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About LordMunchkin

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    La Habra Heights, California, United States
  1. Most games are biased towards combat because that's what most gamers want. I agree though that this game has a glut of combat talents most which are completely unnecessary. Also, their requirements are usually poorly thought out. It's as if the guys who came up with the talents never sat down with the guys who did char gen and said "let's actually make sure people can use these." If I could change them, I'd cut most combat talents (revising the remaining) and add a boatload of noncombat stuff. Going back to char gen, it's also equally unbalanced. A lot of it stems from the aptitude system and inequities it causes. Removing that would be a great step forward. In addition, a lot of the homeworld, background, and role traits/abilities could made talents. Putting an XP price on those would certainly help towards realizing balance. Finally, combat is also unbalanced. TB is quite simply ridiculous. Once you reach a certain threshold, you're basically immune to things you have no right being immune to. Removing it and buffing armor protection would help immensely. Weapons really need to be revised. We have so many weapon traits its becoming a hassle. Instead just add more damage types (look to other RPGs for inspiration) and an accuracy stat that buffs aiming. This also brings me called shots and hit locations which really need to be expanded. Finally, injuries should be made sensible not, "crit you die." This would be handled by simple rules for crippled/destroyed limbs extremities, more damage to specific hit locations (skull for example), and a rule where if you go into the negative wounds you have to make a toughness test of die (past a certain point you automatically die). Much better than consulting a series of over the top tables to see how much of your face melted off and if you cried, how hard.
  2. I also find aptitudes more trouble than they're worth. They could be easily replaced by optional starter packages that combine homeworlds, backgrounds, and roles into a neat niches for new players. The characters could then grow organically through the main classless system. In addition, the tidbits from the homeworlds, backgrounds, and roles should be quantified i.e. have an XP cost for balance (I'm looking at you voidborn).
  3. Man, I wrote this way back! The version posted here is the old one. Looking at it now, I changed the SP to Salvage Score (SS), added the Crack (3) Crew level to the system, and made Fresh Kills moveable. Now to answer some questions. This system is only meant for salvaging the hulls of ships which I take to be the most valuable portion of a ship. I believe the salvage system in BFK handles components. Also while the repair time may seem short for some of the examples, this is because they are happening under extraordinary circumstances. The service of a Elite Legendary Shipyard would be the equivalent of having the entire Lathes at your beck and call. Not something most can or care to purchase. Instead, most civilians get by with Competent Voidfarer Stations, but the local Imperial Navy MIGHT have a Crack Lesser Shipyard. Using these options, it would take 2.25 years to make a single Cobra Class Destroyer if done by a Crack Lesser Shipyard. As for combining Salvage Points, I reasoned that Imperial hulls aren't made from nonscalable parts and thus can combined to make larger ones. Of course this doesn't apply to Xeno or Heretek ships so, as always, use GM discretion. Anyway, thanks for the feedback, looking forward to more.
  4. Meh, to each his own. I was just using the power armor in Ascension to extrapolate what FFG's current stance on the battery life is. Having the 1d5 only apply to certain situations makes power armor much more viable.
  5. I always assumed that the listed battery life for civilian power armor was for strenueus activities such as combat or climbing up a mountain on a heavy gravity world. Otherwise it would last a lot longer, the exact length being a matter of common sense. Sitting in chair isn't going suck up anywhere near the same amount of juice as let's say marching in a victory parade.
  6. Grand Inquisitor Fulminarex said: Outside of a war-zone, where would a party ever encounter a privately owned ship bigger than a Cruiser? No place. It is much like the Torpedo debate, and lack of Torpedo rules. The RT books usually mention parties removing the Torpedo weaponry to make room for cargo components and so forth. I guess this tells us that Torps take up lots of space on a ship. Maybe not such a problem on a Light Cruiser or Cruiser, but space is at a premium on smaller vessels. I looked at the bigger ships pdf from the Darkreign site, and they look good, but, as I mentioned, what starting out RT could afford one? None of the experienced Captains in Lure have anything bigger than a Cruiser. Some have escorts with them, but no Battleships. Well it is suggested that Bastille commands a "sizable flotilla of lesser warships". Anyways, I think it's fair to say that most private vessels larger than cruisers belong to the truly legendary Rogue Trader Dynasties of the Imperium. It's people like the Haarlocks, commanding the respect and fear of even the Inquisition, who ride around in the Battleships.
  7. My tip is to not even bother applying any realism to WH40k. Even the most basic cause and effect queries will pull the fatal string that unravels the setting. Just enjoy it for what is. Fantasy in space. Still, one does tire of 40k after a while. I just run a rock hard science fiction setting in GURPS when that time comes. Realism carries an appeal often understated.
  8. I too wonder how one would do this. So far I've just treated it like replenishing the crew, only increasing the acquisition diff. by in accordance to the crew quality. I kinda doubt the SP cost directly translates into PF. A good crew shouldn't be worth more than say a lance battery.
  9. It seems to me that those who complain about "oversensitivity" are the same people who wish to have their derisive speech legitimized.
  10. MILLANDSON said: Until Sam/Ross/Mack announce something, we're not allowed to comment, sorry. NDAs and all that jazz, you know. You'll just have to wait to find out what's in the book from them first, and then me, N0-1_H3r3, etc, will be able to talk about it more. Oh how you tease!
  11. N0-1_H3r3 said: The starships book, Battlefleet Koronus, is on the release schedule. It is, in fact, the next thing on the Rogue Trader release schedule after Edge of the Abyss. In the meantime, there is a chapter full of material concerning Starships in Into the Storm. Are we going to get official rules for BC+ ships?
  12. Hm if you really want to freak out your player's you could do this: You could have their auspexes register Oblivion as the expect mirror of image of the Imperial standard. The air is only just breathable, but gravity is a perfect 1G. Strangely, nothing opposes their approach as they make for the world. Once they land they find planet covered in ruins of human origin. As they go deeper, you should present them with broken gothic architecture. Finally the reach a magnificent palace, pitted and cracked by immense age. Passing through it's gates, they are greeted by dust. Reaching the center of the palace, they find their prize; the Emperor and his Golden Throne. Contorted and charred, his body slumps in silence upon the massive throne. Just as they approach, have his eyes open. Feeling as those their heads were being split in half, a silent whisper fills their mind. "These are shadows of what may and will be Children of Terra." You should be clear that this isn't the Emperor speaking but the Voice of Processional. If they ask if it can be changed, give them a quizzical answer. "Yes and no. When one is made true, another comes to pass." If they stay too long have it tell them to leave. "Go now, for if you tarry too long you shall never leave this place." After all that, I'd reward them with 1d10 insanity as they come to gripes with what they have seen. However, the unique insight they receive on the nature fate would give them one fate point as a bonus.
  13. **** Thullis, your RT really needs to assert his dominance. He should have locked the AM in a brig and let him live out a few weeks in his condition in order to think about what he did. Excuse my imagination, but it should have gone like this: RT: I am a most forgiving man, but we must have standards! *Beats the crippled AM senseless with his cane in front of the Priest King.* Points if you can guess where I stole this from... However to address the OP, I to have encountered those types players. In my experience though, the first is more common in DH when players can't think of an investigator without creating a brooding pile of poodoo. Do not lose all hope my friend, as they can be saved. What do player's care about most? Their gear and stats generally. Mess with those and you'll get some sort of response. When they finally recuperate, they should feel some relief. Never let it settle, and the excitement of playing by the edge of teeth should set in. The second is descended from DnD where you can slaughter whole tribes of natives, loot their village, and run back to civilization to be praised as heroes. My favorite counter to this is to have NPC's react to this behavior in way that contradicts how they see their character. It could be as simple as a friendly NPC cringing in fear when he angers the player. Or you might have a playwright send them the script of their latest work, all based on the genocide of a people the player conquered.
  14. Zayth really is a vast treasure store, though the book admittedly understates this. It's suggested that planet has numerous artifacts just waiting to be discovered under the surface, including the capital city of world hailing from mankind's distant past. Conquering this world would certainly be in the best interest of the Imperium. At least that's how I'm planning it for a future Endeavor. My players also aided Graves in quelling the rebellion. Afterword, the Explorator did some awesome roleplaying where he met with elders of Engine Order and convinced them Adeptus Mechanicus were their "spirit brethren". He told them that the rogues who had attempted to infiltrate them were defilers of the Machine Spirit, scorned and hunted across the stars. So convincing was he that the Engine Order agreed to exchange tech-adepts for a time. Meanwhile, the RT negotiated a mutually beneficial trade with Grave; scavenged remains of the other landship's autoloaders for examples of the Imperium's melta-tech. They also agreed to trade salvage locations for raw materials. Once the Explorator reverse engineered the autoloaders, I let them equip them to what ships they could. The way I represent autoloader macrocannons is to decrease the space of the weapon by 1/2 but increase it's power requirement by 1/2 rounding down. This represents the lowered labor required for operation but high power needed to keep the mechanisms going. I also agree that the autoloaders will probably never see mass production and adoption. While they might be superior, they would be more costly to maintain. The Imperium values reliability over output afterall. Still, I could see elite forces such as the Astartes, Inquisition, and Adeptus Mechanicus equip their ships with it.
  15. That's what I love about Fel too. For example, in the game I'm running Fel died in a slightly modified Into the Maw aboard the space hulk containing the Righteous Path. While my player's hurried off with their prize, they left Fel battered and near death on the bridge. They were in such hurry because the space hulk would only remain in real-space for a few hours before returning to the Warp. I made it so Fel survived by selling his soul to a demon in exchange for living long enough to reap his revenge on the players. Thus when my player's met him again in the Lure of the Expanse they were quite perplexed on how he had survived. His behavior differed in that he openly sought to harm them, internally blaming him for his harsh predicament. Once again he died on the Dread Pearl, falling upon the blade of the group's RT in a pretty epic duel. My player's haven't met him again yet, but when they do I plan on having Fel gain a few more unnatural traits. This would represent the demon slowly devouring his soul until nothing but his singular desire for revenge is left. As for the rest of them.. Abel Gerrit was left in debt to my players. They shared some the gems they recovered from the Dread Pearl in exchange for a future favor. He is also put a good word in for them with rest of House Arcadius for future joint endeavors. Madam Charlabelle was saved by our RT. He even carried her through the webway. There will probably be a romance subplot latter. Sadly though, her ship was nearly destroyed by rampaging wraithguard, having the flush their entire cargo bays to be rid of the foul Eldar constructs. This all left House Armelan in even worse shape than it was previously. Once again, the crew played heroes shared enough their loot with her so she could repair her ship. They can now count House Armelan as staunch allies. I presented Jeremiah Blitz as a lovable scoundrel who was in it for the money but would do the right thing. The crew loved him so much, they started calling him Han Solo. They cooperated with him a lot during the Lure of Expanse, even aiding him against several Eldar corsair vessels. They definitely made a friend. Lord Bastille was the main enemy of my players. I played him up as having dozens of vessels, even they were mostly support craft to his fleet. He was also an arrogant man of extreme martial preference with a disdain for "civilians". He constantly opposed them with brute force, forcing my players struggle against the vast tides of materials he could bring to bear. Ultimately though, he and his fleet were defeated in orbit of the Dread Pearl by a coalition led by my players. The battle was costly, but the coalition came out ahead after the Colossus was forced to withdraw. Though the player's earned Bastilles respect, they made him their eternal enemy that day. Above the Dread Pearl and below during the final battle, the crew proved themselves worthy allies of Lady Sun Lee. While she and her honor guard held off the wraithlords, the players battled towards the farseer. When he was defeated, together the two groups cooperated to evacuated as many natives as possible. In the end, Lady Sun Lee parted ways with her share of the natives, marking down the crew as preferred allies for future endeavors. Scourge wasn't all that interesting. My players mostly encountered traces of him on the worlds they ventured, mostly fear and hatred of those from the sky bearing the aquila. Finally they met him on Dross where his shuttle had crashed. There the he was leading an army of natives he had intimidated into submission. The players meanwhile were helping Asira unify her world in exchange for help navigating the wastes to their goal. Basically it was an old fashioned military campaign and ended in the death of Scourge in suitably horrific manner. He was eaten by a giant lizard. I plan on having him return with the pelt of the lizard on his belt. Krawkin Feckward meanwhile attempted to silence the players through a devious ambush. He waited until they passed through the webway to Processional of the Damned. When they returned the found several debilitating mines that slowed their ship down a crawl and scrambled their targeters. Then he proceeded to launch scores of boarding craft at his leisure from several waiting troop transports. My players basically had to weather the blows until he ran out of men. Well they didn't. Instead they chose to lead a suicidal counter-boarding against his ship. They managed to through all the pds, and land directly on top of the bridge. Breaking through, they chased Feckward throughout his ship. Being coward that he was, he ordered back the other ships to protect against the boarders. He almost made it to a salvation pod but the VM got a incredibly well rolled shot in just as hatch closed and it launched. Though he lived, Krawkin was unable participate due to severity of his wounds. He would never, however, underestimate the players again. As for the Twilight Sword Corsairs, I had them commit more ships to protecting the Dread pearl. Basically after the coalition had won, they TSC moved in to try to finish them off. Though they failed, they managed to destroy two of the RT's badly damaged escorts. Besides the ships, the crew's victory was much more costly than that as they are just understanding. By defiling an Eldar Maiden world, they've made themselves the targets of every Eldar corsair in the Expanse. The players remain optimistic. Oh how I shall enjoy shattering that.
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