Wilhem
|
Just dipping my toe in the water here, but is anybody thinking of running a Dark Heresy pbm? I'd like to play in it but might consider running it at a push.
Does pmb = private message board? So it'll be like pbp except it's not for public viewing? Or am I completely off track?
In any case, my knowledge of the Warhammer 40K world is limited to the Horus Heresy novels, which I am currently reading at a neck breaking pace. However, I do have pretty good knowledge of the D&D/Paizo games and heard it's not too hard to convert between the systems. I guess what I am saying
is, I wouldn't mind buying the books and be a player.
Just curious, if you were to run Dark Heresy, would you be running the Haarlock's Heresy trilogy or your own creation?
| shriekback |
I'd be up for playing in a Dark Heresy game. I have a couple of the books. I'm not sure what pbm means, however.
If you haven't read any of the Inquisitor books from the black library, Eisenhorn would be a good place to start.
3+ stories rolled into one low-budget book. . .
Wilhem
|
I might be interested in running a dark heresy game. I really love WFRP, and I have wanted to give DH a go for a while. What sort of game would you be interested in playing?
By "sort" do you mean pbp vs. online get together (such as Klooge)?
Or do you mean Purge the Unclean vs. Haarlock's Legacy (are there other adventures besides these two)?
Or something else?
| Zombieneighbours |
Zombieneighbours wrote:I might be interested in running a dark heresy game. I really love WFRP, and I have wanted to give DH a go for a while. What sort of game would you be interested in playing?By "sort" do you mean pbp vs. online get together (such as Klooge)?
Or do you mean Purge the Unclean vs. Haarlock's Legacy (are there other adventures besides these two)?
Or something else?
I mean, 'what style of story'
Are there any themes that your particularly want to exploring.
Are you more interested in a war story set in the hellish urban war zone of Tranch.
Or is masked balls and intrigue on Malfi more your style.
Perhaps survival horror in the depths of a chartist vassal as something evil moves in the shadows.
Wilhem
|
Well, I am currently reading through the Horus Heresy series (highly recommended) so I am pretty pumped for a war campaign. However, I imagine that Dark Heresy is more aligned with investigative RPG punctuated with highly explosive bouts of violence, so a war BACKGROUND might be more appropriate.
Personally, while figuring out a puzzle/coming out on top in an intrigue can be quite satisfying, nothing beats mauling a few heretics with the chainsword. That's the kind of game I prefer.
Wilhem
|
Looks like we have a group here..btw Wilhelm I love that name since its my real Last name:)
Sweet! Every time I play something online the name would already be taken! So I always had to resort to using to V's to get VVilhem.
Anyway, it seems like Zombieneighbours has the strongest inclination to GM. Are you ok with 6 players (Larcifer, spinningdice, Wilhem, Davi, Gaunt, and shriekback)? I really don't know what we should do if more people post wanting to join. Split into 2 groups?
| Zombieneighbours |
Larcifer wrote:Looks like we have a group here..btw Wilhelm I love that name since its my real Last name:)Sweet! Every time I play something online the name would already be taken! So I always had to resort to using to V's to get VVilhem.
Anyway, it seems like Zombieneighbours has the strongest inclination to GM. Are you ok with 6 players (Larcifer, spinningdice, Wilhem, Davi, Gaunt, and shriekback)? I really don't know what we should do if more people post wanting to join. Split into 2 groups?
I am okay running for Six people. It has just gone midnight so i am going to hit the sack, but before i do i thought i would say a little about my thought process as to an adventure i would want to run.
Currently i like the idea of a survival horror game based upon a chartist vassal, which is still two years from ariving at its destination.
I won't atleast initially be using the inquisition in the game, rather you will all be members of the ships crew. This will limit character choices somewhat. For instance, you will all be voidborn and come from a limited choice of professions.
The city sized space ship is beset by a terrible stringe of murders and the growing rumours of a curse. Can the PCs solve the mystery before the ship is destroyed by panic, riot and plague? Explore the Mystery c-lts, castes and micro-cultures of St. Ettiennes folly, from the tattooed and hairless men of the voidwarders, through to the hunched spindly the keepers of true names, the ships tech cult.
| Zombieneighbours |
The mystery you're describing sounds pretty cool. How about an Arbitrator?
Let me do some prep work over the weekend so i can get players document together detailing the ship and its inhabitants.
At the momment, I see no problem with characters from any of the careers saved guardsmen being used. That said, their are complications with based on the setting i have in mind to playing both psychers and tech-priests, so if you have either of those in mind, you might want to hold off getting excited about them until you've seen how they will work on the ship.
Wilhem
|
Radavel wrote:I wanna join! Psyker, noble or techpriest. Is the inquisitorial handbook open?Seven is pushing things a little in my experience. However, i will let the others decide.
Alright, to be fair to the GM, let's cap the player number at 7:
Gaunt -
Wilhem -
Shriekback - arbitrator
spinningdce - techpriest
Davi - assassin
Larcifer -
Radevel - psyker, noble or techpriest
7 is a good number cause if a couple of people drops out, we would still have a big enough group to continue the story.
I just got the Core book and the Inquistor's Handbook this morning. Will be flipping through them today and post comments later.
| Darkjoy RPG Superstar 2013 Top 16 |
Not going to play, but quite possibly observing from a distance.
I trust everyone is familiar with the Dark Reign website?
Wilhem
|
Not going to play, but quite possibly observing from a distance.
I trust everyone is familiar with the Dark Reign website?
Nice one Darkjoy! That site offers a multitude of information that I just can't wait to explore. One good feature is all the cool downloads (character sheets, campaigns, etc) that are free!
Speaking of character sheets, I think it would save our GM a lot of headaches if we can all agree on using THE SAME character sheet. I found 2 so far on darkreign:
What do you guys think?
Wilhem
|
Our group so far:
Gaunt -
Wilhem - assassin or arbitrator
Shriekback - arbitrator
spinningdce - techpriest
Davi - assassin
Larcifer - techpriest or psyker
Radevel - cleric
And Radavel, love char sheet, but it's incredibly intense (my comp slows when I try to zoom in). Is there a black and white version? I do like how the characteristics is on BOTH pages.
Also, can someone enlighten me on something? I am looking over the weapons in the Core book (table 5-7 and 5-9) and it seems 90% of the weapons does 1d10 + 2~4 dmg. Why is that? I am confused as to why an autopistol (GLOCK) does almost the same dmg as an autogun (M16).
| Zombieneighbours |
Our group so far:
Gaunt -
Wilhem - assassin or arbitrator
Shriekback - arbitrator
spinningdce - techpriest
Davi - assassin
Larcifer - techpriest or psyker
Radevel - clericAnd Radavel, love char sheet, but it's incredibly intense (my comp slows when I try to zoom in). Is there a black and white version? I do like how the characteristics is on BOTH pages.
Also, can someone enlighten me on something? I am looking over the weapons in the Core book (table 5-7 and 5-9) and it seems 90% of the weapons does 1d10 + 2~4 dmg. Why is that? I am confused as to why an autopistol (GLOCK) does almost the same dmg as an autogun (M16).
Its pretty late so i will answer this quickly.
Weapon damages is effectively determined by two factors.
Bullet type and bullet callabre.
A .22 bullet will do almost exactly the same amount of damage from a rifle as from a pistol.
Since weapons are based upon SDT technology, their is a remarkable degree of homogency between weapons in the 40k universe. When weapons have different damages, it is usually because they use a different type of ammunition from the common ammo found in most human weapons.
spinningdice
|
I understand it's something of a Memorial weekend or something? (I'm not a U.S.A. resident), do we have a go on this, I'm kinda wondering how we make a character, since DH varies from "everything random" to random stats and Imperial Divination and everything else player choice.
Plus the campaign looks to be somewhat out of the box anyway.
Wilhem
|
Yup, it was Memorial Day, I don't know what everyone else did I went to a street fair and pigged out...
In terms of character creation, I am assuming that the GM will roll our characteristics, wound points, and other random factors. Or maybe he'll take the average of the extremes. What I am curious about, though, is the difficulty of the campaign. Are we going to start with the standard 400 xp and a month of wage? Or will the difficulty demands that we start with more?
I am also intrigued with our setting. Is our ship going to be the size of a city? If so, are there going to be vehicles that we can drive around?
| Zombieneighbours |
So, I have fallen a little behind where I meant to be by now. The weekend proved to be very crowded with stuff. Below at the character creation guidelines for the campaign
Character creation:
Homeworld:
Voidborn only
Careers:
Adept, Arbitrators, Assassin, Cleric, Imperial Psyker, Scum or Tech-priest
Starting EXP: 1000
Don't sort out your equipment just yet, as tomorrow I will be posting the details of the variations of each career that exist on the ship.
However, before that, I have a few more details about the setting for you.
Introduction to 'The Blood of Martyrs'
The Blood of Martyrs is a chartist vessel that is currently transporting vast amounts of mineral ore between the Morbius system and Malfi, in the Calixis sector. This trip usually takes in the region of 30 years, thanks to a combination of the ships ancient and unreliable warp engines and its navigator line being of inferior stock. These two factors conspirer ensure that jaunts through warp space rarely last more than a few perceived minutes at a time, at which time the ship returns to real space, so that course changes can be made and the navigator's returns to rest from the trauma of navigating the warp. Sometimes the blood of martyrs will remain in real space for weeks after a jump, before continuing on its ways at sub-light speed. This leap-frogging motion allows the blood of Martyrs to cover the 30 or so light years between Morbius prime and Malfi in about as many years.
The blood of martyrs is two miles in length, and almost a mile wide and deep, placing it on a scale with the largest of battleships. The ship houses a crew in the thousands, who are scattered throughout the vast ship in numerous communities. Much of the ship is given over to vest holds know as the cargo wastes, which have no gravity and are on many trips irradiated by the ships cargo. The ship also contains a vast area that stretches most of the length of the ship, named the bilge paddies, which acts as food production, water treatment and waste disposal for the entire ship. The largest of the ships communities is Gama Town, which sits about ships reactor core and below The castle of the charts and helm, seat of the captain's power.
The Blood of Martyrs is ruled by a triumvirate of noble families, each one providing a key service to the ship, from control of the navigator line, supplies and defense.
The House of Astra; the line of captains:
This ancient family trace their lineage to the ships first captain and who hold the secrets of the navigator's line, the lease of the only legitimate psykers on board and alliances with many of the Teck-cults of the ship
The House of Lorn; the keepers of the arm:
House Lorn are militarily the most powerful of all the houses, feilding firearms and combat-servitors purchased with press ganged labour, from the various teck-cults of the weapon spirits.
Lorn chaffs under the traditions of the trade route and many suspect that within two or three trips, they will try to seize the captaincy.
House of Salami; the keepers of stores:
Every one knows that the house of Salami use the ship to smuggle, every one knows that they are idle rich who do little work themselves, every one knows the Salami are cursed with bad luck and that anything bad that happens on the ship is their fault, and every one knows that they will die within a week without the Salami. The house of Salami control food and water onboard the blood of martyrs, and they have grown powerful on that control. Even the Captain must deal civilly with this family and even he must come to them if he seeks a luxury or necessity not normally found on the ship.
Below the noblity, society onboard the ship is broken up into one hundred and one gangs, cliques, cults and societies. One is almost without exception born into the caste in which you will live the rest of your life, but almost every one eats at least once a day, radiation leaks are rare and the ship itself has a reputation for being lucky. Most hive dwellers don't have it so good.
| Zombieneighbours |
Tech Priest or Scum.
Shame I cant play a guardsman. (that was my first idea!)
I would suggest a tech-priest, given the nature of the enviroment they will be especially useful. That said there have been major scisms within the tech-priests on board the ship and perhapes more than any other profession, which tech cult you belong to will have major impacts on the game.
By the way, i'm curently reading the Gaunts Ghosts series of novels. Very good read!
If you ever get the chance read the cyphus caine novels.