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53

A candy filled doom pool with players taking variable amounts of candy every action. In our 4e game, we faced a countdown timed by a bowl filled with candy. Since you've obviously ruled out mapping out the entire ship and having them move through it, instead, start the timer by pouring candy into the bowl. For every action each player takes, have them take ...


31

You can have several tricks to get around this, I've used similar methods with fantasy and cyberpunk games. Security Weapons are keycoded, or Palmprinting - this stops anyone but a certain person using it. Yes you can bypass it, but it's either difficult or very pricey. Limited uses Yes, you've got a melta gun - but getting ammo/powerpacks for it is ...


23

Short answer; don't. Based on what you've said it's not that his character is a problem, just that his theoretical goal is untenable. Make it clear to him exactly what sort of trouble he'd be in for if he decides to have his character pursue that vendetta. Let him know it would be impossible (or almost impossible, depending on your GM style) to fulfill and ...


18

"Hey, that sounds like a great idea for an epic game. We're actually going to be playing something more low key in this campaign, though. How about if you have a vendetta against (lower powered authority, but still powerful relative to the character and more fitting with the situation)? That would fit in really well this this other ...


17

First off, since the question is tagged rogue-trader, I'll reiterate that the PCs are already able to get their hands on the best gear out there anyhow. "You're the owners and command staff of a 5km warpship with access to resources in excess of some worlds' annual gross planetary production" will get you pretty far. As in, if you want to buy a melta gun, ...


17

Time waits for no Bob. While he's agonizing over the decision, the world goes on. If the authorities are looking for the body, they continue to get closer to their goal. If the ship is headed somewhere, it continues to get closer to its goal. Bob can only wait until matters come to a head. Once the authorities get there / another trader finds them / ...


14

Differences in the way they play Dark Heresy is probably the most similar to a traditional game in this regard. Because there is no default status quo, you can pretty much go in any direction imaginable without significant hand waving. Rogue Trader does tend to lend itself to games that have some space combat/travel/exploration component in order to allow ...


11

You would change the base stats. Homeworld adjustments are not advances purchased with XP.


11

There are only two situations in which it is ever appropriate to restrict a player's creativity (especially new players who might get discouraged) when constructing an origin story for their character in an RPG: The origin story gives a player a mechanical advantage over the other players. Example: My noble family is old, influential, and extremely ...


11

Rogue Trader rulebook would like to have a word with you (page 375): Servo-skulls are human skulls (often that of a favoured servant or low ranking tech-priest) that have been fitted with rudimentary artificial intelligence, support systems, and an anti-grav motor to provide mobility. For carrying capacity use the standard rules from page 267 with the ...


10

Add decisions. Sure, they can easily escape right away. But when they do, what happens to that one crucial piece of gear/data/McGuffin they have on their ship? Create dilemmas, where no decision is the right one, and they have to decide for themselves which one is worth more to them. The friendly NPC who took sleeping pills just an hour ago to get over ...


9

It might sound strange, but Wikipedia and/or the 40k section of the (unofficial but rather thorough) Lexicanum seems like a good starting point to get to know the setting. :)


9

I've actually done the opposite of this, in that I play a Space Marine in my groups Rogue Trader game. While regular humans are more squishy than your standard Space Marine, the difference isn't all that great. The only bonus the Marine gets is his power armor and Unnatural Toughness. What does help is adjusting the weapons stats around (a bolter is a bolter ...


9

Starting wounds depend on your homeworld, and can be found in the section starting on page 17 of the core rulebook. For example, Deathworld characters start with (2 x Toughness) + (1d5 + 2)


7

In Release Order Dark Heresy Mission Focused, Low-Power, and a mix of dungeon-ish and social interrogation. Players being, by default, acolytes of some inquisitor. Which means investigations of Chaos infestations. This is, in all actuality, the most flexible of the games, having the widest variety of character types. It can be used for a wide variety of ...


7

If you're playing Rogue Trader, use the Rogue Trader version. If you're playing Only War, use the Only War version. They're two different games, and their mechanics have nothing to do with each other. The principle is pretty simple: use the rules for the game you're playing.


7

Firstly, somewhat of a fluff explanation; I'll try and answer in two areas - the implants and the mechadendrites (which are technically also implants, but they're the stick-out kind): Mechanicus implants, bar very bizarre exceptions/chaos-tainted bionics, tend to follow the human form; bionic arms/legs/eyes are typically of human size and dimensions etc. In ...


7

The phrasing is, as I understand, shorthand for how many times you can acquire the talent - it means that at Rank 2 you can get one additional wound, three times; not three wounds at once. My groups have always ruled that each is treated as a separate advance, so if you have 600xp you can get 3 wounds, but if you only have 200xp you can get 1 wound and save ...


7

The Telekinetic discipline has 7 force techniques (as listed in Table 6-15) and a basic technique, Mind Over Matter (p171): this gives a total of 8 powers. They just haven't listed the basic technique in the table, which would lead to some confusion about there only being 7 powers.


7

From Ranks (Rogue Trader Core Rulebook, p38): Your Rank is a general measure of your experience and capabilities. It represents the progression of your character’s abilities as he grows in wealth, power, and status. Your Rank is determined by the total amount of Experience Points your character has spent. From this, your PCs need to spend the XP ...


7

No tool like this exists for Rogue Trader... I spent about half an hour searching around on google, forums, and the official Rogue Trader site to see if there was anything approaching what you described and there is not. In fact the only tool of any kind I could find was for star system generation (and everything within) However, you shouldn't be the one ...


7

Tell him where the problema lies. "Man, your character knows that the target of your revenge is maybe the most well protected guy ever. Do you really want to have such a target, that it might be justification for your partecipation to the story but can't be reached (at least not soon) or would you rather like to choose one of his menas your target?" Build ...


7

I would say : NO. The Servo Skull is a hollowed out skull, brain is only held "working" by a cognitator, and the AI is the one that is controlling the skull. It might have some resemblance to it's previous owner, it might even feel "haunted" by his spirit, but the object itself is just a robotic utility. You will have as much result with as putting Vox on ...


6

The Dark Heresy line has some material; it tends to focus more on the powerful - nobles, etc, but there are a few bits of the seedier side. The Rogue Trader corebook and it's player's guide have pretty good descriptions of the lifestyles of normal ship crew, but I suspect that's still unusual enough to be out of scope. The real images of the lower class ...


6

Rogue Trader is one of those settings where this kind of question is quite fundamental to how you run your campaign. I am actually GMing a long-term Rogue Trader campaign myself and although I have 7 regular players, I still have several key roles that remain unfilled by players (Void Master being the notable one). In my case, I decided to quite extensively ...


6

I don't think there are any specific rules for pistol-whipping people, but pistols can be used normally in melee. (Rogue Trader 114: "Pistol weapons are fired one-handed and can be used in close combat. However, when a pistol is used in close combat, the firer gains no bonuses or penalties to hit for range or targeting equipment.") If a player specifically ...


6

Ranks on Warhammer 40k series of RPG are earned by spending experience. The character progression is molded on top of acquiring a few things of a lower rank (showing training, study, or time spent amongst your peers) to unlock things from a newer rank. When you go up a rank you start to have access to the new skills of the rank and the skills from the ...


6

Advice from an old role playing book: "The police forces are capable of keeping the peace." Longer explanation: You have a universe. The universe has rules. It has means to enforce those rules (otherwise, other rules would be in effect). But (for practical reasons) the setting has to be somewhat "stable". Stable always means rules and rules always means ...


6

Let's see. In Rogue Trader players are exceptionally powerful merchants with a Warrant of Trade that allows them to explore the unknown, exploit worlds, buy and sell extraordinary raw materials and powerful devices, as weapons. So, it seems that the primary goal is: Cash Well, not only cash, also power, contracts, devices, space ships. You know, your ...


5

I would go for the skill option from what you described. As it seems, it is one of the core skills in RT and there's no reason why it shouldn't be so in your Fate Core game. Only that you have to clarify the four actions for the new skill Overcome: Used mostly for removing negative aspects on crewmembers, also for accomplishing big things with the help of ...



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