Warhammer 40K PnP RPGs - Anyone Interested?
Moderator: Thanas
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Damn, I quite liked the idea, I had restructured my ship to be an escort (aka better privateering vessel) for the larger one.
I will start looking at my options again then
If you can't tell I think building is as much fun as playing
I will start looking at my options again then
If you can't tell I think building is as much fun as playing
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
- Soontir C'boath
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
All right, knocking off five on each... My willpower is actually still fine as I gained 3 from the ascension package and 3 from home world making it 41.Serafina wrote:That's because RT-characters generally start with higher attributes. They start with 25 and then add a die roll of 2D10. Or else they start with 25 and add point buy with 100 points.Soontir C'boath wrote:I thought point buy started at at a base of 25? You made it 20.
DH-chars start with 20 (some 15 or 25 depending on home world) and then add a die roll of 2D10. Hence they alternatively start with 20 and add point buy with 100 points.
Otherwise, a fresh DH-character with point buy would have effectively spent 45 extra points and would be much more powerful if created with point buy rather than normally.
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
Re: Warhammer 40K PnP RPGs - Anyone Interested?
I wouldn't like a two-ship party right at the beginning either, mostly because the ship is pretty much the only thing binding the group together now.
And i am apparently as ill as i was told, given that i made another error. Well, at least i am getting better and here is my (hopefully finally final) character:
And i am apparently as ill as i was told, given that i made another error. Well, at least i am getting better and here is my (hopefully finally final) character:
I will send Zinegata the details so that he can check them.WS 40 BS 50 S T 40 Ag 43 Int 40 Per 30 Wil 52 Fel 40
Wounds: 23 Fate Points: 3
Movement: 4/8/12/24
Insanity: 18 Corruption: 3
Skills: Awareness +20, Climb, Tech-Use, Trade (Copyist), Performer (Singer)
Knowledge Skills: Common Lore +20 (Imperial Creed), Scholastic Lore (Tactica Imperialis), Speak Language (High Gothic, Low Gothic), Literarcy
Paragon Skills:
Talents: Ambidexterous, Blademaster, Blind Fighting, Cleanse and Purify, Combat Master, Crack Shot, Crushing Blow, Die Hard, Duty onto Death, Fearless, Hatred (Deamons, Hatred), Jaded, Lightning Attack, Mighty Shot, Rapid Reaction, Rapid Reload, Step Aside, Sound Constution 9
Weapon Talents: Basic Weapon Training (Bolt, Flame, Laser, Primive), Melee Weapon Training (Primive), Pistol Traiming (Laser, Primitive)
Faith Talents: Pure Faith, Blessed Radiance, Purge the Unclean, Wrath of the Righteous,
Paragon Talents: Mental Aegis, Heroic Leadership
Influence Talents: Peer (Ecclesarchy, Inquisition, Military)
Traits: Indomnitable Will of the Inquisition
Psy Powers:
Divination: Dowsing
Minor: Healer, Resist Possession, Sense Presence
Weapons:
Ryza-Pattern Storm Bolter (90m; S/2/4; 1D10+7 X; Pen. 4; Clip 60, Reload Full) with Recoil Glove
Exterminator (20m; S/-/-; 1D10+6 E; Pen 3; Clip 1; Reload 2 Full; Flame)
Best-Quality Force Sword (1D10+10 R; Pen 3; Balanced, Psi-Weapon, Sanctified, +10 WS)
Frag Grenade (18m; 2D10 X; Pen 0; Blast 5)
Krak Grenade (18m; 3D10+4 X; Pen 6)
Armour:
Sororitas-pattern Power Armour (7 AP; Auspex, Dark Sight, Flash-compensator, micro-bead, +10 Strenght, Enviornmental Seal)
Equipment:
Charm, Standard of Holy Wrath (Fear Rating 1), Inquisitorial Rosette, 2 Clips Inferno Bolts, 2 Exterminators, 3 Frag/3Krak Grenades
Unfortunately, it isn't - to buy the talents, you need 40 WP BEFORE taking an ascension package.All right, knocking off five on each... My willpower is actually still fine as I gained 3 from the ascension package and 3 from home world making it 41.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
I actually think that it makes more sense for a pirate captain to go with a smaller ship or a pair of raiders, on performs hit and runs aiming to take down the void shields and the other mounts heavy guns, takes the rear of a larger ship, and blasts away in the blindspot. Mind you with the horrifically bad space combat rules in RT smaller ships have no real role because if you have a fleet of one million smaller ships that only have one lance shot each you can never hurt anything with purely weapons fire as those shots would all be stopped by void shields. Frankly that is retarded and void shields should either work like armor, act as an ablative system that needs to be repaired once you drop them, or should simply cover a great number of shots but only regenerate on that ships turn not for each ship firing.
Then we get to the party divide which really seems to be one player dividing the rest, it isn't even so much the character but the person playing that character. A radical inquisitor would be a joy to have, but a puritan just doesn't fit our group and we've only had a single player asking other players to change anything just so she can have more power and be more in charge. In short she's being very passive aggressive.
As a counter point I offer up everybody else trying to please her while still staying true to our vision of things. Our captain is an easy enough fellow to get along with, same with our BT marine, the other two SM players seem willing to work with the rest, and our storm trooper also seems willing to just play, my psyker is much the same and is loyal to his ship and his captain. Our Inquisitor is the only one who's saying that she refuses to work with anything that has Xeno tech and trying to force us to change around what we want to play while being inflexible with her own character. I vote cut the rot and the game will be better for it, the Dark Angles SM will replace her as our motivating force and having SM of two chapters aboard could still provide enough tension to play off of.
Then we get to the party divide which really seems to be one player dividing the rest, it isn't even so much the character but the person playing that character. A radical inquisitor would be a joy to have, but a puritan just doesn't fit our group and we've only had a single player asking other players to change anything just so she can have more power and be more in charge. In short she's being very passive aggressive.
As a counter point I offer up everybody else trying to please her while still staying true to our vision of things. Our captain is an easy enough fellow to get along with, same with our BT marine, the other two SM players seem willing to work with the rest, and our storm trooper also seems willing to just play, my psyker is much the same and is loyal to his ship and his captain. Our Inquisitor is the only one who's saying that she refuses to work with anything that has Xeno tech and trying to force us to change around what we want to play while being inflexible with her own character. I vote cut the rot and the game will be better for it, the Dark Angles SM will replace her as our motivating force and having SM of two chapters aboard could still provide enough tension to play off of.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
This is absolutely, horribly wrong.I actually think that it makes more sense for a pirate captain to go with a smaller ship or a pair of raiders, on performs hit and runs aiming to take down the void shields and the other mounts heavy guns, takes the rear of a larger ship, and blasts away in the blindspot. Mind you with the horrifically bad space combat rules in RT smaller ships have no real role because if you have a fleet of one million smaller ships that only have one lance shot each you can never hurt anything with purely weapons fire as those shots would all be stopped by void shields. Frankly that is retarded and void shields should either work like armor, act as an ablative system that needs to be repaired once you drop them, or should simply cover a great number of shots but only regenerate on that ships turn not for each ship firing.
Yes, you can not blast a battleship to pieces just by getting into it's back. At least not with a single ship. That's also the case in fluff and the Battlefleet Gothic rules. That's why you need multiple ships to do it. A squadron of three frigates can easily do it with topedoes which ignore void shields. Not that it matters, since we are very unlikely to run into anything larger than a battlecruiser for a long, long time.
Either way, starting with multiple ships is probably not a good idea. First of all, that would break the ship point system - either we effectively get double points or that our ships are just plain horribly underequipped. Second of all, i would prefer it if our group is on the same ship so that they have something in common. And it also works better with the game mechanics - it's better to have multiple characters on a ship.
That's why i have been voting for a light cruiser all along. It fit's your taste for fast raiders and is sufficiently large and powerful to operate on it's own. But ONLY if you get it some decent speed. If you want to raid other light ships, you need it to avoid getting outmaneuvered. If you want to fight larger ships, you need it in order to outmaneuver them.
And yet you did not only want to ignore all speed upgrades, but actually reduce the speed.
I actually do not care much for the way the ship would handle. Wether you want a fast raider or a tough bruiser doesn't matter to me. But the way you described your ship (a fast raider), you made all the wrong choices.
And if you think it's agressive to point that out, that's your problem.
No, we haven't.Then we get to the party divide which really seems to be one player dividing the rest, it isn't even so much the character but the person playing that character. A radical inquisitor would be a joy to have, but a puritan just doesn't fit our group and we've only had a single player asking other players to change anything just so she can have more power and be more in charge. In short she's being very passive aggressive.
You are also telling me how i should play my character, see the bolded part.
Hey, i am fine with that, i just think that you are hypocritical.
And i won't start running around and executing PCs. My character won't like it when you collect Xeno artifacts and will keep a close eye on you. That's how the character works, and even a radical Inquisitor would be very suspicious when other are doing that without being closely guarded - unless he is so radical that he should have been branded a heretic by his peers long ago. And a radical Inquisitor absolutely doesn't fit the character i want to play. Willing to look away as long as the situation is controllable, yes - willing to embrace the idea or to support it? No.
Point being, you can have your Xeno toys if you want to. Just don't expect that my character is happy about it.
The main reason i opposed "Xenophilious" as a ship trait is that it is a horrible gameplay choice and that it is too obvious for my character or other people to ignore.
And Space Marines, especially from the chapters we have, would not ignore Xeno Tech either. Regardless whether they are Death Watch or not.
As for "grabbing power": Who was the one who said that whoever plays the Rogue Trader get's to decide the fate of the whole group by designing the ship all on his own?
All i have been doing is giving my oppinon on something that affects the whole group. And saying that a particular background is flat-out impossible by the fluff.
But fine, if you do not want me in the group, say so. I just don't see what i have been doing wrong - you apparently do not want me to roleplay my character or to give gameplay advice on things that affect the whole group.
I do not want to disrupt the group. I do not want to dicate to others what they are supposed to do. But i do not see why i can not give my oppinion on things.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Except the torpedo rules weren't available at release and RT's combat system is still shit regardless. Why can't I target your external systems if I so chose? Why can't I get your back, wear down your rear shields and cripple your main drive with called shots? Why do void shields need to recover for each combatant? None of it makes sense and the rules should have been written by somebody with an eye for game design and realism. I'm not even asking for a proper 3d modeling of space combat or dealing with the fact that ships don't have a set speed limit, I'm just asking fro rules that work the way you'd want to play.Serafina wrote:This is absolutely, horribly wrong.I actually think that it makes more sense for a pirate captain to go with a smaller ship or a pair of raiders, on performs hit and runs aiming to take down the void shields and the other mounts heavy guns, takes the rear of a larger ship, and blasts away in the blindspot. Mind you with the horrifically bad space combat rules in RT smaller ships have no real role because if you have a fleet of one million smaller ships that only have one lance shot each you can never hurt anything with purely weapons fire as those shots would all be stopped by void shields. Frankly that is retarded and void shields should either work like armor, act as an ablative system that needs to be repaired once you drop them, or should simply cover a great number of shots but only regenerate on that ships turn not for each ship firing.
Yes, you can not blast a battleship to pieces just by getting into it's back. At least not with a single ship. That's also the case in fluff and the Battlefleet Gothic rules. That's why you need multiple ships to do it. A squadron of three frigates can easily do it with topedoes which ignore void shields. Not that it matters, since we are very unlikely to run into anything larger than a battlecruiser for a long, long time.
Either way, starting with multiple ships is probably not a good idea. First of all, that would break the ship point system - either we effectively get double points or that our ships are just plain horribly underequipped. Second of all, i would prefer it if our group is on the same ship so that they have something in common. And it also works better with the game mechanics - it's better to have multiple characters on a ship.
That's why i have been voting for a light cruiser all along. It fit's your taste for fast raiders and is sufficiently large and powerful to operate on it's own. But ONLY if you get it some decent speed. If you want to raid other light ships, you need it to avoid getting outmaneuvered. If you want to fight larger ships, you need it in order to outmaneuver them.
And yet you did not only want to ignore all speed upgrades, but actually reduce the speed.
I actually do not care much for the way the ship would handle. Wether you want a fast raider or a tough bruiser doesn't matter to me. But the way you described your ship (a fast raider), you made all the wrong choices.
And if you think it's agressive to point that out, that's your problem.
Secondly a pair of raiders bought with 70 ship points would kick ass and we could do that by dropping each of influence and profit factor by 5 points. With the increased ability to take prizes and capture ships we would make that up in no time. As for having more characters per ship, that only works to a point, after that you end up with people doing little to aid the space combat and wishing we could just skip that part. With two ships we'd end up with more NPC's manning stations, but each player would get to participate fully without added GM work.
Finally, Kheitain and myself never wanted a Light Cruiser to start with, we favored a pair of Raiders or a Frigate from the start even knowing there isn't much room to upgrade. There is more to playing the game than playing spaceship customizer. The fast Raider build I was talking about was for a pair of raiders, the light cruiser was built sub optimally because none of the players with characters that were born and raised on the ship much liked the craft.
If you get stuck on a bad ship you can get off at the next port, I'm not stopping you. However if you get stuck playing a character you dislike because a passive aggressive nag tried to nitpick your concept to death you can't change it after the fact. Also, I've never asked you to change your character, your character might be cool, the person playing it is being a hormonally challenged bitch though. Makes me glad I never ran that D&D campaign you'd probably have tried to tell me I was running my game wrong.No, we haven't.Then we get to the party divide which really seems to be one player dividing the rest, it isn't even so much the character but the person playing that character. A radical inquisitor would be a joy to have, but a puritan just doesn't fit our group and we've only had a single player asking other players to change anything just so she can have more power and be more in charge. In short she's being very passive aggressive.
You are also telling me how i should play my character, see the bolded part.
Hey, i am fine with that, i just think that you are hypocritical.
And i won't start running around and executing PCs. My character won't like it when you collect Xeno artifacts and will keep a close eye on you. That's how the character works, and even a radical Inquisitor would be very suspicious when other are doing that without being closely guarded - unless he is so radical that he should have been branded a heretic by his peers long ago. And a radical Inquisitor absolutely doesn't fit the character i want to play. Willing to look away as long as the situation is controllable, yes - willing to embrace the idea or to support it? No.
Point being, you can have your Xeno toys if you want to. Just don't expect that my character is happy about it.
The main reason i opposed "Xenophilious" as a ship trait is that it is a horrible gameplay choice and that it is too obvious for my character or other people to ignore.
And Space Marines, especially from the chapters we have, would not ignore Xeno Tech either. Regardless whether they are Death Watch or not.
As for "grabbing power": Who was the one who said that whoever plays the Rogue Trader get's to decide the fate of the whole group by designing the ship all on his own?
All i have been doing is giving my oppinon on something that affects the whole group. And saying that a particular background is flat-out impossible by the fluff.
But fine, if you do not want me in the group, say so. I just don't see what i have been doing wrong - you apparently do not want me to roleplay my character or to give gameplay advice on things that affect the whole group.
I do not want to disrupt the group. I do not want to dicate to others what they are supposed to do. But i do not see why i can not give my oppinion on things.
The Xenophillious trait was rolled for randomly and would have made for a cool story. Remember story is the difference between role-playing and roll-playing. One is fun, the other is boring. If the GM wasn't letting us pick traits and power game you would have been stuck on that ship and nobody would have cared that a lone PC was upset about her ride and trying to demand her own quarters.
As for the Rogue Trader picking the ship I say yeah, that only makes sense, it's his character's world and his most defining trait. Everybody else is just staying there for a bit or in my case is a member of the crew and knows how to have fun doing so. You also seem to think that my GM approved backstory is less improbable than your rare psychic ex-Sororita. It's a big universe and I'm in a power category that few pskers ever reach at the point where my backstory said I was sanctioned. Yet somehow my story of being tested, sanctioned, and then using my powers to slip away is too out there. Fuck off.
Roleplaying is great, but just understand that at least two PC's aren't going to like you and may actively seek to get rid of you when convenient. My psyker can walk through walls, make his skin as tough as iron, kill you in a single round with lightning, and if he doesn't want to kill you he has no issues using Mind Seed on you to make you his puppet for life. Such is the nature of the warp and my character not wanting to see major changes made to his home.
Finally, suggestions are one thing, when the majority of the thread comes from a single person its a bit much.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Why you can't target external systems? I don't know, but does it matter that much?Except the torpedo rules weren't available at release and RT's combat system is still shit regardless. Why can't I target your external systems if I so chose? Why can't I get your back, wear down your rear shields and cripple your main drive with called shots? Why do void shields need to recover for each combatant? None of it makes sense and the rules should have been written by somebody with an eye for game design and realism. I'm not even asking for a proper 3d modeling of space combat or dealing with the fact that ships don't have a set speed limit, I'm just asking fro rules that work the way you'd want to play.
Why you can't get into someones back? You can, and it is a giant advantage.
Why you can't specifically target the main drive? Because 40K-ships are not that accurate.
Why Void shields need to recover for each combatant? Because it's already very easy to bring them down in the first place.
If you do not like it, propose house rules.
No, i can't. If i "get off at the next port", i am out of the game.If you get stuck on a bad ship you can get off at the next port, I'm not stopping you. However if you get stuck playing a character you dislike because a passive aggressive nag tried to nitpick your concept to death you can't change it after the fact. Also, I've never asked you to change your character, your character might be cool, the person playing it is being a hormonally challenged bitch though. Makes me glad I never ran that D&D campaign you'd probably have tried to tell me I was running my game wrong.
Besides, your "i am a chosen of the Grey Knights" was flat-out impossible. Grey Knights kill their dropouts. And they do not run around and pass our certificates for Psykers either.
I proposed an alternative that would fit your stated goal: being an especially pure psyker whom Space Marine would accept. I can't tell you to drop your background, that's our GMs job.
And don't you dare to imply how i would imply when we are actually playing. Because we have not started playing yet.
You still seem to think that i want to run around and tell others how to play their characters. I don't, i have not done so. What i HAVE done is expressing my wishes regarding our ship, saying how my character would react to something and pointing out a preposterous background.
So you think that a single player can make a choice for the whole group because his background says so. I don't, i think a group should decide things that affect the whole group. Because i want to play together as a group.As for the Rogue Trader picking the ship I say yeah, that only makes sense, it's his character's world and his most defining trait. Everybody else is just staying there for a bit or in my case is a member of the crew and knows how to have fun doing so.
Yes, i do. At least the "Grey Knight" part. The rest is completely fine. But Grey Knights do not let their failures go. Titan is a completely isolated fortress, guarded by the best warriors in the galaxy. It's literay impossible to run away from there.You also seem to think that my GM approved backstory is less improbable than your rare psychic ex-Sororita. It's a big universe and I'm in a power category that few pskers ever reach at the point where my backstory said I was sanctioned. Yet somehow my story of being tested, sanctioned, and then using my powers to slip away is too out there. Fuck off
Heck, even if that was true - you would not have been judged pure by the Grey Knights. You would be a convict, a runaway, a grave stain on their honor and danger to their secrets.
Going for "i aided your chapter" to gain the respect of our Space Marines is way better. Or else, you could have worked with the Ordo Xenos - and if they are part of the Deathwatch, they will accept you.
Slipping a person with dormant psionic powers into the Sororitas is certainly possible. And when she is serving the Inquisition away from her sisters while these powers activate, they can't exectue her. And the rest is pretty much the exact same part as you story: She re-earned her respect by doing something special.
Ooh, wank about your character.
Roleplaying is great, but just understand that at least two PC's aren't going to like you and may actively seek to get rid of you when convenient. My psyker can walk through walls, make his skin as tough as iron, kill you in a single round with lightning, and if he doesn't want to kill you he has no issues using Mind Seed on you to make you his puppet for life. Such is the nature of the warp and my character not wanting to see major changes made to his home.
I can resist your psychic powers, i can completely ignore them if i want to, i can on average inflict 46+ damage on your character if i hit him in close combat and i am immune to mind controll.
See, i can do it too.
But i do not go "my character doesn't like your character, therefore i kill him". Because that just ruins the game for the other player. Rather, i do it by role-playing rather than roll-playing "my character is more powerful". If my character doesn't like your characer because he is dealing with Xenos, she will not trust you with important tasks. She will keep an eye on you doing other such things. She will take precautions to ensure that you do not harm her goals.
But she won't kill your character. Because that is no fun for anyone.
Frankly, it's ludicrous that YOU are telling me that i would ruin the game - given that you just went and said "if i do not like you, i kill your character and throw you out of the game". That's at least as game-ruining as telling others what to do - and i do not want to tell others how to play their characters.
So i am vocal? So what?Finally, suggestions are one thing, when the majority of the thread comes from a single person its a bit much.
Oh, right, if you do not like my suggestions you are going to kill of my character. My bad.
Let's put this whole crap behind us. If your backstory really is GM-approved, so be it. You can pick whatever ship you want, if you want to ignore what other players want.
I just want to play, and i won't ruin other peoples fun because i want to have fun as well.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Norade
- Jedi Council Member
- Posts: 2424
- Joined: 2005-09-23 11:33pm
- Location: Kelowna, BC, Canada
- Contact:
Re: Warhammer 40K PnP RPGs - Anyone Interested?
1) Yes, if I wan't take take your weapons offline I don't just fire randomly and hope for a crit, I aim for the weapons themselves. Ditto for Augry arrays which are going to be massive.Serafina wrote:Why you can't target external systems? I don't know, but does it matter that much?Except the torpedo rules weren't available at release and RT's combat system is still shit regardless. Why can't I target your external systems if I so chose? Why can't I get your back, wear down your rear shields and cripple your main drive with called shots? Why do void shields need to recover for each combatant? None of it makes sense and the rules should have been written by somebody with an eye for game design and realism. I'm not even asking for a proper 3d modeling of space combat or dealing with the fact that ships don't have a set speed limit, I'm just asking fro rules that work the way you'd want to play.
Why you can't get into someones back? You can, and it is a giant advantage.
Why you can't specifically target the main drive? Because 40K-ships are not that accurate.
Why Void shields need to recover for each combatant? Because it's already very easy to bring them down in the first place.
If you do not like it, propose house rules.
2) I never said you couldn't get somebodies back and sit there, however unless you have more than one weapon per arc getting shots in then you're doing very little.
3) Bullshit, a multi-kilometer long craft will have an engine cluster hundreds of meters in area. Warships are accurate enough to hit craft smaller than that.
4) Yeah, that's evidence of shitty rules making that, like a ton of warhammer related gaming material, never should have made past play testers. I swear anything warhammer fantasy or 40k related has the worst designed and proof read rules I have ever seen.
Given that the party is likely to be split anyway I don't see how sticking to a suboptimal ship for the first bit really changes anything. We're at the point where we don't need better gear and if we never upgraded our ship - a processes that will take a ton of game time anyway given how quick 40k shipbuilding and refitting moves - I wouldn't care. This isn't D&D where the next magic ship upgrade will allow us to slay that spacewhale, gear is pretty unimportant.No, i can't. If i "get off at the next port", i am out of the game.If you get stuck on a bad ship you can get off at the next port, I'm not stopping you. However if you get stuck playing a character you dislike because a passive aggressive nag tried to nitpick your concept to death you can't change it after the fact. Also, I've never asked you to change your character, your character might be cool, the person playing it is being a hormonally challenged bitch though. Makes me glad I never ran that D&D campaign you'd probably have tried to tell me I was running my game wrong.
Besides, your "i am a chosen of the Grey Knights" was flat-out impossible. Grey Knights kill their dropouts. And they do not run around and pass our certificates for Psykers either.
I proposed an alternative that would fit your stated goal: being an especially pure psyker whom Space Marine would accept. I can't tell you to drop your background, that's our GMs job.
And don't you dare to imply how i would imply when we are actually playing. Because we have not started playing yet.
You still seem to think that i want to run around and tell others how to play their characters. I don't, i have not done so. What i HAVE done is expressing my wishes regarding our ship, saying how my character would react to something and pointing out a preposterous background.
The GM thought my background was cool so you can drop your point anytime now. Also I would play a Grey Knight librarian if the rules were out for one, sadly they aren't so I'll have to try a different tact and bend fluff a bit to do so. Also, no a BT Marine would not accept even the purest psyker and while many of them wouldn't even know the GK exist they are the only psykers that the BT have ever worked with and respected.
Funny because out of the 'group' you're the only on that has any issue with the ship that Kheitain was building. I could are less what we fly, I just want him to build something that he enjoys because as a long term friend of his I know how rare him getting to play a character he really enjoys is. However now he feels pressured just to build whatever you want just so the game can actually run. You might just be making suggestions, but your delivery sucks.So you think that a single player can make a choice for the whole group because his background says so. I don't, i think a group should decide things that affect the whole group. Because i want to play together as a group.As for the Rogue Trader picking the ship I say yeah, that only makes sense, it's his character's world and his most defining trait. Everybody else is just staying there for a bit or in my case is a member of the crew and knows how to have fun doing so.
Like I said the GM approved it, and for all I care I could be unsanctioned with forged papers saying otherwise. I just thought that being able to produce papers enough to please anybody who might doubt my purity would make things run smoother. But either way my character is going to be a mind bending manipulative little headcase, but he believes that it's for the greater good and thus far his insanity and corruption scores agree with him.Yes, i do. At least the "Grey Knight" part. The rest is completely fine. But Grey Knights do not let their failures go. Titan is a completely isolated fortress, guarded by the best warriors in the galaxy. It's literay impossible to run away from there.You also seem to think that my GM approved backstory is less improbable than your rare psychic ex-Sororita. It's a big universe and I'm in a power category that few pskers ever reach at the point where my backstory said I was sanctioned. Yet somehow my story of being tested, sanctioned, and then using my powers to slip away is too out there. Fuck off
Heck, even if that was true - you would not have been judged pure by the Grey Knights. You would be a convict, a runaway, a grave stain on their honor and danger to their secrets.
Going for "i aided your chapter" to gain the respect of our Space Marines is way better. Or else, you could have worked with the Ordo Xenos - and if they are part of the Deathwatch, they will accept you.
Slipping a person with dormant psionic powers into the Sororitas is certainly possible. And when she is serving the Inquisition away from her sisters while these powers activate, they can't exectue her. And the rest is pretty much the exact same part as you story: She re-earned her respect by doing something special.
I was just saying that I can kill you, for all your defenses I'll still be able to do it and likely without even being in the room. For the rest of your bragging you're not immune to anything unless your burning fate points, you're tough, but not tough enough that I can't deal with you.Ooh, wank about your character.Roleplaying is great, but just understand that at least two PC's aren't going to like you and may actively seek to get rid of you when convenient. My psyker can walk through walls, make his skin as tough as iron, kill you in a single round with lightning, and if he doesn't want to kill you he has no issues using Mind Seed on you to make you his puppet for life. Such is the nature of the warp and my character not wanting to see major changes made to his home.
I can resist your psychic powers, i can completely ignore them if i want to, i can on average inflict 46+ damage on your character if i hit him in close combat and i am immune to mind controll.
See, i can do it too.
But i do not go "my character doesn't like your character, therefore i kill him". Because that just ruins the game for the other player. Rather, i do it by role-playing rather than roll-playing "my character is more powerful". If my character doesn't like your characer because he is dealing with Xenos, she will not trust you with important tasks. She will keep an eye on you doing other such things. She will take precautions to ensure that you do not harm her goals.
But she won't kill your character. Because that is no fun for anyone.
Frankly, it's ludicrous that YOU are telling me that i would ruin the game - given that you just went and said "if i do not like you, i kill your character and throw you out of the game". That's at least as game-ruining as telling others what to do - and i do not want to tell others how to play their characters.
So i am vocal? So what?Finally, suggestions are one thing, when the majority of the thread comes from a single person its a bit much.
Oh, right, if you do not like my suggestions you are going to kill of my character. My bad.
Let's put this whole crap behind us. If your backstory really is GM-approved, so be it. You can pick whatever ship you want, if you want to ignore what other players want.
I just want to play, and i won't ruin other peoples fun because i want to have fun as well.[/quote]
I just see you as being a trouble maker, people didn't want to be on your team in the D&D game and you're rubbing people the wrong way here. I'm not the only person so far that dislikes you based on this thread.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
And yet again more bragging.I was just saying that I can kill you, for all your defenses I'll still be able to do it and likely without even being in the room. For the rest of your bragging you're not immune to anything unless your burning fate points, you're tough, but not tough enough that I can't deal with you.
But please, if you can threaten to kill my character, by all means i can critizise your background.
If others dont want me to play, perhaps they should say so.I just see you as being a trouble maker, people didn't want to be on your team in the D&D game and you're rubbing people the wrong way here. I'm not the only person so far that dislikes you based on this thread.
Openly stating ones oppinion and saying that it is just one's oppinion is generally vastly superior to threats or made-up complaints.
And talking is certainly superior to killing of other PCs.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Guys, game starts 9pm EST.
Behave.
The sheets submitted so far are all approved. But this petty bickering is not.
Behave.
The sheets submitted so far are all approved. But this petty bickering is not.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
This is 40k Their will always be tensions. As soon as someone steps out of line I going to have a very large hammer coming for their head.
Also I will try to get my guy posted today some time. I got some weekend side job to do. Sorry guys
Also I will try to get my guy posted today some time. I got some weekend side job to do. Sorry guys
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Well, it should work out for me today - but generally 9 PM is pretty inconvenient, since that's 3 AM for me.
I don't know if anyone else is affected by this. Personally, i would appreciate it if we started earlier, but of course only if that works for others.
I don't know if anyone else is affected by this. Personally, i would appreciate it if we started earlier, but of course only if that works for others.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Soontir C'boath
- SG-14: Fuck the Medic!
- Posts: 6853
- Joined: 2002-07-06 12:15am
- Location: Queens, NYC I DON'T FUCKING CARE IF MANHATTEN IS CONSIDERED NYC!! I'M IN IT ASSHOLE!!!
- Contact:
Re: Warhammer 40K PnP RPGs - Anyone Interested?
I can play earlier but I'll be watching a football game between 1800-2030 EST so I may get distracted from time to time.
Though I think we should have a roll call first since in the previous page Norade seems to state he can't make it this night.
Though I think we should have a roll call first since in the previous page Norade seems to state he can't make it this night.
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
- Norade
- Jedi Council Member
- Posts: 2424
- Joined: 2005-09-23 11:33pm
- Location: Kelowna, BC, Canada
- Contact:
Re: Warhammer 40K PnP RPGs - Anyone Interested?
It's just a bad night, but nothing that I can't skip to catch the first session.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
I can be there.
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Well, i just recalled that i have another RPG-session (real-life) tomorrow, at 14.00. Since we start playing at 3 AM (my local time), it's really not well manageable for me. If we play for three hours (which woul be short), it will be 6 AM when i go to bed. Five hours of sleep, and it's 11 AM for me and that probably won't work out well for me if that estaminate is off. Hence, i'll play it safe.
I'm sorry, but i won't be there tonight. And if you want to keep these times, i't probably better to just drop out since i won't be able to make it regulary.
Have fun
Regards
Fina
I'm sorry, but i won't be there tonight. And if you want to keep these times, i't probably better to just drop out since i won't be able to make it regulary.
Have fun
Regards
Fina
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
Re: Warhammer 40K PnP RPGs - Anyone Interested?
I'll be there, Valhalla channel on Nightstar?
I know we're now cutting it close but I've written and -re-written so many ships at this point one of them has to work. I'll post what I think is the most pleasing in the next hour.
I would also like to propose a house rule on ship combat. As written it states that Voidshields can be overloaded, and doing so is the only means of actually damaging a ship as they block the first (and second if you're a Light Cruiser or larger) from each attacker. The problem with this is that it just makes no sense to me. If we have, for example, 50 frigates, all firing two weapons each fighting a single cruiser, that cruiser will block 100 shots with void shields alone. Should the same cruiser be attacked by a single transport carrying a whopping 3 batteries, it will overload the voidshields and get one shot through per round. It states driectly that the Voidshields, while overloaded, will be back up in time for the next attackers volly. I would like to propose that voidshields block only the first (or first two) attacks in a given round. There is no reason why Cruisers and Light Cruisers can only be Damaged by ships of their class, or a Jericho-class Transport vessel. This will make space combat much more deadly should two or more ships ever assault one, but it really should be, it is ship combat after all.
I know we're now cutting it close but I've written and -re-written so many ships at this point one of them has to work. I'll post what I think is the most pleasing in the next hour.
I would also like to propose a house rule on ship combat. As written it states that Voidshields can be overloaded, and doing so is the only means of actually damaging a ship as they block the first (and second if you're a Light Cruiser or larger) from each attacker. The problem with this is that it just makes no sense to me. If we have, for example, 50 frigates, all firing two weapons each fighting a single cruiser, that cruiser will block 100 shots with void shields alone. Should the same cruiser be attacked by a single transport carrying a whopping 3 batteries, it will overload the voidshields and get one shot through per round. It states driectly that the Voidshields, while overloaded, will be back up in time for the next attackers volly. I would like to propose that voidshields block only the first (or first two) attacks in a given round. There is no reason why Cruisers and Light Cruisers can only be Damaged by ships of their class, or a Jericho-class Transport vessel. This will make space combat much more deadly should two or more ships ever assault one, but it really should be, it is ship combat after all.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
- Agent Sorchus
- Jedi Master
- Posts: 1143
- Joined: 2008-08-16 09:01pm
Re: Warhammer 40K PnP RPGs - Anyone Interested?
I actually think that Rouge trader includes the rules that make the Void shield concern an anti-event. Just use the squad rules as you would for ground engagements. While this is not an rule that is totally in the book, it makes sense. A void shield would still ignore one hit from an individual ship, a concentrated attack by a raider squadron has a chance to decimate any ship.
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
warp 9 to shroomland ~Dalton
- Soontir C'boath
- SG-14: Fuck the Medic!
- Posts: 6853
- Joined: 2002-07-06 12:15am
- Location: Queens, NYC I DON'T FUCKING CARE IF MANHATTEN IS CONSIDERED NYC!! I'M IN IT ASSHOLE!!!
- Contact:
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Ok, here's my character with the fixed characteristics and no change of equipment.
Name: Flavion Octus
Career: Guardsman/Storm Trooper
Home World: Imperial World
Divination: (30) +2 S
Wounds 19
Fate 3
Insanity 21
Mental Trauma: (110) Temporary severe phobia for 4 days.
Corruption 11
EXP left: 50/13k 0/500
WS 43 10
BS 43 10
S 30 03
T 40 10
AG 40 10
INT35 15
PER30 10
WP 43 17
FEL25 15
WS Simple/Intermediate 350
BS Simple/Intermediate 350
Agility Simple/Intermediate 750
Tougness Simple/Intermediate 750
Starting Skills:
Speak Language (Low Gothic)
Skills
Athletic Mastery 500 Ascension
Awareness +20 300
Carouse +10 400
Chem Use +10 400
Ciphers (War Cant) +10 200
Command +10 200
Concealment 200
Deceive 300
Demolition 100
Disguise 300
Drive (Ground Vehicle) +20 200
Literacy +10 400
Medicae +10 400
Navigation (Surface) +20 300
Pilot (Military Craft) +20 300
Scrutiny 200
Search 200
Security +10 400
Shadowing 300
Silent Move +10 400
Survival +20 300
Tracking 300
Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapons Training (Las)
Basic weapon training (primitive)
Talents
Blade Master 100
Combat Master 100
Deadeye Shot 100
Die Hard 100
Fearless 200
Furious Assault 100
Hard Target 100
Hardy 200
Heighten Senses (Hearing) 200
Heighten Senses (Sight) 200
Iron Jaw 200
Swift Attack 200
Lightning Attack 300
Melee Weapon Training (Power) 100
Mighty Shot (100)
Resistant (Psychic Powers) 300
Sharpshooter (200)
Sound Constitution (9) 900
Strong Minded (100)
Talented (Chem-use) 200
Talented (Deceive) 100
Talented (Disguise) 100
Talented (Shadowing) 200
Talented (Tracking) 100
Thrown Weapon Training (Primitive)
Total Recall 100
True Grit 100
Gear:
Good-craftmanship Storm Trooper carapace armour
Good-craftmanship Hellgun
Good-craftmanship hellpistol
Good-craftmanship Powersword
3 Frag Grenades
3 Krak Grenades
Badge of Office
Imperial Infantryman's Uplifting Primer (Calixis Edition)
Traits:
Blessed Ignorance: -5 on Forbidden Lore (int) tests
Hagiography: Common Lore (Imperial Creed, Imperium, War) are basic skills
Liturgical Familiarity: Literacy (Int) and Speak Language (High Gothic) (Int) are basic skills
Superior Origins: +3 Willpower
Ascended Traits:
Special Operations Training: Hellguns gain Tearing / Carapace Armour does not count towards weight
Specialist Recon +10 Concealment/Silent Move +2 Initiative
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Hey guys,
I'm at Valhalla channel in Nightstar already. Just doing some final prep work.
Lots of the guys are there.
I'm at Valhalla channel in Nightstar already. Just doing some final prep work.
Lots of the guys are there.
- Agent Sorchus
- Jedi Master
- Posts: 1143
- Joined: 2008-08-16 09:01pm
Re: Warhammer 40K PnP RPGs - Anyone Interested?
First session over.
Now this was my first time doing an IRC roleplay, but it worked out very well. Most of the players were also knew to it so it really didn't matter. As to the Party, the whole two ships thing is weird. Also I felt that we really should have brought the Magos with us for the fight. The Dicebot took some getting used to for all of us. I have loaded a Dicebot up for next session if we need it.
One factor didn't help keep the pace up was the acquisition rolls. We should have worked out what was reasonable before we started playing, and made the roles as soon as the game started. I know we were kind of going to do that, but I think some of our argument about character builds prevented us from being fully prepared.
Now this was my first time doing an IRC roleplay, but it worked out very well. Most of the players were also knew to it so it really didn't matter. As to the Party, the whole two ships thing is weird. Also I felt that we really should have brought the Magos with us for the fight. The Dicebot took some getting used to for all of us. I have loaded a Dicebot up for next session if we need it.
One factor didn't help keep the pace up was the acquisition rolls. We should have worked out what was reasonable before we started playing, and made the roles as soon as the game started. I know we were kind of going to do that, but I think some of our argument about character builds prevented us from being fully prepared.
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
warp 9 to shroomland ~Dalton
- Norade
- Jedi Council Member
- Posts: 2424
- Joined: 2005-09-23 11:33pm
- Location: Kelowna, BC, Canada
- Contact:
Re: Warhammer 40K PnP RPGs - Anyone Interested?
The only real thing that I would change is finding a way to make both ships useful. I'm aboard the second more heavily armed one because maneuvering and augury are more important for that ship and having even a single PC aboard makes it far less likely that we will lose that ship in space combat. Aside from that I had a good time.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
I was quite happy with it, I should have gotten Zinegata to pre-roll my acquisitions through a PM before the game started. The two ships thing I thought would be a really cool idea, especially with the Teleportarium. It will allow anyone to take any roll on the ship they like, we can have two gunner, even space for another techmarine etc. Should we get another Rogue Captain, or Serafina decide that she absolutely must have a big ship in the future we can use my two vessels as scouts and flank guards. I thought this way would ensure everyone having something to do in the case of space combat instead of just Attilus, Magos and myself.
For future games we could also run simultaneous ship and ground combat if Zinegata is able to do the micromanaging.
Also, as I mentioned at the end of the session I won't be able to make the game next week unless the time changes. If my character remains with the party while they go on their rescue mission I would like him to check the cargo bay briefly for any crates that either contain something valuable, or food and water supplies. Once we've gotten everything we need off the ship, he'll order both his ships to open fire on it and cook those 'nids. aside from that I'm going to repost him in full with a now complete gear list for him and his crew.
For future games we could also run simultaneous ship and ground combat if Zinegata is able to do the micromanaging.
Also, as I mentioned at the end of the session I won't be able to make the game next week unless the time changes. If my character remains with the party while they go on their rescue mission I would like him to check the cargo bay briefly for any crates that either contain something valuable, or food and water supplies. Once we've gotten everything we need off the ship, he'll order both his ships to open fire on it and cook those 'nids. aside from that I'm going to repost him in full with a now complete gear list for him and his crew.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Bartholemue Roberts
Weapon Skill: 25
Ballistic Skill: 50
Strength: 20 + 10 =30 when wearing power armour
Toughness: 30
Agility: 45
Intelligence: 50
Perception: 45
Willpower: 45
Fellowship: 40
Wounds: 11
Fate Points: 8
Insanity Points: 3
Armour : 7
Homeworld: Voidborn, The Royal Fortune
Speak Language (Ship Dialect) bonus skill
Charmed: When spending a fate point, roll a d10, on a 9 the fate point is not lost.
Ill-Omened: -5 to Fellowship tests when interracting with non-voidborn
Shipwise; Navigation (Stellar) and Pilot (Spacecraft) are untrained basic skills
Starting Wounds: double starting toughness bonus (3x2)+1d5
Starting Fate Points: (d10) 1-5=3, 6-10=4 rolled 8
Birthright: Stubbjack
gain Quickdraw as a free Talent
gain Intimidate as a Trained Basic Skill
Lure of the Void: Xenophile
+10 to fellowship tests involving xenos, -5 to willpower when dealing with xenos artifacts or psychic powers
+5 to Ballistic Skill
-5 Fellowship
gain 1d5 Insanity Points, rolled 3
Trials and Travails: High Vendetta
gain Paranoia Talent: +2 bonus on Initiative rolls, GM may also secretly roll to see if character notices hidden threats. Character is twitchy and an inability to relax.
Inquiry Skill +10
Brooke no Insult: Will allow no serious offense to my honour or person, or those under my protection, meeting threat with threat and violence with violence. May take a Willpower test to avert this, modified by provocation and consequences.
Motivation: Pride
Gain 1 Heirloom item. Chose Archeotech Laspistol
Rogue Trader Special Ability: Excceptional Leader: Grant ally +10% to any test
General Demeaner: Choleric
Skills:
Awareness
Barter
Charm +20
Ciphers (rogue Trader)
Command +20
Commerce
Common Lore (Imperium)
Common Lore (Rogue Trader)
Decieve
Dodge
Drive (Ground Vehicles)
Evaluate
Forbidden Lore (Xenos)
Intimidate +10
Literacy
Inquiry +10
Literacy
Pilot (Flyers)
Pilot (Spacecraft)
Scholastic Lore (Astromancy)
Scholastic Lore (Imperial Warrents)
Scrutiny
Search
Secret Tongue (Underdeck)
Speak Language (High Gothic)
Speak Language (Low Gothic)
Secret Tongue (Rogue Trader)
Speak Language (Ship Dialect)
Speak Language (Traders Cant)
Talents:
Air of Authority: On a successful command test the explorer can affect a number of targets equal to 1d10+ Fellowship bonus.
Pistol Weapon Training (Universal)
Melee Weapon Taining (Universal)
Ambidextrous: Can use both hands for any task, does not suffer -20 for using off hand
Renowned Warrent: gain +10 bonus to interraction skill tests with those who understand the importance of the warrent
Two Weapon Wielder (Ballistic): Can attack with two weapons as a full action at -20 to each (-10 with ambidextrous)
Quick Draw: Can ready one-handed weapons as a free action
Iron Discipline: If visible to crew they may re-roll failed Willpower tests to resist Fear and Pinning. Iron Discipline can affect a number of targets equal to his Willpower Bonus. PC's can be affected if the explorer is the official group leader. If leading a boarding action, +10 to command tests.
Jaded: Outragous events will not cause Insanity Points or Fear tests. Terrors of the Warp still effect the character normally
Exotic Weapon Training (Shuriken Pistol)
Gunslinger: If armed with two pistols, reduce the penalty for two-weapon fighting by -10
Resistance (fear): +10 on saves
Exotic Weapon Training (Digiweapons)
Sound Constitution (1) : Character gains an additional wound
Foresight: By spending 10 minutes analysing a problem the character gains a +10 bonus to any Intelligence test.
Gear
1 Archaeotech Laspistol
1 Good Craftsmanship Hand Cannon
1 Best Craftsmanship Mono-Sword
Microbead
Void Suit
Fine Clothes
Xeno-pelt cloak - Catachan Devil skin
Best Craftsmanship Light Carapace
Bolt Pistol - Free Acquisition
Light Power Armour - Free Acquisition - heavily adorned with trophies, painted black with regal purple armour plates and gold trim
Chrono
Shuriken Pistol
Hand Flamer
Lord Captains Baton - Inscribed with the code-prayers to stop the ships auto-lockdown procedures. Must be inserted in in the bridge of both ships each day. Likely only Attilus and Magos are aware of this.
Crew Equipment:
Lasguns
Heavy Stubbers
Guard Flak
Frag Grenades
Stun Grenades
Shipboard emergency kits - these are posted on the walls throughout the ship. Each section of hallway between blast doors and each room will have one
Weapon Skill: 25
Ballistic Skill: 50
Strength: 20 + 10 =30 when wearing power armour
Toughness: 30
Agility: 45
Intelligence: 50
Perception: 45
Willpower: 45
Fellowship: 40
Wounds: 11
Fate Points: 8
Insanity Points: 3
Armour : 7
Homeworld: Voidborn, The Royal Fortune
Speak Language (Ship Dialect) bonus skill
Charmed: When spending a fate point, roll a d10, on a 9 the fate point is not lost.
Ill-Omened: -5 to Fellowship tests when interracting with non-voidborn
Shipwise; Navigation (Stellar) and Pilot (Spacecraft) are untrained basic skills
Starting Wounds: double starting toughness bonus (3x2)+1d5
Starting Fate Points: (d10) 1-5=3, 6-10=4 rolled 8
Birthright: Stubbjack
gain Quickdraw as a free Talent
gain Intimidate as a Trained Basic Skill
Lure of the Void: Xenophile
+10 to fellowship tests involving xenos, -5 to willpower when dealing with xenos artifacts or psychic powers
+5 to Ballistic Skill
-5 Fellowship
gain 1d5 Insanity Points, rolled 3
Trials and Travails: High Vendetta
gain Paranoia Talent: +2 bonus on Initiative rolls, GM may also secretly roll to see if character notices hidden threats. Character is twitchy and an inability to relax.
Inquiry Skill +10
Brooke no Insult: Will allow no serious offense to my honour or person, or those under my protection, meeting threat with threat and violence with violence. May take a Willpower test to avert this, modified by provocation and consequences.
Motivation: Pride
Gain 1 Heirloom item. Chose Archeotech Laspistol
Rogue Trader Special Ability: Excceptional Leader: Grant ally +10% to any test
General Demeaner: Choleric
Skills:
Awareness
Barter
Charm +20
Ciphers (rogue Trader)
Command +20
Commerce
Common Lore (Imperium)
Common Lore (Rogue Trader)
Decieve
Dodge
Drive (Ground Vehicles)
Evaluate
Forbidden Lore (Xenos)
Intimidate +10
Literacy
Inquiry +10
Literacy
Pilot (Flyers)
Pilot (Spacecraft)
Scholastic Lore (Astromancy)
Scholastic Lore (Imperial Warrents)
Scrutiny
Search
Secret Tongue (Underdeck)
Speak Language (High Gothic)
Speak Language (Low Gothic)
Secret Tongue (Rogue Trader)
Speak Language (Ship Dialect)
Speak Language (Traders Cant)
Talents:
Air of Authority: On a successful command test the explorer can affect a number of targets equal to 1d10+ Fellowship bonus.
Pistol Weapon Training (Universal)
Melee Weapon Taining (Universal)
Ambidextrous: Can use both hands for any task, does not suffer -20 for using off hand
Renowned Warrent: gain +10 bonus to interraction skill tests with those who understand the importance of the warrent
Two Weapon Wielder (Ballistic): Can attack with two weapons as a full action at -20 to each (-10 with ambidextrous)
Quick Draw: Can ready one-handed weapons as a free action
Iron Discipline: If visible to crew they may re-roll failed Willpower tests to resist Fear and Pinning. Iron Discipline can affect a number of targets equal to his Willpower Bonus. PC's can be affected if the explorer is the official group leader. If leading a boarding action, +10 to command tests.
Jaded: Outragous events will not cause Insanity Points or Fear tests. Terrors of the Warp still effect the character normally
Exotic Weapon Training (Shuriken Pistol)
Gunslinger: If armed with two pistols, reduce the penalty for two-weapon fighting by -10
Resistance (fear): +10 on saves
Exotic Weapon Training (Digiweapons)
Sound Constitution (1) : Character gains an additional wound
Foresight: By spending 10 minutes analysing a problem the character gains a +10 bonus to any Intelligence test.
Gear
1 Archaeotech Laspistol
1 Good Craftsmanship Hand Cannon
1 Best Craftsmanship Mono-Sword
Microbead
Void Suit
Fine Clothes
Xeno-pelt cloak - Catachan Devil skin
Best Craftsmanship Light Carapace
Bolt Pistol - Free Acquisition
Light Power Armour - Free Acquisition - heavily adorned with trophies, painted black with regal purple armour plates and gold trim
Chrono
Shuriken Pistol
Hand Flamer
Lord Captains Baton - Inscribed with the code-prayers to stop the ships auto-lockdown procedures. Must be inserted in in the bridge of both ships each day. Likely only Attilus and Magos are aware of this.
Crew Equipment:
Lasguns
Heavy Stubbers
Guard Flak
Frag Grenades
Stun Grenades
Shipboard emergency kits - these are posted on the walls throughout the ship. Each section of hallway between blast doors and each room will have one
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
Re: Warhammer 40K PnP RPGs - Anyone Interested?
If there are no objections Norade has agreed to run my character this coming session while I'm away to make it easier on the group.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar