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Plastic Rat

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    Kaohsiung, Kaohsiung County, Taiwan
  1. I like a balance of rules and story, trying to keep both working together. That said, while I play for the story, there is a big mistake many GMs make who believe they're all about story. The players should have as much control over the story as the GM. To me it's about creating a story together with your actions and the rules provide a framework for that. As a GM, if you are writing a story with a definite beginning, middle and specific end, then you are a poor GM and should stick to writing fan fiction. Roleplaying is about being able to make meaningful choices as a character and affect the world. I tend to create events that are happening inside the world, with NPCs fighting and plotting. These plots will continue with or without the PCs and they can get as involved as they like in whatever plots. When I say 'story' in roleplaying, don't think novel, think sandbox.
  2. In game actions should always carry in game consequences, good or bad. Xp deductions are a bad idea as you could rather fill that role by negative in-game consequences. As a GM you're not some authority figure to punish or reward your players for serving you well, think of yourself as the computer running a very elaborate computer game and they are the players playing it. Your job is to hold the world together and animate things. I will however give bonus XP for particularly surprising smart ideas I didn't see coming, even if it utterly screws up my plans as a GM. In fact, as a GM you SHOULD never have plans that can be 'screwed up' by players, but that's a rant for another day. I also offer straight up rewards of XP called 'cool points' for doing something cinematic. E.G. The assassin drops onto an unsuspecting NPC from above who I just described as walking along smoking a loh-stick. The assassin kills the NPC in one swift strike and then asks if he can make an agility test to catch the loh-stick as it falls from the NPC's lips before it reaches the ground, which he does and then takes a quiet drag. This nets him a 20-50xp as 'cool points' just for doing something cinematic that made the game cooler. Simply because there is no in-game method of rewarding something like that.
  3. Just wondering if it's ok to split multiple melee attacks from the Swift Attack and Lightning Attack talents between multiple targets you are in melee range with?
  4. So I need my Acolytes to do some stuff on Fenksworld and I'm coming up with very little information on it. So far I know the following: It's a grimy, dirty hiveworld, one of the worst. Seriously, the place sounds like a major dive. It serves as a subspace depot for the Battlefleet Calixis. It's usually the starting point or 'testbox' for many different cults and uprisings. Volg Hive is the only known named hive that I can find. (Inquisitors Handbook p25) Volg Hive is one of the worst, supplying the other hives with purified water and air. Various mutated nasties periodically crawl out of its depths. The place has heavy stubbers mounted in public places for this very reason. Disciples of the Dark Gods briefly mentions somewhere that the Beast House uses Volg Hive to supply things for their arenas. ...and that's about it. Anyone else got any further info or know where I can look? Even fan created stuff is fine. Anyone know what the other hives are called? How many there are? What the other hives export?
  5. I recall seeing a fairly nice sketch somewhere of an Inquisitorial Rosette. I'm sure it was in one of the DH books. I have all of them so if anyone knows could you just give me a book and page number? Otherwise, anyone know of any nice pics of one online?
  6. Just wondering what books out there folks have gotten the most use out of as GMs. Personally I have all the DH books published and I love the way they all bring something useful to the game. I constantly end up with just about all of my books open on a table at once when doing prep. I do find myself referencing Disciples of the Dark Gods the most though, simply because it has so many useful badguys and adventure hooks. Just found myself wondering. Thoughts?
  7. Quick question about Inquisitor Silas Marr and the Haarlock's Legacy line. This thread seems like the right place to ask it. My bunch just finished playing House of Dust and Ash and I intend to run all of the other Haarlock books for them. The only book I don't have yet is "Dead Stars" and it's on its way. In Tattered Fates I remember reading that you shouldn't kill off Inquisitor Marr if you can help it because he appears later. Can anyone provide context for me? My reason is that I want to throw in a bridging mission. I'll tell you guys the premise and those who know can tell me if it might screw things up later. At then end of House of Dust and Ash the players rescued an NPC, one I made up on the spot who isn't in the book as part of the adventure. They kind of got attached to the dude, but when they got back for debriefing, Marr took the guy into custody for interrogation and they haven't seen him since. This seemed logical to me. In their bridging run, I want their Inquisitor to ask them to go in and retrieve this NPC from Marr for his own ends. Marr should not know who acted against him. Basically I want the NPC to appear later in other adventures as another agent of their own Inquisitor, and want to build a strong connection between them. I also want to start reflecting the internicine warfare between various inquisitors of the ordos. If they pull it off without Marr knowing who rescued the NPC, would it affect things later or make anything unplayable? How about their attitudes toward Marr, if say they developed a strong distaste or distrust of the guy, would that damage things later? Also if Marr found out that it was them, again, would this close any doors in the later books? Thanks in advance for any answers.
  8. N0-1_H3r3 said: Plastic Rat said: N0-1_H3r3 said: Minor note first: full-auto is +20, not +30. In the errata it says full auto is +30 and an additional hit for each degree of success. Previously it was +20 for FA and an extra hit for each TWO degrees of success. The errata doesn't change the bonus to hit - it is, and has always been, +20 - all that changed is full-auto granting +1 hit per degree of success (which isn't so much a change as a correction - it changed to 1 hit/degree of success during the playtest, but then an older version of the rule managed to end up in the version sent to the printers originally). It's +20 to hit, additional hit per degree of success in Rogue Trader as well, and I'm pretty certain that it's like that in Deathwatch too. How in the Emperor's rotting butt cheek did we end up believing it was changed to +30?! I was so sure of it I went into the errata to find the page number to show you and yeah, the only change I find is it's an extra shot for each degree of success! I could have sworn I read a change somewhere where it was +30. My players have always just said +30... In fact I think it may be one of them who started it... Somebody is going to be flayed for this. Thank you for taking the time to point this out.
  9. N0-1_H3r3 said: Minor note first: full-auto is +20, not +30. In the errata it says full auto is +30 and an additional hit for each degree of success. Previously it was +20 for FA and an extra hit for each TWO degrees of success. On topic: Thanks, this is something to think of, the ability of higher level nasties to negate damage with armor and Toughness Bonus is going to really hurt rapid attacking low damage weapons that lack penetration values. I guess as things progress the gunslinger will be cleaning up the basic mooks but fairly useless against the bigger nasties. Also... there are many situations where they might not have their weapons, in which case he's also useless. I don't really want to do the 'dose of their own medicine' thing as that just leads to everyone one-upping things and it quickly gets out of hand. I think all things considered I'm fairly happy with him obliterating the basic cannon fodder if that's his role.
  10. Right, first off, I'm really not sure where this topic should go, since I have a number of different questions ranging from rules questions, gamesmastering ideas and even possibly house rules. Thus I'm putting it here where everyone can toss in their two bits. So my group has cottoned onto auto-pistols and exactly how deadly they are in combination with the right talents. Wielding two autopistols and with the talents: ambidextrous, two-weapon-wielder(bs) and gunslinger, a player can mow down multiple enemies per action, even when they're in melee and without touching friendlies. With a BS around 50, shots from point blank range (+30%) on full auto(+30) are giving him a target that is over 100% to hit. Firing into melee he actually almost CAN'T hit a friendly. Now add to that that he can split shots between multiple targets IN MELEE it's getting a tad ridiculous. Pistols also do about the same damage as bigger weapons, so other than range, there really is little incentive for any player to use anything OTHER than an Auto-Pistol. First off, am I missing something here? Is this all possible within the rules, or have we missed something that evens things out more? Basically, if it IS true, then the situation really needs a fix, so how are other GMs handling it? Do you have entire parties of twin-autopistol wielding gunslinger PCs opposed by hordes of hive scum with autopistols?
  11. Tidomann said: Like xenobiotica mentioned, looking at a players motivation could be good inspiration to get some ideas. The game is sadly- player driven. It's a sandbox game. They do what they want, and you make it happen. I REALLY wouldn't call it sad that the game is player driven. More like one of the greatest developments amidst a sea of railroaded follow-the-numbers RPGs out now. Some stuff I do to keep my players driving the game forwards. Every session I hand out a 'secret' sheet to each player. On the sheet there are 3 sections. Rumours, Lore and Abilities. Rumours are things they've come to find out. Usually shipboard stuff. I've constantly got intrigue going on aboard the ship and they should never be sure if they can trust everyone aboard 100%. In fact, I started my entire game off with a mutiny. Rumours could also lead to endeavors as well, if for example they discovered a rumour that a new trade route was opening up in a certain sector or that a secret cargo was being smuggled somewhere and so forth. Lore is stuff about the 40k world that might nudge them in different directions: E.G. I gave the following snippet to my Rogue Trader player: - Your family has a legend that is spoken of only on rare occasions. Apparently several millenia ago, a rogue trader in your family's line, bearing the same writ of trade that you bear now, went missing near a world called 'Ritammeron'. The legend says that he was carrying an object of sacred value from beyond the known expanse. Whatever the cargo was, he had been charged by a chapter of the Adeptus Astartes known as 'The Mentor Legion' with its safe return to Scintilla. Your ancestor's ship, a large transport, named 'Reason of Terra', modified to serve as a blockade runner was at one point the pride of your family's fleet. Extremely reliable and rumored to have been blessed by one of the Emperor's saints it was a great loss to your dynasty, both financially and as a point of pride. Additionally, this failure apparently caused great enmity between your house and a certain company master of the chapter, destroying a possibly profitable and beneficial connection. To my Navigator player I gave the following - For a while now you have been studying the legends of a little known world out in the uncharted black of the Koronus Expanse. You have gained knowledge of a small feudal world by the name of 'Ritammeron' near a celestial phenomenon known as 'The God Emperor's Scourge'. Apparently every 300 years a vast entity appears in the local space of Ritammeron, causing a period of religious fervor upon the world. Rites lasting an entire year are performed to ensure good fortune for the next 300 years. From your studies, you have come to believe quite strongly that the entity is in fact the rare occurence of a space hulk, and a very large one at that, locked in a time loop through the Empyrian. This phenomenon is expected to appear again in the next 7 months. Now if the two players at some point sit down and confer.. they'll discover that they each have a piece to a puzzle. This would hopefully send them off towards Ritammeron to salvage the Rogue Trader's ancestor's vessel from a lost space hulk. If they ignore it... well, other characters have different leads. For example my Seneschal player has a rumour that if pursued would send them in an entirely different direction. It's entirely up to the players where they go, I just make sure they have plenty of directions to choose from. If in some hypothetical situation my players decided to just sit there like a bunch of morons with their thumbs up their rectums and look at me asking where to go next I will calmly close the book and tell them to go and play tiddlywinks. I rely on my players to bring active minds to my game. If they want a game that railroads them from encounter to encounter they're playing the wrong RPG. Lastly, abilities are random things I toss around which they could find useful in that session or 5 sessions from now, or possibly never. For example one of my characters might have the ability to really get under the skin of a specific crew member, any time they wanted. Kinda knowing exactly where all their buttons are. Another character might have figured out the ins and outs of a Mechadron Pattern Class D light gunboat, to the point where she can find her way to any point on the ship blindfolded and even knows of a few secret routes. If they ever find themselves incarcerated on a Mechadron Pattern Class D light gunboat, she'll be really useful to have around. Point is, this game requires the players to drive it as much as the GM. If they're not doing anything to drive the game forwards, assuming you're giving them the tools, then perhaps the game isn't for them.
  12. Nice, thanks, that's exactly what I need. And sorry, CTRL-V doesn't work for me to paste. I guess possibly it's my browser? Using Google Chrome.
  13. Quite honestly while I'd like to discuss that review in rational terms, it's simply the dumbest piece of reviewing I have yet encountered. The reviewer had a preconcieved idea of what he wanted, Warhammer Fantasy in space, and is thus annoyed that it didn't turn out that way. It's fairly obvious he hasn't actually PLAYED a game of Rogue Trader. Lastly, his points on player dynamics and the Rogue Trader are idiotic. Don't play with morons and if you do, don't let a moron play the Rogue Trader. Pretty damned simple. This isn't a game for whiny children who still think 'attacking the darkness' is they height of RP humor.
  14. What would the most important 'leader' shipboard roles be? I don't need an exhaustive list, just something that will build a fairly large, functional and believable crew with some personality. So far I figure you NEED to have the following people: Medicae Your going to have to have a chief medicae and several juniors. Communication Officers Bridge crew, inter and extra ship communications. Basically the dude who goes 'Yes Lord!' when the captain yells: "Open hailing frequencies!" or "Get me a line to the ship's enginseer right now!" Not sure what you'd call them. Engineer You definitely need a chief engineer with several subordinates leading teams. Master at arms This guy will handle the security personell and any fighting complement you may have on board the ship. He'd do everything from maintaining discipline to making sure their training and equipment was up to scratch. Possibly even leading them in any large scale engagements. Gunnery master One or more, these guys would handle gunnery crews, supervise reloading and firing of weapons during battle and maintenance while not in battle. Likely there will be a master gunner who I assume would be stationed on the bridge and would actually handle aiming and firing of weapons? Helmsman Your pilot. The Was to your Malcolm. Except with less 'I am a leaf on the wind...' and more 'Bringing her round 24 degrees to starboard Captain, steady as she goes!' Warden of Sensors The guy who will be handling your sensor equipment on board the ship. Kinda like the sonar dude on a submarine. Like that dude with the huge ears in that Kelsey Grammar movie 'Periscope Down'. Any more? Any corrections to my assumptions? (Also, is there any way to copy and paste into posts on this board? I typed my post in notepad where I could actually see it properly and found out I had to re-type everything into this window because the silly thing wouldn't let me paste. Really annoying.)
  15. So let's say you have an empty ship. Not a single soul on board. Maybe a lost genestealer or cultist, but they're keeping to themselves deep in the bowels of the ship. The rest of the ship is fully functional and all yours. Where do you start? How do you build that ecology that forms the workings of great ships? Where do you get the families, the hangers on and the myriad of individuals who will spend probably the rest of their lives working and toiling to keep that great space borne city of gothic edifices and crenelations moving through the void?
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