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  1. I always felt, like others upthread, that faux Latin was just a rough approximation of High Gothic, so as to not fall into a pit of "thees" "thous" and "forasumches." There's something about dipping into that high register that can come across as needlessly campy or elevated. It was pretty interesting, though slightly confusing at the time, when Ian Watson used actual grammatically-correct Latin. Re-reading the Inquisition War after taking a self-guided Latin course for unrelated reasons, and it all suddenly made sense. And interesting variation of this occurs in much of Dan Abnett's work, where he attempts to represent an older version of Low Gothic by using a kind of kludged together and simplified Old and Middle English. The most prominent example is Ezrah Night from Gaunt's Ghosts, but there were a few scattered examples throughout Eisenhorn and Ravenor, I just can't presently recall.
  2. I personally feel that Black Crusade is the odd duck of the group. The first three were created with, I think, fairly clear cross-over appeal. To say nothing of the fact that the core system of each successive book essentially represents the most up-to-date version of the core mechanics, there's enough compatibility to have a group composed of high-level Inquisitorial agents, Rogue Trader crew, and Space Marines. I mean hell, in the campaign I've been running off and on for the last two years, they started off as Dark Heresy characters, but later branched off into Rogue Trader and Ascension-level characters. Lately I've hit on the inspiration to use a Deathwatch Kill-Team as the agents of what are essentially flashbacks or enactments of an intelligence digest detailing the exploits of a specific group of Deathwatch Space Marines. I wanted to have a PC as a Space Marine, but with the way the story developed it made more sense to just have a full POV shift from the DH/RT group to Deathwatch. But the potential is still there. Who knows, maybe Black Crusade will work in a similar capacity. Aside from the obvious of having Dark Heresy, Rogue Trader, and Deathwatch characters falling to the forces of Chaos (since Radicalism still implies, at least on paper, that you're still working in favor of the Imperium) you could stage a Prologue to your main story by having a band of Chaos warriors ravaging a planet, only for your DH/RT/DW cell/crew/team arrive to pick up the pieces. I take it back. Black Crusade is going to be totally sweet.
  3. N0-1_H3r3 said: A point to remember is one of flexibility - defined sandboxes within the 40k universe like the Calixis Sector, Koronus Expanse and Jericho Reach allow FFG and the writers working for them (myself included) greater freedom to develop ideas without conflicting with things GW would rather we not touch. Detailing a setting where there are many toes on which to tread is not easy in and of itself, so the 40kRP regions, which are set aside specifically for RPG development, allow us to do more than we might do otherwise, in terms of locations, adversaries, conspiracies and similar details. It's far easier to define (and get approval for) the details of a single flotilla of Eldar Corsairs, than it is to make sweeping statements about all Eldar, for example. It's also a lot more satisfying than simply providing page after page of profiles and rules for things converted across from the wargames and reiterating/paraphrasing background that's been published before. Now, you might just want the same old Orks, Eldar and Chaos Marines that appear everywhere else, but in a lot of cases, that wouldn't allow for the same degree of depth or examination. Just as pertinently, the diversity of RPG-unique threats (Yu'vath, Slaugth, Rak'Gol Marauders, Stryxis and the various human cults and conspiracies beyond them) provides something that the 'big name' forces lack - mystery. For people already well-versed in the 40k universe - which I would speculate make up a notable proportion of 40kRP players - the Eldar, the Orks, and everything else that appears in the wargame are known quantities. The Slaugth, and the Rak'Gol, and the Stryxis, and the ruins of the long-departed Yu'vath civilisation are all unknowns to even the most veteran 40k player, and that's valuable. Nothing keeps a player interested, in my experience, more than mystery and uncertainty about the nature of a foe. I agree on all points. In fact, I would say that Dark Heresy was all about starting with something extremely familiar (i.e. the Inquisition) with enough of a unique spin that there's appeal to 40k veterans and neophytes alike. The Calixis Sector, while designed by some very veteran 40k property developers, has a number of quirky interpretations of seemingly standard 40k ideas. They call their Skitarii "Secutors," Commissars are "Chaliced Commissars," and so on. Then you get the Slaugth conspiracies and other little Calixis-only Xeno threats. Sure they'll be cleansed and purified, but that's not the point. They're a novelty in an otherwise familiar setting. Rogue Trader is like the deep end to Dark Heresy's kiddie pool. I say that without rancor, because one of the things that helped me GMing Dark Heresy was my familiarity with 40k fluff. Dark Heresy is where everyone gets their feet wet, Rogue Trader is where the cannonballs and Marco Polo come in (possibly literally, in both cases). In Dark Heresy the players actions are always bound within the strictures of the Inquisition and, whether or not the group's patron Inquisitor is a nice guy, he's still telling them what to do. Rogue Traders cast off from the familiar warp-lanes of the Calixis Sector and venture into the comparatively unexplored Koronus Expanse and Jericho Reach. Open-ended exploration replaces door-kicking investigations. Having wandered a bit off topic, I'll still say that I sure would like a guide to more ships and vehicles, and possibly a word about fleet actions. If I, an intrepid Rogue Trader captain, happen to capture another Imperial ship as a prize, how will I delegate the duty of piloting and crewing the prize ship, and defending it from attacks? Can Extended Actions extend to adjacent ships? During a battle, can the Rogue Trader shout over the vox to his Lieutenant on the prize ship "You're doing great, son! Try not to blow up so much, though!" and give a morale boost?
  4. nos4artu said: MKX said: Well. that's yer (ironic) problem right there! That's so true! To make matters worse, the Lord Captain - whose player chose the ship's name - was absent from the game. When my friend can't make it online we just rule that the Rogue Trader is in his chambers with his catamites and other assoted malcontents and ne'erdowells addled out of his mind on obscura and amasec. Still, at least he went down with his ship, so-to-speak... Man, that captain is going to be pissed. "How in the name of Holy Terra did I sleep through all of that?" "'Twas a mighty fine party, Lord Captain." "Well that explains the hangover. And why does everything smell like off bacon?" In the future, they should avoid ships with names like Bismarck, Titanic, Brittanic, Lusitania, etc. They were practically asking for something to happen.
  5. N0-1_H3r3 said: The Warp doesn't obey the natural laws of the universe. This doesn't just include things like gravity or time, but space as well. It is a place where up is left, down is tuesday and logic is behind the bike sheds having a smoke rather than paying attention. Consequently, things work there that shouldn't in realspace, and things that might work in realspace won't necessarily work in the Warp. I really just wanted to jump in to say that this is one of the more amusing yet completely reasonable explanations of how navigation works in the warp. Additionally, the light of the Astronomican might function along the same lines of sailors staying within sight of land: It gives, beyond a vague reference point, a bit of a morale boost. If things get rough the sailors can just pop back to the land. Sure it might be full of angry natives or a lonely sandbar, but it's still a place where sailors can put their feet on dry land and think where they've gone wrong in lifeSomething much harder to do in the throes of a huge maelstrom or navigating without reference. As I recall, it was the dimming of the Astronomican that ground Lord Solar Macharius' crusade to a halt. By reaching the Halo Stars, the navigators were going out of sight of Holy Terra, and it scared the daylights out of them.
  6. Sent you a message from my personal e-mail, zorak3379@aol.com
  7. Neat! I was never fortunate enough to get any of the preview materials for Dark Heresy or Rogue Trader, so I'm definitely keeping my ear to the ground on this one! And then my DH group will wonder where all these Space Marines keep coming from
  8. SonofDorn said: I doubt that Deathwatch will supplant Dark Heresy. If anything, I can see group melding the three titles together for what could be a really intriguing adventure. I plan on merging my RT game with Deathwatch (still working on the details of how it's all going to happen) and I'm hoping the players will enjoy the merger. This sounds like an EXCELLENT idea. While each game has its own unique flavor, there's definitely a lot of potential overlapping with missions and character motivations. Rogue Trader itself contains suggestions for integrating Dark Heresy characters into RT games, and vice versa; I can only imagine Deathwatch will do the same. In fact, here's a potential group: Inquisitor Severus (DH, Ascension) of the Ordo Xenos is being sent to the fringe-world of Sodallagain (thanks to Sandy Mitchell for that one), where the locals appear to be trafficking in goods from an especially vicious Xenos race. He tasks Brother Frastus of the Deathwatch (Deathwatch, natch) to accompany him, along with Brother Techmarine Delmarius (same) to analyze said Xeno goods to their ultimate source. But due to a hilarious paperwork shuffle (which, at least in my DH games, appear with alarming frequency), Inquisitor Severus has to pay his own way, and so he finds a down-on-her-luck Rogue Trader from a once-noble line by the name of Artesia (Rogue Trader, obviously), whose only trustworthy crewmember is Navigator Taurn (RT, again). The real fun begins when you mix DH Ascension's Influence (which Severus obviously needs to increase, since he's begging around for a ride), Rogue Trader's Endeavours (deliver the Inquisitor and pray he doesn't find anything untoward in the under-decks), and whatever mission system the Deathwatch uses (Protect Severus, kick aliens in the teeth/mandibles/etc).
  9. This is definitely a bit of a zombie thread, but I wanted to jump on here and put a good word in for the game. I actually impulse-bought mine at the local game store, having been sold by the phrase "thuggish brutality," when describing the tone of the game. It was a little shaky at first, but once we got the rules figured out, it was a blast! Sadly, my friend was too sneaky when deploying his Chaos Marauders, and there wasn't a tie at the end, so no need for a bellowed WAAAAAGH-off.
  10. Not to bump my own post, but as I was doing the aforesaid scribbling I happened to be reading through the official timeline of the Calixis Sector. I was initially looking for a rough starting point for case history (i.e. starting with the official founding of the Holy Synod on Scintilla, or at least the official founding of the Sector government itself) when I happened upon this little gem from 808.M41: "The 'Dance of the Dead' on Kalf: Mysterious cult activity on Kalf forces a notorious clash between differing Inquisitorial factions, leading to bloodshed and acrimony within the ranks of the Ordo Calixis." That's only seven years before the current timeline, and works in perfectly with what I have planned.
  11. The campaign thus far: The Acolytes were dropped onto the shrineworld of Reshia to investigate rumors of something calling itself the Night Cult. Being Ordo Hereticus, this is more or less their stock-in-trade, so they figure it'll be a walk in the park. Their Inquisitor, Havelock, says they have a month to find out what they can and, if necessary, exterminate the cult if it is found to be exhibiting Heretical tendencies. During this month they encounter the first few adherents of the Night Cult, complete with the Sarcosan devices on their chests. By hook and by crook they manage to remove the cult with great prejudice and in so doing secure one of the Sarcosan Wave Devices as evidence for Inquisitor Havelock. I can elaborate on that if anyone is interested, but there's a spanner in the works that is the result of bringing back the device, which is being played out currently. After leaving Reshia and heading to Scintilla for another Conclave, the group is met by Inquisitor Hex of the Ordo Xenos, who claims that they have something that belongs to Ordo Xenos; i.e. the Sarcosan Wave Device. The group insists that they own it by right of conquest, beyond the simple fact that it's considered evidence from their investigations. Hex then leaves them with a subpoena, saying that the device will be his. The group's Arbitrator spent most of the following session researching precedent in both Adeptus Arbites and Inquisitorial libraries (those he had access to, of course), and the actual trial is forthcoming. Have I presented the group with an opportunity for intricate roleplaying, as they argue in the Courts of the Inquisition, or am I just being a huge jerk? I don't want the whole trial summed up with a few abstract dice rolls, so instead I've scribbled out summations of the trial records that the group has accessed, and assigned a modifier to each established precedent, so that if they still insist on a roll at the very end, it can be done.
  12. That would be pretty awesome, and I think makes a lot of sense. Consider that just about every other major gaming company has some sort of periodical (Games Workshop has White Dwarf, Privateer Press has No Quarter, and Wizards of the Coast has [or at least had] Dragon). I would fully endorse and support a magazine, but for sake of fairness it would have to have articles for all of Fantasy Flight's games... which is a LOT. Still, a neat idea.
  13. Fortunately the Dark Heresy and Rogue Trader books both have a very robust background section, making other sources virtually extraneous and unnecessary. Also, with DH and RT being very new there aren't any nagging questions about canonicity, which is one of my main problems with websites like Lexicanum. It's a nice repository of informationBut a lot of it is from source materials that no longer apply. Now, while some of the ideas might be very intriguing to work into a Dark Heresy game (e.g. the Emperor actually being the fifth Chaos God called the Starchild [removed after 3rd edition] or the Emperor fathering biological children who are trying to complete his grand plan [dropped after 2nd ed]) they might also muddy the waters if your group is already familiar with the current setting. But on the other hand, if you want to read something that gives some idea of how the narrative of a DH/RT game should play out, I would recommend the novels published by Black Library. Sandy Mitchell has conveniently written two novels (thus far) that actually take place in the Calixis Sector, and they're pretty good. And then there's Dan Abnett's two series, both of which are now in omnibus form, Eisenhorn and Ravenor. I would say that Ravenor feels more like Dark Heresy, but Eisenhorn can give you some other ideas to play around with. Plus they both take place in the Scarus Sector, which is practically next door to Calixis, spatially-speaking
  14. BaronIveagh said: "I hear the first Fenksworldian Scout Fleet was defeated by a Rogue trader with a battleship." "Have the survivors shot, and take away the Rogue trader's warrant. We want him for the Navy." That would certainly make for an interesting adventure hook. Now the Rogue Trader has to decide if he wants to fight for his Warrant of Trade (cue political intrigue and calling-in of favors, with the Seneschal paying many midnight visits to friends and associates), or play the long game of dancing to Battlefleet Calixis' tune and hoping for a Planetary Governorship somewhere out in the Koronus Expanse. Either way will result in profit and glory, just not in the equal amounts the Rogue Trader might otherwise want.
  15. I like Gregorius' idea because it allows the group to sell the loot for much-needed Thrones, but it also takes into account that it's going to look strange if a party of Acolytes (a motley bunch, if there ever was one) swaggers into a weapons shop and pops down a pile of obviously second-hand guns and other weapons. This will obviously be dependent on the type of world they're on, too. Hivers are likely to have, if not livery or uniforms, a generally homogeneous clothing style. The Acolytes will stand out as not belonging to any sort of trade guild. Thus, the shopkeep might assume the Acolytes are criminals who want to fence some stolen goods. On a Feral World, however, they might get a much better deal, since advanced weaponry doesn't come along all that often. But that's assuming the Feral World doesn't try to barter a herd of grox in exchange for the pile o' gunz. Which, while amusing to the GM, won't amuse the party all that much.
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