Showing posts with label House Baccahrus. Show all posts
Showing posts with label House Baccahrus. Show all posts

Tuesday, 18 September 2018

The return...

It is the year 101.M42...the Imperium of man is still coming to terms with being rent in twain by the Cicatrix Maledictum, the Great Rift; a chain of Warpstorms that have divided the galaxy into two. In the aptly named "Dark Imperium, beyond the light of the Astronomican, Ultramarines Patriarch and Lord Commander of the dominions of mankind, Roboute Guilliman summoned many notable houses and dynasties of Rogue Traders.  He has sought the aid of these, often maligned and outcast agents of the Imperium to scour the Dark Imperium for new worlds to colonise, new resources to replenish that lost in the recent and very damaging Plague Wars, and to find any assets, hidden technology or wonders that may offer hope to an isolated and endangered humanity...

One such dynasty was House Baccharus...or at least it's scion, Darien Erronius.

Erronius is never seen in public these days and never leaves his vessel; the ancient Adeptus Mechanicus Lathe class cruiser "The Emperor's Bounty". He is considered eccentric at best and as blatantly heretical at worst, but he has a reputation for searching for and rediscovering lost "wonders".  He has frequently disappeared from known space for decades at a time returning with  some remarkable finds, but frequently far less crew...

Regardless of the suspicion that many Imperial Agents may have of him, Guilliman is pragmatic and not averse to allying with "enemies" of the Imperium if he feels it benefits his plans or humanity as a whole. Therefore he dispatches Erronius with his blessing and the promise of support and great rewards, if he is successful.

Never an orthodox commander, Darien collects a crew of varied and disparate individuals, usually indirectly (none will ever have met him in person) many of whom may be of questionable character or conventional "worth" but are now bound together in his service and sets sail for the unknown reaches of space where the Emperor's Light barely shines...

Sunday, 27 May 2012

The journey of the Penance (sessions #8-11)

We'd cut our teeth on seven sessions based upon printed adventures, now it was time for 100% original content. This is where, as a GM I feel much more comfortable; I can write *for* the characters rather than taking something existing and modifying to fit.

And so the Explorers set off aboard the Penance of Iocanthos....or at least they set out in real space to find a suitable Warp jump location.

Now Theata (our PC navigator) had worked out a suitable Warp route from this lost and obscure system back to Port Wander (and had really done extremely well on his roll) so was keyed up to guide the Penance back home. Unfortunately the Penance's Navigators were froma rival family and wouldn't concede control.  Added to this was the fact that they wouldn't/couldn't use Theata's naviational instructions (as shared with the Emperor's Bounty and Majestic Labour)as they were written in his family's language and ciphers. A political game ensued while Darien was finding similar issues with the crew accepting him, in particular the High Factorum showed him thinly veiled loathing. Only Mord appeared to be accepted "off the bat", having worked with the crew on the Penance's emergeancy repairs and gaining respect from his knowledge and success in assisting them. The charm and negotiation skills of the players eventually won the day in respect of the Navigators and they were eventually underway with Theata as temporary Warp Guide.

After their translation into the Warp the Captain organised a grand formal dinner to officially welcome Darien's party. It was a good opportunity to showcase the key NPCs aboard the ship and it culminated with the sharing of a "Cup of friendship" - apparently a standing tradition aboard. Everything went fine until Darien took the cup and drank.  Immediately he began to hallucinate or (as he thought at the time) see clearly for once, and fled screaming from the scene, followed by Lomar and Mord.

Darien was eventually cornered and subdued by Lomar who was able to identify the symptoms of Black Janix Venom (see Dark Heresy Games Master's kit for details). Mord was then able to analyse the poison in Darien's system and fabricate an antidote.

While Darien was resting in the infirmary the missionary Sister they had brought from the Majestic Labour found the data slate Darien had been working on and saw his "heretical writings" and reported it to the Penance's confessor.  He (Father Nimmo) and the High Factorum raised a squad of armsmen to arrest the "heretic". However Darien was warned of their arrival and he and Mord (who was attending him at the time) fled to the lower decks meanwhile Theata tried to placate the situation by saying that the slate contained encrypted navigational data. Unfortunately he then had to back track as Darien, bless his simple and honest mind, had admitted to writing the symbols.

Darien and Mord were ambushed by the armsmen and officers but Master Erronius was able to reason with the confessor to at least allow him to hear his case. Exceptional sweet talking and an arguement based upon the cryptic nature of the information on the slate won over the Father (to the High Facotorum's chagrin) and the data slate, now sealed in a box warded with purity seals and hexagrams, was returned to Erronius.

After all this Deatrix, the astropath from the Majestic Labour, came to the explorers with details of an astropathic message she had helped to send (as part of the Choir).  The messge wasn't sent by her so she doesn't understand the symbolism used but she *knows* it relates to them. Mord spends the next 40-50 hours trying to crack the code. Mord also conducts some investigations of his own, questioning the servants from the night of the meal and discovering that the cup bearer is missing.  Upon gaining entrance to the crewman's quarters he discovers he has been murdered. An investigation of his room reveals no further details.

Once decoded the Astropathic message seems to implicate Magnus (the ship's High Factorum) and Darien (eventually) has a vague recollection that they met at university and dueled,  Darien easily beating him. The message implies that Magnus has an associate back in the Calixis Sector and that Darien is a mutual enemy...

A further Astropathic message is received, this time intended for Darien himself.  The news is brief but not good, things are not going well back at the Dark Frontier and the suggestion is that someone back in the Imperium is spreading malicious rumours to discredit the house and their business dealings.

Lomar and Mord get to work on further investigations, indentifying the crewman who arranged the sending of the Astropathic message as a Midshipman Oswald.  They interrogate him and he eventually further implicates the High Factorum.

Meanwhile Darien is working to improve morale aboard ship, with some success. But things take a slight shift when He, Mord and Theata seperately recieve visitations from the "ghost" of Vyn. She tells Mord that she remembers him now and that is sorry. She discusses the secrets of the Warp with Darien and tells him she may know someone who can help him in his studies.  Finally she accuses Theata of being the reason she died, she believes he could have saved her.

With the evidence pointing to the High Factorum the Explorers challenge him.  He professes his innocence and demands a duel with Darien in defence of his honour.  It is arranged for the following day.

Most of the ship's officer Cadre assemble to watch the event.  The two unarmoured deulists facing each other in the ritual duelling circle.  Darien with his Powersword, Marcus with his ancestral chainsword.  Marcus lunges, unprofessional and brazen.  Darien feints, strikes and immolates him in a single blow.  A sudden hush decends on the assembled throng.

The Captain was upset about Magnus' death, although she accepts the evidence against him she still blames Darien for his "execution" and avoids him where possible. Scythia (Klyto's apprentice) then took over the role of High Factorum, supported by Darien, further frustrating and annoying the Captain (she basically implied that it could be interpretted as a Baccahrus plot to subvert her ship from her).

An astropathic response to the cryptic message Deatrix intercepted was then recieved.  Mord spent a few days translating it and discoved that it implies that the other party involved is a "Duke T J Newton" who lives on the planet Archaos.

While on board ship Darien also resolved some disputes between the folk they had rescued from the Dark Frontier and are transporting, as passengers, back to Imperial space.  It won him a lot of kudos in both their eyes and those of the Penance's crew.

The ship eventually translated from the Warp - quite far out from the system - so it takes another week or so of real space travel before they arrive in Port Wander. Darien recieves word from his father that he needs to investigate the rumours that are damaging their endeavours - their bondsman on Port Wander, a man by the name of Connery, has been leading the investigation so far.  Coupled with this various minor edicts and bylaws of the Adeptus Mechanicus (essentially red tape) has prevented an Explorator mission from being launched to examine and exploit the Dark Sun.
The crew arrives at the station and the Baccahrus delegation (with the exception of Scythia who begs permission to remain on board the Penance to oversee the repairs and resupply) goes  to the mansion house the dynasty maintains onboard the station.

Theata goes to the "Gilt Processional", the huge market place where anything and everything is sold, and negotiates the purchase of a repository of knowledge about Xeno lore (essentially a
Xenos Librarium ship component (from Rogue Trader: Hostile Aquisitions)) in order to better research details of the Dark Sun.

Mord and Darien go to see the chief Adeptus Mechanicus on the station.  She's very "alien" having heavily modified her form with mechanicus implants and is rumoursed to seek out and horde heretical artefacts, but is popular as she holds open "audiences" with any who wish to recieve her blessings or advice (see Rogue Trader: Into the Storm for details).  Mord explains the situation with progress on the Explorator mission being blocked.  He makes quite and impression and she promises to personally resolve the matter.

On the way back to the mansion Theata is approched by an ink-stained scribe carrying a message for Darien.  He takes the message and heads "home". Likewise en route back to the mansion house Darien and Mord are ambushed by two assailants clad in Samurai-like armour.  Mord spots them and calls out a warning allowing them to react in time but then he runs, heading for home and leaving Darien to his fate. The two attackers ignore the tech-priest and turn on Darien.  The battle drags out - they dodge Darien's blows and he parrying theirs (destroying two of their swords in the process).  The "samurai" then resort to chocking gas bombs (which don't appear to affect them) stunning Darien long enough to grapple him to the ground, eventually rendering him unconcious....

In the meantime Lomar has been making enquiries and has discovered that Magnus was a member of The Machenko Dynasty (see Dark Heresy Main Rule book) a mysterious Great House of the Calixian Nobility. Secondly he discovers that, as suspected, Captain Cobolt is Master of the Penance of Iocanthos but not the owner.  It's unlikely that she had legal title over the ship and couldn't "trade" it to House Baccahrus. He also discovers that the "syndicate" that owns the Penance is "The Fervious Milk and Dairy Farmers Syndicate". Fervious itself is a Feudal World in the Calixis Sector but some still refer to it using it's old name of Vasenrule. The entire population of Fervious inhabits one sprawling shanty city and this has spawned a very violent and callous culture where murder is an accepted form of despatching rivals and as a way gaining wealth and influence (see Dark Heresy: The Inquisitor's Handbook for more details).

So we enter session #12 with the group's Rogue Trader and de facto leader unconscious and possibly a captive of persons unknown, but the main suspects being a Calixian Death Cult in the employ of aggressive dairy farmers...

Friday, 25 May 2012

The changes in Darien

Due to the amount of Insanity points Darien gained during his excursion to the Dark sun and the horrific turn of events, culminating in the death of Vyn I ruled that Darien qualified for one of the elite advances mentioned in "Into the Storm" - "Glimpse from Beyond".  Essentially for 400xp and either 2d10 Insanity or Corruption he gained a unique trait; "Unholy Insight", and access to an extra advance table full of skills and talents relating to forbidden lores and the effects of his "madness" - i.e. psychological Talents like Paranoia & Frenzy.

Cue cryptic whispering, gibbering, and fascination with the unholy xenos and warp. 

The elite advance is tied to a direct event where the character witnesses the "beyond" and thus became unhinged (in this case the alien Yu'vath pictograms that decorated the walls of the maze).  Essentially from this point on Darien has glimpsed “the truth”, in a Cthulhu-mythos sort of sense – safe preconceptions have been stripped away, and what is left is not what was there before. From this point there has been lots of mutterings and scribbling in pads and on data slates as he tries to explain what he has seen and document or reproduce the images. From a meta perspective the player is working towards earning "From Beyond" as he sees that representing the final acceptance of these revelations, and a switch to an alien mindset. 

This should be fun to watch as the defacto leader of our little gang slowly descends to madness...who will he take with him?

Expanding the cast part 1

The second story saw some changes to our regular cast of characters.
First off the chap playing Dungoof felt that he couldn't see a long term future in playing an Ork. Essentially he felt that he couldn't be consistantly "orky" enough and felt restricted in social situations (particularly as we play a very social and interaction heavy game). However the character concept, and the fact that he's a significant character on board was not something I wanted to lose. Plus the rest of the players were very keen on his effect in social scenes - in their opinions it made it more challenging and more interesting. Added to that the PC, and particularly the way the player ran him was just plain fun.
The player had an idea for an Explorator Tech-Priest, which was very cool and would fill what had become a very obvious "skill gap" in the group (Tech-use) so we agreed that he would "retire" Dungoof to the Bilge decks.  Essentially the Ork is still aboard, Twist catching and scum hunting but that way the player got to play a character he found easier to run and, if the mood takes or the scenario requires it (as it has done since) he can pick up Dungoof again. Just one of the advantages of playing with a huge ship of potential characters.
The tech-priest in question is Enginseer Desmond Mord, the Omnissian Congregator aboard the Majestic Labour. A specialist in Servitors and Cogitators Mord is a radical free-thinker who had to flee the Calixis Sector after accusations of tech-heresy after daring to create and invent unsanctioned technologies.  He arranged to be smuggled out of the sector and was able to secure a post on the Labour through Bo'sun Tanda, who was from the same Forge World and ran with the same street gangs in his youth.

The second change was that we gained a fifth player. However due to work and family commitments he wouldn't necessarily be able to play regularly.  With this in mind we created the Untouchable Arch-militant character of Rahip Lomar.

Rahip was born and brought up on the Calixian Death World of Zel Secundus. There he learnt to hunt and defend himself, becoming an accomplished sniper. He was spotted and recruited to a specialist Imperial Guard unit: Major Thomas Baker-Street's Irregulars where he also met the young penal soldier Vyn Tanda. He served quietly and obediantly, but his Untouchable nature kept him alienated from his colleagues. However after a disaterous run in with a group of Eldar both he and Tanda met and were eventually recruited by Lord-Captain Baccahrus.

Baccahrus recognised his Untouchable nature and has made great use of his "talent" ever since, tutoring him in what it means and having him accompany key staff on various missions, delegations or discussions.

On board ship Lomar works to help tend to Baccahrus' collection of beasts, having more of an affinity to them than his fellow man.  He also acts to co-ordinate and manage the Lord-Captain's hunting trips to various feral, feudal and Death worlds to obtain new creatures for the collection.

The final change was the unexpected death of Vyn Tanda.  While the player could have burnt a Fate point to survive she decided she'd rather try a different character and so created an Astopath; Deatrix Castella.  An accomplished swordswoman and psyker she is constantly accompanied by a large wolf. Due to work commitments unfortunately she hasn't had much chance to play her yet so she's often encountered as an NPC aboard ship.

The Dark Frontier (sessions #4-7)

So, having finished our first sojourn into Rogue Trader, with no small success the question was "What next?".

The players had focused quite alot on the Halo device and especially keeping it away from the Lord-Captain so it seemed natural to follow that up. Therefore I took advantage of the downloadable scenarios on the Fantasy Flight Games site and decided to run the follow up adventure Dark Frontier.
The Emperor's Bounty was made fit for travel and sent back to Port Wander for refit with a skeleton crew consisting of 50/50 Majestic labour clan-kin crew/Emperor's Bounty survivors.  The remaining survivors of the Bounty were assimilated into the Majestic Labour's crew.

When visiting his father Darien is surprised to find the Halo device there, even after he'd organised to have it sent into a star.  At first he thinks it could be a second one but there's no doubt, somehow it has found it's way back on board, and the captain is jealously guarding it.
After the Bounty leaves the Labour attempts to translate to the Warp but something goes horribly wrong. The ship is ripped through the Warp, the hull rends and buckles and the vessel careers way off course.  When they eventually come to rest in real space again Theata places them somewhere in the Ragged Worlds.

They soon learn that their drives are locked and that they are trapped in the system.  However investigations soon identify the only stellar body is an artificial "dark star" orbitted by a single moon and a debris field of previous victims.

Darien & Co are sent to the moon to make contact with the apparently human inhabitants and are able to negotiate with their leader, while the Captain sends the ship's Confessor, Brother Namahs, to open a dialogue with the religious sect that is resident in the debris field.

The Explorers' negotiations reveal that in exchange for passage off the moon for those who want it the settlement are willing to offer up the weapon they have prepared to break the dark sun's hold on the Labour.  They have the warhead of a Vortex Torpeado, but no reliable way to get it to the Xeno world's surface.  Darien agrees to help but upon return to the Majestic labour he discovers that things haven't progressed so well with the religious zealots of the other community. Brother Namahs believes that a potential opportunity resides with the captain of a merchant vessel which is also locked here, and is currently allied with the religious "Brotherhood". Darien is dispatched again to try to negotiate with her.

The captain's name is Lynara Cobolt and she comes across as a pious servant of the Emperor. She offers to help with the plans to escape and to act as a liason with the Brotherhood but what she asks in return is membership in the Rogue Trader Dynasty, Darien immediately assumes this means marriage...

The next session of play began with our "heroes" in a conference room aboard the Majestic Labour updating the Lord-Captain with details of recent events.  A new player character, Enginseer Mord, was introduced as the ship's chief Tech Priest, Magos Ectris, had delegated him to attend in his place (something the captain considered a major snub). The Captain seemed inclined to make Captain Cobolt his "next" wife and requested that she be brought onboard. The meeting was then interrupted by a delegation from House X'an Tai (the Navigator house that Theata belongs to) summoning the Carto-Artificer to his presence of his uncle, the ship's Warp Guide.

The Chief Navigator seems exceedingly frustrated, to the point of appearing somewhat manic, at the prospect of being Warp locked for much longer. He charges Theata with getting them out of there with all due haste.

Cobolt arrived with a small (armed) delegation, a discussion ensued in the hold where she'd landed which revealed the presence of Xenos on board - which in turn lead to to Captain Baccahrus telling her what he thought of her prudish, ignorant ways, and her leaving in haste.

The players then tried to alleviate matters but attempts at negotiation seemed to be stonewalled.

It is about then that Chief Bosun Tanda comes up with a plan - they will stage a fake coup on board the Majestic Labour - using doctored audio files and a staged battle against twists, mutants and bilge scum "recruited" by the Twist Catcher, Dungoof. Erronius will contact Capt. Cobolt and explain that he, and some loyal followers, are over throwing the Xenos-loving Captain but that they need her assistance. The staged battle will take place once she arrives on board with reinforcements, a bunch of badly armed muties etc will be killed for effect, meanwhile Theata will "gain command" of the bridge.

The players decide to take the plan to the Captain (and Klyto) and manage to sell it to them. All goes as planned, Tanda and Erronius fighting alongside Capt. Cobolt in one of the cargo holds as a swarm of twists are essentially executed (having been trapped in the hold by Enginseer Mord). The message soon comes through that the bridge is theirs and the Lord-Captain is dead - Erronius drops to one knee and asks for Lynara Cobolt's hand in marriage - she accepts.

The following session was the execution of the plan.  Darien piloted the Labour's Guncutter to the surface of the dark sun, accompanied by Theata, Vyn, Mord, Lomar (another new player character) and some ratings and servitors to manage the Vortex warhead. Meanwhile the Majestioc Labour and Cobolt's ship; The Penance of Iocanthos, will engage the alien "Void Wasps" that attack any ships that approach the xenos world.

Thanks largely to Darien's piloting skills they get down to the alien world's surface and disembark, heading to a very visable "node tower" - the theory being that if they cn knockl one of the nodes out the field holding the ships will be broken).

On the way they had to pass through a maze decorated with xeno pictograms and warp infused hieroglyphs.  The starnge sigils and symbols overwhelemed Darien, basically leaving him a  gibbering wreck for the remains of the game (poor guy failed every WP roll he had to make.  The Trauma meant that he could have acted but teh player was absent that day so for expediency I just had him panic & fret and act as a distraction and further complication to the others)

The tower was guarded by a series of formidable xeno constructs - the last of which resulted in an epic battle that almost killed both Mord & Theata. Bo'sun Tanda had a plan to distract it by placing herself in harm's way - which worked - too well. Vyn dies trying to save her friends.

It appears that the Halo device found it's way to the planet's surface and was the cause of the problems, finding it's way to the "altar" in teh central chamber of the tower. Mord sets the Vortex Warhead to detonate and they get out of there as quickly as they can.

We then jump to a few days after the misson to the "Alien world". Mord & Theata are out of the infirmary and Darien has spent most of the time under heavy sedation.

The Lord-Captain summons Darien, Theta and Mord for "brunch" as he wants to brief them before the arrival of Captain Cobolt from the Penance of Iocanthos.

He explains the events that transpired while they were on their expidition:

The battle lasted for just over four hours

The Void Wasps were persistant and quite deadly, they hit the Penance of Iocanthos a LOT but weren't so successful against the Majestic Labour.  The captain decided to raise the alien "ghost field" rather than it's void shields - making it much harder to hit but leaving it exposed to damage if shots connected. Essentially the Xenos craft were skilled but didn't hit very hard. Some were damaged but none of the alien ships were lost until the Vortex warhead blew up the tower. The Majestic Labour ended up firing four salvos of torpeados leaving it's magazine depleted by half. The Penance did not fare as well. While it's armour resisted the majority of damage the sheer number of hits it suffered meant that critical hits kept penetrating. First it's crew compartments were holed then it lost sensors (having to fire blind for the rest of the conflict as the tech-priests tried and consistantly failed to get them back on line.). Essentially unable to move or see the Wasps hit it again and again...thrusters were damaged, then it's Munitorium caught fire. The fire teams summoned by the Captain soon lost control of the blaze, causing a chain reaction which blew the stores (and a large section of ship), the fire spreading on to the ship's impressive Temple Shrine. Still the fire teams couldn't subdue the flames and they wrencked the shrine, then went on to damage one of the Cargo holds before spreading to the second (and final) hold. Mercifully it was at this point that the Void Wasps were destroyed so no further damage was sustained. Captain Cobolt had to take the emergency measure of venting the 2nd Hold to the Void to save it - at the cost of those souls still working within. Once the battle was concluded and the dead counted the losses suffered on board caused a mutiny to break out against the Captain.....which she eventually subdued....leaving the Penance in a precarious position....

During the mutiny Lynara contacted the Majesic Labour to beseech Darien for aid (as she had helped him previously) but got the Captain instead - destroying the ruse about his death. She has since cut communications until requesting a meeting later that day.

Through it all Darien seems dazed, befuddled, amnesiac and somewhat obsessed with a data slate, upon which he is attempting to draw and replicate the xeno pictograms that decorated the alien world.  

Mord discovers that Tanda's body is currently being kept "on ice" and he and Darien go to pay their respects. Theata returns to the cartography chambers to continue work to determine a safe warp route to and from this system.

Lynara arrives to be met by the command crew, Theata & Mord. Darien is late and has to be escorted to the meeting by the ascerbic Ms Scythia, Klyto's apprentice/assistant.. Lynara has arrived without entourage and seems somewhat humbled since their last dealings with her. The Lord-Captain takes everyone off to a reception room to discuss matters. Captain Cobolt still wants to join the dynasty (the suggestion being that she's quite prepared to lay aside her piety for profit) and Darien's father considers the Penance, albeit damaged, to still be a worthwhile prize. So they agree that Darien and Lynara will still be wed. A message arrives that a ship has translated from the Warp into near space and so Darien, Theata and Mord head to the bridge to investigate while the two Captains continue their discussions.

The Majestic Labour's augur array is a standard transport system so it can't get detail on the new ship that now rests near the other side of the Xeno world but they are able to identify that it is an Astartes Gladius class Frigate - a Space Marine multi-role ship.... It doesn't hail them, launches no shuttle craft, in fact it just appears to sit there... A tense waiting game ensues. Darien, Theata and the Lord-Captain are all keen to not "wake the carnosaur" - especially considering the xeno crew and technology on the ship. Lynara returns to the Penance to do the same. Darien splits his time either on watch on the bridge or in the ship's observation dome, still making his notes and drawings. After about 14 hours the Astartes ship jumps into the Warp again, disappearing as quickly as it arrived....

Mord is summoned by Magos Ectris, the senior tech-priest on the vessel, who asks for copies of all recording and research he has made relating to the Xeno constructs. Mord hands them over and asks the tech priest for advice - he wants to find a way that he can remove the "weakness" of his human emotions as the death of Vyn is distressing him greatly. The Magos is encouraged to hear this and says that he will give Mord some papres containing methods he can study involving procedures and tech-rituals he might use to exorcise such weaknesses.

Darien and the Captain discuss what to do next and agree that this system could hold potential profit - a tech-priest explorator mission to the xeno world, potential "cold trade" in alien artefacts, salvaging the vessel debris and setting up a small but longer term colony on the moon.  However the Penance needs repair, and the Lord-Captain wants to solidify the alliance so that they hold proper title on the ship. Therefore they agree that while the Majestic Labour remains in system to oversee the opening of "trade channels", Darien and a had picked staff will board the Penance and acompany her back to dock for repairs.  In this way they hope to:
  • Restore morale on the ship - or at least prevent another mutiny
  • Protect their new "investment"
  • Take back the colonists and brotherhood members who want to return to Imperial space
  • Arrange and conduct the wedding of Darien & Lynara
Baccahrus snr. dispatches Mord to oversee the emergency repairs to the Penance - a task that he conducts to such success that all the damaged systems are brought back online - leaving only the hull damage to be remedied.

Further preparations are made (these & repairs taking about two weeks in all) and a "delegation" selected:
  • Darien
  • Theata
  • Mord 
  • Lomar (sent by the Lord-Captain as his eyes & ears)
  • Ms Scythia (sent by Klyto)
  • Sister Litilia (a novice sister, selcted by Brother Namahs at the behest of Darien, considering the "pious" nature of the crew and Brotherhood)
  • An Astropath (so Darien has a "reliable" means to contact the Majestic if needs be)
  • A staff of sundry servants, maids, pages, clerks and assistants.
...all ready for session #7....

Thursday, 24 May 2012

Klyto, High Factorum of the Majestic Labour

In the last post I waffled on about creating memorable NPCs so I thought I'd post an example of one of the charactesr who inhabits the Majestc Labour.

When it was clear non of the players were intending to run a Senschal I thought it would be worthwhile to have an interesting character as the High Factorum.  To create him I used the modified Origin path from Into the Storm.  Just glancing over it I came across the Unnatural Origin - "False Man" entry. Now I'd already established in my mind that our captain is a Xenophile and that he's had multiple dealings with alien races.  He keeps a menagerie of alien flora and fauna and the ship is kitted out to host aliens ads well as containing Xenos components.  My mind then flicked back to the Stryxis and their "meat" - how they can even vat grow humanoids to order....What if our captain felt he needed a completely trust worthy major domo to handle his affairs, someone "perfect" for the job?  There were elements in the Imperium who would consider some of his activities "radical" at best and highly heretical at worst, it would be difficult to recruit a suitable candidate (perhaps he's tried in the past and had to have them "removed"...), so why not create one? He'd had no qualms about giving a detailed specification to the Stryxis and ordering a unique and capable "piece of meat". Thus Klyto began to take shape as a concept.
I wracked my head for comparable "major domo" characters in fiction, someone I could parody or act as a touch stone to help the players lock on to the concept. I'd already got Brian Blessed as my captain so his work in Flash Gordon was fresh in my mind - immediately I thought of Ming the Merciless' right hand man; Klytus.  The imagery of the mysterious masked and robed figure with the sarcastic and ascerbic wit was ideal.  The name was tweaked to reflect the origin and our High Factorum was "born".

As Klyto has only once removed his mask in the presence of the players (Session #18) his origin and nature was maintained as a mystery until then. All the players really knew was that he had the complete trust of the Captain and he seemed to openly dislike and try to inhibit, put down and back bite Darien. He even openly used Dungoff's complete lack of subtly and deciet to get full details of the Explorer's activities, rewarding him with "shiny" Ork weapons and trinkets. He's also alluded to Darien being the latest in a line of heirs, all of which have met with gruesome ends until now.  

Klyto generally acts dismissvely towards the players, unless he can use or exploit them (in the case of Dungoff) or has to deal with them as part of his duties (Darien). In those cases he is critical, condescending and sarcastic.  In short he's great fun to play :)


Klyto, False Man and High Factorum and Master of Whispers aboard the Majestic labour

Profile
WS 30 BS 40 S 27 T 30 Ag 38 Int 48 Per 40 WP 46 Fel 34
Movement: 3/6/9/18
Wounds: 10
Corruption Points:0
Insanity Points: 11
Skills:Awareness, Barter, Commerce, Common Lore (Underworld), Deceive, Evaluate, Forbidden Lore (Archeotech), Inquiry, Literacy, Navigation (), Pilot (), Speak Language (Low Gothic, Ship Dialect, Trader's Cant), Trade (Voidfarer)
Talents: Basic Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Pistol Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Ambidextrous, Autosanguine, Chem Geld, Rival (Rogue Trader, Nobility)
Traits: Charmed, Ill-omened, Void Accustomed, Loyalty, Seeker of Lore,
Role: High Factotum

Tuesday, 22 May 2012

Setting sail - the first story arc

When we started I was very familiar with the mechanics of the game but still wasn't sure whether Rogue Trader would "fit" our group and play style (little did I realise...).  So to break us in gently I decided to run "The Forsaken Bounty" the Free RP Day 2010 offering from FFG (and available for download here).
Essentially the Lord-Captain had a drunken scheme to recover a Mechanicus Lathe class cruiser, The Emperor's Bounty from the sprawling wastes of wreckage known as the Battleground. To this end he had, through shadowy means, discovered the ship's location and negotiated salvage rights, with the caveat that a Baccahrus be the first one to step aboard the wreck. Obviously actually leaving the comfort of the Majestic Labour and confronting any potential risk is not to our Captain's liking so he charges his heir, young Darien to take a group aboard the wreck.
Thus Darien, his trusted confident Theata, the "muscle" in the form of Vyn & Dungoof and a few expendable Ratings venture forth.
Darien pilots their Guncutter through the debris field to the wreck, sustaining some minor damage en route, and with much faux pomp and ceremony eventually boards the vessel.
(Something you will come to learn about our Darien is that he is, well frankly, a bit of a fop and very very theatrical and flambouyant - even as he turns a shade darker in character...)
The party board and begin their efforts to re-establish power, heading to the bridge....Now although the scenario is freely available for download I think I ought to slap SPOILER ALERT over the following....


SPOILER ALERT

There. Carry on reading at your peril.

Anyhow they make their way through the ship, finding that the previous crew appears to have been suddenly and completely wiped out at their stations, until they enter the bridge itself and discover evidence of a skirmish.  It appears that the Captain laid down his life in protection of the ship and that the Navigator's corpse is sat upon the ship's control throne.  But then, Emperor save us, the Navigator rears up, alive and somehow bonded to an alien device which is covering his third (Warp) eye.  Shocking eh?
Our valient heroes, and the Ork, discover that they cannot pepentrate the force field he is projecting and soon decide discretion is the better part of valour, especially as he starts using unholy Warp power to animate a load of the crew memeber corpses to attack our players.
Once the Explorers our able to catch their breath they theorise, correctly, that if they can get the ship's Gellar field back online then they can cut off some of the Navigator's power. They head back through the ship to do just that, encountering repeated resistance from the Warp puppet zombies on the way.
They also discover an enclave on still living crew who are not Warp tainted and who go on to explain what occured aboard the ship (I'll leave you to read up on that on the official .pdf - can't spoil everything...consider it homework) and the noble Darien charms them on side, supported by some fearsome intimidation from the Bo'sun,,,
With the assistance of the crew remnant the Explorers are able to locate the core cogitator and convince it to initialise the Gellar field.  This was mostly done by Theata feeding lines to Darien - a "maneouvre" which we have since seem time and again, often with quite amusing results.
The Gellar field engaged the players started the trek back to the bridge and a final confrontation with the corrupt Navigator. Zombies hampered their progress and they lost some of their ratings in skirmishes but they finally returned to the bridge, bursting in from a side access panel.
Dungoof rushed at the Navigator whilst Darien, Theata and Vyn engaged the swarms of Warp Puppets defending him.
The Ork traded blows and was holding good account of himself but was suffering under the Warp powered attacks of the villain. Darien could see the greenskin faltering and lept to his side, slicing his powersword down in an arc to immolate the possessed navigator.  The flailing, burning body lashed out, setting Darien alight, who paniced and ran around shouting "This is real Xeno hide!  Father will kill me!" Dungoof was beside himself, having had his "kill stolen", Theata was finding the entire scene extremely amusing and Vyn was left to try to put him out.
The Navigator defeated, the Warp puppets collapsed, lifeless corpses once more. The interference that had cut the Explorers off from the Majestic Labourr was lifted and salvage work could commence.
However, Darien and Theata guessed (Theata had Forbbiden Lore: Xenos +10 at this point) that the "thing" attached to the Navigator's head (which had fallen from his corpse) was a fabled Halo Device - exactly the sort of Xeno tech that the Lord-Captain would love to get his hands on.  They therefore agreed that this was the last thing they wanted to happen and so Darien arranged that in all the hubbub of the salvage mission he would personally place the device in a shuttle craft and send it into the nearest star.
The Explorers were eventually welcomed back aboard the Majestic Labour with all pomp and ceremony (you can see where Darien get's it from...) including a rousing rendition of the Emperor's March by "Jonas" the captains favourite music servitor (it was one of a set of three but the other two were destroyed in various fits of temper by the Captain).

All in all that took three sessions to play out and served to help us establish the groundwork for the tone of the game moving forwards.  Early on there was a feeling of dark humour threaded through the grim darkness and horror, a tone which has continued throughout the campaign.  The game was starting to find it's voice, but there were a few changes to come first...

A not so noble crew?

So we had our Lord-Captain and a faithful, if quirky, ship.  What was needed now was a crew...

At the time I had four players all of which I'd run Dark Heresy for at one time or another and all of which had a decent understanding of the setting. A good start.
So we put our heads together and came up with the following:
Darien Erronius - a "Rogue Trader" and the recently appointed heir of our Lord-Captain.  Up until recently Darien had lived on the planet of Archaos in the Calixis Sector (the regional setting for Dark Heresy) a young nobleman living the high life in the upper spire. Not overly furnished in the brain department he'd managed to bumble through the Higher Schola (university) mostly through his athletic pursuits and being a member, and champion of the Schola Fencing team.  An accomplished duelist he'd made his fair share of friends and enemies and in mysterious circumstances (the tale changes each time he tells it - in a similar vein to his father) he lost his arm and now sports a beautiful bionic replacement. He begins the campaign as the Majestic's First Officer.
Theata Xan'thai  - a Navigator from a nomadic house, Theata is driven by wanderlust to travel the Void.  When the young and impressionable Darien first joined the crew Theata immediately befirended him and took him under his wing, teaching him about ship board life and acting in many respects as his Major Domo.  Rapid paralells were drawn between Blackadder and Prince George in Blackadder III... On board ship Theata fulfils the role of Carto-artificer.

Vyn Tanda - An Arch-militant with a shady past, Vyn was the ship's dual chainsword weilding Chief Bo'sun.  She hailed from a Forge world but  the stuffy, ordered life under the rule of the Adeptus Mechanicus was not for her and she "fell off the rails" taking to the Void and having a number of ruin ins with the law.  She eventually ended up in the army, possibly a penal unit, where she was eventually recruited by the Lord-Captain and given charge of discipline aboard the Majestic - the old adage of "use a thief to catch a thief" applies...

Finally we had Dungoof an Ork Freebooter.  The Lord-Captain's passion for all things Xenos was well known amongst the crew but the most visible evidence of it was the Ork Twist Catcher, a Runtherd by the name of Dungoof or was considered cowardly by his clan and driven out, ending up in the Captain's service, cleansing teh bilge decks of vermin and mutants.

A good ship

The Majestic Labour - "Flag ship" of the eventual fleet of House Baccharus

The "first of many vessels" according to Master Baccharus, the Majestic Labour was originally a refinery vessel which was later converted into a pilgrim transport.  How the family obtained the ship is veiled in the same mystery as the cause of the Master's exile, and depending on the day, time, master's mood and most recent drink, the tale he tells will vary.  Suffice it to say that since obtaining the ship a number of "personal alterations" have been made.

Her crew numbers in the region of 20,000 and consists mostly of a "Kin-brotherhood" of bonded Voidsmen, fanatically loyal to the Master and who consider the ship in the same way as many would view their homeworld. In all likelihood they were resident upon the ship before the Master first received his Warrant.

The Master's connections and "passions" have led to a number of more unorthodox alterations to the ship.  Firstly there are a number of cabins and decks configured especially to the needs of a variety of Xenos species.  While this can be of benefit for hosting alien personages such "intimacy" with the abhorrent non-human is regarded as a sin my the more "mainstream" Imperial citizen and is often a source of some contention, even with the Clan-kin crew.

Secondly the Master has been able to aquire an enhanced alien defence grid, increasing the quality of the ship's defensive turrets and most astonishingly an alien "Ghost Field" generator.  While this cannot be used at the same time as the vessel's Void shields it does confound the augur arrays of other vessels, allowing the Majestic Labour to evade many a pursuer.  That said some say it's very presence onboard invites damnation upon the entire crew...

Another mystery surronding the ship is how the master was able to convince the ship's Magos to install and maintain all manner of Xenotech.  Perhaps part of the answer lies in the magnificent observation dome that sits amidships on the vessel's spine.  While arguably the most pleasent part of the ship for dirt dwelling visitors the grand vistas provided have frequently helped the crew to locate new opportunities for exploration and profit. Such activity seems to be relished by the ship's ancient machine spirit, the sensors and augurs seem far more responsive when underway on some endeavour or other but lethargic and sluggish when not.

The ship has retained it's ample cargo hold, which is of particular use on those rare occasions she is carrying legal cargo. Most of the ships general systems (life support, sensors, void shields & Gellar field etc) are standard for a transport of her size, but her engines are somewhat oversized, giving her a good dose of power and a bit more speed than a similar sized bulk transport.  Her hull is armoured inside and out and or defence she bears a Voss configuration torpeado tube in the prow, capable of launching a salvo of two torpeados in quick usccession, suitable for defence against pirates and raiders (or naval customs ships and overly curious Inquisitors...).

Majestic Labour     
JERICHO Class Pilgrim Vessel (Transport)
SHIELDS     Single Void Shield  
ARMOUR        13
HULL INTEGRITY      53       
SPEED     4
TURRET RATING      3
MANOEUVRABILITY  -9    
DETECTION    5
SPACE AVAILABLE     45
SPACE Left Over      0
POWER AVAILABLE:    40
POWER USED          39
Weapon Capacity         Prow, Port, Starboard
Skill Test Modifiers: Tech-Use Repair Ship/Emergency Repairs -10, CMD/Hit&Run (Def) 5, CMD/Boarding Action (Def) 5, Forbidden lore (Xenos) -10, Charm/Inquiry Tests w\Xenos in Ship's Xenos Habitat +10,
Crew Disposition:   Fanatical
Crew Quality  Competent (30) 
Crew Max    100% 
Morale Max  98%  
Normal Operations (Morale)  
        
Achievement Bonuses    
Achievement Bonuses: Trade + 175  Explore + 50      
    
Essential Components    
Lathe Pattern, 2a Drive (Transport) , Strelov 1 Warp Engine (T,R,F) , Gellar Field, Commerce Bridge (T), M-1.r Life Sustainer (+1 Morale Loss) , Clan-Kin Quarters (All morale loss reduced by 1, minimum 1), M-100 Auger Array
 
Supplemental Components    
Main Cargo Hold, Reinforced Interior Bulkheads, Armour Plating, Observation Dome, Micro Laser Defense Grid (Xenotech), Ghost Field (Xenotech) (Enemy is -20 to  to hit, -30 w/lance; -30 on Hit&Run attacks), Xenos Habitats x1 (Hurts Morale),     
    
Complications / Past Histories    
Adventurous,  Xenophilous     
    
Weapons    
Voss Pattern Torpedo Tubes (1)  [Strength: 2, Damage:2d10+14, Crit Rating: 10, Range: 60]  Location:PROW    

The noble Lord Baccharus

"Even when relatively sober the Lord-Captain never speaks of exactly why the Warrant of Trade was granted. What we do know is that it was given to him to remove his presence from the Calixis Sector.  Although he may look like he is of declining years he is truly even older than he seems, I know that. The Warrant has been his for over a century and I believe he had been in the service of the Emperor for many years before that.
I think he took the Warrant as an alternative to execution, either public, or possibly more likely at the end of an assassin's blade.  Suffice it to say that in his own words he has never looked back.
The Halo Stars have been profitable for him and early on he found both suitable trading partners in a Merchant house of some repute and a steady, if illegal, source of income in finding and "importing" ancient and rare Xenos artefacts.  His passion for all things alien has been of value to our endeavours thus far but he has been ever careful to stay one step ahead of the Imperial authorities.  Keeping a low profile has rendered our Warrant almost unknown to those we do not wish to notice us, but to those who are aware we are considered a force of potential, to monitor and watch for.  All in all both an advantageous and risky position in which to dwell..."

Master Brion Baccahrus
Profile

WS 41
BS 36
S 36
T 55
Ag 39
Int 45
Per 41
WP 43
Fel 56

Movement: 3/6/9/18
Wounds: 16
Corruption Points:5
Insanity Points: 0

Skills:Awareness, Barter, Blather, Carouse, Charm +10, Ciphers (Rogue Trader), Command +10, Commerce, Common Lore (Imperial Navy, Imperium, Koronus Expanse, Rogue Traders), Deceive, Dodge, Evaluate, Forbidden Lore (Xenos -5), Gamble, Inquiry, Literacy +10, Performer (Dancer, Singer, Storyteller), Scholastic Lore (Astromancy, Bureaucracy, Imperial Warrants), Scrutiny, Secret Tongue (Rogue Trader), Speak Language (Eldar, High Gothic, Low Gothic, Trader's Cant), Tech-Use, Trade (Voidfarer)
Talents: Pistol Weapon Training (Las, Launcher, Melta, Plasma, SP, Bolt), Melee Weapon Training (Primitive, Chain, Shock, Power), Paranoia, Decadence, Air of Authority, Resistance (Fear), Touched by the fates, Ambidextrous, Jaded, Dark Soul
Traits: Brook no insult, Exceptional Leader,