Thursday, 30 August 2012

MiniSix 40k: Weapons

Weapons are incredibly easy to convert over to MiniSix. Most are simply represented by their damage dice - not only is ammo not a problem for Rogue Trader characters (being that you can afford to buy a manufactorum to make all the ammo you'll ever need), but MiniSix's cinematic feel means that reloading isn't a massive concern.

Weapons are split into several "categories", each with its own Skill. Usually, possessing the appropriate Skill will allow a character to use that particular type of weapon, though GMs may over-rule this for certain types of weapons (Exotic ones in particular - while a pistol-shaped, pistol-like Archaeotech device may be usable under the Pistols Skill, an Eldar Shard Pistol might need a Skill dedicated to its use).


The damage ratings for each of these weapons correspond to firing either a single shot (for pistols, rifles, etc) or for firing a single burst (auto-weapons, stubbers etc). Weapons which can fire on fully automatic can fire multiple bursts, trading a die on the to-hit roll for a die of damage, to a maximum of 3 dice (so, an autogun can fire three bursts on "full auto", at -3D to hit, for an extra 3D damage).

Melee Weapons
Knife - +1D
Sword - +2D+2
Axe - +3D

Chain - +1D
Power - +2D, has a 70% chance to break non-Powered weapons on a successful Parry (or automatically if the Wild Die shows 6).
Force - add half the user's Psy Rating (rounded up) to the dice total (so, a Psyker with Psy Rating 3 will wield a Force Sword as a +4D+2 weapon).

Laspistol - 3D+2
Hellpistol - 4D+2, discard the lowest dice
Stub Gun - 3D
Hand Cannon - 4D
Autopistol - 3D+2
Shot-pistol - 4D+1
Bolt Pistol - 5D

Lasgun - 4D
Hellgun - 5D, discard the lowest
Lascarbine - 3D+2, can be used one-handed
Long-las - 5D
Autogun - 5D
Shotgun - 4D+2
Boltgun - 6D

Heavy Bolter - 4D, Scale +4D/+12
Lascannon - 5D, Scale +4D/+12
Autocannon - 5D, Scale +2D/6
Heavy Stubber - 6D

Melta + Plasma
Inferno Pistol - 7D
Meltagun - 7D, Scale +2D/+6
Thermal Lance - 7D+2, Scale +2D/+6
Multi-melta - 6D, Scale +4D/+12
Plasma pistol 7D
Plasmagun 8D
Plasma cannon - 4D, Scale +4D/+12

These numbers are mostly taken straight from Arkat's previous thread on, so kudos to him for allowing me to reprint them here. Some might be changed after some playtesting.

Saturday, 25 August 2012

RIP Neil Armstrong

The man who reached high, and left a lasting impression in the heart of millions. After other had taught us war, death and suffering, Armstrong, Aldrin and Collins taught us how to hope.

How to look up at the sky, and figure out a way to get there. To always believe we can achieve anything if we worked together.

He will be sorely missed.

Sunday, 19 August 2012

MiniSix 40k: Availability

Weapons in Rogue Trader-level campaigns are partially defined by their Availability - a stat that represents both price and ubiquity.

The list below gives a rough idea of the levels of availability, along with the appropriate TN for Profit Factor tests to acquire them.

Common (Very Easy) - Lasgun, several dozen lesser items (like ration packs, lho-sticks, etc).
Scarce (Moderate) - Demolition Charge
Rare (Difficult) Krak Grenade
Extremely Rare (Very Difficult) Digital Weapon
Near-Unique (Heroic) -Tempest Bolt Shells

The Scale of an Acquisition may affect how easy it is to make the purchase. The smaller the purchase, the better the bonus to the Profit Factor Test. On the other hand, purchasing enough power armour to protect a full regiment of soldiers would be beyond all but the most affluent of Rogue Traders - such large purchases will receive a penalty to the Acquisition roll.

Negligible (+10) - Single item
Trivial - (+6) - Squad (3–5)
Minor - (+3) - Platoon (10–30)
Standard - (+0) - Company (50–100)
Major (-3) Regiment (500–1,000)
Significant (-6) Division (2,000–5,000)
Vast (-10) Army (10,000+)

Of course, the GM is the final arbiter of what items may be purchased, and in what quantities - while purchasing 10,000 packs of lho-sticks to keep your personal army happy might not even need a roll, equipping each of them with Power Swords and their own personal Archaeotech sidearm will be beyond even the capabilities of the most powerful people in the Expanse, regardless of what the dice say.

By the same token, the area an Acquisition is made plays a large role in how likely it is to succeed. GMs should use their common sense - while a Forge World might be able to sell you an army's worth of weapons, a planet barely out of the Dark Ages and using black powder weapons won't be able to make that many of their own weapons, let alone the standard-issue laspistol.

Saturday, 18 August 2012

Rogue Trader: Ork Grotweed

The barbaric Orks grow many unusual forms of fungus, but Grotweed is one of the strangest. The cap resembles fine, frond-like leaves, with thicker leaves sprouting around the base. There is little variation in colour, most being a swampy brown-green shade. It can grow mostly anywhere, so long as there is some element of Orkoid ecosystem present. What makes it so valuable to the Orks is its ability to be smoked. Crude "cigz" can be formed by drying the leaves, shredding the finer fronds, and wrapping them in the thicker base leaves. The resulting cigar is lit and inhaled - similar to a lho-stick.

For Orks, the Grotweed has a pleasant (if acquired) taste. Many Warbosses and Big Meks (and the occasional Burna Boy) keep a supply of grotweed on hand for celebrating victories, keeping their cool in stressful situations, or when they need to buckle down and get thinkin'. For game purposes, treat these as lho-sticks, for Availability.

For Humans, however, the effects are somewhat different - when inhaled, Grotweed forces the Explorer to make a Hard (-20) Carouse Test (or Toughness Test, if using the BC rules). Failure gives 3 levels of Fatigue for one hour. Passing the Test leaves the Explorer high as all hell, hallucinating as if under the effects of a hallucinogen grenade for 3 rounds, and gives 1 level of fatigue. Passing with 2 or more degrees of success means that the hallucinogenic effect is ignored, but the Fatigue is still taken.

Humans who smoke these foul cigz in the presence of Orks will find a modicum of respect - gain a +20 to any Fellowship rolls (or similar) when dealing with those particular Orks.

Thursday, 16 August 2012

MiniSix 40k: Profit Factor

Profit Factor is an abstraction of the group's mighty wealth. To a Rogue Trader, a bolt pistol is not something to be scrounged and saved for, like most of the Imperium's subjects - it's something to be bought in the numbers to outfit an army. Rogue Traders come from massive amounts of wealth, and regularly engage in acts of derring-do, piracy, and sublime contract-negotiation, all in the pursuit of greater material possession.

Profit Factor does not cover just money - it represents wealth tied up in land, trade deals, priceless heirlooms and artifacts, and so forth. It is these contracts and deals that make a Rogue Trader wealthy, not just coin. To save the massive amounts of bean-counting and Throne-pushing, Profit Factor is not counted by the coin - instead, it is given as dice.

1D - destitute (for a Rogue Trader)
2D - starting wealth for most Dynasties
3D - up and coming
4D - comfortably wealthy
5D - very well off
6D - rich by even the high standards of a Rogue Trader
7D - the most powerful Dynasties in the Expanse.

As a warning: operating on the "+1 pip per Endeavour" scale means that the players might only require 16 such Endeavours to get up to 7D. While this might be suitable for some of the larger-scale plots and plans, it leaves little room for the smaller deals.

To counter this, I suggest having Greater and Lesser Endeavours.

Greater Endeavours are grand, involved, difficult plots, which should be spread over multiple game sessions, with multiple objectives which contribute to the overall effectiveness of the plan. These should tax the Explorer's resources sufficiently, such as converting a whole system of planets to the Imperial Creed, or finding the final resting place of a legendary lost ship, or settling a long and arduous trade route through the Warp. These grant +1 pip (perhaps +2 for particularly nightmarish ordeals, or incredibly high-risk, high-reward deals, though these should be rare). A Greater Endeavour that grants a whole die to Profit Factor should be the basis of a campaign, more than a series of sessions - and is most likely easier to split into three 1-pip objectives.

Lesser Endeavours are somewhat more manageable - possibly even wrapped up within a session. Setting up a small trade route, setting up a Cold Trade business on a newly-founded space station, clearing a current trade route of a minor threat, or securing exclusive rights to the sale of a particular pattern of weapon to a Forge World would all fall under this banner.

Lesser Endeavours earn "points". Six points make up a "pip". GMs who wish a more light-hearted tone might even make each point a letter in the word "PROFIT" (this make for a great visual aid, writing up each letter as they approach the pip).

When a character wishes to acquire something, he rolls the group's Profit Factor dice against a Target Number - success means you can get your hands on it, failure could mean it is unavailable at that location, that it might take a few weeks to order in, or just that you can't find a merchant willing to sell it. Note that failure doesn't mean "you don't get it" - just that it's not instantly available. Each item will have an Availability in their stats, which will give you a TN for average purchase.

As a rough guide, common items and services don't need to be rolled for. Unless you're in the middle of bumfuck nowhere, you can walk into any Imperial city and buy a pack of lho-sticks, a laspistol and a cheap hooker. If you're looking to acquire, say, 100 laspistols, of a specific pattern and colour scheme, or hand-rolled cigars made from the dried remains of a particular type of Xeno plant, or perhaps a courtesan who looks like a specific Adeptus Sororitas Canoness (and is willing to act out your "Inquisitor and Heretic" fantasy), then you might need to roll. Bear in mind the respective tech-levels of the various Imperial worlds, however - on a Feral or Feudal world, a laspistol will be a one-of-a-kind treasure, whereas on a Forge World, they pump them out at a rate of tens of thousands a day.

Next: Gear and an Availabilty Chart!

Tuesday, 14 August 2012

New OSRIC Races: Goliaths and Gnolls

I'm hitting up the wilderness for these two races: the deep forests and sandy deserts for the Gnolls, and the mountains for Goliaths. These Humanoids have been known as enemies (and allies) of the demi-human races in the past, but more and more of them have been entering the fringes of civilisation, looking to further their destinies as great heroes and vile villains.

Gnolls are fast, powerfully-muscled ambush predators, but lack the ability to communicate well outside their species. They tend to group together in loose "packs", which act as both extended family units and their own sub-cultures. While many Gnoll packs fall to chaos, evil, and the worship of Demons, some tread a more neutral line, trying to live in harmony with the forests and nature. Others abandon their packs, or are exiled or abandoned. Such Gnolls either live as bandits, chipping in their lot with criminals, or take up the mantle of adventuring to give their life some purpose.

Summary of Gnoll Racial Abilities
+1 Dexterity, +1 Strength, -2 Charisma

Gnolls have a very acute sense of smell - this lets a Gnoll character track as a Ranger, regardless of class, with a base 70% chance in natural and wooded areas, and a 50% chance in urban areas. Certain factors (such as a target's particularly distinctive smell, or a countermeasure such as peppermint oil) can raise or lower these values as the GM sees fit. Should the Gnoll advance as a Ranger, the chances are increased to 90% and 65% (as the Ranger Class Ability).

Languages: Gnoll, Common, Orcish, Troll, Hobgoblin.

Alignment Restrictions: Gnolls cannot be Lawful, but may be Good. NG, NE, CG, CN, and CE are all possible Alignments for a Gnoll Player Character.

Multi-Class Restrictions: For armour, the more restrictive of any two class requirements apply to a multi-classed Gnoll.

Class Options: Cleric (Evil Deity only), Fighter, Ranger (see below), Thief, Cleric/Thief, Fighter/Thief, Ranger/Thief

Gnolls may advance as Rangers, with the following rules:
  • Gnolls may ignore the Good Alignment restriction, and be Rangers of Good or Neutral Alignment (but not Evil).
  • A Gnoll Ranger's Damage Bonus vs Humanoids also includes Demi-Humans.
  • Gnoll Rangers do not get access to M-U/Druid spells at 8th Level.
  • A Gnoll Ranger's followers may not include Good creatures (such as Unicorns), regardless of the Gnoll Ranger's Alignment. They may, however, attract non-Evil Gnolls with class levels.
Low-Light Vision: 60ft

Starting age:
• Cleric 20+1d4
• Fighter 15+1d4
• Ranger 20+1d4
• Thief 13+2d4

Racial Limitations:
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of Gnoll is not a valid choice for the character:
• Strength 6/19
• Dexterity 6/19
• Constitution 3/18
• Intelligence 3/15
• Wisdom 3/17
• Charisma 3/12

Level Limitations:
• Assassin N/A
• Cleric 8
• Druid N/A
• Fighter 10
• Illusionist N/A
• Magic User N/A
• Paladin N/A
• Ranger 8
• Thief 7 (Dex 17), 6 (Dex 16 and below)

Thief Skill Adjustments:
Move Silently +10%
Hide in Shadows +5%
Climb Walls -5%
Hear Noise +5%

Goliaths are known for their prodigious strength and hardiness, born as they are from the bloodlines of Stone Giants, but they suffer some of the slowness of mind that their Giantish ancestors also face, and their large frames make them somewhat clumsy. A largely nomadic race they tend to make their camps on or near mountains where Dwarves or Gnomes dwell, leading to lots of interactions with them as they use their superior muscle to help out their smaller neighbours. Competitive to the end, a Goliath will stop at very little to gain the upper hand in even the slightest conflict.
Summary of Goliath Racial Abilities:
+2 Strength, +1 Con, -2 Dex, -1 Int

Languages: Goliath, Common, Dwarven, Orc, Gnomish, Hobgoblin. A Goliath may learn a maximum of three languages, regardless of intelligence.

Multi-Class Restrictions: For armour, the less restrictive of any two class requirements apply to multi-classed Goliaths for the use of class abilities, except that thieving abilities can only be used when wearing armour useable by Thieves.

Class Options: Assassin, Cleric, Fighter, Thief, Assassin/Fighter, Cleric/Fighter, Fighter/Thief

Starting age:
• Assassin 20+1d6
• Cleric 18+1d4
• Fighter 12+2d6
• Thief 11+1d4

Racial Limitations:
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of Goliath is not a valid choice for the character:
• Strength 8/20
• Dexterity 3/16
• Constitution 8/19
• Intelligence 3/16
• Wisdom 3/18
• Charisma 3/18

Level Limitations:
• Assassin 10
• Cleric 8
• Druid N/A
• Fighter 10
• Illusionist N/A
• Magic User N/A
• Paladin N/A
• Ranger N/A
• Thief Unlimited

Thief Skill Adjustments:
Climb Walls +10%
Move Silently -5%
Hide in Shadows -10%

Monday, 13 August 2012


++Excerpt from the memoirs of Explorator-Magos "Harry" Plan++

The cogitator's Machine Spirit seems to have listened to our prayers, and rejected the foulness that had been infecting its systems these past few weeks.

I am still suspicious that the Ruinous Powers may have had somehting to do with this. I have my trusty Flamer-Skull poised and ready, to burn the machine should it turn out to be one of the Silica Anima, or some other horribleness. 

Ave Machina.

++Thought For The Day: Revere the Omnissiah, for it is the source of all power.++

It seriously fixed itself. I have no idea how, or why, or whether it's trying to lull me into a false sense of security, but updates sould be more regular now!

MiniSix 40k: Races and Home Worlds

The populace of the Imperium is mostly Human. While there is the possibility of having Sanctioned Xenos operating under the watchful eye of a Rogue Trader, or perhaps Ordo Xenos Inquisitors of a more Radical bent, they are so rare as to be unknown by the common man.

Xenos and Abhumans

All Xenos are considered to be Unsanctioned unless they take the Sanctioned Xenos perk (see below).

Eldar (3) - your maximum Agility is raised to 5D. You naturally possess the Psyniscience skill. However, your alien nature makes people less likely to trust you - you suffer a -2 penalty to all Fellowship skills when used on a member of the Imperium.

Kroot (3) - depending on your Kindred and diet, you can raise one of your Stat caps to 5D, though you must drop another to 3D. For example, those who have battled Orks and eaten their flesh might gain added muscle mass, but find themselves unable to adapt to more refined social situations (5D Strength, 3D Fellowship). Or those who feed on Dark Eldar may find that their movement become almost preternaturally fast, but their inquisitive minds are dulled by vicious, almost animalistic dark instincts (5D Agility, 3D Intelligence). The GM is the final arbitrator of what is a suitable pairing.

Sanctioned Xenos (1) - while you are still hated, you are somewhat accepted amongst the Imperium. So long as you have your Sanctioning paperwork, and someone of suitable influence, you may enter Imperial space as a human, with some of the same rights. While many will still want you dead, the clout of Sanctioning and your powerful friend should help stay their hand. You lose the Unsanctioned Xenos Complication.
Far more common, especially in the theatre of war, are the Abhuman Races - offshoots of Humanity who have adapted to life on less Terra-like planets, and have seen their bodies change in response to environmental factors. While many are derided as mutants, most are "stable" mutations - developed over centuries, instead of the corrupt mutations shown by the followers of Chaos.

Ogryn (2) - you are one of the hulking Ogryn, massive Abhumans hailing from high-gravity worlds. Their natural strength is renowned, but many fall well below the normal intelligence curve of humanity. Your maximum Strength is increased to 5D, but your Intelligence cannot be raised higher than 3D. Note, an Ogryn with 3D in intelligence is still a mental giant amongst his race. You gain the Large Complication.

Ratling (2) - you are one of the tiny Ratlings, small, nimble Abhumans with a penchant for becoming snipers and cooks. Their small frame means that they are unable to fight as well in close combat as their squadmates, but their ability to sneak around unnoticed and plant a bullet in the eye of a fly from 50ft away more than makes up for it. Your maximum Agility is increased to 5D, but your Strength cannot be raised above 3D. You gain the Small Complication.

While not as pronounced as the changes seen in Abhumans, the variety of worlds the Imperium has colonised has led, through biology, psychology, and culture, to certain patterns in skill-sets of those from particular types of worlds. From the expert woodsmen of Feral Worlds to the edgy, fast-talking Hivers, these Home Worlds span the breadth of the Imperium - and will make a huge impact on a person's development.

Home Worlds

Home World options cost 2 Dice at character creation, and cannot be taken at any other time. The dice granted by these Perks can take starting Skill dice above the usual 2D. Characters without a Home World Perk are considered general Imperial Citizens, born on any number of "standard" Imperial planets.

Dark Heresy Home WorldsHive World - gain an extra die to the Streetwise Skill, and a +1 bonus to Initiative rolls.
Feral World - gain an extra die to the Survival Skill, and a +1 bonus to your Soak Value.
Void Born - start each session with an extra Hero Point, but receive a -2 penalty to all Fellowship Skills when used against non-Void Born.
Forge World - gain an extra die to the Tech-Use Skill, and a +1 bonus to any rolls to repair or maintain technology.
Schola Progenium - gain an extra die to the Command Skill, and a +1 bonus to any rolls to resist abilities that influence, control, or read thoughts and emotions.

Rogue Trader Home Worlds
Noble Born - gain an extra dice to the Diplomacy Skill, as well as a +1 to Fellowship rolls in high-society situations.
Death World - gain an extra dice to the Survival Skill, and a +1 bonus to all Strength rolls to resist poisons or harsh climates.
Frontier World - gain an extra dice to the Wrangling Skill, and a +1 bonus to all Strength rolls to resist the effects of fatigue.
Footfallen - gain an extra die to the Persuasion Skill, and a +1 bonus to all rolls to do with knowledge of the Koronus Expanse (its legends, lore, power groups, etc).
Fortress World - gain an extra die to either the Pistols or Rifles Skill, but gain a -1 penalty to all Fellowship Rolls regarding non-warfare topics.
Battlefleet - gain an extra die to the Pilot Skill, and gain a +1 bonus to all rolls related to commanding subordinates on a starship.
Penal World - gain an extra die to the Intimidate Skill, and gain a +1 bonus to all rolls relating to the criminal underworld.
Child of Dynasty - gain either an extra die to the group's Profit Factor, or an extra die to Starship Creation, and a +1 bonus to all interactions with high authorities.


Small - This is a Racial Complication. Player Characters gain this only by the Ratling Perk. Small characters receive a -5 penalty on all Might skill checks, Might based damage rolls, Block, and Parry. This penalty doesn’t apply to Stamina, healing, and resisting damage. This penalty doesn’t apply when fighting a Small or Tiny creature. Earn 1 bonus CP each session.

Large - This is a Racial Complication. Player Characters gain this by the Ogryn Perk or others. Large characters gain all the negatives of being Scale +2D, but no benefits (so, they are easier to hit and may find it harder to hit smaller creatures). They also require gear to be tailor-made to their bulk (such as the Ogryn Ripper Guns, or far larger armour than usual). They may also have trouble fitting into vehicles or other places sized for an average human. Earn 1 bonus CP each session.

Unsanctioned Xenos - This is a Racial Complication. Player Characters gain this only through the various Xenos Perks. You are a source of hatred within the Imperium - you suffer a -2 to all Fellowship skills against those who hold the Imperial Creed, and many people will want to shoot you on sight. Gain 1 bonus CP each session.

Thursday, 9 August 2012

Still Tech-Probleming... An Update

++Excerpt from the memoirs of Explorator-Magos "Harry" Plan++

The cogitator seems to be somewhat... off. I have consulted its Machine Spirit, and it reports that it is feeling fine, but its recent erratic behaviour is troubling. There is almost something of malice in its actions... of course, such personification of an un-sentient Machine Spirit is tantamount to tech-heresy, a crime which I must assure you I have no experience of.


At all.

My current options are to go through the rituals of the Standard Operation Procedure again, to perform the renowned "Hard Reset", or to cleanse the cogitator by way of the Omnissiah's Purifying Magnets and the Flames of Supreme-Magos Norton. All hard work, but rewarding in their own ways.

Such is the life of a humble servant of the Omnissiah.

Ave Machina.

++Thought For The Day: The difference between heresy and treachery is ignorance++

In The Works Preview: 40k MiniSix

As a man with my fingers in way too many pies, I'm always open to suggestions. And when one of my close friends wanted to try his hand at GMing for the first time, he wanted a system that could run a 40k game with a bit more action than the overly-lethal FFG RPGs. I offered to help convert MiniSix, by AntiPaladin Games, for his use.

So, MiniSix is yet another awesome, rules-light free RPG. This one is based of the old West End Games D6 System, most famously used as the basis of the old Star Wars line. Recently, however, the core of the system (D6 Adventure, D6 Space, and D6 Fantasy) have been made free to download and open-source, under a OGL-like stipulation. This means designers can use the system as they see fit - which is exactly what the guys at AntiPaladin Games have done.

MiniSix is an action RPG at its heart. It provides a fantastically light framework under which to build your own game, with as much (or as little) extra stuff as you want. The basic mechanic is rolling a pool of D6s, totalling them and checking against a Target Number. Nice and simple.

Characters are made up of a few vitals: Stats, Skills, Perks and Complications.

Stats and Skills are measured in Dice (similar to Risus) - and, to make the game more flexible, it suggests you name them as you see fit for your campaign. The standard stats are Might, Agility, Wits, and Charm.
Not only can you buy dice for each, but each die can be split into 3 "pips" - a static +1 or +2 (a +3 is a whole die). So, instead of having Fellowship at 2D, and Strength at 3D, you could have Fellowship at 2D+1, and Strength at 2D+2, for the same "price" at character creation.

Skills are tied to each stat, and the stats are the "default" number of dice for each. Say you have Might 3D. Any Might skills you have will automatically be considered to have 3 dice in them - and you can spend extra dice to bump them higher (so, spending 2D on the Brawling Skill will bring it up to 5D). While the designers provide a fair list of skills, GMs are encouraged to make up new ones as they see fit for their own setting, or to remove ones which are not suitable.

Perks represent special little extras you can buy, to make your character stand out more. Whether it's a non-human race, the ability to cast spells, or a character trait like a Daredevil or Smooth Talker, Perks help to reinforce the themes of the game, and to help players make the generic characters a bit more unique.

Complications, however, make life more difficult. Most don't have a solid mechanical effect - they represent things like being an Outcast, or Unlucky, or something else the GM can take advantage of to make a story more interesting. Every time they do so, your character earns a Character Point - the game's XP equivalent, used to buy more skills and Perks.
There are also Hero Points, which can be used to change die rolls, heal, make slight changes to the narrative, or used to "buy" clues from the GM.

Now: I've talked about my issues with the Dark Heresy/Rogue Trader/Deathwatch/Black Crusade/Only War system(s) before. But MiniSix gives a great, action-adventure feel to the game - something that lets it replicate 40k literature down to a tee, where ordinary men tackle god-like monstrosities on a regular basis.

Reflecting the 40k RPGs, I'll be changing the stats to Strength, Agility, Intelligence, and Fellowship. The Skills will mostly come from the RPG lines, although I might consider combining a few (frex, making Common Lore, Scholastic Lore and Forbidden Lore single skills, with Specialisations to reflect the variety of possible options). Arkat over at did some conversion work already, which will be the backbone of the stuff I'm doing.

As my friend wishes to run a Penal Legionnaire campaign, I'll be adding some Perks and Complications to reflect it, such as:
  • Home Worlds (grant a bonus die to a skill, plus another benefit)
  • the Penal Legionnaire Complication, which nets you an extra CP whenever being a dead man walking becomes a problem (i.e. all the time)
  • Specialisations (like Commisar, Shock Trooper, etc) to give some extra variety to the characters
  • a Tech-Preist Perk ("free" bionics, the ability to use count Fellowship skills as Intelligence skills when communicating with other Tech-Priests)
... and a few others as I go.

Tuesday, 7 August 2012


So, the fight versus tech is not going well. Still no net access, aside from at work. My update schedule might be a little erratic over the next week or so, but stay tuned!

Friday, 3 August 2012

Funny Accents: Boon or Bane?

So, I'm the kind of DM who uses accents for NPCs. I find that it can allow a unique NPC to have a little bit more character, and along with various tics and mannerisms, can help with immersion. But, on a large-scale, I'm not too much of a fan of giving racial accents.

There are certain exceptions - Goblins all sound kinda the same (a high-pitched growly voice), Kobolds have similar vocal descriptions ("like a crocodile impersonating a yappy dog"), etc.

However, I tend to go for it in a big way when doing Rogue Trader. You can imply a lot about someone's origin with an accent - and, when the galaxy is as large as it is in 40k, you need all the help you can get.

So, a quick guide to my 40k accents:

Catachan - put on a good, thick American accent, maybe with a hint of Germanic influence ("GET TO DE CHOPPAH!") - although Jayne sounds a bit more like a softer version of myself.

Death Worlds - my generic Death World accent has hints of Australian or Russian, depending on the climate.

Cadian - Cadians are Canadians! Although I have a hard time keeping up the accent. A relatively "plain" American accent works here as well. Fortress Worlds in general fit that theme.

Noble Worlds - always RP English, all the time! Unless they are French. Boaby generally sounds like my "work" voice - unnaccented, annunciated Scottish - an accent I kept for Hive World Nobles (Spyrers and the like).

Hive Worlds - well, there's a running joke that the Necromundan Hive Dialect is Glaswegian... but either a thicker Scottish twang or a Cockney accent will do.

Wilhelm has his own distinct voice. Generally quiet, deep, and English. Like Patrick Stewart after a night on the whiskey and heavy-tar cigarettes.

Captain Tiberius Krawkin has the most generic, growly English accent I could muster. Lots of drawn-out syllables and such, to show how eeeevill he is.
While none have been encountered in-game so far, Marines of the Salamanders Chapter all sound like James Earl Jones in my head (in other words, like Sexual Love Chocolate). Or Idris Elba. Any sufficiently sexy-voiced person of African descent will do.

The one Raven Guard who showed up whispered in an non-Cockney London accent at all times.

And the Space Wolf sounded like BRIAN BLESSED with a Scottish twang.

Tech Issues - Update

So, we have diagnosed the problem with my Notebook - the Conficker computer virus.

The patient is stable, and has been quarantined to the best of my ability.

In other words, the Internet capability of my Notebook has been shut off.

She's doing great. I'm sure she'll pull through, with a massive dose of antivirals, and the tender ministrations of the lady friend, who I am led to believe is some kind of magical wizard. Or, you know, does Computing an university.

Something like that.

Fingers crossed I should be back up and running by tomorrow.