk at about 6’8, though I’m still deciding).

Personality wise is he is kinda meant to fly in the face of the idea: ‘you live king enough to become the villain.’ He is still honest, humble and heroic, even after 80 years fighting, and everyone around him either dying or just moving away (he loses his dad on the Korean War and his mum is arrested for a accident which she submits too. Honestly like his mum he very much respects the rule of law… hence the cowboy theme: though it’s more spirit of the law rather than letter.

He also tends to treat every woman he meets with the utmost kindness, and tends to call everyone sir or madam. After all ’mana told me ta never to hit a lady.’ He has been married once to a ordinary women who past away decades ago and despite his powers there was nothing he could do.

He also has a lasso and while powered does lack any super powered range options and relies on his pistol or flicking or throwing objects.

One extra eccentricity is his ‘sidekick’ and longest running Freind: a literal Pegasus which he either stole/rustled from a Greek god… or was gifte. I’m still undecided: but yes there is a certain level of redundancy that he can fly and rides a flying horse.

Anyway, any ideas, questions or thoughts would be appreciated

u/ThePBG48 — 3 months ago

One of my Russian heroes. Krasnaya is a fourth generation meta human with a very convoluted family history. Great grand daughter and grand daughter to two of the greatest heroes in the Soviet Union, and grand daughter of one of the most powerful American heroes through a star crossed forbidden love story.

Her grandmother went on the run after her and Krasnaya‘s great grandfather backed the wrong side in a meta human coup near the end of the Soviet Union (leading to both her great grand father and grand fathers death.) With Krasnaya and her mother raised on the edge of Russian society in Siberia in hiding.

A generation removed from the trauma of the coup, Krasnaya grew up on stories of her grand parents and great grandfather and was inspired to become a globe trotting hero.

Best described as Superman levels of altruism keyed to “I do what I want attitude.” And what she eats to do is save your arse!

Powers include Superstrength, flight, durability furled by kinetic and energy absorption, so she metabolises everything from a punch to the face to sunlight. Her body converts most of this energy into thermal waste which Shexan use to superheat her body.

Setting wise she is the fastest flyer in my setting as she grew up trying to outrun her mother to get out and see the world.

Her hair is also next to indestructible.

u/ThePBG48 — 4 months ago