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=][= A 'Deathwatch' Roleplaying Game =][= THE SPECTRE OF ULLANOR + Character/Data Thread + 'How could you possibly fathom the depth of outrage, the silent scream of the very granite beneath our feet? Men forget - mankind has struggled to eclipse all witness with time, denial, and distance. But this world is old...it remembers what it once was, and evermore is it stained with our bloody suppression.' - Astropath Gaius Terchian, Adept Quartus, Hades Hive, shortly before destruction by orbital Rok-strike. Setting: The Third War for Armageddon rages. Beset on all sides by the Ork fleet, their numberless troops, their brutish atrocities and callous war-make, the Imperial Defenders are hard pressed to rebuff the onslaught of an age. Not even during the previous Orkicide, are times so desperate. Imperial Guard march to war in Brigades of stoic millions, the Faithful Adepta Sororitas and mighty Legions of the Collegio Titanicus stalk the rubble-strewn, corpse-haunted wastelands the Xenos wretches have brought, giving battle in the name of humanity, of survival, even of spite. Victory is not assured, even though the legendary warriors of the Astartes plunge through the rank muck and foetid air of the embattled planet, Bolters barking, they too are almost detritus, spilled by the terrible conflict. In the depths of Hive Acheron, treachery brews - and although the Emperor has seen fir to deploy Colonel Schaeffer and his last chancers to cull the villainous turncoats, other poisons steal into the well. In the jungles, and the deserts, the war grows hot, bloody. Attrition of the secretive forces employed by the Inquisition steady abrades the careful scalpel-like strokes, but Ghazkhull and top chieftains are no so easily murdered. Blunt force is brought to bear against the threats - with hammer blow strikes from Space Marine Squads across the embroiled sectors... DRAMATIS PERSONAE: Brother Hierax (Raptors) (Necronaut) Brother Kurkov (Angels of Fire) (Lord Ikka) Brother Incario (Celebrants) (Lysimachus) Brother Uldyssian (Salamanders) (A.T.) Brother Enkush (Storm Lords) (Machine God) Brother Kur-Dawa (White Scars) (Trokair) Brother Nolites (Marines Malevolent) (Grailkeeper) Brother Sean Connery (Deathwatch) (Xin Ceithan) =][= DEPLOYED DEATHWATCH KILL TEAM =][= PERSONAE CALAMITUS: THE ORKS Warboss Gorrblud Gruntkruncha, 'Da Krumpin'-King' Skwadron Leada Ruzgob Flashdakka OverMek Mad-Mekaniak, Geargutz Deffkrank, Master of Gubbins Lord Herman Von Strab, Deposed Tyrant of Armageddon (Reported KIA, 998.M41) (ADDENDUM, ORDO XENOS CONF: re Colonel Schaeffer/13th Penal Legion: Operative Report #3499) LOCATION: Hive Acheron (Underhive, Factory Complexes (East/West), Von Strab Memorial Gardens/Arch, Motorway etc) Plains of Acheron (Ash Wastes, Ork Rok Forts) Hemlock River (Hemlock River Tunnel, Hemlock River Dam) ++ CONDITIONS OF PLAY ++ CAMPAIGN RULES: Submerged Combat Conditions: Player Characters and Game Attendance (AUTOPILOTING): Squad Modes: Normal. Codex, Chapter etc. Cohesion Mechanics work as normal. XP and Rewards: Limited. If the game goes to extra chapters, we do it; if not, we don't. Advanced Training: Ammunition:
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AIRLOCK 47 BREACHED... A Discovery Hail fraters of the Nook. I have posted this here to just advertise a few bits and pieces really, and to see how this could be taken forward as a PBP game. I understand that this more appropriate to 'Other Games', but it is technically something that we might deal with given the format. Obviously, if this is in the wrong place, I would be obliged if a Moderator could shuffle it to the appropriate section! So, what prompted this? I was scouring websites for battlemaps for the RPG Nook (hence it's also here), and came across some fairly (shexy too!) faithful replicas of the old board tiles. I regret I do not know who made them, but the credit is certainly not mine. If you recognise them, please let me know, and I will edit this post with a complete citation. I'd also been waxing nostalgic and, since I've had the Spectrum version of this game stuck in my head since forever, I watched a few YT videos and thought I'd bring my mania to the attention of others. Materials. Player handbooks and Rulebooks can be found online, if you haven't got your original copies - and if not, why not, you scallwags!? This is PEAK 40K historical fantasy battle! Board tiles: Dice/Rolling: Essentially it's a completely punishing, and totally unfair D6 system of GM Griefing. Which is another reason I think this belongs in the Nook, as the Alien Player is essentially a GM, from the days in Warhammer Quest and the legacy of Heroquest, we can also see this was the grand design... The Dice don't exist electronically, but with a bit of engineering, this can be made so: Light Attack Dice (D6) Only the result of a 1-2 counts, and Heavy Attack Dice got from 1-3. Any other result, is a Zero. Alternatively, we are well versed in D3 and D4 mechanics here, and so provision could be made for that, if people thought it was preferable. Players/Play: In the Game, we have up to three squads of five Marines, with a Commander and 4 x Mooks. The Players recieve Equipment and Order Cards (which I have somewhere, but I bet they can be found online, otherwise we can digitise them here in a forum project, perhaps (Bro T is always at this for KT, so we should capture him and lock him in the Nook until he complies - which is totally not the behaviour of a Cult...). Now, for simplicity's sake, we could play this much like an exceptionally light DW game (and the more I think about it, the more my brain starts seeing parellels with the Order Cards and Squad Modes...) where folks just take on an assigned role (Cmdr, PG, ML, AsC, Bolter Redshirt) or a brace of Players controlling a 'Set' of Marines, each. The latter is down to time/investment really, since this latter approach will involve a LOT of juggling and extra work by the GM/Alien Player, and it depends on how much time everyone has to invest. Conclusion: I think it's something that can be done, and could scale with interest. Obviously, some of the Space Crusade expansions allow for extra Marines (+2) and additional equipment, Fusion Guns (MM) and Conversion Beamers, but also bigger Dreadnoughts....and I think that a Player = Model would work a little better than Player = Marine Set Controller for Player numbers and GM logistics, it could work in either iteration. Have at it below.
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++ RULES OF THE PLAY-BY-POST CLUB ++ AND + NEW PLAYER GUIDES + (Revised by Mazer Rackham) General Guidance: As you may know, the PBP Games Subformum has relocated, and long known by it's denizens as the Nook, a formal affair and official naming has taken place. The rules and guidance we adhered to has now followed us, and, since we have evolved, they have too. Please remember that the PBP Club (I have to get used to that), generally has a set of GW/Board Authorised games systems represented within. A list of these can be found below, a mix of old staples and newer blood. Most of these began as Fantasy Flight Games, or Black Industries and later moved under the banner of Ulysses and Cubicle 7. They are, in order of publication: Dark Heresy Rogue Trader Deathwatch Black Crusade Only War Dark Heresy II Since then, the following have been added: Wrath & Glory Imperium Maledictum Horus Heresy RPG (announced, due 2026) These are the official rulesets you should find, arrange and discuss games for. Anything else is not recognised by the Bolter and Chainsword, and if beyond board scope will be the subject of Moderation action and may be removed. If you are retrofitting a system to accomodate a Warhammer 40,000 campaign, please ensure you have appropriately modified all equipment, stats etc to match both the Mission and Purpose of the board. TL;DR: Keep it 40k. If a Moderator spots your Starfinder 'but it's 40k, honest guv' RPG going on, it gets the melta. Topic/Game Moderation: The moderators in this forum are here to moderate per the Bolter and Chansword rules. They are not here to arbitrate your PBP game. If you have a problem with how your play by post is being run, you need to take it up with the Gamesmaster running your game. General Restrictions: No trolling or flaming No derogatory terms or profanity No Intellectual Property violations No spamming or off-topic discussion These apply to general posts, out-of-character interactions, and in-character play as well. Role of the Game Masters (GMs) The Game Master is: 'In charge of creating adventures (or selecting pre-made adventures), narrating the story as the game is played, controlling all of the other characters and adversaries in the game, and fairly applying the rules of the game to the players’ actions.' The GMs regulate only their own campaigns, and the players only within the context of those campaigns. They do not fulfill the role of the Moderators, and should use the REPORT button to notify of infractions or difficulties. Roll of the Dice The B&C forum software does not support dice rolling, as other RPG-dedicated forums may. Dice rolling will therefore need to be done offsite. The manner in which dice rolls are to be done is up to the GM's discretion, such as who will make the dice rolls and how they will be made. We urge all to consider the rolling of dice as an honour system. Be honest with your own rolls and accept the rolls of others, to keep the game friendly and enjoyable by all involved. Any dice rolling disputes are to be settled by the specific GM. The Moderators will only become involved if the B&C's rules are broken during the dispute. Utilising Tags Considering the variations of games that may be played in this subforum, and the number of threads each game may have, it is recommended that topic creators, especially GMs, use tags and titles to better show the intent and purpose of each thread. Sample tags: The RPG line being played, such as Dark Heresy or Only War Whether or not the game includes homebrewed additions or changes to the RPG line Titles of pre-made adventures, if they are being used The specific purpose of the thread, whether for out-of-character (OOC) discussion or the campaign itself. The thread's title might also contain this information for ease of navigation The GM's display name, as some players may want to follow the campaigns of a favored GM For example, a GM wants to begin a Black Crusade campaign that he or she calls "The Path Beyond Ruin," that starts with the pre-made Rivals for Glory adventure, and wants to have OOC discussion kept separate from the campaign thread. Thread 1 could be titled "The Path Beyond Ruin [Campaign]," tagged: Black Crusade; Rivals for Glory; Campaign; GM Name Thread 2 could be titled "The Path Beyond Ruin [OOC]," tagged: Black Crusade; Rivals for Glory; OOC; GM Name Please note that the rules for this subforum are subject to change without notice RESOURCES (Links checked as working 09/08/25): + This revised Guide has been built with material from Karack Blackstone, Kurgan the Lurker and Furyou Miko. + Thanks to them.
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THE MAZER RACKHAM DESIGN STUDIO, IN ASSOCIATION WITH THE CABAL OF DEAD INK, AND THE RPG NOOK - PRESENTS: + DEATHWATCH: SOLO PLAY CAMPAIGN + ++ OPERATION HELLSTRIKE ++ 'Don't you be fooled, boy. Here on Selucia, the beast is out there, beyond the lights - and he's hungry every night.' - Lance Sergeant Antillo Mjolaa, Brimlock Dragoons. OPERATIONAL TASKING: Location: Selucia, Jungle World, Feudal, Tithe-grade Optio Minimis. Local PDF and stationed Imperial Guard Assets. =][= REDACTED =][= Situation: The Imperial Guard and special Ordo Xenos assets holding this world have become fragmented, with contact lost to many of their installations, autosalvation beacons have been activated, including Transponder [REDACTED]. Enemy strength evaluation: [Failure] Mission: Extract Personnel, Secure Assets, Terminate Hostiles. PREJUDICIA MAXIMA. Execution: Planetary bombardment commences 0230 - 0250Hrs Zulu to cover infiltration forces Orbital drop via Adeptus Astartes deployment pods to Insertion Point Alpha, Beta and Gamma. 0300Hrs Zulu. Ground Forces to attack Objectives in Mission plan. Extraction vessel inserts 0500hrs Zulu Planetary bombardment to cover exfil, 0530hrs Zulu Logistics: Mission Perameters require the issue of special equipment. A trans-interlock noospheric augur (TINA) will be installed into the harness of a Kill Team Operative. This will allow remote Technical Interface where required. (Operative gains Tech Use as a Trained, Advanced Skill, and may use this Skill at a range of 10m, +1m per DoS). Equipment caches will deployed in Support Pods as necessary. Command & Control:: Mission Command is handed over to Watch-Captain Procion of the Silver Skulls, Prognosticator Maximal of the Order of Third Watch. Strategic Significance: =][= ABSOLUTIO =][= DEATHWATCH KILL-TEAM SHRIKE DEPLOYED
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+ DEATHWATCH: SOLO PLAY CAMPAIGN + ++ OPERATION HELLSTRIKE ++ (DISCUSSION & OOC THREAD) Premise: Operation Hellstrike is a Deathwatch RPG Solo Player campaign where the GM and the Individual PC interact on a 1-2-1 basis, undertaking an adventure that is essentially on-rails, that provides the opportunity to cut loose. It is a combat heavy, Relentless Adversary(TM) experience that performs on Structured Time Light. The Player will be deemed to capture Priority in all circumstances, with minimal interactions with NPC's, but lots and lots of shooting, stabbing and shouting. The missions themselves may look familiar, but you'll have to guess where they're from... DW Solo Play (DW:SP) is intended to provide Players who are otherwise at a loose end with something to engage them in the Nook, where they are not already enrolled onto a Campaign Roster. I have run a few of these in the past, and they have mechanically worked reasonably well. Why Deathwatch? It's the best understood in the Nook, and my personal favourite that I know the best. The ruleset is one of the best I have encountered bar a few hiccups that can be rectified with a bit of common sense. Execution: Enemy type is decided by the Player, not the GM, and therefore Player control has more precedence, but the environment will be pregenerated by the GM. Player Power level is negotiable, with an emphasis on confrontation and Player vs Environment pressure. Equipment will mostly just be chosen (within reason), and Renown scores generally formula driven to support starting Rank. The Mechanical rules of play in Deathwatch are followed as closely as possible, with flexibility for the GM to adjust in the Player's favour regarding Character Build, with a certain amount of gating to prevent unintended interactions. For example, any Prerequisite for Talents must be met, but Advanced Classes not normally available are considered. With Solo Play, this power imbalance is not a problem, since a GM does not have to balance an encounter for a Group, so the reins can be slackened. No Character Threads will be opened. The Solo Player is encouraged to make their Character Bio the first post in response to this opener in order to keep the footprint minimal. This is intended as a one-shot. A Chargen Sheet should be completed in the usual way, stored in the usual place. Mission Information will of course be given in the IC Thread for this Game. Mission Roster: Player: @Necronaut Adversary: Tyranids
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A Knocking Afar – An Eldar themed Roleplaying Adventure Down in the hidden depths of the Play by Post subforum* of the Bolter and Chainsword an adventures party is gathering for an Eldar themed experience, and you are all invited. *You can find us under Roleplaying Games, itself a child of Other Games. The game will use the Fantasy Flight Game’s Dark Hersey (1st edition) as its basis, but no prior experience with that system or RPG’s in general is needed. So if you fancy acting out what it is like to be an Aspect Warrior, or perhaps a humble Guardian doing his or her duty, come on down and have a look.
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Ok, A game of Eldar, It has been on my mind for a while, and I have said a few times that I will do this. In fact round about half a year ago I had a plan to get ready for the New Year and that went well, nowhere. The recent discussion started by @StratoKhan, and new Eldar Codex (that I got to have a game with last week) and Lys’s ongoing game means I have had Eldar on the brain again. So this is me committing to doing this. Now, for all that I have had this idea for a while, and a vague plan and such, i have not got anything concrete ready. So this is going to take a while to prep. I also don’t want to step on the toes of any other games going on in the Nook. Lys’s and Mazer’s games have been trading of active and pause for a while and that seemed to work quite well. Additionally there recently was talk of Black Cohorts HH game starting up again sometime soon(ish). So depending on player interest and player overlap we will have to see how and when this game can fit in. On to the Game itself. There are two version of this game, depending on interest. Version one will be a short and simple game (with possibly simplified mechanics) to severe as a potential introduction for new players. The other is a normal games (as best as I can manage) that while open to new players would probably go better with a larger share of players being on the more experienced side. Now there are no skill tables or career paths (or similar) for Eldar that I am aware of. And while there probably is a fan made version out there, my plan, such as it is, is to use the resources within the FFG books and take their pre created Eldar profiles, equipment and rules and work from there. For each player class/archetype that I think I can (so various Aspect Warrior, Guardian, Warlock etc) I will create a starting profile/template that is a streamlined/simplified version. For the beginner friendly game version of this these will then serve as premade character for players to pick form. For the normal this will be a starting point (with adjustments as discussed with each player as needed) and then the as the game progresses instead of XP reward there will be skill or talent or stat choices. For the beginner friendly game these are likely to be limited, say a pick two out of these 4 options. While for the other version it will be more open, and can include player making suggestions of the sort of improvements they want, as long as they can be justified in universe/in narrative. So, any: thoughts, comments, interest, disinterest, wishes, or anything else you want to say?
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[Placeholder for resource gathering, discussion and preparatory content for Eldar-themed games.] ++ THE STARS, OUR RUINATION ++ ++ THE AELDARI DARK AGE ++ (A Treatise upon the Aeldar, and premise for roleplaying them in M30 and beyond, compiled by Ordo Xenos Scriptor Primo, Adept Hyronimus Bosch, M.42, by the blessed command of His Most Learned Masters =[REDACTED]= of the Ordo Xenos.) 'It was not a quiet thing. To go silently into the Night was beyond us, for night had already come, and it had a name: She Who Thirsts.' - Warlock Ranoch Alai'Karadryel, First Soulguard of the Shrine of Wayfarers, Craftwold Alaitoc. 'Hell is empty, and all the devils are here!' - Gwillim Shiek'Caspar, Human Dramatist and Sage. The Great Remembrance: The Imperium of Man has stood the test of time, forged in and by events which have echoed darkly throughout millennia of our existence. It falls to the great edifaces of the Imperium to recount their part in it, for each has committed acts of courage and atrocity as they will in the name of the Emperor, yet each account differs in degree to either impress or expose. Mainly, Imperial history comes from deeply entrenched sources within the Inquisition, or even the Space Marines, who dutifully keep such records, the latter more intact than the first, for Astartes are ever in want to recount their grievances and shortfall, and, likewise, their opportunities for vengeance. Not many, indeed few, are alive today in this, our 42nd Millennium that would recount the steps of the Emperor on Ullanor with any great clarity - but the few who do can recall the lustre of his armour, and the colour of the dust upon his cloak. Such radiance exists in thier memories alone, and so, little by little and oft poorly understood, such remembrances are stored, hidden away as the great treasures they are - for there is nothing more important than being close to the fabric of origin, the weave of historical events both great and terrible, from which all subsequent existence and decisions flow. It gives a reason for persistence in the face of an uncaring universe, and yes, oblivion threatened upon that people in the howling darkness, each a small spark in a mightier conflagration, convulsing, shimmering, and provided succour by their cause - an immortal man of immortal power. It is a source of thier courage, and a long thread of hope, thinly extricated from the violent roil of warp storms and silent thunder of the cosmos, to cling to, to remain upright in the gale which batters them. Yet, the Eldar experience this as well - except almost every Eldar remains close to the source, to this fountain of youth which pervades all they do. It is a thing quickly countenanced upon that race since birth, their gestational development replete with songs of warning, of temperance, even ensconced in the strange, precarious, otherworldly safety of the womb. These songs were old when the stars were young, and so, whilst the Humans of the Imperium struggle to even comprehend the incredible adversity heaped upon them at birth, and by the time they have done so are likely dead, the Eldar are given the understanding of their birthright - the heavens are the inheritance of these immortal creatures, for they were not only made from it, but for it, and each day they exist is a deep connection not just to the beginning of their ancient race, but the commencement of the universe the Imperium and Younger Races take for granted. It is a story recounted always, and doomed to an eternal ruin, even as they see the lesser races make the same mistakes they themselves did. The Eldar remember their glories, and their histories, and the time when all was shining and peaceful. Through intemperance and wantonness, they discarded it, and in that great disposal of life and sanity, became bitter and resentful of themselves, lomging for a return to wonder and the absence of the shadows stalking their souls. It is this which proves so challenging in their encounters with other races, since Mankind's oft wilful ignorance and blundering folly reminds them so closely of their own tottering towards doom, the promise of eternal certainty and peace eclipsed in the half light - half-life - of the dark ravages of a wounded heart and limitless mind. The Differences of the Everlasting Mind: The so-called aloofness perceived by the other races is a byproduct of self-inflicted wounds, and the painful admission their race was responsible for much of the tumult which now engulfs every living thing, and now to them falls the task of surviving the downfall of that inherited existence. Indeed, the motives of the Eldar are deeply - and intentionally - concealed and misunderstood that races ignorant of the true scale of the threat find them capricious and incomprehensible. In part this is due to the motives of the Dark Kin, who, acting as slavers and reavers break even the fragile peace that exists betwixt the flickering lights of Mankind and Eldar threading order in the black canvas of the galaxy. The concealment is also a defence mechanism against the inevitable - that the scale of the fall should be revealed, and the Eldar's power be appraised for the fraction of what it once was. To understand how the facade of projected sovreignty is applied is to grapple with the instantaeneous nature of the ancient race's technology, a mirror of the completeness and adroit comprehension capable in the Aedar mind, and the seeds sown into the ultimate downfall. To Mankind, now wallowing in desperate stagnation, leaps of innovation is frowned upon, but yearned for, that things may improve and make the life of those who serve Him easier, safer and that duty may be done swiftly. It is a groaning shift of a leviathan, putting wheels into motion that may not resolve their screeching resentment of activation for centuries. Yet, it is within the power of the Eldar to deliver - now - and always has been. Indeed, this impatience is waht brought about the depths of gluttony, the terrible hunger of want - for unlike the hard-serving toilers found under the Imperium's own auspice, the Eldar became idlers, lackadasical dreamers, and fondlers of lethargy. Therefore it is the shame of this that precludes inspection, the desultory glances and guarded secrets, but it is not the sole thing. Completing the trifecta of burden is the simple truth: The Eldar must hide their own words and souls from the very one who pursues them eteranally. Known from Eldari Lexicii as She Who Thirsts. As all Emperor-fearing and loyal servants know, words and names have power, and the secrets of the universe are terrible. Think well of the maxims imparted by Inquisitor Lord Czevak, who has the most dealings with this old xenos race, and you have the soul of the Eldar in written, solid form. 'Ask not the Eldar a question, for they will give you three answers; all of which are true, and terrifying to know.' These truths are most evident as stemming from the great division in the Aedar's empire and character in a cataclysm known as the Fall. The Doom of the Asuryani: Via a translation of ancient texts, the exact date of the Fall is surrounded and obscured by events only described as the 'Terror'. The long-shrouded texts within the Black Library carry reports from outliers such as Exodites, and the original inhabitants of the Craftworlds. Launched in a mix of desperation and technological supremacy, these cosmos-faring colossi carried many hundreds of thousands of Eldar into the glacial embrace of galaxy-spanning tours which would take aeons to complete. Bookended afore and after by ruinous bloodletting, the final collapse of the old race-as-was appears to have occurred in Imperial terms around M.25. The first claws of She Who Thirsts scratched through the embryonic miasma of the warp, and into the Asuryani psyche at around M.18 with the plethora of pleasure cults, and general malaise that began to take hold in many different echelons of the culture. What was an idle fetish became an obsession, what was benign became malignant. All things were achievable to the Eldar will, thier command of psychic mastery and utter control of thier own, Old One given technological prowess, and so they engineered whim into cudgels of cultural, psychological and emotional mortification. The sane formed enclaves, preaching restraint and withdrawal from hedonistic delinquence, a return to old ways of order and challenge against the troubles of soul and firmament. Yet all knew they were somehow altered, all marked for a death at the hands of a wickedness wearing their face, speking their tongue. This was the abandonment of reason in a slowly pulsing wound, which was desperately trying to be stemmed, the lifeblood of a civilisation, of a race, being poured out to rapturous applause, a libation to oblivion. This was the First Aeldari Dark Age. The Setting: Once of a cohesive body and mind, the fractures that appeared started to fragment the Eldar flesh and psyche, for both things were the same. Yet even just before the Fall, the Aeldari were not yet fully doomed. A full spectrum of differing ideals, goals, paths and possibilities were in competition. Sects operated which were to form the burgeoning Wych and Cabal cults, along with the tender flickering of the Craftworld's Path of Seer, Warrior and Outcast. These Temples or Shrines to the Aspects were not yet fully established, nor were all the Eldar gods slain or imprisoned. The Asuryani had large fighting forces, mainly composed of automata and professional warriors, pushing out on the fringes of known space, ever expanding the empire, with their deities in harness to these goals - and the previously benign warp become more and more tumultuous. Sanity battled madness, each so fulfilling to the Eldar mind, with the absolute conviction it was right and true. The Factions: The Coreworlds: The Aeldari once lived on many worlds, but their homelands, the crucible of their birthplace was what now abides in the Eye Of Terror (Croneworlds). The cults of deviance had easily taken root here, for like Terra, where there are riches and power, there is decadence aplenty. Career Paths: Any. Cosmopolitan: Coreworlders gain (Talented) for any one Skill. The Corsairs: The Eldar who sail the stars, exploring, fighting, raiding and repelling the enemies of the Eldar. They form the ad-hoc navy of the Craftworlds they support, or pitch thier aid to noble houses with whom their idiosyncrasies align. Career Paths: Voidfarer, Pilot, Explorer, Militia (Non-Guardian), Seer. Star Children: Corsairs never count Null-G as Difficult Terrain. The Craftworlders: The city-sized spaceship voidfarers who have abandoned the Coreworlds in order to be free of the excesses and extremes, those who heard the call of reason, and saw the frightful menace swelling to encompass their race, using the strictures of the myriad Paths set by the strange and capable messianic figures of the Phoenix Lords and their discipline. Career Paths: Any Civilian, Militia Guardian (Defender, Storm Guardian), Aspect Warrior, Seer. Disciplined: Craftworld Eldar may make use of Special Tactics (Squad Mode, effectively). Soul Stone (Uaigh'fhánach). The Exodites: Outcasts of easy living and the knowledge of conurbation, these frontier-types value practicality, animal husbandry and agriculture, blended with the technological marvels to facilitate it. Shirking all but the Outcasts and Pathfinders who tread the Road of the Wanderer, and maybe the Corsairs they deal with, they immerse themselves in caretaking the maiden Worlds entrusted to them. Career Paths: Ranger, Pathfinder. Frontiersman: Exodites treat all Advanced Skills like Wrangling, Tracking, Survival etc as Basic Skills. The Hedonists: A gestalt nomenclature for the rebellious, insane, or depraved. Varying degrees of line to be crossed or those that have been. Found in Corsair parties and Coreworld salons, these salacious slaughterers and pleasure-indulgers are as varied as those they despise or ignore as weak. In control of several noble houses, if not subverting them from within, their reach is long, and their appetites deep. Career Paths: Caballist, Wych, Haemonculus. (Ability). Roleplaying as an Aeldar: Prima Facie: The superficial similarities in appearance notwithstanding, the Eldar present an interesting and varied challenge to beginner and veteran Roleplayers alike. The default setting, I would argue, is that of supercilious, aloofness. This isn't a bad start, as on the face of it, most Eldar portrayals have this all in common due to their shared history and perspective. However, there is a lot of latitude in even this attitude, especially with the situation during Fall's Prelude. The ability to portray a proto-Drukhari in a mix with normal Eldar provides for a sparky, dynamic party mix as objectives are confronted wih varying conflicting methods and attitudes. Most Eldar are contemptuous of lesser races, and with good reason; as the primary inheritors of the universe, created by the old gods as a psychic weapon and the reward was eternity as they willed. This outlook is more likely the case pre-Fall, and more so post-Fall due to the terrible resentment of loss. The Psyche: The Eldar are agile and graceful, and all things must extol this. It is a common theme to all PC Archetypes, and as such, clumsiness in speech, thought and action are all frowned upon. This is the standard the Aeldari hold, and it is one which can be so easily exploited when there is a problem. Emotionally, they have no real soft pedal, all their emotions are heightened, far in excess of the Human range, and delivered or expressed immediately. In gameplay terms this would likely be represented by some kind of Insanity Point mechanism, and person-to-person work with the GM in Session Zero to establish what these boundaries are (obviously board compliant, here). The brakes on this train would be applied by the Eldar Path chosen, so each Path (or lack thereof) would restrict the accumulation of IP's, but more IP's lets the PC do more crazy things (Perhaps a Bloodlust Talent which more IP = more bonus to attack, in exchage for less defence). The Eldar language is full of metaphor and parable, each strand of thought is a spiralling whorl of indirectness and hidden meaning. In practice, this would exceptionally tedious to go through page after page, and should be mostly used 'outside' of the immediate Character - so for example, interaction with Mon'keighs, Uruks, Double-Mon'Keighs, and people from Mablethorpe. You may refer to each other by maybe two or three names - each one appropriate to a facet or function, or 'friend' name, but perhaps not a true one. This may be a process of many different wills - as a psychic race, obviously the power of names is known, but as a cultist it is perhaps wise to have a 'street name' in order to avoid connotations...
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After a failed attempt at maintaining a campaign due to lost players, I'm looking to attempt running Deathwatch once more. I have a great deal of experience running the 40kRPGs and even greater experience running RPGs in general so hopefully you can expect quality. I know Deathwatch is quite combat-heavy so I do my best to spice things up and to bring in character back stories, personal goals, and dynamic elements to make things more interesting than just mowing down another horde of orks. We'd be playing via Roll20 so a mic is a requirement. We'd also be making use of the errata and a few adjustments from Only War. For characters, I have every Deathwatch book so please don't be limited to first founding chapters or core book chapters. In addition, I'd be working with each of you to design and flesh out your characters. I'd be running the adventure module Final Sanction to begin with and then take things from there once everyone is comfortable. If the three players who stuck with me in the last campaign wish to join, you guys move to the head of the line. In total, I'd like to get 6 players, though 4 or 5 is acceptable as well. Newcomers are welcome but I'd very much appreciate it if you are new that you set aside some time to meet on Roll20 separately so that I can explain everything without wasting other people's time. Hope to hear from anyone interested. Welcome to the Deathwatch.
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Greetings Brothers and Sisters, I need your assistance I finally got Rogue Trader (with the Game Master kit and Into the Storm) and I'm starting to create my first character. However I have few questions on character creation. 1. The standard procedure to generate characteristics requires to roll 2d10. However the rulebook suggest an alternative method: giving each player a number of characteristic points and let them to allocate them with the usual limitations. My question is: would be possible to use a different method like rolling 3d10 and choose the 2 highest value without unbalancing the game experience? I'd like to do it in order to make slighty more powerful characters in order to reflect the fact they are very expert individuals (It's mainly for fluff reasons ;) ) 2. How do I determine the number of starting wounds? I read the first pages and I saw no reference on how they are determined. I looked for "wounds" in the index and it sent me to pag 250 where it is described the "taking damage mechanics". Can you provide me the page where I can find the description on how starting wounds are generated? 3. Do you have any suggestion on the best Origin Path choices for making an effective Rogue Trader class character? As I said I have even Into the Storm 4. Do you have sugggestion on Starship creation? 5. About Profit Factor and Ship points: Is it better to have more ships points or a higher profit factor? Which choice will lead to a more fun/interesting game play? Thank you very much for your help.
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Greeting Brother and Sisters, I recently decided to make my first steps into 40K RPG universe and I ordered Rogue Trader and Black Crusade which, if all goes as planned, should both arrive on Monday. In the meantime I gave a glimpse to the free tutorials found on FFG site (I'm getting very curious) and I'm a little confused about the mechanics of a turn of play. The tutorials mention mention the Turn of combat and it's all fine with it. My question is: are there other turns and what do the characters do in them? For example is there a turn/phase where the characters move, the NPCs took their positions, you explore the enviroment etc? Thanks for your help. I'm really new to 40K RPG, so sorry if my questions seem a little strange ;)
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Greetings Brothers and Sisters, I'm about to start a Black Crusade campaign with a couple of friends and I decided to post the narrative description of the most of the campaign events. I'm quite sure this allowed by the forum rules, since it's just a narrative description of the game events and not a RPG session with other members. If something is wrong please let me know. I believe there will pass at least several days, perhaps a week before we'll be able to play out first game but in the meantime I made a brief micro-story (well it's actually a single scene ) to introduce the campaign main character. As I said in one of my previous posts my friends will not be able to play every single game in this campaign so I must take the role of the leading character. I also hope I'll be able to recruit additional players/characters as the story evolves. Anyway right now the campaign will have three characters: A Space Marine, a former captain of an still unknown chapter who was accused of treachery by an Ordo Hereticus Inquisitor forcing him to abadon his chapter, a female human rogue psyker and a male human renegade. I'll try to post brief profiles for all of them but in the meatime, as I said above, I write a micro story depicting my Astartes character in action. I intentionally left the background of the scene vague. The background story of my Space Marine will become more clear as the Black Crusade campaign evolves. In the brief scene I wrote he is fighting against a group of Fire Angles who tracked him down and are intended to kill who they consider and heretic and traitor. It takes place before my character meet the other two PCs. Let me know what do you think. ... just a note: please consider English is not my native language so forgive me if you notice some mistake. Feel free to bring them to my attention, though. Anyway here is the brief scene, I'll try to post the character profiles as soon as possible. I hope you'll like it... it's just a small and modest micro-story (a scene in about 800 characters I invented all the names you will read. If there are already similar names in the vastness of the web they are not related to me... just for the records. Kulvarg heard the sound of armoured footsteps echoing across the marble clad hall. He tried to focus his blurred vision on the surroundings and he noticed an imposing figure marching towards him. The Power Armoured warrior proudly crossed the hall and he turned his head to the decorated glass of a nearby window. Kulvarg’s vision became clearer and he saw the warrior’s face reflected on the window bore his own features. He immediately recognized the scene, for he experienced it every time he conceded his body some rare moment of rest. Sygroth, the celebrations after the battle of Sygroth. Sygroth! How he hated that name. It was the place where those he swore to protect betrayed him. Without Sygroth he would still be the honored Captain of his Chapter’s Second Company. At the hall’s farthest corner a group of persons was gathering: the surviving members of his Company, the Chapter Master and Inquisitor Rildvar, the architect of his disgrace. Kulvarg tried to alert his vision’s alter ego but no word left his mouth. He continued to watch the scene until he felt the familiar throb of his twin hearts as his conscious mind reasserted its dominance over his flooding memories. He found himself lying on the mud covered ground: the explosion sent him flying off the platform he was fighting on. It was a quite considerable jump even for an Astartes’ enhanced physiology. Kulvarg tried to stand up but when he was kneeling over the muddied soil he realized his helmet was malfunctioning. He removed it and let it fall on the ground: he would care about repairs later. The drops of water were hammering on his head. It was raining. It always rained on Kaheraav. He spat blood on a small rock and the acid in his saliva begun to corrode the granite. He felt a presence behind him, followed by the unmistakable sound of a chambering bolt round. “The Ecclesiarchy’s dogs have been quick” he thought. The Fire Angel stood behind him; his bolt pistol aimed at Kulvarg’s head. “Speak your last words, traitor, for the Justice of God Emperor will soon descend on your empty soul” There was satisfaction in the Fire Angel words; he was eager to inscribe his name among his chapter’s chronicles. “Fire Angels- Kulvarg thought- so twisted by the Ecclesiarchy’s propaganda” Kulvarg breathed deeply, his mind focusing on the surroundings as he replied “This is not the moment for your mindless sermons.” With a stunning move he rotated his body before the Fire Angel had the chance to squeeze the trigger. Kulvarg’s elbow struck violently at the Fire Angel wrist’s, sending his bolt pistol flying to a puddle few meters away. He quickly stood up plunging his power sword into the Imperial Astartes’ chest during the process. The energized blade cut through the ceramite protected body up to the Fire Angel’s hearts. Before he pulled his sword off the loyalist corpse, its power field collapsed: the continuous slaughtering of the last days exhausted the weapon’s power cell. Another thing he would take care of after he survived the madness taking place on this planet. Two others Fire Angels emerged from the debris on his side. Kulvarg grabbed the chainsword from the dead Astartes before throwing the body at the Fire Angel approaching from his left side. The impact pushed the loyalist Space Marine to the ground. Quickly turning to the Fire Angel on his right, Kulvarg activated the chainsword motor: the roaming teeth cut throughout the soft spot in the Astartes neck protection, cleaving the head from his body. The surviving Fire Angel was up, looking for his plasma pistol inside a murky puddle. Kulvarg sprinted towards his enemy. The Loyalist finally dragged his pistol from the mud but Kulvarg already closed the distance. He swiftly took the weapon from his opponent’s hands and pressed the trigger. The super-heated matter scorched his armour plate as it bored its way throughout the Fire Angel’s chest. Kulvarg left the smoking remains to fall near the corpse of the loyalist’s comrade. He recovered his unpowered sword and mag-locked it to the back of his Power Armour. He turned his eyes to the burning spires of the Hive City on the horizon but he didn’t care about the battle’s outcome: it had never been his war, after all. The victorious warrior stood in the middle of the mud covered plain, staring at the ravaged battlefield. He felt neither grief nor joy, only to the pressing desire to exact his revenge over and over again. They turned a glorious hero into a pariah and they will all pay for it. He looked down at the Fire Angels he slain and smiled. The torrential downpour washed the blood away from his armour. It was raining. It always rained on Kaheraav.
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++Out of the Frying Pan++ ++An Only War Campaign++ CHARACTER/DATA THREAD Dramatis Personae Player Characters Decon Garrick, Sebastian Nathaniel; Ministorum Priest - Mazer Rackham Specialist Kordo; Sniper - Lord_Ikka NPC's Commissar Vortis Lt. Gallesu Sgt. Harver Enginseer Mosch Operator Magneg Campaign/Game Rules Regimental Bonuses
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RECRUITMENT FOR THIS GAME IS NOW CLOSED Thank you so much for your interest; I could not be more pleased with the response this has received, and what it means for the PBP forum. Please consider signing up for the PBP Player Register here, or starting a new thread to arrange a game. The PBP forum can only be enriched by your presence! Original Post Below:
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Black Crusade Campaign: ++ MAGELLAN'S DEVILS ++ + Character Holofiles and Intel Dataslates + "Better it is, that a man not know the horrors lurking beyond the boundaries of the skies above him, better he not delve in the dark places, where the rocks warn of trapped souls in whisper, and better yet should he not know of the devils pulled from nightmare. Aye, the traitor, mutant and heretic. Better is he that takes to faith in ignorance, for when the devils fall upon him, his suffering will be all the shorter and his soul rush to the Emperor's bosom." - Cardinal Kyril Harmoni, Sanctum of St Katherine the Avenger, Magellan. This thread will hold the details for all Characters in the Black Crusade game. + Heretic Astartes + Steel Company Trokair Necronaut Ancient Sobek + Mortal Heretics + Petragor ++ PLEASE POST YOUR CHARACTERS BELOW ++
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=][= DEATHWATCH: SOLO PLAY - 'KILL MARINE' =][= OOC and Discussion. Welcome everyone! This thread is for discussion of the above, any rules queries etc all in the one place. Feel free to discuss both Campaigns we're undertaking, any themes or what you expect to see. Please be aware this is not a Recruitment thread as my player slots are full - but do not let that discourage your participation. I intend that these games form the bedrock of a series of "RPG-Lite" templates we can use to try and address some of the concerns shared by the forum-goers in our Nook. I want to try and make this as fun and engaging for all participants as possible, so ideas, comments and criticism are welcome. Please note that the rules for the moment (for the RPG Forum) stand - I act in my capacity as Frater and GM first and foremost and will only step in as a Moderator if there is any infraction of the Board Rules. If you have any concerns about the game, please do not hesitate to contact me as you would any other GM. Now, with all that said, on with the discussion! Mazer.
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++ Deathwatch Campaign: Head Hunted ++ ++ KILL TEAM: HELLEBORE ++ ++ CONSTITUTED 789.999.M41 ++ + Character Holofiles and Intel Dataslates + "It is on their shoulders the future of the Canis Salient rests. The whole right arm of the Crusade, thrust like a spear into the guts of the alien T'au. The Hunter Cadres of the Tsua'Malor Viorla resist everywhere, almost as maddened as the Lord Commander for death and glory. Yet we seek victory, a crushing blow to the xenos hordes that infest the worlds of the Greyhell Front. With the Emperor's blessing - it shall be delivered." - Bastion Commander Saran Gholbert, 23rd Hethgard Fusiliers. This thread will hold the details for all Characters in the upcoming Kill Team Operation: Head Hunted. + Operatives + Brother Khordelia-C
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Hello everyone. This thread is intended to collate and answer as many Frequently Asked Questions about the games we participate in here in the RPG Nook. These questions will likely be about Mechanics first, but they may also be about other aspects of the game. This thread is a work in progress and will be updated as often as we can, in order to help any poor wayfarer who needs a bit of a steer. Most of the replies and clarification in this FAQ will be based on the responses by the developers (primarily Fantasy Flight Games) of the actual rulesets using their words where appropriate. We understand that GM's are completely free to modify them as they see fit, but the basics of character building should roughly remain the same, as with certain procedural rules that are formed for balancing the game out. If you're posting a query, please bear in mind that your campaign rules may differ and the replies, whilst we will make them as accurate as possible, are only guidelines. The format of your query should really only contain the system you're asking about, and where possible, a page reference for the block o' text that's baking your noodle. We'll refine that as we go, of course. We'll also have a list of the books so you are familiar with the books we use and how to reference the parts you need to understand, so you can get the job done. We'll also try to codify the responses into a proper FAQ at some point. This is a...proto-FAQ if you will, for now at least. It is important that you contribute, because the Fantasy Flight Games forums are closing down, and it is we who must carry the torch. Have at it below, and remember - the only stupid question is the one that you don't ask. Your question may be the one everyone else is thinking about and every improvement of our knowledge is both helpful and vital for the continuation of a smooth and enjoyable game. If you want to try and dig the answer out yourself, or simply want to peruse the mass of information already about, then don't forget to check out our Resources thread. Please make sure you familiarise yourself with both the Board Rules as well as the Forum Specific Rules when posting. Deathwatch B&C FAQ NOTE: This thread is currently undergoing consolidation from Head Hunted and various other sources. Please bear with us as we sort it all out.
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=][= DEATHWATCH: SOLO PLAY - KILL MARINE OPERATIONS =][= "Y ou asked for Regiments of the Imperial Guard, demanded support from a flotilla of Imperial Navy Warships, pleaded for the steel rain of drop pods filled with Astartes. You do not understand your problem. All that is required, is my swinging blade to the back of the Xenos commander's neck."- Deathwatch Kill Marine Narvik Redfist 'The Butcher of Traesir' This thread will hold the details for both Characters in the upcoming Solo Play campaigns. + Operatives + Kill Marine: Journeyman, Marfóir Lugh of the Bloodmoon Hunters (TechCaptain) - Operation Midnight Kill Marine: Ravenwing Veteran, Raziel of the Dark Angels (Steel Company) - Operation Deadbolt + Advanced Training + All Characters receive the following: Special Ability: Army Of One (Free, no xp award) Kill Marines are selected for their exceptional training, resolve or sheer wealth of Experience. Effect: Any Character with this Talent may take an Elite Advance at the Base Cost listed on the tables available to them Example: Brother Beliasius is a Tactical marine, but his Personal History supports him having served in the Devastator Companies. He may choose abilities from the Devastator Table for his current Rank, but since he is a Tactical Marine, this would count as an Elite Advance, and so would usually cost 750xp on top of the purchased ability. However, since he has the Army Of One Special Ability, it only costs the original asking price in XP. Special Ability: My Word is my Bond (Free, no xp award) The Kill Marine is a solitary individual who brings fire and death. Required to act on his own initiative, the pomp and ceremony of the Oathing, and the bonds that come with it hold no succour. His mission is the only oath he recognises. Effect: The Character may not benefit from taking any Oaths of Moment, but his singular determination confers a +10 bonus to any Willpower test and may combine with other bonuses to the same characteristic. Special Ability: Not Gonna Die Tonight (Free, no xp award) The Battle Brother has survived many fights by simply understanding how much punishment his body can take and how his own physiology works. Living a life on the edge of war, where he may fall alone and unremembered is not an option with the mission incomplete. A quick tourniquet or synthflesh and cataplasm patch to take the sting off is good enough. Effect: Any Character with this Ability may use the Medicae Advanced Skill at half his Intelligence Stat, but is not trained in the skill beyond use on himself. He must have at least one item of medical equipment in order to use the skill. ++ DRAMATIS PERSONAE (Operation Midnight) ++ Watch Captain Procion, Deathwatch (Iron Knights) Inquisitor-Sentinel Markus Ignacio Hadrax, Ordo Xenos Commander Raphael Tarkus, Master of the Accipiter Nihilus, Ordo Xenos Cantus-Scriptor Karliah S'Juun, Adeptus Sororitas +++ FILES PENDING +++ ++ DRAMATIS PERSONAE (Operation Deadbolt) ++ Watch Commander Mordigael, Deathwatch (Blood Angels) Inquisitor-Adept Tomos Jerrill, Ordo Xenos Master Sergeant of Stormtroopers Jakob Morrab, Ordo Xenos Captain Felicita Yarvin, Mistress of the Xenobane, Ordo Xenos Lance-Serjeant Kraevus, Deathwatch (Red Hunters) Swiftclaw Pack Leader Iorek Grimjaw, Deathwatch (Space Wolves) +++ FILES PENDING +++ + Please Stand By for Incoming Orders + MR.
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Blackthorn/Swordhand Information Thread +++
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=][= The Emperor's Lament =][= +] A Dark Heresy Campaign -- Datafile Library [+ The datafile thread will collect all of the information that is known to the members of Cell Prasinon. This thread will also contain the character sheets and other bits of text/images which include details that are not necessairly known to the characters. Due to this, all of the information that is directly visible shall be known to all members, whereas all of the text which is contained in a hidden tab is not known to the characters (well, except for the player it concerns in the case of character sheets). If information is restricted to one or more characters, their names shall be displayed between two square brackets, in bold letters, just above the relevant hidden tab. Please do not read any information that does not concern your character so as to not spoil any surprises but also so that you don't use knowledge that your character wouldn't have access to in-game. =] Inquisitorial Cell Prasinon [= Cell Members: Boolean Prismatica [Tech-priest, Weapon-smith] [datafile ref. 644ff/k5902] - @Olis Caral, of Malai [Cleric, Missionary] [datafile ref. 346na/e1463] - @*Furyou Miko Dariel Krell [Arbitrator, Enforcer] [datafile ref. 488er/r3765] - @Morovir Grim Wollsey [scum, Security specialist] [datafile ref. 835dh/v8435] - @Conn Eremon Luther Comtense Epsilon Designatio Ionsight [Tech-priest, Prefecture Magisterium agent] [datafile ref. 035mr/a1904] - @Charlo Talon, of the Rake [Assassin, Moritat] [datafile ref. 104qh/w9248] - @Commissar Molotov Cell Status: [ACTIVE] Cell Mentors: Roth Nicodemus, First Captain [Throne Agent] Flavia Orlean, Lady [Throne Agent] Cell Finances: [N/A] Cell Memento Mori: [N/A]
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++ Dark Heresy Campaign: A Future, Severed ++ + A discussion and recruitment thread + Deatrix Cestelle, head of the influential Braunvieh Guild on the feudal world of Zillman's Domain, is found hacked apart in her office late one night with little motive to justify such a brutal murder. The prime suspect is nowhere to be found and the generous use of industrial-grade desinfectant on the crime scene has kept the local investigators from drawing any solid leads. The case has caught the eye of the Adeptus Arbites and, for reasons yet unclear, the Inquisition is gathering assets on the Domain. You are one such asset and it is your duty to uncover the thread of truth from the fabric of deceit and lies, uncover what sinister plot hides behind what appears to be just another crime among countless others. Welcome, Acolyte. This thread is to serve as the recruitment and character concept discussion for the proposed game of Dark Heresy (1st Edition). Dark Heresy: A Future, Severed is the first scenario of a campaign for three to six players that focuses more on investigation than combat, though there will be some deadly action to keep you engaged and on your toes. After all, in the 41st Millennium, the possibility of a violent death lurks at every corner. The investigation will begin with your characters deployed to the town of Mital-Dorw situated in the northern reaches of Zillman's Domain, a low-tech feudal world where the legitimacy of the king is ensured by his possession of a working lasgun and where accidental visitors often end up burned at the stake for using even the most basic forms of technology. The game is set in 998.M41 in the Calixis Sector, a year before the 13th Black Crusade and the cataclysmic events of the Fall of Cadia and the Cicatrix Maledictum. For character creation, you may pick any home world/origin (including those found pp. 21-25 in The Inquisitor's Handbook, for example) and choose any career with the exception of Grey Knight. If you wish to create an Adepta Sororitas character, you must follow the career options in The Inquisitor's Handbook and not those in Blood of Martyrs. In principle, you may select any Background Package and Alternate Career Path as long as your character meets the prerequisites, though I'd appreciate folks letting me know first that way I can check that it all fits together properly and will know what to expect/plan for in future investigations. The game will begin with all players writing a brief intro to how their characters ended up catching the eye of the Inquisition and their journey to Port Vegmund, the gateway into Zillman's Domain. If you're interested in joining the Inquisition as a lowly Acolyte, bringing the perpetrators of this brutal crime to justice, and bringing the secrets hidden behind the curtain to light, go ahead and post below, including any character concepts you may have started working on.
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Hey everyone, I'm looking to start an Only War game here, but with little experience running things, I think I'm going to stick to a published adventure. So that brings me to the first point of this post: What adventure would you be most interested in playing? 1) 0 votes- Against the Savages (Orks, and lots of them!) 2) 0 votes- Eleventh Hour (Get to ze Valkyrie! ...with Orks) 3) 0 votes- Final Testament (Traitors...and Orks) 4) 2 votes- No Surrender (Traitors and a BBEUG) 5) 0 votes- Salvaging Solace (Heretics & saving the world) I'll keep a running tally on this post, since there doesn't seem to be an option for a poll here.
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+ The RPG Nook Presents + + A Rogue Trader RPG Campaign + + THE SILENT ARCHITECT + 'What profiteth a man who, with the world in his coffers, loseth also his soul?' - The Ancient Sages Damocles Hive Primus Noon (Zulu local) Six months after the Damocles Incident ++++++++++++ The scene is set. A private docking bay juts out over the plunging spear of Damocles Hive outer shell. The kilometres plunge away, as the figures on the landing pad, a giant oval disc, encircled with gold and landing lights in red and green receive the trio from within. They stand back, cloaks and expensive silken clothes billowing in the hot, dry wind soaring up the tower. The fug of poisoned clouds tears in the gust, revealing the miles and miles of barren desert below - pocked and dotted with the still-glowing nuclear fire of two destroyed hives and an orbital strike. Blistering radiation makes the air shimmer blue, ionising it into three strange pillars of azure light, which the locals without a bent toward literacy call 'The Pillars of Heaven'. They are not wrong in some respects, the blue cuts a pleasant, remarkably pretty relief against the unrelenting desert. A sliver of silver light descends, the sun glinting off a hull, the ship falling towards the shimmering spire thrust into the tortured skies. It closes with this comparatively tiny sliver of metal perilously clinging to the building. Jet turbines flare, powering the craft closer. It is light, agile. Unlike the bulky Guncutters used as personal craft, this is somewhat avian, and beaked with the head of a golden Imperial Aquila. This sleek bird's advanced-tech wings slope and sweep as it closes, making final approach, and the pilot, whoever they are brings it down with a flourish and flare, landing square and perfect in the centre of the pad. The ship is scored black from re-entry, obviously dropping from off-world, the rich blue, red and purple livery marred unequally. Ten minutes later, the deep chest forming the cargo bay opens, sloping down with a ramp, which gives the impression the metal bird is disgorging something stuck within it's throat. Four figures emerge, at the head a tall man, dressed in a frock coat and striped breeches, a fur pelisse flaps in the breeze as the tails of his coat snaps. Gripping his weapons, his face has the air of a man who brooks little insult, indeed his single human eye sweeps the landing platform and spots the three figures awaiting him, and his baleful, augmetic eye lances an angry pink light into this strange palette of fate. He stops at the foot of the ramp, attended by a powerful man in a masterwork of carapace and voidsuit, another who clings to a tall stave topped with the sign of the Imperial Adeptus Telepatheca, and a woman who seems like she would be at home behind a gunsight. The tall man, wearing the clasp of explorer, is then obviously a Captain of Marque. His first words upon this world, his first words of greeting fall over the landing pad as if there were not one-hundred feet between him, and his target. 'Fabian Von Cassal! You are the son of gutter-whore mother, and a beast-herding father. You the offspring of Grox and Felid-spawn, with the charms of neither! I spit on your honour, your family and piss on your grave!' Silence reigns as the first man, in his Imperial Navy uniform, of a Flag-Lieutenant no less, visibly turns purple. Without a word, he turns to his 'second', another Imperial Navy Officer, and begins doffing hat, cloak and tunic. In shirtsleeves, he marches into a large space between the doors to to hive, and the ship. He stands there, angry but shivering, as the Captain likewise hands his gaudy garments. A case is produced, and duelling pistols drawn. Then men turn and take ten steps before turning and firing the ancient laslocks. Fabian Von Cassal is shot through before he even pulls the trigger, cored right through with a heart-shot. He slowly burns from the heated beam, until his party extinguishes him. Dressing again, the Captain approaches the doors to the hive, checking a pocket-chrono. He is in the perfect spot therefore, when the lift reaches the docking bay deck, and disgorges Kerr Restal, Reynard De Carebas, and the Hospitaller Petrus Kovac. With them, is a tall, handsome woman of dark hair, draped in a simple cloak, but heavy across her shoulders with authority. 'Lady Viceroy,' the Captain bows over her proffered hand. He ignores the Inquisitorial Seal in her palm. 'Your information and assistance were impeccable. What pray, do you wish in return?' 'Lord Iago De Wiart. May I present these Holy Pilgrims, who may serve on your ship.' 'As spies, my lady?' 'As explorers, my Lord. And there is something I want. Something hidden.' 'And what is this?' 'The Silent Architect.' ++++++++++ + Chapter One: The God-breaker's Yard +