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RainOfSteel

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  1. It will depend on what type of government is in control. Are one of the Adepta, like the Administratum or Ecclesiarchy, in control? For the first, you have an endless list of bureaucrats descending under the Planetary Governor, who will be the chief bureaucrat. For the second, you have an equally endless list of priests under the Cardinal (or Archbishop, or whatever) in charge of the world. If the Planetary Government is non-Adepta, is it oligarchical (plutocratic, most likely), bureaucratic, fuedal, dictatorial (all the most likely for the war-torn 40K milieu)? All these things have their own trappings. A feudal government will base positions of power (or most of them) on the status of local bloodlines (Imperial noble houses who have been local for long enough may possess local noble rank and status, as well). A dictatorial government will often be based heavily along military lines, with ranks of various orders and nomenclatures dripping off every government servant; with harsher than normal laws ever present to suppress sedition and disloyalty (probably caused by the dictatorship's own nature). You need a little more detail to your request for more direct advice to be provided. If I were to list off some military ranks for a dictatorship's primary subordinates, and your world's government didn't use military ranks, what good would it do you? You mention "what other bureaucratic" positions I might come up with? And it's a hive world. Ok, in general: Consul of Imperial Matters: Responsible for liaisons with the Imperial Adepta on behalf of the Planetary Governor, especially the Ecclesiarchy, Administratum, and Mechanicus. The "Ministry of State", in effect, for an Imperial world. Consul of the Armies: Head of all PDF units. Responsible for fulfilling Imperial Guard tithe requests in addition to planetary/land military security. Consul of the Navy: Head of both space and water forces. Responsible for fulfilling Imperial Navy crew tithe requests in addition to starsystem/space planetary/water security. (Some planets might spit off the command of water forces.) Consul of the Interior: Head of all miscellaneous administrative offices, as well as official planetary intelligence agencies. Responsible for planetary capture and imprisonment of all witches; liaises with the Ecclesiarchy, Inquisition, and Adepta Astra Telepathica in support of this role. Consul of Justice: Head of the planetary police and court systems. Grants pardons. Liaises with the Adeptus Arbites. Consul of Industry: Civilian head of all governmental support organizations for industry. Primarily exists to protect industrial production and business rights, and to prevent the spread of workers rights. Oversees disbursement of governmental subsidies. Consul of Resources: Head of all operations regarding planetological concerns and resources. Responsible for fulfilling all resource-related tithe requirements. Consul of the Treasury: Responsible for planetary budgets, currency production, and monetary supply. Responsible for maintaining reserves of Throne Gelt for exchanges with local currency as required. Interstellar travelers may always pay with Throne Gelt, but locals beyond the starport areas almost always exchange any Thrones they receive for local currency, in part to avoid looking like outsiders when they spend money, and in some cases because they are required by law to do so at least daily. Smart Acolytes wanting to pass as locals will always take specific actions to acquire local currency for their spending needs. Starport businesses (and those nearby) keep two register drawers, one for Thrones, and one for local currency. Consul of Citizenry: Head of all offices regarding citizen concerns, including citizen's rights, advocacy, retirement, planetary medicae (and licensing, if any), etc.. Often a window-dressing office in the WH40K milieu, but its mere existence over nothing frequently improves morale by making it look like the government cares. A place to give citizens the run-around until they give up, with the lottery-rare occasion where someone is actually assisted successfully. Each group would control vast collections of employees, bureaucrats, internal and external spy groups, military and para-military forces, etc.
  2. vehzeel said: I probably won't introduce such beings. If I did, my players would get their hopes up and I'd like to avoid that ;-) I just wanted to know if forces of light existed in the warp at all but everything I've read implies it's all doom and gloom, so I guess I'll stick to that. There can be a difference, IMO, between "beings of the warp" and "beings inhabiting the warp". You might estimate that a being could learn to inhabit the warp and remain independent of the evil of the Ruinous Powers. I think it would have to be of the power level of the Emperor to do so over the long term, and that is a mighty story element, one an entire campaign could revolve around (a second Emperor-level power moving around). Also, exactly what is benevolent, or not, may not always be clear. I would say that a daemonic being might act nice just to squirm its way into a position of confidence or power. It would still look like a daemon, though, and it's acts or grants would be followed by evidence of taint/corruption. Bassemandrh said: You could say some Daemons or Warp beings pose as an emperor [...] An emperor in general, or The Emperor of all mankind, ruler of the Imperium? Personally, I would not allow any daemon to masquerade as the Emperor. It would be far to obvious a route for any daemon to follow, and if it could be done at all, it would be done everywhere to undermine the authority Ecclesiarchy and the Senatorum Imperialis; and yet, that doesn't happen. IMO, the actual Emperor's power prohibits the Ruinous Powers and their minions from attempting to masquerade as himself. Also, I just tend to think that daemons, being essential beings of Chaos (with a capital C) and corruption just cannot manage to pretend to be something of actual holy/divine power. Nice as humans understand it, maybe, for a little while... but tainted and corrupt, bound to explode in violence and insensibility... inevitably.
  3. Darkmittens said: then managed to break his bonds and get into a void suit in the next round, now i had him spend 2 additional fate point to avoid complications (blood boiling in his body and such)No.Back in the space race, an astronaut was testing a suit in NASA's big vacuum chamber. His suit sprang a leak and it instantly vented. It took him 15 seconds to go unconscious. The chamber operators hit the emergency buttons and were restoring air to the chamber, so he was saved and took no permanent injury even though he had been fully exposed to zero pressure for at least 15 seconds. I would say a heroic player in an RPG who could get into a suit in a single round (that is by far the most amazing part, much more amazing than surviving zero pressure) would be safe.
  4. Garner said: I wanted to know if Genestealers are a bit much for tier 3 acolytes. I know they can be dangerous even for Space Marines so I was concerned about this kind of threat. (though it does seem like the sort of thing the Inquisition would specifically look in to)This is where a request to use the Deathwatch is actually legitimate.Acolytes to Inquistor: "Genestealers!" Inquisitor to Acolytes: "Evacuate now, cleanup in inbound in two minutes, do not be there when it arrives."
  5. N0-1_H3r3 said: A lot of background justifiably overemphasises the Astronomicon, and while it is utterly essential to the existence of the Imperium, it is not the only way to do things.This realization is, by necessity, being forced upon me. After I was already thoroughly convinced of the importance and singularity of the Astronomicon.Forgive me if I take this opportunity to be a little bitter that the situation is not explicitly discussed in the provided setting. Milieu whiplash is not something I appreciate. Yes, I can come up with my own explanation of what is happening. Again. Much as I have created my own explanations of life-extension technologies, another subject the RPG dodges explaining. I suppose I can rule that the Imperial Crusade forces can have brought along an Astrominicon provided by Mars itself, sufficient to cover the entire sector, though this in no way explains what the Deathwatch was doing during the Age of Shadow. During that period, I could go with the Deathwatch being restricted to a large group of Chartist routes, all secretly mapped before the Age of Apostasy, that allow them to get between Ultramar (the origin of their resupply from the Imperium) and the Jericho Reach, and the various locations they are concerned with in the sector. I find it surpassingly unlikely that they would have Beacon-backed groups all over the sector to facilitate Navigator-drive Warp travel. That would be an expenditure of resources well above-standard for such a distant and barely remembered backwater. I suppose Ultramar and regions between there and the Imperium would also need their own Astrominicons. The Imperium could also deploy additional Astrominicons throughout its sectors as backups against the loss of the Astronomicon itself. Just everyday ordinary infrastructure. As an alternative, the Imperium could have built an entire duplicate Astronomicon on Macragge (or some other world out there) ages before and it would cover that side of the Galaxy, including the Jericho Reach. This solution has the best effect on the regions in question, allowing them to function normally per the rest of the Imperium.
  6. Thank you for the reference and I will go look that up. A Navigator may follow a Beacon for 5 light years x PR. A level 10 PR with a Choir of 5 assistants for +5 PR could broadcast a signal that could be seen by a Navigator for 75 light years. Level 10 PR astropaths do not grow on trees, so let's say a PR 5 astropath with five assistants, for 50 light years. There would need to be a great many Beacons choirs in order to be useful. In addition, beyond the "front" area of the Jericho Reach, there wouldn't be any. This could, I suppose, contribute to explaining why Imperial Forces in the Jericho Reach have such a difficult time moving forward. Their ships literally can't travel through the Warp much beyond the front. The Deathwatch still has to operate far beyond the regions occupied by the forces of the Imperial Crusade and the ranges covered by any Beacon choirs they have set up. Unless the Deathwatch has setup and maintained a large number of Beacon astropathic choirs about the Jericho Reach. Which would be blindingly obvious to all the Navigators working for the Imperial Navy. "Hey, look at those existing Beacon choirs!" This would seem to be something that is beyond the Deathwatch's authority and remit. I foresee the Adeptus Astra Telepathica being unhappy with such a circumstance, and possibly the other Space Marine warmasters being unhappy as well. Except that the Deathwatch becomes restricted to Chartist routes or worse (guesses and very short hops) without the setup. -------------------------- The Jericho Reach is directly tied to the passage between the Calixis Sector and the Koronus Expanse. In the "current day", ships within the range of the proposed Beacon sources deployed by Imperial forces in the Jericho Reach will teleport through the Warp Gate directly to within the range of the Astronomicon in the Calixis/Koronus region of the Segmentum Obscurus. However, during the long Age of Shadow for the Jericho Reach, I really cannot see a way that the Deathwatch could have deployed Beacon choirs over the regions they cared about over all that time. The Deathwatch generally cannot even maintain one astropath per Watch Station, much less one choir with a level 10 PR astropath plus five assistants per 150 light year radius sphere. The Deathwatch also maintained contact between the Imperium and the region during the Age of Shadow, and Navigators would have been useless in doing so. This implies two possibilities to me. The first and least-likely, the Deathwatch in the Jericho Reach probably came from the Ultramar region by lengthy Chartist routes (lengthy in comparison to Navigator-driven trips), as Holy Terra and regions in that direction are far too distant to allow for even the best Chartist-mapped routes to be of use. The second and far more-likely, that the Deathwatch has known about the Jericho Reach gate for millennia, were using it all along to maintain contact, and never told anyone about it (which is why they won't even tell the Lord Militant of the Crusade what was going on). They would still have been restricted to Chartist-mapped routes in the Jericho Reach, which seems to be a tremendous operational burden. If it is ever revealed that they knew about the gate all along, the lives of the leadership of the Deathwatch would be forfeit and the Inquisition would get a terrible blow to its reputation. -------------------------- In regard to Ultramar, though, there would have had to have been huge numbers of Beacon choirs to allow it to exist. In order to maintain contact with the Imperium, there would have to be a large chain of Beacon choirs leading all the way back to the sphere of Warp space illuminated by the Astronomicon itself (at 100 ly diameter, covering 30,000 ly (a guess), that would be 300 Beacon choirs, assuming a perfectly straight line). One gap in the chain would make life quite difficult for transport, and would imply a grand dark zone in which there was little civilization or traffic between the Imperium and Ultramar. If there was civilization and traffic between them, the need for Beacon choirs skyrockets. -------------------------- It all just seems very unlikely to me. I am, of course, somewhat disappointed that this matter is not specifically covered in Deathwatch itself, especially as the only apparent work-around seems to be such a tremendous burden and restriction to operations, and creates milieu-affecting political issues, that it significantly affects game play and circumstances. It seems very glaring. The descriptive text in Dark Heresy and Deathwatch both imply that without the Astronomicon everything is toast in a hand basket. (I haven't reviewed Rogue Trader's text again in the last few days, so I can't recall how it characterizes the matter.)
  7. I have been looking at the Imperium Map in Deathwatch. The location of the Jericho Reach appears to be well beyond the range of the Astronomicon. Deathwatch does say, on p. 291, that without Navigators, speedy travel through the Warp is unavailable, and without the Astronomicon, Navigators cannot provide their services. I have been trying to locate something in Deathwatch that explains this, but have not yet found it. If there is an explanation, can someone provide a page reference? Or are the Imperial Navy, Rogue Traders, Deathwatch, and Grey Knights all restricted to Chartist map routes, or possibly to short journies (as it also mentions other races using)?
  8. TechVoid said: I was wondering which kind of relationship the Deathwatch and the Mechanicus have?The Deathwatch, like most Space Marines, possess the ability to build their own weapons and armor. The A.M. almost certainly builds and maintains the starships used by the Deathwatch. I personally believe that for the most part, their relationship is professional. Individual exceptions are always possible. TechVoid said: In my actual mission the Kill Team has to kidnap a Magos which is declared 'heretic' by an inquisitor.I am not clear here. The Deathwatch fights xenos, not heretics. Ordo Xenos Inquisitors are the ones who request Deathwatch support, not Ordo Hereticus. If an Ordo Xeons Inquistor came upon a heretic and wanted to pursue the matter, I would say they certainly can. But asking for Deathwatch support for it? That would be, to me, questionable.I would excpet any Watch Captain or Commander to refuse to take on the mission as having nothing to do with their purpose. Said officers might even gently suggest contacting Ordo Hereticus to ask for Adeptus Sororitas support, as orther Ordos sometimes placed requests through Ordo Xenos for Deathwatch support against xenos enemies.
  9. DJSunhammer said: You should have told them that if they didn't know what they had they couldn't use it. If they didn't know how much XP they had spent then they just can't spend any.People would have gotten up and left.
  10. ! : ? said: so the party decided to install the old navigator in the navigator seat as a means of torture,, they hooked him up to a liffe support system and want him to stay there till death,, how quickly do you reckon that will come,, How weak are the Navigators in your RT milieu? I was under the impression that the Navigator guilds were quite powerful and influential. While there might be individual Navigator families having hard luck times, I cannot see Navigators in general sitting back and accepting the torture death of one of their putative brothers. I believe there would be retaliation, so possibly it may really be how quickly the end will come for the PCs. ! : ? said: bear in mind that the explorer is in essence a logican and that they wish to use the navigator to go places without him plotting a course for the nearest sun! that is, they wish to feed him large doses of mind altering hypnotic drugs to make him comply with their wishes... If there was a way to do this, then in the last 10,000 years, someone would have done it to break the power of the Navigators. In the grimdark of the WH40K universe, each independent and willful Navigator represents one element of the ability for each starship to find its way through the Warp. Remove that, and change the background greatly. Which is not to say that you shouldn't do it, but should be mindful of what it means to have been done. As for how long the Navigator could live, why, that would be based on Medicae successes and Medicae support technology available. With high-tech hospital level support, possibly you could keep the Navigator going for a long time while being tortured. I wouldn't put it past the grimdark to have come up with well-known torture methods allowing for extensive life preservation. The Inquisition probably specializes in it.
  11. VanorDM said: @Rainofsteel No reason to apologize, it can take a lot of text to explain stuff like this. What did I apologize for? </scratches head>
  12. Deepstriker said: That's also where the logs come in useful. So he knows exactly what each player has purchased.I once kept xp logs for characters in a D&D 3.0 campaign. The players all stopped keeping track of theirs and asked me every session where they were. I decided I wasn't doing that again.
  13. Dwarfgod52 said: This caused so much tension the devestator pc got up screamed at me and actually put a few dents in his metal door. So i have a few questions for anyone willing to help. I would no longer play with this individual. Screaming at me and causing damage to hard objects while near me is completely unacceptable. As for the other issues, I would review the game rules and let the player know my ruling. If he reacted as badly as the above player to any rulings against anything he had done, he or I would be out. Dwarfgod52 said: It wasn't that he refused it was he didn't have a sheet until i brought him one. Players do not need character sheets to write down their character's stats. For a player to claim he didn't write anything down because he was not in possession of a character sheet is beyond, "The dog ate my homework," for an excuse. That is completely lame and ridiculous.
  14. VanorDM said: I hope that helps, I think it should cover the basics of DW combat and get you going. If you have any questions about it or want more examples let me know and I’ll see what I can do.I've got thirty-one years of RPG experience, though none with the WH40K RPG. Seeing your excellent example was helpful in furthering my understanding of combat in this system. It's been snipped out and saved away in my notes permanently. Thank you. VanorDM said: On the Boyz turn, they run towards the other two Marines, to get into melee range. They can run a total of 18m, which isn’t quite close enough to get into range.Ouch. What a situation to be in (dead).
  15. XeroNecross said: Being my brother and I never have played a Role Play Game like this [...]Never played an RPG?I recommend taking a single finished character and putting it down on a table and have another character sit a foot away, and have them blast away at each other. Use various combat maneuvers. Do it two or three times. Then, once you're comfortable with shooting and damage, get a wet or dry erase grid map (available online or at RPG shops) and draw some buildings and terrain on it using appropriate writing tools for the surface. More economically, you could take various books, sheets of colored cloth (or wrapping paper), or whatever you want to use to simulate terrain, place them on a table, and then and use rulers to govern how far you move. Put a couple of characters on the map (or table with cheap terrain) and move them around while they try and hunt each other down. Take advantage of the terrain as much as possible. Two or three more runs should give you an excellent feel for how the basics of combat and movement work. Enough to move on and do your first arbitration of combat over others: you need to at least look like you understand what is going on while conducting combat. More than two or three runs a piece would probably bore a person to tears, but if you've never played anything before, I think it would be helpful to do something basic and that is not during any actual game session.
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