j o i n i n g
|Interesting in getting involved in The Unbound?
While we still it our set up phase, we recommend that you join the Facebook group where we will be posting regular updates. Once you're certain that you would like to take part, send an email to firstname.lastname@example.org - make sure you let us know which aspect(s) of the game you would like to play in (tabletop RP, LARP, wargaming).
For roleplayers, make sure you let us know whether there is an existing team you would like to join, or if you're joining as an individual. Tabletop play requires being part of a team, so if you're a individual, we'll help you find a compatible group. If you only want to play the LARP games, then being an individual is fine.
Wargamers will need to let us know which army you would like to play. If you're not already an existing Warhammer 40,000 player, we can provide Imperial Guard, Space Marine & Inquisition armies for you to play with. Adversary forces such as Chaos, Orks, etc may also be available for first time players depending on how our numbers go.
|The primary focus of the roleplaying aspect of the game will be Rogue Trader crews. A Rogue Trader is an individual given exceptional authority to explore beyond the boundaries of the Imperium of Man, to make war on its enemies and to claim worlds in its name. Rogue Trader dynasties are passed down through bloodlines, some lasting for thousands of years.
Each team will need to elect one player to be the Rogue Trader of their group. From an in-character point of view, this character is in charge, but from an out-of-character point of view, the team makes decisions as a group. The other members of the group will need to select a role from amoung the following to play:
Arch-Militant - A military specialist, usually the most experienced soldier on the ship. The Arch-Militant often acts as a bodyguard for the Rogue Trader.
Astropath Transcendent - A powerful psychic that also acts as the ships primary form of communications with the Imperium through their ability to send messages through the Warp.
Explorator - An individual that has been through extensive cybernetic enhancement because of their faith in the Machine God. They often join crews in order to discover lost technology in the far reaches.
Missionary - A cleric in the church of the God-Emperor. Missionaries are needed on Rogue Trader vessels in order to spread the word of the Emperor to lost human civilisations.
Navigator - Any ship can travel through the Warp, but only those with a Navigator aboard can do so with any degree of safety. Their third eye allows them to chart a course through the Warp.
Seneschal - A consumate trader and diplomat, Seneschals oversee the majority of the Rogue Trader's affairs and act as a go-between for the various areas of the ship's massive crew.
Void-Master - An expert in ship operations, such as piloting and gunnery. A Void-Master often makes the true difference when ships go in to battle with one another.
So including the Rogue Trader, that means that each crew can be up to eight individuals. Smaller groups are perfectly fine, though teams will have to work out which ship roles they are happy to sacrifice. Of course additional players can also be added to the crew as the game progresses. A crew without a role filled by a player is assumed to have that role filled by an NPC instead (ie - a ship could not funciton without a Navigator and no one may want to play one).
Once the group is formed and people have chosen their roles, the designers will organise a character creation day for the group. This will allow the group to make their characters in consultation with one another, forming potential backstory connections. Once that is done, the group will work out the background of their Rogue Trader's Dynasty. Even though this is specific to the Rogue Trader, the whole group is involved in making the relevant decisions. The final step will be to create the group's ship.
|As stated above, the goal is to get all characters for a group designed and created in the group environment so that character decisions can compliment one another and backstories can be twisted together, lending strength to the narrative. With that being said, some players will be quite proficient with the Rogue Trader system and may want to plan their characters out ahead of time. The following creation rules need to be observed in The Unbound:
"Into the Storm" is a legal suppliment for The Unbound and thus the expanded origin path table from that book is being used. Characters can still be created using only the Rogue Trader core book, however there will be fewer options available to them.
A character's path on the origin table must connect normally. However, once an initial path is chosen, the player may elect to change one (and only one) line of the path to a different option. If the player wishes, they do not have to adjust any lines.
Characteristics are generated using the base 25 (with modifiers for origin path) with the player then spending 100 points between all characteristics. No characteristic can be raised by more than 20 at this point in character creation.
Wounds and Fate points are determined by assuming the highest possible rolls on their respective tables. For example, if a character has a toughness of 35 and begins with 2xTB+1d5 wounds, they will start with 11 wounds.
Any insanity or corruption rolls generated during character creation must be rolled and recorded.
Characters begin with the standard 5,000xp (which means they will have 500xp to spend after character creation).
Ork and Kroot characters are not permitted in The Unbound.
Non-Ork or Kroot alternate classes from Into the Storm are allowed, including the three Rank 1 options presented in that suppliment.
The final step of creating a group of characters will be using the origin table to generate the Rogue Trader lineage. This is not to be done by a single player unless they have the permission of the entire group. Normally the choices on this table are supposed to be made by the entire group.