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Made in us
Power-Hungry Cultist of Tzeentch




Douglassville

Im the GM that Smashotron was asking questions about for me. So I decided to make my own name and ask some more for myself. And thanks by the way for the other answers so far today.

With what I read from the other questions I have refined my idea's and want to see what you all think.

The world is on the very fringe of Imperium space but it supports a single hive with a population of 1 billion people. There are other settlements on the world but only in the most remote regions to harvest the forests and jungles. They maintain their worlds ecology to keep their industry going. The world is known for its advanced medicae facilities and trains many of the Imperium's finest doctors. But the atmosphere is slightly toxic to male humans and they have a higher chance of becoming mutated than others. And so they spend most of their time in the hive spires where the air is filtered and purified so they do not become mutated. Which makes the society entirely matriarchial.

Lost on the planet is a Golden Age ship with large botantical and terraforming gardens and engines still partially operating. Which is why the planet is so fertile. A project from the distant past to create more virgin worlds. But the ship was damaged and it was from that damage that created just a minor change that now makes it very hard for any male to exist unprotected outside the Hive for very long before the effects start to show in their minds and bodies.

It is also this ship that other factions in the universe are looking for. Just the Imperium and those on the world are not aware of. Those on the planet are descendants of the survivors. Though the location of the ship has since been lost to even them. And on the southern continent is at its most lush and fertile is also its most dangerous thanks to the "radiation" that ship produces to maintain the planets ecology.


Any good? A distinct enough world that has the potential for a memorable experience?

4500 pts
/ 3300 pts


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I like it. It's a unique idea that could work quite well.

Just remember that Dark Heresy is heavily dependant upon the GM to make things work. That may sound obvious, but the inherent difficulty of everything, the low stats everyone starts with, and the fact that it's so frickin' easy to die means that you have to have a little bit of GM fiat to make sure your players don't leave in frustration after they get brutally maimed after running into their first mutant rat or horribly killed after meeting an angry snail.

Furthermore, you've created another way they can get mutated/get killed - the radiation on the planet. Now that's a cool idea, but if any of your male PC's are going to go outside I'd suggest that you have the local populace NPC's supply them rebreathers rather than forcing them to find/buy them themselves. That way the tension can be from possibly losing the rebreather/having it get damaged rather than the frustration of having to come up with enough Throne Gelt to find one.

This message was edited 1 time. Last update was at 2009/07/16 22:57:43


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Yellin' Yoof





Edinburger

Sounds like a good setting to me. A good range of possible adventures that you could throw at the acolytes from mutant cult hunting to an epic xenos battle (though maybe when everyone is at a higher level), you could even throw in some native, possibly mutated Orks.

Though you will also want to think about the ordo that your acolytes belong to as it affects why they are there and what kind of missions they're doing. Though ultimately I'm guessing they will end up trying to find this ship, which sounds fun.
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

Holy good ga'damned! I now possess a Golden Age lasgun that has a Full-Auto feature and I swear to God-Emperor if I live through the next wave of Dark Eldar (3 Wounds left after "Red Coat", GMPC, gave me a mecadendrite stab outta negative) and the slowed poison air, I will purge the Eye of Terror with this damned thing!

Renegade Guardsmen 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Do you have any fate left? Burn them to heal wounds!!!

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Maddening Mutant Boss of Chaos





Pennsylvania

Spend it or burn it? I'm really wary about burning the Fate point because my illiterate Feral Guardsman only possesses a single Fate point at all. Basically, no one is a talker in the group (a Sororitas, me and the Tech-priest) so we save the Fate points like gold. If I burn it, it's gone. I do have 2 levels of Fatigue though, can spending a Fate point do anything to that? This is our maiden game and we're all still rough on the rules, but it's getting better. This agri-world is the second system we've been in though, so we're learning.

This message was edited 1 time. Last update was at 2009/07/17 20:20:57


Renegade Guardsmen 
   
Made in gb
Yellin' Yoof





Edinburger

The fatigue can be removed with an hour of rest in which no strenuous activity is done. Each hour removes 1 level of fatigue. It's in the rulebook somewhere.

There's nothing about using a fate point to remove fatigue but you can use them to heal 1d5 wounds so you could plead with your GM to allow an extension of that. Maybe a half and half chance of removing it or something.



   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Smashotron wrote:Spend it or burn it?


Spend it. Fate resets after each 'session'. So if you haven't used it by the time your group stops for the day, spend it. It'll be recharged next session.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
 
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