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Rogue Trader - Career Classes

 
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Montresor
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PostPosted: Sun Nov 01, 2009 9:51 am    Post subject: Rogue Trader - Career Classes Reply with quote

Rogue Trader is a game set within the Warhammer 40,000 universe, and represents the progression of the Dark Heresy system (based off the WFRP rules). Players take on the roles of a Rogue Trader and the key members of their crew/retinue. Most of the game is set within the Koronus Expanse, a largely unexplored, fearful, and mysterious sector of the galaxy.

The game offers eight distinct classes to choose from. Although it is possible for the GM to create their own classes, or allow things to be playable from outside of the book, this will not be the case here. The main reason for this is that I am running the game because it will not tax my free time. The rules will not be posted on this site, so it is adviseable that players seek copies of their own.

Those who wish to play who are not familiar with the Warhammer 40,000 universe should first become acquainted with the setting. 40k is highly detailed and unique, and to give anything more but the briefest of background details would be a huge task. Fortunately, there are a number of online resources available for the uninitiated.

What follows are very brief summaries of the eight career classes.
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Montresor
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PostPosted: Sun Nov 01, 2009 10:00 am    Post subject: Reply with quote

Rogue Trader


The Rogue Trader holds a Sacred Warrant of Trade, authority from Holy Terra or a sector governor to lawfully travel beyond the borders of the Imperium of Man and expand Humanit's domains. Warrants of Trade are rarely issued, and are often ancient documents handed down generationally in great dynasties.

The Rogue Trader posseses a star ship capable of Warp travel - the vessel itself is often thousands of years old, and is crewed by men and women numbering in the thousands. Rogue Traders are free to conduct their business as they see fit in uncharted regions - establishing colonies, opening trade lanes, cornering rare markets, and exploring lost or undiscovered regions. They command enormous respect and, as long as they do not engage in heresy or traffick alien artefacts, they can often get away with almost anything.

Rogue Traders specialise in command skills, knowledge, and some weapons. Their appearances vary though, as many wish to inspire the grandeur of their office, they often dress in formal naval attire.
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Montresor
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PostPosted: Sun Nov 01, 2009 10:11 am    Post subject: Reply with quote

Arch-Militant


The Imperium of Man and the space beyond it is locked in almost continuous warfare. The armies of the Imperium tirelessly seek to eradicate the xenos which constantly harass it, their mere existence a threat to humanity. Insidious forces gnaw at the heart of reality and sometimes unleash unholy legions on paths of slaughter and conquest.

Many men and women have found profit out of the necessity of war. The Arch-Militant represents a warrior reaching the pinnacle of their abilities, a seasoned veteran of numerous battles. Often drawn from the ex-Guardsmen, the Arch-Militant may just as easily be a private soldier, a dissafected noble seeking martial glory, or a bounty hunter making murder and justice their masters.

Arch-Militants are highly proficient in a great many forms of combat and weapons. Most likely the most skilled soldier aboard a star ship, it would not be uncommon to see them leading boarding actions, or punitive expeditions to the surface of a planet.
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PostPosted: Sun Nov 01, 2009 10:20 am    Post subject: Reply with quote

Astropath Transcendent


Powerful psykers who have had their souls scoured clean by the "searing purity of the Emperor's beneficence". They are blinded by the experience, and often lose one or two of their other senses (their sight is 'restored', though it is unnatural; their attunement with the Warpm allows them to perceive their surroundings in mostly physical terms).

Astropaths are primarily used to communicate across the galaxy by projecting their voices into the Warp, as part of a 'choir' of telepaths. Aboard a ship, their services are invaluable. They have a wide range of psychic abilities, which are generally broader than the Navigators (too many options for me to list).

All psykers within the Imperium invite the dangers of the Immaterium when they use their powers, potentially eroding the fabric of the universe and unleashing nightmarish beings who desire humanity's corruption.
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PostPosted: Sun Nov 01, 2009 10:29 am    Post subject: Reply with quote

Navigator


Usually members of Navigator houses, these psykers are often of noble lineage. Via genetic mutations (and, often, inbreeding) or latent psychic potential, the Navigators have developed a third eye which can see directly into the horrifying maelstrom of the Immaterium. It is through their efforts that ships can enter the Warp and travel vast distances in comparatively short spaces of time, as they can perceive a multitude of future possibilities, anolmalies, and detect the guiding light of the God Emperor (the Astronomicon). A Navigator's psychic powers are far more focussed than an Astropath's, and they are able to more easily reach mastery of their talents.

Navigators, perhaps more so than any other psyker, are estranged from mainstream society. They hold great influence, though they can be horrifying to behold. Indeed, any mortal who gazes into their third eye could be sent insane from seeing into the Warp, or have their souls stripped bare.
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PostPosted: Sun Nov 01, 2009 10:42 am    Post subject: Reply with quote

Explorator


Bionically augmented Tech Priests on a mission from the Adeptis Mechanicus, Explorators are tasked with furthering the eims of the Machine Cult of Mars, and advancing the cause of the Imperium. Their primary purpose is as an explorer, investigating the forbidden artefacts of alien cultures, catalogueing new life forms, and helping to appease the machine spirits.

Explorators possess great knowledge on matters often deemed heresy, as well as enormous technical expertise, and have the the ability to fend for themselves in battle.
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PostPosted: Sun Nov 01, 2009 11:04 am    Post subject: Reply with quote

Missionary


An adept of the Ecclesiarchy, Missionarus Galaxia division, these men and women are tasked with re-uniting (or introducing) those human civilisations beyond the periphery of the Imperium of Man, with the True Faith of the God-Emperor of Mankind. Chosen for their doctrinal knowlegde, independance, and sopjistication of intellect, missionaries must either be extraodinarily devout or simply good at fooling their superiors.

Although often liberal in their acceptance of heretical faiths (so that they can twist them to attune with the Imperial Truth), Missionaries must also be expert at recognising the taint of the Ruinous Powers. Dark heresies and transgressions from the Immeterium must be rooted out and exterminated.

Missionaries are knowledgeable, capable of winning people over, and competent in battle.
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"Yes," I said, "for the love of God!" - Edgar Allan Poe, The Cask of Amontillado.



Last edited by Montresor on Sun Nov 01, 2009 11:13 am; edited 1 time in total
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PostPosted: Sun Nov 01, 2009 11:12 am    Post subject: Reply with quote

Seneschal

The Seneschal is a trusted Factor or agent within the House of the Rogue Trader's dynasty. These agents are accustomed to working on the daily finances and administration of the dynasty's affairs, and often take a hands-on approach to official matters. A mix of a scribe, scholar, accountant, assasin, and spy, the Seneschal is a highly influential and talented individual.

Seneschals have a great many contacts are remain well-informed on sectro-wide events and business. Sometimes the power behind the throne of the Rogue Trader, Seneschals can be dangerous people. Deeply knowledgeable, adept financiers, and highly-skilled at subterfuge, the Seneschal is a class of many talents.
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PostPosted: Sun Nov 01, 2009 11:22 am    Post subject: Reply with quote

Void-Master


A catch-all phrase for a man or a woman who has risen to command a section or function of a star ship, it is not uncommon for Void-Masters to have lived most of their lives on board a vessel. Often proficient in the maintenance and running of various elements of the ship, they have risen to command by virtue of their nobility or their talents.

Noone understands the ship as deeply as a Void-Master, and life in space has made their confidence grow and fears vanish. People of respect and, sometimes, fear, the Void-Master can often command more real adoration than the Rogue Trader himself.

Their roles and appearances vary greatly. One may be in command of gunnery, another in command of the stores. Some dress like naval officers, while others are indistinguishable from bilge-scum.
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"Yes," I said, "for the love of God!" - Edgar Allan Poe, The Cask of Amontillado.

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PostPosted: Mon Nov 02, 2009 5:06 pm    Post subject: Reply with quote

Player Careers:

Andrea Chan-Gauthier - Seneschal
Dorian - Rogue Trader
Drak-Kung - Arch-Militant
Ezra - Explorator
Praetus - Navigator
Stonemagnet - Void-Master (Ship's Gunnery Officer)
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