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craigpearson81

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About craigpearson81

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  1. It's an interesting idea. How many players are in your group? I think it could be difficult doing something like this without killing off other players characters, which never really goes down well. If you're doing a one-off game then go for it, but I wouldn't be impressed if I had to roll up a new campaign character after one mission.
  2. Thanks for the reply. I've just read about Dusk and it's crazy how similar that description is to what I envisaged. I'll definately be basing it on there now
  3. @Notivagent: Thank you for the links. I’ll take a look through those and borrow some ideas from them. I only know a little about Call of Cathulu but I was hoping to capture the horror element to this mission rather than the standard sci-fi feel. @Gurkhal: My apologies, I wasn’t clear what kind of help I was looking for. I was really looking for a way to incorporate the noble type NPC into the storyline, but wasn’t sure if ‘the preacher is out to get him’ was good enough. Also, I’m a little low on ideas for specific scenes and confrontations with the PCs. I did have the idea of using the paranoia of the townsfolk towards outsiders as a way to cause conflict between them and the PCs. Also with secondary characters having alteria motives to not help them, but I’m a little low on ideas at the moment. I do like your idea of traditional beliefs though, so will definately incorporate that.
  4. Hi all. I have written a basic story arc for an upcoming game for my group and I hoped to get feedback and improvements from more experienced GMs. The acolyte PCs (a cleric, guardsman and pysker) start their mission on a feudal world which is a relatively recent addition to the Imperium. Psykers are hated and feared, therefore persecuted, put on trail and burnt. Also, sections of the population reject the teachings of the Ecclesiarchy (although not always outwardly). The PCs are sent to a remote township at the request of the district Constable (also a PC) who will know more background and hopefully stimulate some good roleplaying. A series of gruesome deaths have occurred and no leads have been established by the Constable. Citizens have also reported that a figure (of varying descriptions) has stalked and attacked unfortunates who venture out after dark. The premise behind the story is that the local preacher, who is devoutly faithful to the Emperor, is secretly harbouring psychic potential. He knows of the heresy that has befallen many of the townsfolk and has been using his powers to manipulate members of the population into murdering the non-believers. This presents him with a solid alibi. When the dead are brought to the chapel to undergo the local burial rites, the preacher has been performing rituals to remove the souls of the victims which return to the town to torment the heretics. I felt the fact that one of the players is also a psyker presented a good roleplaying opportuntity. The PC will sense the inherent abilities of the preacher, but how will they act upon it!? One wrong move and they could both end up the victims of a witch hunt. Will the PCs see the preacher as the threat or someone who is using his Emperor given gift to enact vengeance on the faithless!? I also toyed with an additional strand to the plot which included a heretical member of local high society (a Duke or Lord) who has so far avoided the attentions of the inquisition. I thought that the preacher’s ultimate aim was to bring him to justice, but as this world has an ingrained fear of witches, the elite protect themselves with personal hexmagraphic wards preventing the preacher attacking him directly. I’m still not sure on this though. Any help would be greatly appreciated. I hope I've made this pretty easy to understand, as plot twists aren't always easy to down on 'paper'.
  5. @Adeptus-B: I do like the idea of using one of them as the co-pilot, and I like the idea of using a death world. I decided to go with that in terms of a harsh atmosphere, but will consider other ways as well. Here is the outline I am thinking of so far. A few random encounters are still needed, and work needs putting in on the details. An Imperial agent has been passing intelligence from his position in the Miron military command for several weeks. In his last communiqué he expressed concerns that his cover may be in jeopardy and wants out. As insurance that he will not be abandoned, he still possesses some vital information to the war effort and is prepared to hand it over in exchange for his extraction from behind Miron lines. He is able to leave the Miron command compound for only a short window before his absence will be noticed. The players must rendezvous with him at the prescribed time and escort him safely back to be debriefed. He will make contact with the team while they are en route to finalise the details, but after that time he is unable to make contact with them again. The players are ordered to travel deep inside enemy territory where their transport will set down. The remainder of the journey must be done on foot as the Imperial Navy have as yet, still not gained air superiority. During transit, the team make contact with the agent who provides coordinates and a rendezvous time for the next day. Shortly after that the squad’s Valkyrie suffers difficulties/comes under attack and crashes, leaving the pilot dead, and much of their equipment badly damaged/destroyed. The team will have injuries to deal with and limited supplies. The nights on Miron will be harsh, so they may opt to look for shelter or risk further casualties. They will need to conduct recon to determine where they are, avoid patrols who find the downed craft and scavenge/kill for supplies. They will be told that Miron citizens have split loyalties between the Imperium and the rebels, so they will have to be careful who they trust. Once they rendezvous with the Imperial agent they will have to act fast, as renegade assassin(s) are despatched to kill the agent before he escapes. I have already told one of the players I am thinking of having him play a counter agent for the rebels. I will probably play on this and tell him I won’t be using him in that role, but may ask one of the others to do it instead. I figured that would add some much welcomed paranoia to the group, whether that works or not, I'm not sure.
  6. @Kasatka: Thanks for the tip. Do you have any idea when that's being released? I couldn't find it on a search. @ Darck Child: The group have played all formats of the 40k rpgs. Some of the players have 20+ years of fluff knowledge, some have barely any, so it's a pretty mixed group. @Gurkhal: I did consider setting it as a Deathwatch mission, but I wanted to go for a 'struggle for survival' feel to the game, so thought regular bums would fulfill this better as they suffer frailties in body, mind and skill that Space Marines can for the most part ignore. I also see your point about allowing the players to create their own characters. I discussed this with a member of the group (our usual GM) and we thought this approach would provide the group with the skill sets required to make the mission interesting (someone with navigation, medicae, etc.) as some of our players avoid some skills in favour of combat skills/talents. I will ponder this further though. I was hoping folk on the forum with more experience at writing missions could provide suggestions of encounters that I could include in this type of game that would test more than just combat skills.
  7. Hi guys, I was thinking of putting on a one-off mission for our group in the near future and was hoping for some help with my idea. As it’s not a long term campaign, I thought it best to create the characters myself and let the players decide who plays who. I thought this would allow me introduce aspects of a character that long term players would try to avoid, like addictions and other mental trauma/corruption, as we know how precious some players can be about their characters. The idea itself was to brief the players about a mission behind enemy lines (they will play Inquisitorial Storm Troopers or equivalent) in which they will be transported by aircraft to the required location. While in transit the craft develops difficulties/comes under attack and crashes. Most of the equipment, radio etc. on board will be destroyed and the team will be left with limited supplies. I was hoping to make the players act on their wits, deal with injuries to the team resourcefully, work out where they are, locate weapons/ammo and supplies, and avoid enemy search parties. I also toyed with the idea of having the players overhear rumours or find plans of a super gun/invasion plan and have to act upon the situation. I would also like to incorporate small plot twists like some form of treachery by a member of the group if possible as well. Like I say, this is still a basic outline just now, so any suggestions would be amazing.
  8. Maybe I'm missing something obvious here, but I decided to create a 'normal' minion psyker to help my character. Under Traits pysker can be chosen at normal level (so far so good), but under talents I am not able to give him a Psy Rating because that I can only select from tier two (and that is tier 3). If I'm seeing this correctly it makes taking a pysker pointless at normal level as the ranges/radiuses of power will be 0 metres. :S
  9. Thanks for the reply. That's great, I didn't realise that. This is the only book I haven't purchased yet, so didn't realise there was a rules change.
  10. I've played several games of DH, RT and DW but the issue of unnatural fellowship has never come up until I decided to create a serpent-tongued Slaanesh follower. The bonus for unnatural strength/toughness etc. is very obvious, but what exactly does unnatural fellowship help with, other than being able to charm/deceive a few extra people in one go?
  11. Thanks, just found it in the errata as well. I probably should read the entire thing at some point.
  12. Hi Narkasis Broon. Thanks for the reply. That actually makes alot more sense, although like you say, it's very poorly written. If that is the case, I'll pass on that info for future games.
  13. The extra dice also increases your changes of scoring Righteous Fury.
  14. Hi all, we recently had an occurence of this in a game session which got me reading the falling rules. One of the marines in our squad went to jump over a brick wall to jump down 3 metres from a first floor building. When he put his hand on the wall to get over it, the wall gave way (failed his Ag roll) and he fell 3 metres. This almost resulted in reducing him to 0 life. After reading over the falling rules, is it just me or are they too dangerous? 1d10+1 per metre fallen seems a little extreme. These characters are meant to be far superior to regular humans and could by RAW be killed outright by a 3 metre fall (depending on the GMs rolling).
  15. It really depends on the power you use. When you do a Focus Power test, you also add 5x the PR used to cast the power. So if you have WP50 and cast a power at PR2, you need to roll 60 or under. I've been using Smite alot lately, especially against Hordes, as this uses the same modifiers as shooting. So a WP50 guy firing smite at PR2 at a Magnitude 30 Horde should be rolling 50+10+30 = 90 or under (as 91-00 always fails).
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