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OnceFatal

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  1. Cool, thanks! This rule is kind of complicated, will be rolling it around in my head, thanks!
  2. The war between Law and Chaos is a mainstay of fantasy literature. Usually humans are caught in between and have to somehow navigate the balance. This is seen in the works of Michael Moorcock and in even in science fiction (Babylon 5 had these elements big time). Warhammer 40k is odd in that it is one of the few settings with Forces of Chaos, but no counterbalancing (and usually equally malignant) Forces of Law. What if the above isn't true. It's implied heartily that The Golden Throne does something a lot more than just keep The Emperor in near-death and serve as a beacon for warp travel. 20,000 psykers a day are sacrificed to it. The discussions about it look like some sort of massive magical ritual that has been ongoing for centuries. Meanwhile, if there's one word to describe The Imperium, that word is control. Technology has stagnated, The Ecclesiarchy has its boot on everyone's neck, free thought is absolutely put down. A goal of The Imperium would be a static universe, with only humans in it, and those humans would be kept at the same technology level, and firmly within control of a centralized authority forever. I wonder if this isn't the great ideological red-herring of Warhammer 40k. Perhaps there ARE the forces of Law and perhaps they ARE every bit as malignant as The Forces of Chaos. What if The Emperor is working to become a Lord of Law (as opposed to a Lord of Chaos)? He's getting these energies fed to him at massive rates from everywhere in The Galaxy, what if he's using them to transform himself, slowly, into an actual God? In this way, there could be a Law/Chaos balance in Warhammer 40k. It also to some degree explains why Chaos doesn't really have a lot of sway amongst the other alien races. If you see Chaos as what pops out when beings try to obtain control (A sort of 'algebra' where as soon as your empire tries to do '+1' a '-1' of chaos somewhere appears), then it makes sense that Orks or Slaugth don't seem to have much problem with Chaos. Orks want to fight, Slaugth want to feed, neither really sees control as an ends, and both only use control to a limited agree to achieve other ends. Both also are perfectly ok with things going haywire so long as they benefit from the disorder. The Eldar used to try to have control, but that went poorly, and they ended up creating a Chaos lord from it. Could it be then, that the Emperor is 'creating' Chaos, in his effort to become Law? This could lead to all sorts of interesting plot elements because The Eldar would have figured something like this out. What if Warhammer 40k is simply Law vs Chaos, but from Law's point of view?
  3. You can tell epic tales of encounters with The Forces of Chaos, but when asked about The Forces of Law, your response is "Who?" Some games have insanity, some have body/mind altering corruption effects, but you understand that a *real* RPG has both!
  4. When a normal person with a strength of 45 tries to beat someone with a strength of 55 (unnatural x2), how does the unnantural strength affect the rolls? I presume both parties roll strength test, and whomever rolls highest while still beating their strength wins, but how does the unnatural strength affect things? The rules say 'Unnatural strength x2' adds one extra success for any test, does this mean that the unnatural strength guy has a de-facto +10 for the purposes of strength tests or does it mean something else?
  5. -The only thing nastier than the bad guy's plan is the good guy's response. -
  6. 18) in your adventure, there is a choice between attending a dinner party or fighting a horde of vengeful Orks. 19) In this adventure, the party chooses to fight the orks, figuring they have a higher change of survival. 20) Said party figured absolutely correctly.
  7. 1) Your party's cleric has no magical abilities, nor healing skills. 2) Despite this, your party's sorcerer spends all his time in mortal terror of what would happen if he's found out by said cleric. 3) The most altruistic member of your party is the thief 4) Your party tortures gleefully to obtain information, but pauses at the moral implications of reading a book 5) In your party, everyone is a mutant. Everyone hides it. No one finds this the least bit funny 6) The most protected locations on your character's body are the shoulders 7) You're a group of death cultists hunting an archaeologist, and you feel you're on the moral high ground. 8) The smartest person in your party is the cyborg. 9) The cyborg is also the most religious party member, must to the consternation of your cleric 10) Your party's paladin is a gorgeous woman. No one says a word about this, ever. 11) The only thing your cleric fears is your party's paladin. 12) Your party is all humans, however, only one of you has ever been to earth, and the only thing he remembers from the trip is the screaming 13) Despite this and the horrendous scarring that resulted from the trip, he has nothing but good things to say about it. 14) Your GM vetoes the bookkeeper class, judging that he is too overpowered 15) Four words: Demon Haunted Laser Rifle 16) Ancient Alien artifacts are scary, ancient magic artifacts are scarier, but ancient human artifacts are the stuff of nightmares. 17) Your character thinks "Do I want to have this planet destroyed? With a few phonecalls, I could make that happen!"
  8. I use the following. 1) Monuments. One of the benefits of the setting is that it is in love with itself. The people of Dark Heresy are so in love with their own history that it gets in the way of them dealing with present problems. Every friggan planet has monuments of important sites and it's not hard to have major setpieces be "where the first battle was fought to liberate this world in the Angevin Crusade", or "The Temple to St. Drusus" etc. 2) NPC references. NPC's, in particularly noble NPC's, will refer to their family's 'heroism' during events. They may also make references in curses "By The Tyrant Star!". Eventually context will win out, players are smart. The smartness of the players mixed with the ignorance of the general Imperial population (this is a setting where history is forgotten, simplified, or just plain re-written) means that things usually work out. 3) FLASHBACK (My favorite). If the event is just that important to the adventure, I'll have the party find a data slate depicting the event. But instead of telling them the description of, say, The Bloody Solstice, I'll give them the character sheets of participants and play a 'mini-adventure' where they get to experience it. It makes the history seem more alive.
  9. Introducing a Space Marine into the party could lead to a very interesting dynamic, if played right The Inquisition, if I recall correctly, is the only organization that can... 'investigate' space marines of wrongdoing. Also, being an enforcement arm of The Emperor, one could imagine inquisition agents being the only thing space marines are careful around. It could be fun, if the marine player was game, to really play up this aspect.
  10. Have Spectoris provide some needed service to The Imperium. I was playing with an idea of an entire agri-planet being corrupted, and its food being sent all around the imperium. Luckily, the export is a highly rare delicacy only enjoyed by a few. This is so that when The Party blows the lid on the planet, Exterminatus gets called, but the warped food is out. Then you do a bit or two to convey that 1) The Inquisition is hunting down every customer of the Spectoris Caviar and executing them for the good of humanity 2) The Inquisition is wiping all the records to make it look like Spectoris never existed, they 're-educate' anyone who is too insistent about the deception. The Inquisition's efficiency at this suggests this has been a problem observed before....
  11. Two aspects of Dark Heresy are hardwired as ways to tell the GM's to be nasty. 1) Fate Points. Since burning fate points largely ensures survival, and PC's have as many as three, the GM should not stay his hand in making life lethal for PC's. 2) A Dark heresy character can be made in five minutes or less (30 seconds or less with a character generator). Characters are uniquely disposable. They're asking for it, give it to them...
  12. This does show one of the virtues of the game and something that more tongue-in-cheek gamesmasters could use. As The Imperium consists of countless worlds that haven't seen an imperial agent in centuries (or longer) and some that may never have, enterprising GM's can always pull off other settings from their campaign shelf and add some inquisitors. Athas isn't the only world which may need to be brought back into The Imperial fold. Eberron, Toril, and Greyhawk are all way past due in paying their tithes....
  13. Warmaster_Horus said: In the campaign that I'm running I envisioned the Tyrant Star as a monsterously huge and tainted Space Hulk with thousands of vessels stuck together in the Warp and Warmaster Horus' battle barge The Vengeful Spirit in the middle, where its core should be. After the loyalists evacuated it, it was sucked into the massive Warp Storm that echoed the Chaos Gods' dissapointment and anger in the real universe, and for millenia appearing at random places throughout the Imperium, and every so often in the Calixis Sector. The massive residual psychic forces lingering from the battle between the Emperor and Horus bring madness and discord to whatever star system it briefly appears in, before it drifts back into the Warp. Oh that Horus, everything has to be about him doesn't it... been like than ever since he was a kid...
  14. I went ironic. My biologic Heretek turned out to be a "False man of Nomen Ryne". I loved the idea of a robot doing experiments on humans to learn more about them.
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