Post by Warhammer Exec (Dane) on Nov 26, 2011 14:07:37 GMT -5
Starting next semester, more information to come. If there is a lot of interest, I'll see if I can find a second DM.
So, I'm looking at running an RPG, once a week, for the entirety of next semester. This RPG will be working from the Rogue Trader, Dark Heresy, and Deathwatch books, and I will be bringing it up this sunday at DnD. (Nov. 27th)
The basic gist is this: I will let you run any character, creation, class or creature from the Warhammer 40K fluff (This includes codex material, material from the 40K rulebook, any edition, material from Gorka-Morka, material from inquisition, and anything from Necromunda), so long as you can tell me why it wouldn't eat your party members, and how it's going to survive if found on an imperial planet. I will be allowing all the classes from the Warhammer RPG universe, and will list them at the end of this post. I will allow all the races, and all the birth worlds. Everyone will get their own spaceship (because honestly, who doesn't want a spaceship?) but if they are not a Rogue Trader, then the ship is illegal as far as imperials are concerned.
Additionally, this campaign will have three important elements that a prospective player should understand: 1) It will be run by an inexperienced DM, i.e. myself, and with an unfamiliar rule-set. It will be survival horror. Your character may die, and you may need to re-roll. 2) It will put a lot of control in the DM/GMs hands, but I promise to be fair. (This may not be the best game for those who like to Min/Max their character, who worry about their chracter dying, or who want to make their character "broken".) 3) It will use three different game modes: Spaceflight, included in Rogue Trader, but modified by myself. Warhammer 40K, all models provided by the club. And primarily, Warhammer 40K RPG.
If you have an idea outside of these, and are interested in playing, please E-mail me at DanielThomasMoore(at)Hotmail(dot)com. For instance: want to play a necron flayed one? I will make it happen. Tyranid Gene-cult member? Ditto. As long as it sounds awesome, I will go out of my way to put it in the game, while still making things fair.
Classes:
Apothecary - Combat medic of marine forces. Has a stim glove that allows him to distribute pain killers and extract gene seeds from fallen Space Marines.
Assault Marine - Close combat expert usually equipped with a jet pack. This marine type normally employs close range and hand to hand during combat.
Devastator Marine - Heavy weapons expert. This is the squad's heavy weapon support expert and is normally armed with a heavy weapon like a lascannon or heavy bolter.
Librarian - Space Marine psyker. This is normally an individual who would qualify as a sanctioned psyker and also meets the indoctrination requirements for a specific marine chapter.
Tactical Marine - The Space Marine "leaders". Specifically hones squad leadership abilities and is normally the marine in charge.
Tech Marine - Space Marine that can communicate with the machine spirits of the Imperium. The Tech Marine spends 30 years with the machine cult after completing Space Marine training. Responsible for maintaining all equipment within the Deathwatch to include dreadnaughts, power armor, terminator armor, and weapons.
Arch-Militant - A combat expert.
Astropath Transcendent - Like the Psyker, someone with psychic powers, using them to communicate over interstellar distances.
Explorator - A Tech-Priest tasked by the Adeptus Mechanicus to rediscover lost science and technology.
Missionary - A cleric of the God-Emperor, spreading the word of his religion into the dark corners of the Galaxy.
Navigator - Another psychic, but one whose skills lie in directing the ship itself on interstellar voyages, relying on the psionic beacon at the heart of the Imperium.
Seneschal - The Rogue Trader's right-hand man, running his trading enterprise.
Void-master - Expert in running a space ship.
Kroot Mercenary - from the Into the Storm sourcebook.
Ork Freebooter - from the Into the Storm sourcebook.
Adept - A career path devoted to knowledge, logic, and analysis, though they are not very effective in combat and not always good in social interaction.
Arbitrator - Members of the Adeptus Arbites, the elite Imperial Law upholding organisation, are effective both in investigative skills and combat.
Assassin - These skilled killers excel in both combat and stealth skills
Cleric - Clergy of the Ecclesiarchy train in a wide range of abilities, but excel at motivation and leadership
Guardsman - Although the name of this class usually brings to mind members of the Imperial Guard, it also applies to mercenaries and other soldiers; they are skilled warriors who can also operate vehicles
Imperial Psyker - This class represents an individual with psychic powers, able to channel the warp to accomplish a wide variety of things.
Scum - Criminals, outcasts, thieves, and other miscreants, this class has a variety of useful skills involving stealth, infiltration and social interaction with less-honest members of Imperial society.
Tech-Priest - Skilled with machines and technology, they are members of the Cult Mechanicus
Adepta Sororitas - Commonly known as the Sisters of Battle, this career path was introduced in the Inquisitors Handbook and is recommended for veteran players due to the roleplaying challenges involved. While superficially similar to clerics, they are even more rigid in their mindset and can perform faith talents
Battle Sisters - This new career is added in Blood of Martyrs, it differs from the Adepta Sororitas as income has been modified and it allows characters to start with the common Sister of Battle weapons and armour.
So, I'm looking at running an RPG, once a week, for the entirety of next semester. This RPG will be working from the Rogue Trader, Dark Heresy, and Deathwatch books, and I will be bringing it up this sunday at DnD. (Nov. 27th)
The basic gist is this: I will let you run any character, creation, class or creature from the Warhammer 40K fluff (This includes codex material, material from the 40K rulebook, any edition, material from Gorka-Morka, material from inquisition, and anything from Necromunda), so long as you can tell me why it wouldn't eat your party members, and how it's going to survive if found on an imperial planet. I will be allowing all the classes from the Warhammer RPG universe, and will list them at the end of this post. I will allow all the races, and all the birth worlds. Everyone will get their own spaceship (because honestly, who doesn't want a spaceship?) but if they are not a Rogue Trader, then the ship is illegal as far as imperials are concerned.
Additionally, this campaign will have three important elements that a prospective player should understand: 1) It will be run by an inexperienced DM, i.e. myself, and with an unfamiliar rule-set. It will be survival horror. Your character may die, and you may need to re-roll. 2) It will put a lot of control in the DM/GMs hands, but I promise to be fair. (This may not be the best game for those who like to Min/Max their character, who worry about their chracter dying, or who want to make their character "broken".) 3) It will use three different game modes: Spaceflight, included in Rogue Trader, but modified by myself. Warhammer 40K, all models provided by the club. And primarily, Warhammer 40K RPG.
If you have an idea outside of these, and are interested in playing, please E-mail me at DanielThomasMoore(at)Hotmail(dot)com. For instance: want to play a necron flayed one? I will make it happen. Tyranid Gene-cult member? Ditto. As long as it sounds awesome, I will go out of my way to put it in the game, while still making things fair.
Classes:
Apothecary - Combat medic of marine forces. Has a stim glove that allows him to distribute pain killers and extract gene seeds from fallen Space Marines.
Assault Marine - Close combat expert usually equipped with a jet pack. This marine type normally employs close range and hand to hand during combat.
Devastator Marine - Heavy weapons expert. This is the squad's heavy weapon support expert and is normally armed with a heavy weapon like a lascannon or heavy bolter.
Librarian - Space Marine psyker. This is normally an individual who would qualify as a sanctioned psyker and also meets the indoctrination requirements for a specific marine chapter.
Tactical Marine - The Space Marine "leaders". Specifically hones squad leadership abilities and is normally the marine in charge.
Tech Marine - Space Marine that can communicate with the machine spirits of the Imperium. The Tech Marine spends 30 years with the machine cult after completing Space Marine training. Responsible for maintaining all equipment within the Deathwatch to include dreadnaughts, power armor, terminator armor, and weapons.
Arch-Militant - A combat expert.
Astropath Transcendent - Like the Psyker, someone with psychic powers, using them to communicate over interstellar distances.
Explorator - A Tech-Priest tasked by the Adeptus Mechanicus to rediscover lost science and technology.
Missionary - A cleric of the God-Emperor, spreading the word of his religion into the dark corners of the Galaxy.
Navigator - Another psychic, but one whose skills lie in directing the ship itself on interstellar voyages, relying on the psionic beacon at the heart of the Imperium.
Seneschal - The Rogue Trader's right-hand man, running his trading enterprise.
Void-master - Expert in running a space ship.
Kroot Mercenary - from the Into the Storm sourcebook.
Ork Freebooter - from the Into the Storm sourcebook.
Adept - A career path devoted to knowledge, logic, and analysis, though they are not very effective in combat and not always good in social interaction.
Arbitrator - Members of the Adeptus Arbites, the elite Imperial Law upholding organisation, are effective both in investigative skills and combat.
Assassin - These skilled killers excel in both combat and stealth skills
Cleric - Clergy of the Ecclesiarchy train in a wide range of abilities, but excel at motivation and leadership
Guardsman - Although the name of this class usually brings to mind members of the Imperial Guard, it also applies to mercenaries and other soldiers; they are skilled warriors who can also operate vehicles
Imperial Psyker - This class represents an individual with psychic powers, able to channel the warp to accomplish a wide variety of things.
Scum - Criminals, outcasts, thieves, and other miscreants, this class has a variety of useful skills involving stealth, infiltration and social interaction with less-honest members of Imperial society.
Tech-Priest - Skilled with machines and technology, they are members of the Cult Mechanicus
Adepta Sororitas - Commonly known as the Sisters of Battle, this career path was introduced in the Inquisitors Handbook and is recommended for veteran players due to the roleplaying challenges involved. While superficially similar to clerics, they are even more rigid in their mindset and can perform faith talents
Battle Sisters - This new career is added in Blood of Martyrs, it differs from the Adepta Sororitas as income has been modified and it allows characters to start with the common Sister of Battle weapons and armour.