So, I might be somewhat late with the news here, but apparently Games Workshop has decided to stop producing its Specialist Range figures - those old classics like Blood Bowl, Necromunda, and Inquisitor.
While this has been confirmed through several sources (including GW's Customer Support line), GW haven't put it up on their website as of yet, attempting to simply let the figures run out of stock and not replace them. Even Forge World is getting in on the act - they will no longer produce any of their specialist games (like Aeronautica Imperialis).
This is something of a blow to those gamers who enjoy the less "cut and dry" nature of these models - the Specialist Games models had some of the coolest sculpting work done at GW, and had a retro charm that modern models just seem to be missing. For those looking to add a little something different to their armies, or even to play these specialist games, many will be forced to take their custom elsewhere, or to use models from another range that may not fit particularly well.
Well, it's their bed, so they can lie in it. I am sure they don't make that much money from the SG stuff (even when they are stupidly overpriced, even by GW standards), but it's going to lose them a fair amount of business (or at least, a goodly amount of respect amongst certain circles). My advice would be to get yourself over to the Specialist Games Website and download everything you can for free - while you still can.
Showing posts with label Warhammer 40k. Show all posts
Showing posts with label Warhammer 40k. Show all posts
Sunday, 12 May 2013
Thursday, 24 January 2013
In The Grim Darkness of Mega-City One... 40kRPGs for Judge Dredd: Some Thoughts
So, like I posted about earlier in the week, I'd been wondering about writing up some rules for running Judge Dredd with the Dark Heresy system. Well, that thought went out the window pretty quickly - after all, Judges spend 15 years training before they get to hit the streets.
So, I instead turned my eye to Rogue Trader - and, lo and behold, it's a pretty good fit! It has competent characters, with a dash of lethality, lots of cool options for skills and gear, and a built-in way to handwave the problem of "Standard-Issue Gear" and spending money - the Profit Factor system.
First, it's no longer Profit Factor, but Renown (or Acquisition, or Respect or something similar) - a way to represent the pull and "power" a Judge has to requisition more bodies, vehicles or unusual gear. In all respects, it works the same, so we'll not fiddle it too much (for now).
The thing that makes these characters more competent than their DH counterparts is the Origin Path system - which gives you lumps of backstory, along with packages of Skills and Talents to make up 4,500xp (the remaining 500xp can be spent as you wish). This might need a few tweaks, but it shouldn't be too much work.
Skills will obviously have to change, but not by much - most of RT's (exhaustive) list of skills are fair, it's mainly the Knowledge skills which need to change. And similarly, most of the Talents will suit, with even the more setting-specific ones simply needing the serial numbers filed off.
For Careers, I can think of a few off the top of my head:
Street Judge (your common-or-garden Judge) - a "jack of all trades" career, might need to make a specific Advance chart for this one.
Tac-Judge (as in "tactical", a SWAT equivalent) - "The Heavy", most likely modify the Arch-Militant Career for this one.
Tek-Judge - I'll take more influence from the Explorator here, with more focus on Knowledge skills than becoming tough as all Hell.
Wally Squad (Undercover Judges) - something like DH's Scum - a Career based around lying, deceptions, and "criminal" skills and knowledge.
Psi-Judge - the Psyker and Astropath Careers are a little bit too setting-specific to be much use here, and Psi-Judges still have their Judge training to fall back on - I'll make a unique Advance Chart for this one too (most likely based off the Street Judge, with extra Psi-options in place of more generalist Advances).
The Psychic Power system will need some tweaking - and with so many options for how do model it, between DH and RT using different mechanics for Psy Rating, along with rules for Sorcery, I have plenty to work with. But, the one that's catching my eye as being similar enough to work would be the Navigator scheme. We'll see what sticks.
So, I instead turned my eye to Rogue Trader - and, lo and behold, it's a pretty good fit! It has competent characters, with a dash of lethality, lots of cool options for skills and gear, and a built-in way to handwave the problem of "Standard-Issue Gear" and spending money - the Profit Factor system.
First, it's no longer Profit Factor, but Renown (or Acquisition, or Respect or something similar) - a way to represent the pull and "power" a Judge has to requisition more bodies, vehicles or unusual gear. In all respects, it works the same, so we'll not fiddle it too much (for now).
The thing that makes these characters more competent than their DH counterparts is the Origin Path system - which gives you lumps of backstory, along with packages of Skills and Talents to make up 4,500xp (the remaining 500xp can be spent as you wish). This might need a few tweaks, but it shouldn't be too much work.
Skills will obviously have to change, but not by much - most of RT's (exhaustive) list of skills are fair, it's mainly the Knowledge skills which need to change. And similarly, most of the Talents will suit, with even the more setting-specific ones simply needing the serial numbers filed off.
For Careers, I can think of a few off the top of my head:
Street Judge (your common-or-garden Judge) - a "jack of all trades" career, might need to make a specific Advance chart for this one.
Tac-Judge (as in "tactical", a SWAT equivalent) - "The Heavy", most likely modify the Arch-Militant Career for this one.
Tek-Judge - I'll take more influence from the Explorator here, with more focus on Knowledge skills than becoming tough as all Hell.
Wally Squad (Undercover Judges) - something like DH's Scum - a Career based around lying, deceptions, and "criminal" skills and knowledge.
Psi-Judge - the Psyker and Astropath Careers are a little bit too setting-specific to be much use here, and Psi-Judges still have their Judge training to fall back on - I'll make a unique Advance Chart for this one too (most likely based off the Street Judge, with extra Psi-options in place of more generalist Advances).
The Psychic Power system will need some tweaking - and with so many options for how do model it, between DH and RT using different mechanics for Psy Rating, along with rules for Sorcery, I have plenty to work with. But, the one that's catching my eye as being similar enough to work would be the Navigator scheme. We'll see what sticks.
Monday, 21 January 2013
Dredd: How To Game It
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| Pictured: THE LAW |
I loved the movie. It managed to perfectly recreate the look of the comics - I wasn't all that convinced by the choice of South Africa, at first, but it turns out that Cape Town pretty much looks exactly like Mega-City One. It mixes ultra-modern, sleek aesthetics with junker vans and slums, and even has those wonderful mixes (like the futuristic flyover built from concrete, cutting through a regular "Americanised" street, with shanty houses on one side). It's awesome!
The casting was good - Olivia Thirlby makes a slightly younger-than-usual Psi-Judge Anderson, but pulls off the "badass rookie" pretty well, and Urban nails it. Lena Heady was a little take-it-or-leave-it as Ma-Ma - I can think of a lot of female actresses out there who could have brought more to the role. But, she wasn't terrible. Plus, movie-geek rage happened when her scar make-up couldn't stay consistent between shots.
The SFX were well-realised - they added to the scenes, rather than dominating them (a common problem in bigger-budget movies). Practical effects are used for most of the movie, with the real exceptions being the scenes powered by the perception-altering drug Slo-Mo - thus adding to the feeling of unreality (and, in theatres, most of the 3D elements were Slo-Mo scenes as well!).
But, the thing that stuck in my head was how much fun it might be to run a game in the setting.
The first thought was a skirmish-style game, as I've been wanting to try a little bit more wargaming recently. Necromunda is pretty much already a hab-riot on the tabletop, but the rules for playing as a smaller, elite force (like the Arbites) as versus a larger gang are a bit wonky. Plus, the Arbites in a campaign game have a few issues (like the system of replacements and hiring).
Inquisitor28 could be a good fit, particularly inspired by this post. A small group of Judges/Arbites, controlled by one player, and the inhabitants by another player (or multiple players). You could have simple survival as the goal, but it's always more fun to have a clear objective in Inquisitor (perhaps, similar to the movie, the Arbites have to protect a witness/perp, and the other gangs need to make sure they don't get out alive/they're the ones who kill the witness/they steal the witness away for their own nefarious purposes). I'd maybe consider modifying the rules to reflect ammo (even just price up clips, etc), and track wounds a little more "realistically" for the Arbites. Building a multi-level environment might pose a problem, but it surely can be done!
There is also a new Judge Dredd miniatures line and Skirmish Game from Mongoose Publishing, which are both pretty top-notch. The rules are a free download, for one thing, and the miniatures are sculpted suspiciously similar to the Wargames Foundry 2000AD Miniatures, and their Street Violence Range as well - meaning that you have a lot of options for this one.
I'll pop up a quick review of the rules soon.
I also thought about full-on roleplay in the setting. While there is a Judge Dredd system out there, I was never a fan. So, searching about, I thought MiniSix could make a good starting point. But, then I thought - really, the Warhammer 40k setting has borrowed so much from the Dredd setting, that it's time to give something back...
I'll pop up some conversion ideas for running Dredd in the WH40kRPG system this week - stay tuned!
Thursday, 20 December 2012
Rogue Trader - Alternate/Expanded Navigator Mutations Table
So, after seeing the huge list of other mutations, and Black Crusade's Gifts system, I felt a little underwhelmed by the Navigator Mutations Table. I understand that Navigators are meant to be a more stable mutation (almost Abhumans), but I feel that they should have a little bit more variety.
They'reripped off from inspired by Dune's Navigators, who are a pretty varied lot, mutated in various horrific ways by exposure to the Spice melange - I would assume that the Warp should have a far worse effect.
After all, many of the Navigator Houses are into genetic modification, and perform in-vitro gene therapy on their scions to enhance their abilities, so some oddness might not be too out of order. Plus, the current table means that many Navigators pick up the same mutations as they increase in power - but really, why would fucking about with The Warp result in anything being similar?
Roll 1d100!
01-09 Unusual Skin - your flesh takes on an unusual hue, reflective of your unnatural origins.
Roll 1d5:
1-3 Deathly Pale - much like a corpse that has been left in water, translucent and almost blue. A surprisingly common mutation for Navigators.
4 Yellowish Hue - like someone suffering terrible jaundice, you have an almost bruised appearance.
5 Pitch Black - like polished obsidian, pure dark and menacing.
09-13 Slender Frame - you grow dramatically in height, your limbs lengthening to eerie proportions. You lose 1d10 Toughness, but gain 1d10 Agility. You also gain the penalties of the Size (Hulking) Trait.
14-18 Inhuman Visage - the Empyrean changes your features, leaving you looking less than human - perhaps your nose is little more than a pair of slits, your mouth seamless enough to look non-existent, or your eyes are unblinking and a shade no natural being could achieve, shimmering with the roiling chaos of the Warp. You gain the Fear (1) Trait.
19-23 Teeth As Sharp As Needles -over the course of a few days, you teeth begin to fall out, replaced by hundreds of needle-like extrusions. These teeth regularly shed, but are replaced within a day or so. You gain the Natural Weapons Trait (1d5 Rending, Pen 1).
24-28 Marbled Veins - underneath your skin, your veins are a very obvious black - the seething corruption of your twisted birthright making itself known. You suffer -5 to all Fellowship tests.
39-43 Warp-Fed - the energies of the Empyrean surge within you, providing sustenance where food cannot, and your physiology has been altered to the point where you need some small connection to the Warp to survive. You no longer need to eat or breathe - however, in the presence of a Null Rod or other anti-Warp phenomena, you must start taking Toughness tests to resist suffocation (as per the rules for drowning).
49-53 Clawed Fingers - your nails become long, dully shining like some ashen metal, or the bones of your fingers protrude past your skin. You gain the Natural Weapons Trait (1d5 Rending, Pen 1). If your roll this mutation twice, the claws become longer (Pen 2) but you suffer a -10 to any Characteristic Tests involving fine dexterity.
59-63 Strange Vitality - your body is flushed with strange energies that help wounds heal, bones knit back together, and barely leave a trace of their passing. You gain the Regeneration (1) Trait.
84-88 Weakness of The Flesh - your flesh is barely held on at the best of times, but under duress it seems to slough from you like wet paper. You lose one Wound permanently, and all Critical Damage rolls are treated as though they had rolled one higher. If you roll this mutation again, the effects stack up to three times (so, lose up to three wounds and treat Critical Damage as up to three points higher).
94-98 Disturbing Voice - screeching like nails down a chalkboard, or so low as to make bowels loosen, your voice is a horror to behold. You suffer a -10 penalty to any Fellowship tests involving speech, but gain +10 to any Intimidate tests involving speech.
99-00 Maddening Clarity - your senses have been altered by the Warp, extending out from your body and sensing things man was not meant to know - colours hold dark shades not fit for mortal eyes, sounds echo with the laughter of thirsting Gods, and every taste echoes with a thousand forbidden pleasures. When you open your Third Eye, the Warp seems even stranger than before... almost inviting. You gain the Unnatural Perception (x2) Trait, but also immediately gain 2d10 permanent Insanity Points, and 2d10 Corruption Points.
They're
After all, many of the Navigator Houses are into genetic modification, and perform in-vitro gene therapy on their scions to enhance their abilities, so some oddness might not be too out of order. Plus, the current table means that many Navigators pick up the same mutations as they increase in power - but really, why would fucking about with The Warp result in anything being similar?
Roll 1d100!
01-09 Unusual Skin - your flesh takes on an unusual hue, reflective of your unnatural origins.
Roll 1d5:
1-3 Deathly Pale - much like a corpse that has been left in water, translucent and almost blue. A surprisingly common mutation for Navigators.
4 Yellowish Hue - like someone suffering terrible jaundice, you have an almost bruised appearance.
5 Pitch Black - like polished obsidian, pure dark and menacing.
09-13 Slender Frame - you grow dramatically in height, your limbs lengthening to eerie proportions. You lose 1d10 Toughness, but gain 1d10 Agility. You also gain the penalties of the Size (Hulking) Trait.
14-18 Inhuman Visage - the Empyrean changes your features, leaving you looking less than human - perhaps your nose is little more than a pair of slits, your mouth seamless enough to look non-existent, or your eyes are unblinking and a shade no natural being could achieve, shimmering with the roiling chaos of the Warp. You gain the Fear (1) Trait.
19-23 Teeth As Sharp As Needles -over the course of a few days, you teeth begin to fall out, replaced by hundreds of needle-like extrusions. These teeth regularly shed, but are replaced within a day or so. You gain the Natural Weapons Trait (1d5 Rending, Pen 1).
24-28 Marbled Veins - underneath your skin, your veins are a very obvious black - the seething corruption of your twisted birthright making itself known. You suffer -5 to all Fellowship tests.
29-33 Nictitating Membranes - you develop extra eyelids, that closes horizontally underneath your regular trio. You gain a +10 bonus to Toughness tests to resist being Blinded, and a +5 to any attempts to resist Warp-related phenomena (by slamming your Third Eye shut).
34-38 Disturbing Grace - your movements seem less real - as you see the winding paths of possibility unfolding before you, your body chooses its own path before the real world can catch up. You gain the Unnatural Agility (x2) Trait.
39-43 Warp-Fed - the energies of the Empyrean surge within you, providing sustenance where food cannot, and your physiology has been altered to the point where you need some small connection to the Warp to survive. You no longer need to eat or breathe - however, in the presence of a Null Rod or other anti-Warp phenomena, you must start taking Toughness tests to resist suffocation (as per the rules for drowning).
44-48 Unnatural Aura - you exude an aura of ill-feeling - animals are wary (as are people), you smell like ancient places best forgotten, or your sheer presence causes people to taste naught but ashes in their mouth - whatever the reason, all Fellowship rolls are made at -10, except those to intimidate or frighten - those gain +10.
49-53 Clawed Fingers - your nails become long, dully shining like some ashen metal, or the bones of your fingers protrude past your skin. You gain the Natural Weapons Trait (1d5 Rending, Pen 1). If your roll this mutation twice, the claws become longer (Pen 2) but you suffer a -10 to any Characteristic Tests involving fine dexterity.
54-58 Gaunt Frame - you are little but flesh and bone. -1d10 Strength or Toughness, whichever is lowest. If you roll this mutation a second time, you lose another 5 points of Strength or Toughness.
59-63 Strange Vitality - your body is flushed with strange energies that help wounds heal, bones knit back together, and barely leave a trace of their passing. You gain the Regeneration (1) Trait.
64-68 Hairless - you are unable to grow any form of bodily hair, and any you may have will fall out almost overnight - no eyebrows, eyelashes, or even protective nasal hairs. You suffer a -5 to Toughness Tests to resist inhaled toxins.
69-73 Unusual Pupils - whether square, like a goat, slitted like a reptile, or a widely variant colour (such as red, yellow, or blue), your pupils reflect the corruption of your soul. You gain a -5 penalty to any Perception checks.
74-78 Stout Frame - you become obese, almost overnight, and exercise shifts little of the flab. Gain +5 Toughness. If you roll this mutation twice, you gain another +5 Toughness, but lose the ability to Run. If you roll a third time, you can only move at your slowest speed increment without assistance, lose -2d10 Agility and gain the Size (Hulking) Trait.
79-83 Warpsight - more and more, you rely on your Third Eye to guide you, until eventually, the Sight that the Navigator Gene grants you starts to leak over into your view of realspace. The souls of those around you shine like beacons, psykers are miniature infernos, and the creatures of the Warp linger around, sharks sniffing at the blood of those around you. You can see the souls of those around you - all Awareness Tests gain a +10 bonus; however, any Scrutiny Tests suffer a –10 penalty - you are less able to see such mundane things as facial expressions.
84-88 Weakness of The Flesh - your flesh is barely held on at the best of times, but under duress it seems to slough from you like wet paper. You lose one Wound permanently, and all Critical Damage rolls are treated as though they had rolled one higher. If you roll this mutation again, the effects stack up to three times (so, lose up to three wounds and treat Critical Damage as up to three points higher).
89-93 Twisted Frame - your flesh twists back on itself, and your bones curve in all the wrong places. You cannot Run and lose 1d10 Ag. If you roll this mutation twice, you cannot move unassisted, and lose another 1d10 Ag.
94-98 Disturbing Voice - screeching like nails down a chalkboard, or so low as to make bowels loosen, your voice is a horror to behold. You suffer a -10 penalty to any Fellowship tests involving speech, but gain +10 to any Intimidate tests involving speech.
99-00 Maddening Clarity - your senses have been altered by the Warp, extending out from your body and sensing things man was not meant to know - colours hold dark shades not fit for mortal eyes, sounds echo with the laughter of thirsting Gods, and every taste echoes with a thousand forbidden pleasures. When you open your Third Eye, the Warp seems even stranger than before... almost inviting. You gain the Unnatural Perception (x2) Trait, but also immediately gain 2d10 permanent Insanity Points, and 2d10 Corruption Points.
Should you roll the same mutation twice, reroll - unless otherwise stated in the mutation's description.
You are, of course, free to work any of these as you wish - like Unusual Pupils representing cat-like eyes, or milky cataracts, or just a strange colouration (even albinism). Some might work out kinda weirdly - like granting mutually exclusive bonuses or extras. A good example would be Stout Frame and Weakness of the Flesh - extra Toughness, but also a lot more vulnerable. GMs and players should discuss the best way to integrate both mutations (so, your physiology is tough, you resist poisons well, and your bodily integrity is sound - but some Empyrean rot has settled underneath your skin, letting it slough away at any opportunity, and once it gets past that outer layer of fat, there's nothing there), or, in the case of ones which are totally at odds with existing ones, re-roll - but don't let this be an excuse to get rid on undesirable rolls! Navigators must suffer the fruits of their cursed bloodline - it's all part of the GrimDark.
Legal Note: I have reproduced, without permission, items from a property owned by Fantasy Flight Games. I do not own any of the terms used (including Navigator, Mutation Table, any of the Characteristics, and the word "The"). I'm doing this as a non-profit gig, so please don't sue me. To be fair, FFG aren'tThe Evil Empire sorry, Games Workshop, so I'm sure I'll be fine. Just saying.
You are, of course, free to work any of these as you wish - like Unusual Pupils representing cat-like eyes, or milky cataracts, or just a strange colouration (even albinism). Some might work out kinda weirdly - like granting mutually exclusive bonuses or extras. A good example would be Stout Frame and Weakness of the Flesh - extra Toughness, but also a lot more vulnerable. GMs and players should discuss the best way to integrate both mutations (so, your physiology is tough, you resist poisons well, and your bodily integrity is sound - but some Empyrean rot has settled underneath your skin, letting it slough away at any opportunity, and once it gets past that outer layer of fat, there's nothing there), or, in the case of ones which are totally at odds with existing ones, re-roll - but don't let this be an excuse to get rid on undesirable rolls! Navigators must suffer the fruits of their cursed bloodline - it's all part of the GrimDark.
Legal Note: I have reproduced, without permission, items from a property owned by Fantasy Flight Games. I do not own any of the terms used (including Navigator, Mutation Table, any of the Characteristics, and the word "The"). I'm doing this as a non-profit gig, so please don't sue me. To be fair, FFG aren't
Wednesday, 31 October 2012
Preparing The Underhive...
So - I'm planning on playing a friendly game of Necromunda this weekend. I'm currently in the process of creating some terrain, or at least prepping it for quick-building once I get to my location.
I have a lot of sketches done for large-ish structures, to act as the main terrain pieces, and I plan on making some simple barricades/shipping containers to help supplement it. To prevent the "shooty" gangs from holding too much power (my opponent is thinking of taking Van Saar), I'm trying to make a balance between cluttered, LoS-blocking pieces for the ground level, and exposed "sniper perches" and other high-level areas for those who can claim them first.
I'm also going to make up a few Objective markers, using scrap, sprue and bitz - either placed on a miniature bases or done on similar-sized cardboard.
As I am skint, and this is a friendly one-off, we're not sinking too much money into it. Hell, we're not sinking any money into it - our scenery will be cardboard and household items, and our miniatures will be plastic Army Men. It will be great.
I'll provide some photos (and maybe a battle report) over the weekend.
I have a lot of sketches done for large-ish structures, to act as the main terrain pieces, and I plan on making some simple barricades/shipping containers to help supplement it. To prevent the "shooty" gangs from holding too much power (my opponent is thinking of taking Van Saar), I'm trying to make a balance between cluttered, LoS-blocking pieces for the ground level, and exposed "sniper perches" and other high-level areas for those who can claim them first.
I'm also going to make up a few Objective markers, using scrap, sprue and bitz - either placed on a miniature bases or done on similar-sized cardboard.
As I am skint, and this is a friendly one-off, we're not sinking too much money into it. Hell, we're not sinking any money into it - our scenery will be cardboard and household items, and our miniatures will be plastic Army Men. It will be great.
I'll provide some photos (and maybe a battle report) over the weekend.
Thursday, 18 October 2012
Chaos of The Warp Podcast
As you know, I like to support my friends and fellow Scotsmen. I find that friendship and helping each other out is the basis of forming a strong gaming community - and also gives me the chance to get a free promotion.
*nudge nudge*
Chaos of The Warp is a general wargaming podcast, with an obvious focus on Warhammer 40k. Reviews, upcoming events in Scotland, rumours, and GW announcements all fall under their radar. It helps that one of my close friends and DMs, Brian of Lead Legion, is a contributor.
Check them out!
Sunday, 9 September 2012
MiniSix 40k Bestiary: Humanity
The Koronus Expanse is packed full of the sorts of right nasty fuckers you'd do better to avoid than fight. That being said, it's not always that possible. Although, sometimes the allure of more Thrones than they can shake a stick at might bring them over to your side - always try diplomacy first, failing that CASH MONEY, and failing both of those, the biggest gun you can find.
These guys are all modified from pre-existing sample characters in the MiniSix book, bar the Astartes.
These guys are all modified from pre-existing sample characters in the MiniSix book, bar the Astartes.
The common or garden Imperial subject.
Strength: 2D Intelligence: 2D
Agility: 2D Fellowship: 2D
Skills: Any three at +1D each
Gear: As needed by profession.Static: Dodge 6, Soak 6
Adept - Int 2D+2, Common Lore 1D, Trade (Pick one) 1D, one other Skill (by Home World)
Entertainer - Fel 2D+2, Perform 1D, Charm 1D, one other Skill
Hired Gun - Agl 2D+2, Pistols 1D, Dodge 1D, Intimidate 1D, Laspistol or Hand Cannon, ballistic armour (+3)
Native Guide - Str 2D+1, Fellowship 2D+1, Tracking 1D, Navigation 1D, Blades 1D, Knife (+1D), Crossbow (3D), leather armour (+1)
Scum - Fel 2D+2, Charm 1D, Deceive 1D, Knives 1D (for a Cultist, add Forbidden Lore (pick one))
Voidfarer - Int 2D+1, Fel 1D+2, Navigation 1D, Ship Lore 1D, one other skill

Imperial Guardsman ***
The footsoldiers of the Imperium's war machine.
Strength: 3D+1 Intelligence: 2D
Agility: 2D+1 Fellowship: 2D
Skills: Dodge 3D+1, Rifles 4D+1
Gear: Flak Armour (+4), Lasgun, copy of The Imperial Infantryman's Uplifting Primer.Static: Dodge 10, Block 10, Soak 10(14)
Traitor Guard - Fel 1D, Forbidden Lore 2D

Adeptus Arbites ***
They ARE the law.
Strength: 4D Intelligence: 2D+1
Agility: 3D+1 Fellowship: 2D+1
Skills: Brawling 5D, Dodge 4D+1, Pistol 5D+1, Melee 4D+1
Gear: Carapace Armour (+6), Hand Cannon (4D) or Bolt Pistol (5D) or Combat Shotgun (4D+2), shock maul (+3D, stuns for 1d3 rounds)
Static: Dodge 13, Block 15, Parry 12, Soak 12(18)
Adeptus Astartes ***** Scale: +2D/+6The Emperor's Angels, His Will Incarnate
Strength: 6D Intelligence: 3D+2
Agility: 4D Fellowship: 3D
Skills: Melee 6D+1, Rifles 6D+1, Pistols 6D+1, Dodge 4D, Intimidate 3D
Perks: Space Marine, Black Carapace (removes Scale penalties, keeps bonuses)
Gear: Astartes Power Armour (+10, +1D Might), Chainsword (+6D) and Bolt Pistol (5D) or Boltgun (6D)
Static: Dodge 12, Block 19, Soak 18 (28)
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).
Notes
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
Modifications
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).
Pistols
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
Rifles
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
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 RPG.net, so kudos to him for allowing me to reprint them here. Some might be changed after some playtesting.
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).
Notes
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
Modifications
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).
Pistols
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
Rifles
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
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 RPG.net, so kudos to him for allowing me to reprint them here. Some might be changed after some playtesting.
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.
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.
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!
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!
Monday, 13 August 2012
WHAT MANNER OF WIZARDRY IS THIS?
++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!
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.
Complications
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.
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.
Complications
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.
Whatsoever.
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++
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.
Whatsoever.
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 RPG.net 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:
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 RPG.net 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)
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.
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.
Wednesday, 25 July 2012
The Adepts of Mechanus - a Planescape Sect
On the Planes, many people find their personal philosophies align with those of a particular group or Plane. Or perhaps, that the Planes align with them. Such chicken-and-egg pedantry is practically Sigil's national past time, after all.
The Cult of the Machine are no different - their desire for pure unfettered Law links them strongly to the Clockwork Nirvana of Mechanus, the Plane of Law and home to the Modrons.
They are generally thought to be an offshoot of the Guvnors, another Lawful Faction within Sigil. Where the Guvnors attempt to codify the Multiverse, however, the Adepts attempt to codify themselves - masters of anatomy and biology, as well as clockworking and machinery, they believe that to know is to control - and they are voracious in their devouring of sacred knowledges. Many worship Primus, The First Modron, as their patron Power. Primus seems nonplussed by this behaviour, at best.
Their true philosophy is one of transcendence - past flesh and into pure Law. There are many paths to this, according to their teachings - from replacing their flesh with machinery, to gaining knowledge of the inner workings of the body, to understand how it works in the hope of improving it. They hope to reach a state of purity within their own lifetime, but many will settle with passing on their knowledge to others with similar beliefs.
They are identifiable through their code of dress and appearance - many wear bright red robes, and bear stylised cogs and gears as part of their get-up. They are also fond of adapting their bodies using bizarre alchemical methods - while some treat themselves with unguents and potions to improve their bodies and minds, some use clockwork and machinery to improve their "base flesh". These transhumans (and demi-humans) are still a rare sight outside of Mechanus itself, but some will enter Sigil to spread the good word, and to buy reagents and materials for superior constructions.
There are rumours, however, that not all of their members are as kindly as you might expect - even that they have been hunting Rogue Modrons, so as to harvest their parts, ritually consecrate them back to Law, and use them to upgrade themselves.
Their current leader is Dar Anis (F/Planar/Zenthyri/MU8), a woman who has replaced both her arms and one of her legs with strange, clockwork prosthetics. She has been pushing for the Sect to set up a large presence in Sigil, but the current level of membership is a little too small to think about branching too far from Mechanus.
Should you ever want to improve yourself, or replace a missing limb, hunt down these Machine Cultists - you won't regret it! Unless you're a Rogue Modron, in which case - skip out!
Rogue Trader: One-on-One: Part Fourteen: You Weren't Expecting US
The crew set their sights on this brave new world - Claudia was already planning investments as she travelled. However, during a brief re-entry into the Materium, she received an encoded vox/pict message.
A plain black screen.
"Lord-Captain Black - we will be with you shortly. Prepare yourself."
The voice sounded old, almost grandfatherly in tone. As soon as it was done, an image flashed onto the screen for a few seconds before the message ended.
The Lord-Captain's only response was, and I quote:
"AWWWWWW SHIT!"
Much running around ensued, trying to hide anything that might be construed as heresy (from the Xenos artifacts the Lord-Captain had acquired, to those she planned to sell on, right up to the "warded" servitor-AIs onboard the Champagne Room).
Eventually, a small ship appeared - clearly not Warp-capable (or only marginally so), pure black against the Void. It docked with the ship, and Claudia ensured she was first in line to welcome the Inquisitor when he entered.
The man who came down the ramp wasn't quite what she was expecting. He looked to be in his sixties, possibly seventies - his thinning white hair was plastered onto his head in a slight comb-over. He limped heavily, supported by an ornate cane (which the Lord-Captain identified as being Wraithbone, the psychic building blocks of most Eldar technology).
He smiled when he saw her, and greeted her warmly. He explained that he had worked alongside her mother on several occasions, and was amazed to see how much she'd grown since he last saw her. He introduced himself as Inquisitor Thaddeus Lethe, of the Ordo Xenos. He had come to pay his respects to Claudia's mother.
Behind him, another figure left the vessel. This one was tall, almost inhumanly thin, and moved with a practised grace that was almost unearthly. He wore simple armour, definitely Xenos in origin, and carried a sword of the finest craftsmanship.
Lethe introduced the figure as Ulthir, his "companion". The Lord-Captain knew that Ulthir was most definitely an Eldar, but he seemed to lack... something. Her newly-found psychic senses did not tingle the same way as they did when faced with the other Eldar. Lethe explained that Ulthir was a rarity amongst his kind - his natural psychic ability did not function, a "Blank" in human terms. Such Eldar are almost unheard of, and Ulthir was cast out from his Craftworld when he came of age. Lethe had found him plying his services as a mercenary, and eventually convinced him to travel with him, doing service for The Imperium.
Claudia had ensured that Inquisitor Lethe's stay would be as comfortable as possible - right through to a tour of the ship, to see how things had changed since her mother's death. He eventually broached the subject of her search for The Pearl - several of the other Rogue Traders who had managed to return empty-handed to Port Wander and Footfall suspected that Claudia was doing far better than themselves.
Reluctantly, she showed Lethe and Ulthir the Star Map - Lethe was fascinated, having never seen a working example of such closely-guarded Eldar tech. Ulthir, however, seemed a little edgy, and eventually excused himself after an argument in Eldar with Lethe. Turns out, he wasn't keen on humans interfering with his people's secrets - though it turned out he couldn't care less about the fate of the people that had abandoned him, but he did care about why the starmap had been broken and cast into the Warp. After some persuasion, he did help Claudia to analyse the starmap further, and to gain some knowledge into its workings, though he maintained a superior air throughout the length of his stay.
Lthe also asked questions of The Champagne Room, and even requested a small tour. He was most fascinated with it, but knew he would need to leave it in her hands - as a Human relic, it was somewhat outside his scope as a member of the Ordo Xenos. Claudia's insistence that she would return it to the Adeptus Mechanicus for study further cemented his trust in the new Scion of the Black Dynasty.
Claudia had began to tire of the Inquisitor's methods and secrecy, and decided on a decisive change of course - to the Halo Stars, just outside true Imperial Space. While she knew that the Inquisition held the highest power inside the Imperium's borders, outside she was the God-Emperor's Hand - and even Lethe could be held to her account.
In theory, at least. Warrants of Trade and Inquisitorial Rosettes are something akin to unstoppable forces and immovable objects - who knows what would happen when one tried to push against the other.
Forgoing her previous etiquette, she took Lethe aside and chewed him out - asking exactly why he was here. Lethe smiled, and told Claudia of all the ways she reminded him of her mother, her temper was the biggest.
He explained that both of them were in highly privileged positions - the Lords of Mankind, held above account to all but the God-Emperor himself. And, with that, there were certain temptations that might spring from answering to no-one. He simply arrived to quell his own personal concerns for the daughter of an old friend, and to ensure that she was still on the straight and narrow path of humanity's Manifest Destiny.
Claudia was unconvinced, but at least she believed his concerns - she simply knew he had other motives for his sudden appearance. Whether it was the Pearl, the Star Map itself, or to simply court her into the service of the Inquisition, she couldn't tell - but, she would find out. Soon enough.
A plain black screen.
"Lord-Captain Black - we will be with you shortly. Prepare yourself."
The voice sounded old, almost grandfatherly in tone. As soon as it was done, an image flashed onto the screen for a few seconds before the message ended.
![]() |
| The Universal Symbol For "You're Fucked" |
"AWWWWWW SHIT!"
Much running around ensued, trying to hide anything that might be construed as heresy (from the Xenos artifacts the Lord-Captain had acquired, to those she planned to sell on, right up to the "warded" servitor-AIs onboard the Champagne Room).
Eventually, a small ship appeared - clearly not Warp-capable (or only marginally so), pure black against the Void. It docked with the ship, and Claudia ensured she was first in line to welcome the Inquisitor when he entered.
The man who came down the ramp wasn't quite what she was expecting. He looked to be in his sixties, possibly seventies - his thinning white hair was plastered onto his head in a slight comb-over. He limped heavily, supported by an ornate cane (which the Lord-Captain identified as being Wraithbone, the psychic building blocks of most Eldar technology).
He smiled when he saw her, and greeted her warmly. He explained that he had worked alongside her mother on several occasions, and was amazed to see how much she'd grown since he last saw her. He introduced himself as Inquisitor Thaddeus Lethe, of the Ordo Xenos. He had come to pay his respects to Claudia's mother.
Behind him, another figure left the vessel. This one was tall, almost inhumanly thin, and moved with a practised grace that was almost unearthly. He wore simple armour, definitely Xenos in origin, and carried a sword of the finest craftsmanship.
Lethe introduced the figure as Ulthir, his "companion". The Lord-Captain knew that Ulthir was most definitely an Eldar, but he seemed to lack... something. Her newly-found psychic senses did not tingle the same way as they did when faced with the other Eldar. Lethe explained that Ulthir was a rarity amongst his kind - his natural psychic ability did not function, a "Blank" in human terms. Such Eldar are almost unheard of, and Ulthir was cast out from his Craftworld when he came of age. Lethe had found him plying his services as a mercenary, and eventually convinced him to travel with him, doing service for The Imperium.
Claudia had ensured that Inquisitor Lethe's stay would be as comfortable as possible - right through to a tour of the ship, to see how things had changed since her mother's death. He eventually broached the subject of her search for The Pearl - several of the other Rogue Traders who had managed to return empty-handed to Port Wander and Footfall suspected that Claudia was doing far better than themselves.
Reluctantly, she showed Lethe and Ulthir the Star Map - Lethe was fascinated, having never seen a working example of such closely-guarded Eldar tech. Ulthir, however, seemed a little edgy, and eventually excused himself after an argument in Eldar with Lethe. Turns out, he wasn't keen on humans interfering with his people's secrets - though it turned out he couldn't care less about the fate of the people that had abandoned him, but he did care about why the starmap had been broken and cast into the Warp. After some persuasion, he did help Claudia to analyse the starmap further, and to gain some knowledge into its workings, though he maintained a superior air throughout the length of his stay.
Lthe also asked questions of The Champagne Room, and even requested a small tour. He was most fascinated with it, but knew he would need to leave it in her hands - as a Human relic, it was somewhat outside his scope as a member of the Ordo Xenos. Claudia's insistence that she would return it to the Adeptus Mechanicus for study further cemented his trust in the new Scion of the Black Dynasty.
Claudia had began to tire of the Inquisitor's methods and secrecy, and decided on a decisive change of course - to the Halo Stars, just outside true Imperial Space. While she knew that the Inquisition held the highest power inside the Imperium's borders, outside she was the God-Emperor's Hand - and even Lethe could be held to her account.
In theory, at least. Warrants of Trade and Inquisitorial Rosettes are something akin to unstoppable forces and immovable objects - who knows what would happen when one tried to push against the other.
Forgoing her previous etiquette, she took Lethe aside and chewed him out - asking exactly why he was here. Lethe smiled, and told Claudia of all the ways she reminded him of her mother, her temper was the biggest.
He explained that both of them were in highly privileged positions - the Lords of Mankind, held above account to all but the God-Emperor himself. And, with that, there were certain temptations that might spring from answering to no-one. He simply arrived to quell his own personal concerns for the daughter of an old friend, and to ensure that she was still on the straight and narrow path of humanity's Manifest Destiny.
Claudia was unconvinced, but at least she believed his concerns - she simply knew he had other motives for his sudden appearance. Whether it was the Pearl, the Star Map itself, or to simply court her into the service of the Inquisition, she couldn't tell - but, she would find out. Soon enough.
Friday, 20 July 2012
Rogue Trader: One-on-One: Part Thirteen: FINALLY
So, Lord-Captain Claudia Black finally had the three pieces of the starmap she had sought so long - the Pearl was finally within her grasp!
Her "dreams" had been getting more and more vivid, and more and more frequently, she had been catching glimpses of her "other self" in reflective surfaces and by somewhat controlling the actions of the figure. She was almost certainly an Eldar - the armour she wore, the weapons she carried, and the long, almost asexual and totally alien reflection she saw confirmed it to her mind. The land she strode through also became clearer - the diamond-coated beaches of pure, white sand, the sweltering jungle environs, and that huge mountain, a sense of foreboding and yet hope when she saw it...
She had been taking enough carefully-balanced stimulants to keep her awake for almost a week at a time. Once she hit the "critical" level of sleep deprivation, she would take a few nights sleep using an obscura-derivative, for a deep, dreamless coma-like sleep. The crew had began to worry about her behaviour, and she continued to confide her worries with Allesaunder.
When the Medicae declared her fit to return to full duties, she began attempting to piece the starmap together. While the pieces seemed to fit together perfectly, they did nothing. They ended up resembling a large, two-tone coin - an outer ring, with the smaller disc nestled inside. Allesaunder detected residual amounts of psychic energy in the stones - moreso than when they were seperate.
Claudia called upon the skills of Blind Mag, her Chief Astropath, who in turn brought the full force of the ships' Astropathic Choir to try and activate the device. It took a lot of effort, but, finally, the wispy, delicate runes scratched into the surface of the strange, bone-like tablet began to glow, and the disc began to levitate, the two components spinning at different speeds and directions, like some twisted mockery of a gyroscope.
Allesaunder tried to read the energies given off by the tablet, but could not - he required the Lord-Captain's knowledge, implanted by the Witches, to fully access the information.
Again, she plunged herself into the Warp with Allesaunder, felt the force of raw emotion all around her, the laughter of thirsting Gods pulling at her mind, only banished by the tiny, twinkling light of the Astronomicon - The God-Emperor himself, watching over her.
Deep within the depths, like a submerged diamond, she caught sight of her prize - The Pearl! The Eldar's map guided her feet, letting her flow through the waters like she was water herself, until she could see the diamond beaches, the beautiful plantlife...
And the mountain. Burning red fire leaked from every inch of it, a hateful pyre against the darkness. She felt the rage of eons pressing in on her mind, pushing her until she could feel her soul about to crumble...
And she was out. She hit the floor, hard, and began vomiting. The experience had taken a lot out of her, but, before she was taken again to the Medicae, Allesaunder showed her the massive holo-projector of their star charts, with a new addition - floating in one area of peace amidst a roiling Warp storm.
They had a new heading - the Pearl.
Her "dreams" had been getting more and more vivid, and more and more frequently, she had been catching glimpses of her "other self" in reflective surfaces and by somewhat controlling the actions of the figure. She was almost certainly an Eldar - the armour she wore, the weapons she carried, and the long, almost asexual and totally alien reflection she saw confirmed it to her mind. The land she strode through also became clearer - the diamond-coated beaches of pure, white sand, the sweltering jungle environs, and that huge mountain, a sense of foreboding and yet hope when she saw it...
She had been taking enough carefully-balanced stimulants to keep her awake for almost a week at a time. Once she hit the "critical" level of sleep deprivation, she would take a few nights sleep using an obscura-derivative, for a deep, dreamless coma-like sleep. The crew had began to worry about her behaviour, and she continued to confide her worries with Allesaunder.
When the Medicae declared her fit to return to full duties, she began attempting to piece the starmap together. While the pieces seemed to fit together perfectly, they did nothing. They ended up resembling a large, two-tone coin - an outer ring, with the smaller disc nestled inside. Allesaunder detected residual amounts of psychic energy in the stones - moreso than when they were seperate.
Claudia called upon the skills of Blind Mag, her Chief Astropath, who in turn brought the full force of the ships' Astropathic Choir to try and activate the device. It took a lot of effort, but, finally, the wispy, delicate runes scratched into the surface of the strange, bone-like tablet began to glow, and the disc began to levitate, the two components spinning at different speeds and directions, like some twisted mockery of a gyroscope.
Allesaunder tried to read the energies given off by the tablet, but could not - he required the Lord-Captain's knowledge, implanted by the Witches, to fully access the information.
Again, she plunged herself into the Warp with Allesaunder, felt the force of raw emotion all around her, the laughter of thirsting Gods pulling at her mind, only banished by the tiny, twinkling light of the Astronomicon - The God-Emperor himself, watching over her.
Deep within the depths, like a submerged diamond, she caught sight of her prize - The Pearl! The Eldar's map guided her feet, letting her flow through the waters like she was water herself, until she could see the diamond beaches, the beautiful plantlife...
And the mountain. Burning red fire leaked from every inch of it, a hateful pyre against the darkness. She felt the rage of eons pressing in on her mind, pushing her until she could feel her soul about to crumble...
And she was out. She hit the floor, hard, and began vomiting. The experience had taken a lot out of her, but, before she was taken again to the Medicae, Allesaunder showed her the massive holo-projector of their star charts, with a new addition - floating in one area of peace amidst a roiling Warp storm.
They had a new heading - the Pearl.
Monday, 16 July 2012
STOP THE PRESSES: IT'S BACK
DiesIrae's legendary tale, Into The Maw: or, How I Became Incredibly Wealthy, has restarted over on RPG.net!
This, ladies and gents, is made me want to play Rogue Trader. It's writtn as the memoirs of one Laertes Geneso Olivares, Rogue Trader, Captain of the Imperial Cruiser His Invincible Will, Admiral of the First Conquering Fleet, Saviour of Idumea, Krakenslayer, Plunderer of Heaven, Untemptable, Commander of the Conventicle of the Expanse, God-Slayer, Bane of the Necrontyr, Tomb-Killer.
The name alone should give you an idea of the heroics involved! If you have a spare while, go an read it, and be enlightened.
IT'S FUCKING AWESOME.
This, ladies and gents, is made me want to play Rogue Trader. It's writtn as the memoirs of one Laertes Geneso Olivares, Rogue Trader, Captain of the Imperial Cruiser His Invincible Will, Admiral of the First Conquering Fleet, Saviour of Idumea, Krakenslayer, Plunderer of Heaven, Untemptable, Commander of the Conventicle of the Expanse, God-Slayer, Bane of the Necrontyr, Tomb-Killer.
The name alone should give you an idea of the heroics involved! If you have a spare while, go an read it, and be enlightened.
IT'S FUCKING AWESOME.
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