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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, ...


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 ...


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 ...


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

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

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

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


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

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 ...


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

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

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

This is going in the same direction as Brian Ballsun-Stanton’s answer. Knowing my players, they would actively try to fail and make a competition out of it to get the most candy. I preferably use the following variations of the same idea: Pouring deco-sand from a bottle (I like my broken hour-glass for this) onto a plate (when tabletop elements are used ...


5

Rules-wise: Firstly, the PCs - Are they aiming as an action (+10% to hit)? Are they using weapons with decent ranges? Are they not wanting to get into close combat (if they're better at close combat)? Secondly, the enemies/NPCs - have you considered moving them in closer? Tried to make flanking manoeuvres that expose them? Typical tactics for most fighting ...


5

Short Answer: Dark Heresy (DH) uses a money system, but it might not scale to Rogue Trader's (RT) level well. Long Answer: The other FFG 40k books don't really have a focus on profit and the kind of scale in RT, so while DH certainly has money-based economy in terms of using "Thrones", it won't stretch to the kind of money being thrown around in RT's PV ...


5

There's nothing intrinsically wrong with having a servitor army. It's just not very Rogue Trader. Rogue Trader is a game of swashbuckling adventure, of dashing combat and derring-do. Hiding behind your servitor army isn't quite the same. For a start, I'd recommend speaking to the player, and asking them not to take the piss (Rule 7). For a second, ...


4

In Deathwatch rpg you measure how well you do things against others by comparing degrees of success in what the rules calls an opposed test. For every 10% you roll below or above your percentage you gain one degree of success or failure. So if your character with WS 70 roll 47, he has 2 degrees of success (70-47=23, use only the tens). If your opponent ...


4

Rogue Trader's existing solution to the problem of not having a player playing each of the available classes is to assume that the "missing party roles" are made up by nameless, faceless NPCs. After all, the player characters in Rogue Trader are effectively the privy council of a ship with a population of thousands. These multitudes include multiple ...


4

Based on the wording of that ability and the wording of Telekinetic Weapon, I would say both the armour and TB do come in to effect. The wording of Telekinetic weapon (Core Rules, pg 171-172) explicity states that the weapon has a Penetration value equal to the psykers Psy rating, so by extension, it would mean that the armour value does come in to play ...


4

Each time you take Sound Constitution, you gain 1 Wound. Where a career rank lists SC (x2), that means you can take it twice in that rank, gaining 1 Wound each time.


4

The rules here are a lot more complicated than they need to be. Getting Started To begin with, Psychic abilities are divided into Disciplines, Basic Techniques, and Techniques. Each Discipline has one Basic Technique, which you automatically acquire when you learn the discipline. Each Discipline has several Techniques. You cannot learn a Technique unless ...


4

House rule (although more of a GM circumstantial on-the-spot call, really): When in control of a grapple, you can use your opponent as a human shield, providing AP 4 (or their armor's AP rating, if higher) cover to the body. This feels like it dovetails with the existing rules, using the existing grapple and cover mechanics. The human (or whatever race ...



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