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Snap_Dragon

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  1. I've also been looking into the possibilities of a conversion, I've been disatisfied with the way that minitures and BFG rules were copied into Rogue Trader.
  2. My group did this when I was GMing rogue trader. They had an Empyrian Mantel, Archeotech Cypra Pattern Plasma Drives. Their weapons loadout of torpedos and two short range macrocannons means they could launch a devastating alpha strike against another ship.
  3. Hi folks, Since Only War came out I've been working to update Rogue Trader to use its rule set. I like a lot of the things that Only War did, especially how they handled addtional soldiers in the form of comrades, and I'd like to capture that in only war. I also wanted to mechanically address one of the problems in Rogue Trade which is it does not give you a good tool to reflect the manpower a dynasty has at its disposal instead it requires the GM to use fiat or plot to strip them of the resources of their ship and crew rather than roll with it (which is why I created Henchmen and Horde rules). Apart from updating the Origin Path to new rules I am trying to create a system that creates characters who are better suited to the claim that they are the most competant people on a ship staffed by tens of thoustands. I also wanted characters to come out of character generation with a basis for their personality and a backstory with other PCs (which is why I added crossovers to give them a mechanical incentive to have one other player in their backstory). I've added transitions to increase the flexability of the Origin Path. These are far from finished but I'm hoping to get some feedback from other players and GMs. I've created a google doc folder here: https://docs.google.com/folder/d/0B5IhPBoHK3FAbWhiMmZFdG1mdnM/edit My thought process and rational: https://docs.google.com/document/d/1H6xA03p6ddJa0P_kErWuA8q4I-Qp9Y-KiJS3w1bDn-8/edit Homeworlds - https://docs.google.com/document/d/1rLcxmb0syrFEfUkGxNG_czG3droZLxWFuJjgtC4tn-c/edit Birthrights - https://docs.google.com/document/d/1H6xA03p6ddJa0P_kErWuA8q4I-Qp9Y-KiJS3w1bDn-8/edit?usp=sharing Lure of the Void - https://docs.google.com/document/d/1RAkOmYM4w7MXtihTUBPdnA3uKOsgtmnZMrJ0mfPIJIY/edit?usp=sharing Trials and Travails - https://docs.google.com/document/d/1YixWae3kdDuMyWeK-vmOXTAve5oPnxRjTaI1LZQxHUg/edit?usp=sharing Motivation - https://docs.google.com/document/d/1zVlHM-nvB7icm1VVC1xj_n636HJ_J0Km2mmY6zdb1CI/edit?usp=sharing Careers - https://docs.google.com/document/d/1A96unmEl3oJ5qDGBQQ9qOUaH89ThJ9ZXKyXY_QR2onk/edit?usp=sharing Crossovers - https://docs.google.com/document/d/1Hs1MCi75jfcYKJpaQMjtlBdcCl8qVymxCmMMohPC5CA/edit?usp=sharing Transitions - https://docs.google.com/document/d/1pxMM--0UUjNZKQxA3OaBDG79PWRceNMdy90eU8ftzf0/edit?usp=sharing Hordes - https://docs.google.com/document/d/1ZEuN2dEJTakIYZJwNu2v2Hzxb3BjESoZZDpoLVDemaw/edit?usp=sharing Henchmen (unfinished) - https://docs.google.com/document/d/1T6BXBmSfuTknlUfqXqwu6LqvXoP1Jd1Wgg5Z8ZlyoeI/edit?usp=sharing Origin Path Diagram - https://drive.google.com/?tab=wo&authuser=0#folders/0B5IhPBoHK3FAbWhiMmZFdG1mdnM My current delimas are: General balance issues, are there optimal choices? Are characters too powerful for people heading a rogue trader dynasty? Does the new system promote specialists or generalists. Have I missed anything significant which might impact player's enjoyment of the game? Have I made any spelling or gramatical mistakes? (hint: yes, I have) What do people think of Horde Rules? What do people think of Henchmen Rules? Latest update 13/04/13 Any input is appretiated. thanks,
  4. Crossovers(unfinished): https://docs.google.com/document/d/1Hs1MCi75jfcYKJpaQMjtlBdcCl8qVymxCmMMohPC5CA/edit?usp=sharing Hordes: https://docs.google.com/document/d/1ZEuN2dEJTakIYZJwNu2v2Hzxb3BjESoZZDpoLVDemaw/edit?usp=sharing Henchmen (unfinished): https://docs.google.com/document/d/1T6BXBmSfuTknlUfqXqwu6LqvXoP1Jd1Wgg5Z8ZlyoeI/edit?usp=sharing
  5. I was actually thinking of redoing the special abilities by making them based what you said earlier. One power that effects the character only, another that helps party members, and the third miscellanious effect. I'll probably redo some of the starting gear as well it's just low on my list.
  6. When I was working on how much XP to assign to each stage in the Origin path I factored in what I would cost to raise a DH character up 5 points. So like black crusade they use the 25 base. The special abilities where a carry over from the Original RT and I had the idea of adding some extra ones that you could buy later (or in the case of the Arch-Militant or Void-Master buy extra categories their power applies to). The reason the others don't have as many is that the ones I though up were on reflection half-baked and I removed them. Now I am debating if I should keep the advanced powers or not, if I decide to keep them I'll probably add a few more to the other classed to balance them out. My original goal with the special abilities was to make the careers more distinct and to give each of them something to do in each situation (combat, social, and ship) without overshadowing characters specialized in those roles. I also realize now that I forgot to give them all wounds.
  7. Careers are tentatively done, I'll probably do Transitions and Crossovers next. https://docs.google.com/document/d/1A96unmEl3oJ5qDGBQQ9qOUaH89ThJ9ZXKyXY_QR2onk/edit?usp=sharing
  8. I finished motivations, now onto careers. https://docs.google.com/document/d/1zVlHM-nvB7icm1VVC1xj_n636HJ_J0Km2mmY6zdb1CI/edit?usp=sharing
  9. I finally had the time to sit down and finish Trials and Travails: https://docs.google.com/document/d/1YixWae3kdDuMyWeK-vmOXTAve5oPnxRjTaI1LZQxHUg/edit?usp=sharing This is the one I am most worried about balance on as it has a lot of things balanced off by flaws. My goal here was to create characters who come through character creation with one or two defining character traits they have a mechanical benifit to playing towards. Eager to hear back from people.
  10. I have to disagree with you that Aptitudes are soldier based rather than general, with the exception of Fieldcraft. The name implies a military setting but after I started reffering to it as Exploration rather than Fieldcraft I found that most of my objections to it dissapeared.
  11. The characters are supposed to be roughly equivilent to a DH character with 5000 XP gained through play, and to simulate this through there are various flaws gained through the origin path to reflect this. When designing the homeworld I realized that the DH characters got a bunch of homeworld stuff for free, but because I didn't want to give Basic skills (basically half skills) I tried my best to come up with a compromise between the OW homeworlds and the DH homeworlds which I then added a bit of extra XP to flesh them out. I'll probably use a OW or DH Career as a base and add a few extra skills or traits to them to flesh them out (around 500 XP worth).
  12. https://docs.google.com/document/d/1RAkOmYM4w7MXtihTUBPdnA3uKOsgtmnZMrJ0mfPIJIY/edit First draft of Lure of the Void is up, I'll proabably give it another pass over later, but right now here's a check list of what's left to do: Trials and Trivails: I'm hoping to make these a little less flexable than Lure's of the void, and these represent tramatics incidents in the character's pasts. Motivations: Motivations will have a smaller effect on the character than other options when it comes to statistics. I'm debating using a system similar to demeanors in Deathwatch to envoke a statistical bonus through roleplaying, and have a negative effect as you gain insanity. Careers: I've already been thinking how to define careers in a way where they all have their unique areas of expertise. I'm hoping to create a few unique powers which can be purchaced after character creation to round out their abilities. Transitions: I'm going to create transitions which will increase flexability on the origin path, however my goal is that its easier to fall in Imperial sociaty than it is to rise. Crossovers: I want to provide a statistical bonus to sharing an background option with another player, so I'm going to write unique bonuses for crossovers. You only get one for free however so you're incentivized have a group backstory then go your separate ways. Starting Gear: I want each step in the origin path to add some flavor gear to the character's starting equipment, these could be things like a set of medals from time of the Imperial Guard (charm), or a duling pistol used in the fight between you and a noble rival. Liniages: I'm not sure if I want to re-write these but they provide another chance to inject more backstory into character creation by having a character define his family or associations. Alternate Career ranks: I've been toying around with how to update these to the new rule set, there are a lot of very flavor heavy options provided in RT I would hate to loose but I am not sure if they are relivent under current rules. I might need to take a look through black crusade or wait for new Only War suppliments to see if they are going to tackle this. Henchmen: A Rogue Trader has a vast number of disposable underlings at his disposal but no good mechanics to make them easy to handle like companions in Only War or minions in Black Crusade. I also want to adapt Horde rules to abstract a gun-cutter full of redshirts into an easy to handle group that does not overshadow the party.
  13. I'll get around to Navigators and possibly Xenos. The Xenos are somewhat discouraging as they will very difficult from a balance standpoint. Duty to Another was what convinced me to go over Birthrights again and add some more interesting mechanics to that. I also need to add a few more transitions to the Lure of the Void section, but my goal is to have options decrease as you get closer and closer to the end of the origin path.
  14. First draft of Lure of the Void is up, along with the updated version of Birthrights. you can find the repository here: https://docs.google.com/folder/d/0B5IhPBoHK3FAbWhiMmZFdG1mdnM/edit I have added more houserule bits to give a much more distict feel to each of the options presented. I've also modified them to allow characters to pick up new aptitudes along the way. Merry Christmas,
  15. I'll share Lure of the Void in a bit, the holidays has me kind of busy.
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