Jump to content


  • Content Count

  • Joined

  • Last visited

About Nikitas

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Illinois, United States
  1. I like the idea of the abilities the minor psychic powers conveyed, but I don't like the way they were implemented. Because Black Industries copied their Magic system from the WFRP 2nd Edition for Dark Heresy you ended up having a pool of cantrip 'spells' (minor psychic powers) for the initiate psyker/wizard and, as the character advanced, she had access to more powerful spells/powers in the arcane lores/psychic disciplines. That structure fits a wizard well, but doesn't make too much sense for a psychic gifted with a certain ability (what exactly about being a Diviner would let you walk on walls?) It would make much more sense if the minor psychic powers were distributed among the proper disciplines.
  2. That's a fair point - the setting may very well be sexist in places and we can't whitewash that. But it is up to us to not indulge in cheesecake (as Tom Cruise put it) and avoid unnecessary objectification in the art that decorates the game books. I'm all for making WH40k appeal to as wide an audience as possible while keeping true to the source material. We can certainly ditch the overly-sexualized images of women and depict them in a truer grimdark fashion.
  3. Just going to plant a flag here to warn folks about the minefield above. On the topic of GW art: I agree with many of the sentiments already expressed - FFG has a better track record than GW, but it can stand to improve. One thing that stands out to me is the bodyglove. It's supposed to be unisex and common form of clothing in the Imperium (depending on the world), but in the art the only characters (that I have seen) wearing a bodyglove are female characters. That's not to say all female characters are drawn that way, but out of all art depicting folks in a bodyglove I would venture to say it's exclusively women. I think that's where the perception of women being drawn as 'having come from an S & M party' comes from.
  4. I like the concept, but should this be done as an elite advance rather than a role? As a role it restricts the option to only new characters, but as an elite advance it can be purchased down the line.
  5. From the League of Blackships entry in the Lexicanum: http://wh40k.lexicanum.com/wiki/League_of_Blackships#.UfhGsY1llOE From that it appears all psykers collected by the Black Ships are taken to Terra. I suppose it's still possible that the training happens elsewhere, but every Sanctioned Psyker has at least gone to Terra for the initial evaluation. The process is something like: 1) Blackships collect the psykers 2) At the end of their circuit the Blackships drop off the psykers at Terra 3) Psykers are sorted: strong psykers are sent to the Scholastica Psykana for training, weak ones are fed to the Emperor 4) Scholastica Psykana trains the psykers and sends them off when ready http://wh40k.lexicanum.com/wiki/Scholastia_Psykana#.UfhIRI1llOF
  6. Just to add another angle to this (we have been mostly talking about the problem of non-Sanctioned psykers): AAT gives Sanctioning, but does not grant any psychic ability. So it's entirely possible for a character to be a Sanctioned non-psyker. For example, Shrine World > AAT > Sage, opts not to purchase elite advance. The player would not have broken any rules with those choices (that I can see) and it's a solid character concept. Raised on a shrine world, taken by the black ships, is more interested in intellectual and academic pursuits rather than psychic power. What if AAT granted a "Sanctioned Psyker" trait, which could also be available as an elite advance. We could also have a separate "Unsanctioned Psyker" trait. And the Mystic role would give a different, psychic power based, bonus. Spend a fate point to cancel a perils result?
  7. One way to show off the age of a warrant is by giving it a history within it's own text. For example, a living document, like a warrant of trade, would likely accumulate all kinds of addendums or amendments over the years. Here are a couple I addendums I added to a warrant of trade I prepared for my group. The first one in particular deals with the evolution of the imperial faith as has been mentioned in this thread: ------------------------- In the Name of the God-Emperor of Mankind and through His Authority, Wisdom, and Guidance, His humble Servants, the Senatorum Imperialis, do set down these addenda to the foregoing Warrant of Trade and hereby COMMAND that these addenda shall be read into the forgoing Warrant of Trade as if writ within it, to wit: XXXV: The Trader shall understand that as regards to the Fourteenth provision of this Warrant, recognizing and celebrating the infallibility of His Holy Word and the fidelity of His Servants, the Senatorum Imperilias, the Imperial Truth spoken of therein being and meaning and representing the Faith, as kept and defended and pronounced by the Adeptus Ministorum and that the Iterators spoken of therein shall be the properly ordained and appointed clerics, missionaries, and ecclesiarchs of all orders and rank recognized by the Adeptus Ministorum: And the Trader shall glorify the God-Emperor in word, through the adherence to the Fourteenth provision of this Warrant, and in deed, by commissioning the erection of a worthy monument or temple to the God-Emperor on whatsoever world the Trader claims under the Fourth provision of this Warrant. Given under our Great Seal, and the Signature and Seal of our Recorder, at the Imperial Palace, Holy Terra, 0.220.685.M32 XXXVI: In regard to the actions of Rogue Traders and their Captains and Factors and Agents, recognizing actions both the honorable and not, and deeds performed by them and their kin, and the actions of their lineage bearing this Warrant, we deem it necessary to decree, as to ensure continued development of the Imperium of Mankind as well as to allow the bearer of this Warrant to show his duty, devotion and loyalty to Mankind: That each new paterfamilias of the Trader lineage will have to undertake a Grand Endeavor of exploration outside the realms of which is known as the Imperium of Mankind, to broaden humanity's knowledge of the realms of the Without, and to bring the children of the Golden Throne, lost in dark ages of strife, far astern in time, back under the guiding light of the God-Emperor's Authority and Rule: That the tasks and objectives of said Grand Endeavour, as they are laid down individually for each Trader by the Adeptus Administraum, or by any other subject of our choosing suited for this task, but excluding all of those which are not blessed with knowledge of trafficking, shall be completed without neither haste nor delay, within the time of one and a half years, in consideration to the unfathomable rules regarding travels through or by the Immaterium, as recorded on the bridge of the ship of the Trader's choosing, for all there to be seen, or any other place he places his foot and steps unto: That the results of his exploration shall be compiled and sent to us and our appointed representatives among the Adepta as, pending further notice, the Imperial Sector Commander of the Calixis Sector, the Administratum Master of the Calixis Sector and the Lord High Admiral of the Segmentum Obscuris, with no more time than three months elapsing after the finish of the Grand Endeavour. Given under our Great Seal, and the Signature and Seal of our Recorder, at the Imperial Palace, Holy Terra, 0.457.101.M39 XXXVII: In recognition of this Imperium's great Need for those scarce metals and organics that sustain and drive the God-Emperor's Grand Vision for the unity of Mankind: And for the encouragement of the collection and processing of these materials, specifically the material commonly known to Terra as Therazail and as designated by the Most Venerated Masters of the Priesthood of Mars as MXA.44.1.32b7, we hereby decree that until the male blood of the Korvin line from Terra shall perish from the stars, no inhabitant of the Imperium of Mankind shall be permitted to sail to or from the systems and worlds within the expanse of Koronus, being within the Segmentum Obscurus, from the Rifts of Hecaton to the warp storms known as The Cauldron; nor to traffic within the worlds of the Halo; nor to traffic to the Heathen Stars, beginning at the one hundred and fourth world of Calixis, by the straights of Benetek and Nostromo, or any other straights and passages situated thereabouts to the straights of Anaian, both to spinwards as well as trailing, or to any worlds situated on the one side or the other, or between both, nor in the rimward or trailing lying sectors, and between both the meridians, from the God-Emperor's Scourge, from spinwards to trailing, to the Galactic Rim, inclusive for the purpose of trade in the market of Therazail. Given under our Great Seal, and the Signature and Seal of our Recorder, at the Imperial Palace, Holy Terra, 0.536.685.M40
  8. Excellent job with the ships. I love the attention to detail - it helps give a sense how big they are meant to be.
  9. N0-1_H3r3 said: Fundamentally, the Warp is empty of everything - at it's most basic, the Warp is an infinite sea of untapped potential, utterly absent form or substance. An object in the Warp - say, a normal housebrick - is inherently more 'real' than anything around it, and thus the Warp attempts to become like the object. In doing so, the un-stuff of the Warp suffused the object, breaks down the physical laws that define it, and cause it to dissolve into nothing. With the Warp being inherently empty, even the most idle of thoughts and dreams is inherently more real than the Warp, and thus capable of influencing the Warp-stuff around it, and thus mortal thought produces echoes within the Warp. I'm very much on board with this vision of the warp. In fact, I will be quoting you here and sending it to my PC navigator when we get back to RT. One question though. How does a ship "move" within the warp for the purposes of catching a current, moving between currents, or avoiding a hazard? Are commands given to the helm to fire the maneuvering thrusters? Does that even make sense, is there such motion in the warp? Does the Navigator move the ship on his own, with his own thoughts? I have a hard time believing the idea that a Navigator can use concentrated thoughts or emotions to move the ship from prevailing current to prevailing current. Wouldn't the random thoughts, fears, and passions of tens of thousands of crew members create a "noise" of ripples making any concentrated effort from the Navigator futile? I'd prefer the interpretation that the Navigator senses the currents, plots the course, and directs the helm crew to steer the ship from current to current. It seems sensible and also gives part of the crew something to do during warp travel. On the other hand, I'm not sure that applied Newtonian physics have any place in the warp.
  10. I don't see why the Gellar field should cut off a navigator and an astropath from the warp. After all, as lurker points out, all the Gellar Field does is maintain a chunk of "reality" to act as a shield while the ship travels through the warp. Astropaths and navigators don't have any trouble using their powers and manipulating the warp while in the materium itself. Why is the Gellar Field situation any different? I think the interplay between materium and immaterium a little more subtle than a hard barrier; they are porous and bleed into each other all the time. The Gellar Field in no sense "blocks" the warp. Rather,the only thing the Gellar Field accomplishes is to maintain a piece of the materium, not so the warp can't get in, but so that the worst manifestations of the warp are too unstable within the field to cause any trouble. When the field fails, the warp doesn't "flood" in, it was always there, but now there is no resistance and the very worst horrors can manifest and roam freely. To answer the original questions: The Gellar Field doesn't block signals at all, both outgoing and incoming will get through just fine. As for ships that are lost without final distress calls... well that just adds to the mystery!
  11. My apologies if this has been asked before. I understand how many support craft you can have in your landing bays and I understand how many support craft you can have if you don't have landing bays. What I'm curious about is if the "bonus" shuttles you get under the "Ships Without Landing Bays" option also apply to a ship that has landing bays. For example, does a cruiser with 75 space get 15 support craft + whatever support squadrons are set aside in the landing bays? Or does it just get whatever support squadrons are set aside in the bays?
  12. I believe it was 30 pieces of silver. What you could do is symbolically represent that wealth. Inquisitor Ludas could be on a life-long quest to attain proscribed knowledge or some object of power. Some examples could be, he has collected 29 pieces of a Halo device, and he has been offered the final piece for his work in seeking out these four horsemen; or, he has been seeking 30 chapters of a silver bound tome that once compiled will offer deep insights into Chaos. These objects could then corrupt Ludas, leading to his death, much like Judas. This is especially useful because you can hints of Ludas's true intentions to your players, making them suspicious but laking the certainty and resources to go after their traitorous Inquisitor. Or not, you know, it's your story.
  13. I'm in a similar situation, but I've decided to go with a slow introduction of 40k elements so the players can learn as they go along. Honestly, if they aren't willing to immerse themselves in the lore you won't get too far. I wouldn't suggest going with the mind wipe option, at best it only delays the problem. I think you can use the setting to your advantage. Rogue Traders are unique figures in Imperial Society, they are almost expected to be eccentric; so it's OK if they act a little weird. Furthermore, a fair bit of the adventure will take place in the Expanse, away from Imperial society. You can use that as an excuse to slowly introduce individual elements of the lore, let the players digest them, and then move on to the next element.
  14. What my idea was meant to tackle was that in the RAW you would almost never need to make a straight Perception roll. Since I proposed the above rule, I have come to think that it's not a bad thing to just use the three skills (Awareness, Search, Scrutiny) and forget rolling straight Perception. I think i'll just go with the RAW. But thanks all for the continued insight.
  • Create New...