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Topics - theloneamigo

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16
Rogue Trader: Apocalypse / Profit & Loss
« on: July 28, 2010, 07:52:12 PM »
One of the stumbling blocks for me, so far, has been creating a strong system for measuring, gaining, spending, and losing wealth. I do like the way FFG has Profit Factor as a stat that you can roll against, but I also feel like making profit simply a -1 to +3 stat for rolling against gives insufficient granularity to wealth. Rogue Traders should always have the motivation to keep bringing in that filthy lucre.

I've basically completely ignored it in my games so far. Currently, the rules assume a system where profit is basically like barter, but collectively rather than individually owned and spent. 1-profit can outfit a battalion, feed the ship for a year, or purchase an artifact-quality eviscerator.

I still feel like this system lacks the right qualities. Perhaps a Profit Factor stat with strata would work...

17
I ran Michael Pfaff's Dark Sun hack this evening with my younger cousins. Not knowing a lot about Dark Sun, I ignored pretty much all the setting apart from the description at the start of Michael's hack. Despite my worries that the game might fly over their D&D-driven teenage minds, they actually got into it quite a bit.

The characters were, in no particular order:

Anton the human Elementalist, with his cult of dirt-scratchers on the edge of a largeish town run by the templar Calvar. Anton is trying to bring life back to the soil, and in the process provides about half the food for Calvar's Crag.
Marta the giant Warrior, Anton's muscle.
Azru the elven Defiler, disguised as a blow-in wanderer working on Anton's Patch. He's far older than his appearance suggests - he drains the blood and lifeforce of innocents to extend his lifespan far beyond even that of an elf.

The game starts with Anton's followers simultaneously in want:savagery and surplus: violence, so I set them raiding the outskirts of Calvar's Crag, looting and pillaging the ramshackle stone huts in anger at Calvar's control of the crag's only water supply. We then establish Azru's thirst for blood, and he takes advantage of the chaos by stalking and slaying an elderly halfkin woman, slicing her throat with his dirk and consuming her blood. Meanwhile,Anton calms the cultists with a sermon from Marta's shoulders, calling them back to his farming patch, on the edge of the Thunder Wastes.

In the morning, they feel the sting of the previous night's violence. Calvar's brutes show up, demanding blood for blood, and claiming that the cult had defilers amongst them. With surprising speed, Anton gives up the wanderering elf as blood payment to Calvar. Azru, sensing that this situation is worth separating from, weaves a shadow spell to escape. He rolls a 7-9 and ends up escaping, but revealing to the whole cult and to Calvar's brutes that he is a defiling sorcerer.

In the Thunder Wastes, Azru somehow finds water and sustenance. While wandering, his acute hearing picks up the sound of elven battle horns - the Thunderstorm clan, swarming for a raid on the Crag. He senses opportunity and danger, and turns back west.

Meanwhile, the situation at Calvar's Crag degenerates. The cult doesn't have enough water to grow its new (opium) crops, and Anton ends up marching into town with a righteous spirit at his back. Marta goes aggro on the guards at Calvar's Temple, who gingerly let them into the temple. Calvar, a strangely thin and weedy man, isn't happy to be interrupted while spending quality time with one of his women. He tells Anton he won't get the water unless he turns over control of the Patch to the Sorcerer-Queen or her duly appointed representative.

Things get charged, fast, with Marta facing down against Calvar's legion and Azru showing up mid-standoff to rob Calvar's temple. Azru's appearance and subsequent disappearance keeps the standoff from breaking out into an all-out brawl, letting Anton and Marta retreat to their compound.

They decide, on the spot, to seek out a devil's bargain with Azru: if Azru helps them take down Calvar, they'll let him feast on the life force of Calvar and his enforces. The mysterious elven defiler agrees, and they return to the Patch to gather strength.

They return, in fact, to a rapidly cooling dead body with a bone dirk embedded in its chest. One of the cultists (Grigori) has been slain by another (Karkan) over the matter of a woman. Karkan has fled into the desert, and Grigori's brother is about to stride into the wastes and hunt him down. Anton persuades him to wait, and opens his psyche to the dragon to try and find Karkan's whereabouts.

All he gets from the dragon is vague images of elves which they interpret to mean that Karkan is somehow in league with the Thunderstorm elves. The idea that he's simply been killed and eaten by them never crosses their mind, and they decide to set off into the desert to hunt Karkan down.

In the desert night, they find little evidence of Karkan but plenty of evidence of landsharks, which swarm and attack the party. Azru takes 3 harm, leaving him dangerously weakened, while Marta easily dispatches the rest of the landsharks with her enormous metal sword.

They return quickly to Anton's Patch, which is now, unfortunately, being menaced by Calvar's legion...

18
Rogue Trader: Apocalypse / Example Fronts (from my game)
« on: July 08, 2010, 08:35:12 PM »
Obviously, please don't read these if you're actually playing the game.

This is what I have drawn up so far for my current game, which involves two player characters - a Rogue Trader named Wilberforce veBarro who has just been snatched from a comfortable life managing his family's trade mission on a minor Callixus Sector world to command the newly salvaged Blancheviperre, and his dangerous Arch-Militant bodyguard, Khergan the Fist (until recently known as Prisoner 06008, for as-yet unrevealed reasons). Their ship has recently been commandeered under unusual circumstances by a mysterious Inquisitor.

Home Front


Flaxxus Sand - Magos and High Tech Priest
Curiousity, technical assistance, longwinded
Impulse: to investigate, to blather

Gilliam deVorche - Navigator
Impulse: to flee battle, to avoid dangers in the warp

Quintus Xavian - Seneschal
Impulse: to control, to ensure profit, to know

Terrigan Finch - Captain-at-Arms
Impulse: to protect the ship, to defend his honor
Conflicts with Khergan - distrusts the former criminal

Proctor Zephira Qi - Mistress of the Guns

Cartography and Cataloguing Department
Impulse: to control knowledge, to remain secretive
Cast: Ordinate-Major Darrick d'Allezandro

Threat moves:
 - Disseminate useless maps.
 - Show the true location of something dangerous.
 - Discover something.
 - Intrude on something.

Custom move: to get anything out of the Department, roll + Charming. On a 12+, they'll tell you where they are. On a 10+, they'll give you a map. On a 7-9, they'll give you a map, but choose 1:
- It's pretty damn inaccurate.
- Cartography demands a shipment of luxuries and supplies before they hand it over.

The Blancheviperre

Crew population countdown: 6 o'clock, some casualties, underpopulated

Armsmen Population Countdown (2-harm large gang 1-armor): 9 o'clock, on the verge of breaking

Crew morale countdown: 3 o'clock, orcs on lower decks

Hull points countdown: 3 o'clock

Weapons:

Thunderstrike macrocannons (3-harm close/midrange prow messy)

*Hidden Thunderstrike battery (3-harm close/midrange dorsal messy)

Armor: 2-armor void shields

*Hidden Librarium Vault: Special move: investigate family secrets. Roll Adroit. 10+, hold 3, 7-9 hold 1. Answer a question
 - Did Sarina veBarro encounter ____?
 - How did Sarina respond to ____?
 - Is a given legend about the veBarros true?
 - What was Sarina's biggest fear?
 - Where did the Blancheviperre travel?
 - Where did they find great wealth?
 - How did the Blancheviperre defeat enemies in battle?

The Orks in the Hold

Kind: Orks
Impulse: to raid, to cause havoc

Threat moves:
- Cause havoc at inappropriate moments.
- Steal cargo.
- Breed.

Aunt Jezmerelda

Kind: Relative, Rogue Trader
Impulse: Insult, berate, control
Description & Cast: Jezmerelda, immensely fat aged woman.
Custom Move: Whenever Jezmerelda is around, Wilberforce takes -1 Bold.


The Draxxus Conspiracy


Exhibits: Treachery
Darkness of the Future: The Rage Thirsters destroy the demon lord Calligula, as the Committee planned. They take his power and become demon lords themselves, using their knowledge of the Callixis sector to wage terrible war.

Threats

The Committee

Kind: Gathering
Impulse: to own, to corrupt, to manipulate
Description & Cast:

- Charlon diMaggio. Cousin to Wilberforce, former school chum, aboard the light cruiser Major Arcana. Charming. Sly. Bloody smart. Behind the whole operation.
- Corrigan the Fat. Well-armed, heavy cruiser Thunder Chalice. Not the brains of the outfit.
- the Schultzwarg sisters. Katherine aboard the Poison'd Wind and Gundrissa aboard the Pride of Blood.

Threat Moves
 - Offer vast rewards
 - Draw on past loyalties. (Charlon)
 - Lie and manipulate.
 - Attack peripheral holdings.
 - Launch cultist attacks.
 - Orbital bombardment. (Thunder Chalice)

The Draxxus System

Kind: Chaos world
Impulse: to entice, to corrupt, to destroy
Description:

Cast: The demon lord Calligula. Slaneesh.

Threat moves;
 - Entice with visions.
 - Corrupt through dreams.
 - Conceal the true path.
 - Disrupt warp travel.
 - Provoke a horrific choice.
 - Disgorge daemonettes.

Rage Thirsters

Kind: Space Marines (lost)
Impulse: to destroy Calligula, to seek revenge
Description & Cast: For innumerable years the remaining Rage Thirsters have battled across the worlds of the Draxxus System, abandoned by Sarina veBarro. They have not yet succumbed to the temptation of Slaneesh, and they slaughter demons and nightmares in an ending war against the lord of Draxxus, Calligula. They resupply their weapons and armour from the chaos warriors they slaughter, and thus they are still incredibly tainted.

Captain Largath - Ancient battle-captain wielding power sword and teleport pack. Thanks to alterations, he can teleport the entire squad across the entire system
Sergeant Korvan - Sergeant wielding dual power-eviscerators.
Other marines: Erasmus (techmarine), Thalliost (librarian), Argus (devastator), Brominade, Corrian, Hormac, Lester

Squad

Threat Moves
 - Inflict terrible harm.
 - Teleport attack.
 - Ignore pleas for mercy.
 - Call on the past.

Arbites Venator Barghon

Kind: Hunter
Impulse: to hunt Coldwine at all costs
Description & Cast: Hails from the same world as Khergan - an old friend / adversary, both his childhood friend and the person who put him away. Has been persuaded / bribed by Charlon to pursue Coldwine at all costs. There is a warrant with her name on every world in the Callixus Sector.

He commands a fast Arbites patrol frigate, the Lawgiver, which he is using to pursue Coldwine.

Threat moves:
 - Put a warrant out for Khergan.
 - Draw on Arbites resources.
 - Boarding action with the Lawgiver.
 - Outmanuever in the Lawgiver.
 - Master Tracker.

Inquisitor Coldwine

Kind: Inquisitor
Impulse: To take control, to manipulate, to win at all costs
Description & Cast: Inquisitor Bella Elipheth Coldwine, amazing with daggers (3-harm archaic) and eldar pulse rifle (3-harm close/far silent). She is quick with insults.

Khergan's read: How to get her to reveal her weakness? Seduce her.

Retinue: Damega Antares (interrogator), Gear d'Elektro (tech-priest), Mengsk (brute) and 7 others (3-harm gang small disciplined 2-armour).

Threat Moves:
 - Insult and demean
 - Manipulate and threaten
 - Use xenos technology
 - Draw on the Imperial Litanies
 - Use Inquisitorial Seal
 - Launch an assault.
 - Take control of something.

Retinue moves
 Damega Antares: Interrogate prisoner. Fence. Draw on contacts.
 Mensgk: Inflict terrible harm.
 Gear d'Elektro: Investigate xenos technology.

19
brainstorming & development / Maw of the Corpse Star
« on: July 02, 2010, 09:58:49 AM »
The world is dying. As the Corpse Star rises in the black and hopeless sky, no sane creature can truly avoid knowing that the fate of the world is to be pulled into its gaping maw. The gods have long ago averted their gaze, children are born without souls, and corpses lie restless in their shallow graves.

Behold, the dark funeral crypts of the elves, prepared aeons ago to prepare for the prophesy of a dying world. Within their walls, the immortal ones wait, entombed in stone, for their final deaths.

Behold, the noisy feasting halls of the dwarves, gouging themselves to death in a centuries-long wake for the entire world. Hidden in chambers deep beneath the earth, they ignore the madness-inducing sky in favour of the endless feast.

Behold, the great silent horde of the orcs, carving a path across the star-ravaged plains to the very end of the world. Their lips sewn shut, they slaughter and destroy all they encounter in complete silence, to better hear the death throes of the spirits of the world.

Behold, the many empty vales of the halflings, long ago vanished into myth and legend. No man knows to whence they have gone, the only clue being the mad scrawls carved deep into each and every door, speaking of the croatoan.

Behold, the last desperate empire of man, its stepped temples stretching into the sky, a thousand hearts offered into the sky each day in a cruel parody of sacrifice. They hope to appease the maw and stay the death of the world, but their bloody works are all in vain.

The air is stale. Crops rot in the fields and fish float upon the surface of the stinking sea. Each and every sigil and omen and portent and sign points to a single thing: death, to all and everything that will ever be upon this world.

Some few still struggle to avert this terrible fate, but what hope can be held beneath the gaze of a hungry star?


Welcome to my second (third?) AW hack, this one inspired by, of all things, D&D 4e. To be precise, the description of the warlock power Maw of Acamar, which speaks of the hungry maw of a corpse star. When I read that, I wondered... what of the world beneath that hungry dead star?

20
Rogue Trader: Apocalypse / The Working Rules
« on: July 01, 2010, 05:17:53 AM »
The working rules from which I am running my playstorming sessions can be found here. The rule as they exist in the document are highly unstable and liable to be changed at a moment's notice to better suit the needs of the game.

21
Rogue Trader: Apocalypse / Custom Ship Moves
« on: June 30, 2010, 07:24:48 AM »
Librarium Vault: To investigate the secret history of the ship, roll Adroit. 10+, hold 3, 7-9 hold 1. Spend to answer a question:
- Did Sarina veBarro encounter ____?
 - How did Sarina respond to ____?
 - Is a given legend about the veBarros true?
 - What was Sarina's biggest fear?
 - Where did the Blancheviperre travel?
 - Where did they find great wealth?
 - How did the Blancheviperre defeat enemies in battle?

22
Rogue Trader: Apocalypse / Arch-Militant career book
« on: June 30, 2010, 06:39:27 AM »
Arch-Militant

Stats

Choose one:

bold +1 adroit +1 vigorous +2 charming -1 twisted 0
bold +2 adroit -1 vigorous +2 charming 0 twisted -1
bold +1 adroit 0 vigorous +2 charming -1 twisted +1
bold +1 adroit 0 vigorous +2 charming +1 twisted -1
bold +1 adroit -1 vigorous +2 charming -1 twisted +2


Moves:

Choose two:

Death World Veteran
You count as a small squad in battle.

Weapon Master
Choose any weapon group: plasma, chain, las, archaic, power, bolt, melta, flame. You add +1 to harm and +1 to all attack rolls when you wield that type of weapon.

Battle-Hardened
You gain +1 Vigorous.

Leadership (Bold)
You gain a squad of tough bastards (3-harm large squad tough 2-armor), better calibre than the rest of the ship's armsmen. When you direct your squad in battle, roll + bold. On a 10+, hold 3. On a 7-9, hold 1. Spend your on these actions: 

• make a hard advance
• stand strong against a hard advance
• make an organized retreat
• fight and die to the last


Power Armoured
You can use power armor (detail), and have one set. When you inflict harm, add +harm to harm dealt. When you roll to seize by force, add +power.

Power Armor:
Power +1 Harm +1 Armor 3
Power +0 Harm +2 Armor 4
Power +1 Harm +2 Armor 2


Plus

Arch-Militant Special
When you sleep with another character, both you and them take +1 forward.

Gear
You can take:
1 signature weapons
2 serious weapons
armour worth 2-armour or power armour if you took the appropriate move

Signature weapons:
Powerfist (3-harm hand ap archeotech power)
Lascannon (3-harm close/far ap las recharge)
Heavy bolter (3-harm close/far autofire loud)
Heavy flamer(3-harm close area messy flame)
Eviscerator (4-harm hand chain messy)
Meltagun (4-harm close ap messy melta)
Plasma pistol (4-harm hand/close ap reload plasma)
Inferno pistol (3-harm hand/close ap area messy flame)

 
And choose one:
Lethal (add +1 harm)
Warp-cursed (add your twisted to rolls made using weapon and to harm rolls you make)
Artifact (+valuable)
Exotic (+xenotech +1 harm)


Serious weapons:
Chainsword (3-harm hand chain)
Bolter (3-harm close/far bolt)
Bolt pistol (3-harm hand/close bolt)
Power sword (2-harm hand ap power)
Sniper rifle (3-harm scope far)
Hellpistol (3-harm hand/close las)



Advances
Take +1 Bold
Take +1 Adroit
Take +1 Twisted
Get a new arch-militant move
Get a new arch-militant move
Get a small army (detail) and leadership
Get a signature vehicle (detail) and drive hard
Get a move from another career
Get a move from another career

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