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About Gentlemoth

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    , Meh, Sweden
  1. Well, the nastiest trick I've pulled on my players was just before my RT campaign started, back in DH. Some of the characters are the same, so it's somewhat relevant. It was a spaceport sniper ambush. The characters recently stepped off their landing shuttle, on a paradise planet they were sent to investigate heresy on. After a detour around in the warp and some merry adventure, they finally got there. But cultist snipers awaited them on the airport, and with longlas one of them managed to get an instant on the assassin, killing him instantly(crazy roll and his body literally exploded, hurting the others nearby). A long fight ensued, as they advanced from cover to cover, almost getting shot to pieces by the snipers. More disaster struck, and the psyker managed to botch a trivial psychic test, enacting perils of the warp and rolling...100. He got sucked into the warp and was not seen again... for a while. The player burnt a fate point, and was spat out later, a bit more insane and corrupted than before. Another character died the same session, as they cornered a rogue Magus in a hab block, and he used a flamethrower in a one-man doorway, burning one character to crisp while badly hurting another. It was the climax for the DH campaign, before moving over to the RT one. Quite an epic fight they got, with lots of casualty. I enjoy player casualties, in the sense of the in character despair and sadness it creates. Very thematic for the 40k universe, not even heroes are safe.
  2. Personally I have not allowed the players to salvage an entire ship they've come across. Most of the ones they've fought against have been utterly destroyed by plasma core explosion and likewise. But once, they were salvaging a derelict. The ship was unusable, the engines destroyed and the warp core beyond repair. I personally ruled that their ship could not extend their geller fields over another ship of the same size. They could probably tow a smaller one, or if they had a specialized salvaging ship which could extend its geller fields to a greater extent. Or ferry over a bunch of techpriests and install a new warp core. Etc etc. There are many ways to salvage another ship, but none of them are entirely easy. The players decided not to bother with it, in the end.
  3. In my games, we've come to the conclusion that staple weaponry of 40k such as the Plasma Gun and the Power Sword are way underpowered, based on what they are able to do in the boardgame. In Rogue Trader, the Plasma Gun is marginally better than the Hellgun. A weapon which fires the heat of a sun in peoples faces. This same problem are applied to some other weaponry such as the Power Sword. The weapon is stated both in fluff and on the tabletop representation that it can cut open Terminator Armours like can openers. But with a meager 5 in penetration, it makes it even weaker than a plasma gun. What's your opinion on these weapons, and are there any home-made fixes to this already in circulation?
  4. I personally made the Navigator and a Seanchal on the ship as NPCs. They're there to be more than just faceless mooks. the Seanchal especially since nobody opted in for many knowledge skills, and he can at times offer a wise word of advice. I actually wanted to stat the Navigator entirely and let the players roll her tests, so they can see if something bad happens. But we never got around to that.
  5. I tried running with endeavours at the start of my campaign, but have mostly found them to be more of a hindrance than a help. I find that to be a little shame, as I am relatively fond of campaigns that focuses on macromanagement and building power and wealth. I guess as a GM, I am not incredibly good at using it, and my players never did seem to have that sort of drive either. It was a relatively uninspired run after another, transporting this there, salvaging those ships here, building that there. So instead I introduced a powerful plot-line, which tied in with many of the characters backstories. They fought chaos heretics, stole an artefact of great power, ran away with it, got chased by the Imperial Navy, then got betrayed and chased by the Inquisition, and set out across the stars on a merry adventure for justice, and revenge. Potential things their future may hold is rescuing an Astartest strikeforce from rampaging Tyranids, siding with a radical Inquisitor whom has his roots in the backstory of one of the players, and potentially travel to an ancient world to stop the resurrection of an evil race. The campaign has literally turned from what begun as a pretty standard RT campaign of wealth acquisition and power building, to a storyline filled with epic adventure across the stars, tradgedy and personal loss(some characters have already died along the road, and at least another is on the path of corruption), and a quest to figure out what this mysterious artefact they have found does, and why so many people are willing to see them dead over it. I guess that's not necessarily a bad thing, but many seem to successfully play Rogue Trader as intended, with the endeavours and all. Some others play it as me, heavily story-driven. I've mostly substituted the profit you usually gain from endeavours with small boosts as they go along. Finding salvage or treasure along their way that they can sell in ports, giving them a boost of one or two points as they go. I mostly assume the hard cash is spent on various forms of investments or valuable materials they can easily carry with them. I'm mostly interested to see how other people have handled endeavours, if they have used them extensively or if they have thrown them out of the window like I did.
  6. Right on. My own players are of a new dynasty, they basically only have a ship, and a bit of resources, albeit their profit is really low(26). They are currently at Port Wander, trying to figure out what to embark upon in the Koronus expanse. I looked at the example adventure that came with the GM screen, and the idea of an "Endeavour hub" came to me. Perhaps an uncolonized planet, the explorers colonize it and it becomes theirs, and then one can form more endeavours around the hub, such as opening a trade route, striking pilgrimige/colonist deals, and working towards making their little planet into a real jewel of the Koronus Expanse. This would give them a tangible proof of their hard work to base themselves around, as they essentially have no other resources outside their ship as it stands.
  7. I've a few questions regarding Endeavours, in order to help me wrap my head around the concept, as a gamemaster. So as I understood, it's a system to help facilitate the transition between adventure and process. It's a very meta-concept however, and adviced to be developed between players and gamemaster alike. How does this work practically, however? Let's say our players are at Port Wander, they want to start their adventure to go look for profit and fortune. As Rogue Traders, nobody is going to give them clear missions, as is more common with other RPGs. In Rogue Trader, they are the ones creating the missions themselves. I as a gamemaster can only throw them a few bones, such as outside factions aproaching them and offering them agreements and deals. A high bishop may want them to find a lost human colony for them to bring back to the light. I can only throw them so many bones, by giving them rumours of trade opertunities, maps to uncharted worlds or lost spaceship graveyards, or factors asking them to colonize worlds, but eventually it's them who have to figure out how to make a profit out of these ones, no? I guess the more prudent question is, how do I get my players to start taking their own initiatives on building up their own profit? They have the resources(albeit low right now, their profit factor is only 26) and opertunities to carve out their own small empires, colonizing new worlds under their command, and acquiring the loyalty of captains, armies and organisations. So, in the process of play, the players gain a few rumours, offers of deals, and then pick one to start with. Let's say they rolled a few rolls, talked to some people, and acquired the map to an old spaceship graveyard, ripe for salvage. Then I, together with the players, build up an endavour around this. Now, first thing, they don't know what they might be expecting, they could have some estimates from rumours, but how much profit they gain is entirely dependant on what they find. The endeavour system lists the profit gain from how big the endeavour is. Im thinking, this sort of adventure couldn't take more than a session or two, so it should be worth 1-2 profit points. But if I decide there's something really worthwhile there, should it be worth more, without the players knowledge? Okay, I'm geting ahead of myself. The endeavour, as is written, has a few achievment points that is divided between objectives. Typically three, sometimes more or less. When performing an objective, they gain achievement points for working towards that. I suppose this could be used if you have sub-objectives, or go out of your way to detail many various ways they can complete a mission, some more worth than others. But in reality, it seems too tedious to give them points based on how far into an objective they've come. If they manage to convince the Techpriests to aid them in their task, the objective is complete, and they gain the points for it. I don't get this system at all. What I do get with the achievment points, is that you can award more of them, thus gaining extra profit at the end of the endeavour. Is this to be given for a job well done? I suppose this is if they do an extraordinary good job at their objectives, they should get some more. If they negotiated a clever contract, or found some extra salvage, for example, looting an enemy ship they destroyed, or doing some good rolls, or smart ideas, to do something better. Examples on this would be nice. That also begs the question, can you lose potential profit, by doing badly? You're trying to salvage a space hulk, trudging through it and clearing out warp-ghosts and orks. A stray shot makes a ship go critical, you barely escape with your life, a sizable chunk of the spacehulk is blown away. Should impose a few negatives on the end profit earning. How to handle this, there was pretty much no explanations given on if you do badly. Lastly is misfortunes, which are rather straightforward. When they should incur is not really explained very well either. It seems to be random troubles, rolled a little bit at random when the GM feels like it. Or, if the players managed to do something stupid and the GM feels a need to punish them, I guess? Hope someone can help clear up my confusions about the Endeavour system!
  8. I let my players start with a newly acquired warrant of trade, the Rogue Trader being a subsector War-hero that had become a nuisence to the local politics. Fearing her growing power, they petitioned for a writ of trade, gave her a ship and a few resources(represented in lots of SP but low Profit factor), and pushed her out the door, so to speak. I let them build the ship together, while one -character- is the Rogue Trader, I dislike one -player- being completly in charge. Besides, my group has no charismatic enough fellow that people will listen to completly anyway, so they make their decisions together.
  9. Further, I also propose that you cannot teleport aboard another ship if the void shields are up. How void shields protect against extremly brief warp-transisions is beyond me, but I remember when I read in the official fluf of the Warhammer rulebook, it was specifically stated that, with arrogant triumph, or the last shred of humanity acting against him, Horus lowered the shields of his Battle Barge, allowing the Emperor to imidiately teleport to him. So in short, you need to have hit the enemy ship with a weapon salvo the same round as you try to use a teleportarium hit and run.
  10. I'm considering to use your proposed rules, my players got a teleportarium and I thought it was a little too good in ship to ship combat. Not to mention them trying to teleport over bombs to blow up the ship without doing anything. This willpower limitation is a great way to make them use it sparsely, as this sort of rare and ancient technology should be. Using it every combat round ever to do hit & runs seems very unfluffy. This still allows people to teleport over bombs on the enemy ship, a rather cheesy tactic. I'm not sure how to dissalow this, exactly, as it turns shipcombat very redundant if they can teleport over a bigass bomb. Although, I suppose there are very few bombs that are man-sized, if the teleportariums pads can only carry man-sized people, and any bomb at the size of a man or less, won't probably do any serious damage(other than blowing a big hole), unless propperly placed by a crew... and then again, a hit & run attack. Is 5000km enough to teleport down to the surface?
  11. Illithidelderbrain said: Giant, I gave you an example of how my group deals with absentee players, and how we handle in game death. We arrived at our solution through group consensus. We all agree on what you "retain" from your dead character (Usually, we bury our dead characters and return their gear to their surviving family). That being 1/2 of the origin character's xp. If you like it, use it. If you don't, then disregard it. But please don't try to "argue" that your way is somehow better than mine or any other group's methods. We all do what works best for us. Happy gaming. I thought it would be pretty clear by the last sentence of my post that I was only only stating and arguing for my group philosophy, not saying "this is how it must be". As a matter of fact, it was your blanket statement "The only other way is to make them start at rank 1" that made me think you were doing what you are acusing me off. But regardless, this is getting off topic, so that will be the end of that.
  12. kjakan said: You could allow the characters to make an Easy (+20) Trade test when working out monthly income.Each degree of success adds +20% and each degree of failure deducts -20% from the amount. The character can opt not to test and get the default amount. -K This also sounds like a decent idea. Not sure if I would put it on easy, perhaps routine or normal. While on the subject of income, if a player plays a noble scum, does he gets the income as a scum, or as a noble? I've been thinking on this because technically when becoming an Acolyte your old life is taken from you. Your family might even think you are dead. I doubt house stipends are going to keep flowing into your account if so.
  13. Illithidelderbrain said: Because the only other option is to make a new character at 1st level/rank/whatnot. Which would you rather have? Uh no, there's plenty of other options on how to deal with the situation. I think losing the character is enough of a punishment for playing unsafe, being unlucky, or what else might have goten you killed. My players tend to develop very vivid characters with good personalities, many of them sit down and write long backstories. Losing their characters is a dissapointment, but that's how the game is. I think making them lose all that hard earned XP as well is further salting their wounds. But this might just be my group philosophy.
  14. Illithidelderbrain said: EDIT: in reply to Giantmoth. Player death and new character generation. Player takes half the xp from is previous character's total and uses that for his new character. They usually get a higher bonus xp relative to the difficulty of the adventure and their current level/rank/whatever until they are within one level/rank/whatever of the party average. Why punish the player uneceserily like that? If he's already lost the character, perhaps to bad rolls, why should he then be set back rather majorly, and punished further? One solution I see it is to let his new character start at the same XP his old one had.
  15. Speaking of starting skills, does anybody else think it's silly that Techpriests doesnt automatically gain or require Common Lore Tech and Mechanicum? You get them as basic skills if you're from a forge world, but I still don't think that's good enough as a tech priest. I offered them for half the price to my forge world techpriest.
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