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Daemyn Riefel

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    Lafayette, California, United States
  1. When looking into and trying to design a Dynasty Sheet for venkelos's thread (fascinating idea, link to thread below), I got to thinking: What if, instead of the standard "We're authorized by the Imperium to become really wealthy," the group didn't have a Warrant of Trade but operated entirely as pirates? Obviously you wouldn't just fly into Port Wander on a whim (at least not if it was known you were a pirate), but no major adjustments would need to be made to the system in order to run the game. Perhaps the GM could be convinced to let the Voidmaster start with Peer (Pirates) instead of Peer (Imperial Navy), and the Navigator would almost have to be from a Renegade House. But other than these (I would consider) minor changes, what if any are the problems with this idea? And are there any people who'd be willing to run or play in such a game? The link to venkelos's thread: Dynasty Sheets? http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=123&efcid=3&efidt=590736
  2. i registered on the given website yesterday, but haven't received my confirmation email yet. any ideas what's causing the problem?
  3. i would like to play, if you've still got room. my email is provided below; contact me if still need a player. jadyer13 (at) gmail (dot) com
  4. i'd like to get in on a Rogue Trader game, but at the moment can't commit to much. would you be playing by chat or voice? how long do you anticipate sessions to play for? you opened it up to Dark Heresy characters; does that mean Dark Heresy players, or will you work Dark Heresy classes into the crew?
  5. In the second mission into an online campaign, the acolytes were following the trail of clues as they led onto a train. However, having triggered an alarm in their investigation (and already having killed and looted two enforcers), the law was hot on their tails. They hop on the next train but it is set to wait for a certain ammount of time (which will coincidently allow the pursuing enforcers to board). The following is an account of the subsequent happenings: As you wait, you hear, "They're on the train! Stop them!" as a few enforcers are running toward the train, weapons drawn. [Tech-Priest] ducks so he's out of sight. [Assassin] looks around after hearing the words and, not seeing [Arbitrator] anywhere but not having time to worry about it, kneels down behind a seat. [Psyker] puts the Enforcer Microbead in his ear and says, "Negative, enforcer, they took the ventilation shaft to the left." [Psyker] ((roll Deceive?)) [GM] ((sure, +10 since they didn't saw you or suspect you)) [Psyker] rolls [ 40% (or Lower) : 19%, Success ] "Those gatters...GIVE'EM LEAD BOYS!" BLAM BLAM BLAM BLAM BLAM The Ventilation shaft gets peppered by lead as the train door hisses and closes.
  6. I've never noticed those before, interesting point. However, I must disagree about the "easier to get hands on a Minerva" part. Building your own weapon, or using something that isn't necessarily a weapon (common practices for gangers) will always be easier for gangers because they aren't actually purchasing the weapon. When one buys a weapon, especially one of higher tech, one has to enter the massive bureaucracy of the Imperium. Gun permits must be attained, and that means background checks, In addition, many guns are not available for public use (as in the case of fully automatic weapons in the USA, no civilian may legally own one unless they get the approval of the governor of their state, or some such red tape). So while the costs may be the same, the actual availability of the weapon (for a ganger) will not be the same as the listed Availablity. This makes perfect sense because the Availability listed in the books for a specific gun will be the Availablity for an agent of the Inquisition. All of this being said, some gangs will have las weapons because they are powerful enough to bribe/blackmail/otherwise influence people (such as weapons dealers or cops). Either that or they take the weapons by force (raids on warehouses, interceptions of shipments, etc).
  7. Looking for players for an online campaign. I've already got a couple, looking for a few more. dragonfiere(at)yahoo(dot)com
  8. Both groups being on the same planet would definately cause a problem I think, but that should also be easily enough remedied; one big playing session! As to punishment, I've seen that handled very well in group I've been in and I think it could be done, but also could be a stumbling block. It would likely tick the Acolytes off if the Inquisitor just sent them on a suicide mission with no chance of success (though their GM could run the mission and have it not be suicidal and actually very informative), but if the Inquisitor's wrath was a little more in-character I don't believe that's what he would do. Well, perhaps if they really badly screwed up. But more often than not the Acolytes do a really good job but make one bad decision, someone's name they shouldn't, something simple like that. In those cases the Inquisitor is not likely to send his valueable team he has spend time and money recruiting to the death, he will likely send them on a less desirable mission (staking out a cult, researching a xeno culture in a data-library) where the GMs could work in a chance for redemption (during the stake out the second in command of the cult shows up and gets captured by the Acolytes, or the research yields information on a pattern of incursions by said xenos, and the Acolytes then move to stop the invasion. However, this could all be avoided by not letting either group know they are intertwined with another group (though I think it's way more fun knowing you have real people who you can count on instead of a set of dice).
  9. I bring you all into my hypothetical situation. (Somewhere in Nevada) GM Adam is running a game of Ascension (remember, Adam, Ascension) for Inquisitor Isaac and his Throne Agents. Inquisitor Isaac decides it's time to recruit some Acolytes to do some dirty work for him, so he spends the XP and takes the advance. (Meanwhile, somewhere in Delaware) Derek is about to start running a game of Dark Heresy (remember, Derek, Dark Heresy) for a group of Acolytes. (Back in Nevada) GM Adam has stayed in contact with his old college buddy Derek. During one of their semi-regular conversations, Derek happens to mention that he is about to start running a game of Dark Heresy. GM Adam has a great idea; why doesn't Derek run the cell as if they were under Inquisitor Isaac? The Acolytes would receive mission orders from the Inquisitor to do something he is either incapable or does not want to do.In essence, the following happens (as an example). Inquisitor Isaac decides that he needs his Acolyte team to frame the planetary governor for some heresy so that Isaac can step in, condemn him, and take control of the production facilities there. So Inquisitor Isaac sends word to his Acolytes. Meanwhile, GM Adam tells GM Derek that the Inquisitor of the Acolytes has an assignment for them, and the two of them discuss what this will entail, what obstacles the Acolytes will face, what other variables are present, etc. GM Derek then runs the mission with his players and then one of the players submits a report to their Inquisitor when it is complete. The Inquisitor, satisfied or otherwise with his Acolytes, acts accordingly.... You may now step out of my hypothetical. Thoughts?
  10. I'll be moving to the area in January and was looking to join or run a game of Dark Heresy, Rogue Trader, or Deathwatch. Are there any groups with spots open? And if not, who out there would be interested in a game?
  11. I have several problems with the current advancement system. 1) I find it very restrictive (as many have pointed out). There is no room for a Guardsman to be an effective leader without spending thousands on Fellowship or for an Adept to be any use in a fight. Obviously this is a little exagerated but you get my point. 2) As a GM, I seem to have very little control as to how good my players are. I'm not complaining that one of my psykers can drop a man with a thought or that my Assassin/Guardsman can pilot a heavily modified Space Marine ThunderHawk Gunship. But sometimes I wonder at how they got to that point in the first place and would like a little more control over the fact that one mission my Scum shoots two guns without hitting a Hulking Space Marine and the next Called Shot's an Interrogator's head from 30m. 3) Overall, I find it rather boring that to a degree all Scum have like personalities as to all Guardsman and all Psykers. Of course they're not all the same but at the core they are all Scum, Guardsmen, Arbiters, and Tech-Priests. So my question is, and I hope for as much input as possible, is am I too ambitious to basically let free reign on career choices? Where one of my characters was a former Immigrations Agent and another could have been the psychic advisor to the planetary governor? You could bring in a surgeon from Dusk and then a singer from Malfi. This would require a lot of work on my part as each of my players would have to come to me for career paths. And at the beginning the surgeon would still be very limited in his choices of skills and talents. But as he learns that the Imperium is more than just a piece of glass in a scared child's hand he would gain possibilities. Also, I would be able to control what my characters get so my kill-addicted Assassin can't get Charm and my super-introverted Psyker can't get Master Orator. Am I too ambitious?
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