Thursday, March 10, 2016

THE CHRONICLE:

CHRONICLE TITLE:
xxxxxxxx (keeper: mp)

INTRODUCTION:
xxxxxxxx

GAMEPLAY:
Gritty Pulp

NEXT SESSION:
Soon . . .

GAMELINE:
Dark Heresy 2ed

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BENEFITS TO CHARACTER CREATION:

Characteristics:
Allocation points: +xx
Homeworld modifier: +/- 5
Starting base/max: 25/45 *

Experience:
xx experience points
xx core points **

Other benefits:
Equipment for xx modifier points ***
One free aptitude of choice
Maximum wounds

And:
Something special

* Can only be further improved by "homeworld modifier" and by spending xp on "advances" (p. 80).
** Core points can only buy you the "known rank" in the skills found on the corelist. 
    The Corelist: xx, xx, xx, xx, xx, xx; then: any skill.
*** Requisition modifier 0 and below costs 5 modifier points.

Tuesday, March 1, 2016

ROUGHLY:

A SERVICE TO CofD GAMERS:
05% equal 0 dots in the storytelling system (untrained)
15% equal 1 dots in the storytelling system (novice)
25% equal 2 dots in the storytelling system (practitioner)
35% equal 3 dots in the storytelling system (professional)
45% equal 4 dots in the storytelling system (expert)
55% equal 5 dots in the storytelling system (master)
65% equal 6 dots in the storytelling system (genius)
75% equal 7 dots in the storytelling system (genius)
85% equal 8 dots in the storytelling system (genius)
95% equal 9 dots in the storytelling system (uncanny)

A SERVICE TO NEXT GAMERS:
2500 xp equal 5 levels in D&D Next
5000 xp equal 10 levels in D&D Next
10,000 xp equal 15 levels in D&D Next
20,000 xp equal 20 levels in D&D Next

Monday, February 1, 2016

INFO ON SKILLS: [process]

CONCERNING SKILL SPECIALIZATION: [ process ]
Navigate, Operate & Trade: 1 speciality at 5%, 35%, 65% & 95%
Linguistic & Lores: 1 speciality per 10%
Weapon: ??

INTERPRETATION OF THE LORES:
Scolastic Lore (aka: Knowledge)
Common Lore (aka: Culturewise)
Forbidden Lore (aka: Heretical)

Thursday, January 28, 2016

FORBIDDEN VS. BANNED:

REGARDING FORBIDDEN LORE:
Anyone with the Forbidden Lore skill now has the two specializations mentioned
below, they are the core history and knowledge gained from Forbidden Lore.

Forbidden Core Lore (Free): "Heresy" & "The Horus Heresy and the Long War".

Forbidden Specilization Lore:
typical Ordo Hereticus: "Mutants", "Psykers", "Foundation"
typical Ordo Xenos: "Arcaeotech", "Xenos", "Singularity"
typical Ordo Malleus: "Chaos Marines", "Warp", "Daemonology"

All other Forbidden Lore specializations than the 11 mentioned above; are now
renamed and treated as Banned Lore (see "regarding banned lore" below).

Be warned that; when you learn the Forbidden Lore skill you also heighten
your risk of gaining "Corruption" & "Insanity" points (DH, p. 285).


REGARDING BANNED LORE:

Only the eleven Forbidden Lore specialisations mentioned above in the paragraph "Regarding Forbidden Lore", are still concidered Forbidden Lore. All other former Forbidden Lore specializations are now considered Banned Lore.

Banned Lore is the part of Common- or Scholastic-Lore that is banned by the Empire. And as opposed to Forbidden Lore, Banned Lore dosn't highten the risk of gaining "Corruption" & "Insanity" points. In order to dig out banned-lore from a common- or scholastic-lore skill; You roll a Common- or Scholastic-Lore skill-test with a typical penalty of 20. The penalty can be reduced (GM's discretion).

There is two former Forbidden Lore specializations that demands speciel attention. "Criminal Cartels and Smugglers" is now Banned Lore rolled under any Common Lore specialization that targets a major political or economical organization. "Pirates" is now Banned Lore rolled under the Common Lore specialization "Rogue Traders".

[ Release of DH2's "Enemy Beyond": 28. January 2016 ]

Monday, December 14, 2015

INFO ON TALENTS:

TALENTS: [ PROCESS ]
Out of play: Infused Knowledge (DH, p. 128)

[ We agreed to let WH40K 2ed be our secondary setting: 15. December 2015 ]

Thursday, October 29, 2015

ROLLING THE DICE:

PERCENTAGE:
A skill-test succeeds if the roll is equal to or lower than the target-number. But your degree of success will be higher the higher you roll. So you must roll equal to or lower than the target-number in order to succeed, but as high as possible in order to increase your degree of success.

THE TWIST:
The value of rolling 00 is zero and not 100. At any time both dice come up with the same number; 00, 11, 22, 33, 44, etc; you'll be meet by a twist. Regarding a roll of 00 and 99 the twist is always respectively a critical failure and a critical success also no matter the modifiers.

DEGREES:
Your "degrees of success" is calculated by reading "the tens digit of your successful dice-roll". And your "degree of failure" is calculated by subtracting "the tens digit of your failed dice-roll" from "the tens digit of your target-number"; the result is your "degree of failure".

STANDARD:
If the result of calculating your degree of success or failure is zero you end up with a standard success or failure. In the rare circumstance that your target-number is 110 or more, you may add one "degree of success" per 10% above 100, on a successful skill-test.

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ADVANTAGE:
In certain situations your Storyteller will tell you that you have advantage or disadvantage. When this happens you add +20 (advantage) or subtract -20 (disadvantage) from your target-number. A commen way to gain advantage is when your competence is deemed ample i relation to a certain challenge. Or if circumstances are obviously in your favour or disfavour.

FATE:
Using a fate point will add +20 (not +10) to a test (DH, p. 293).

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WHEN TO RULE & WHEN TO ROLL:
The system is built to persuade players into storytelling rather than dicerolling. That is unless you find yourself in combat. Most other situations are resolved without rolling the dice. And when you finally find yourself rolling it's rarely for difficulties above "challenging".

THE DEFAULT RULE:
Whenever your storyteller deems it appropriate. You succeed with a degree of success equal to 1 per 20% of your target-number instead of rolling the dice.

THREE IN A ROW:
In certain deadly situation you can actually die from missing three tests in a row. Here are some examples: climbing a tall and step cliff, holding you balance on top of a moving valkyrie, social interaction at the court of the sector lords, etc..

[ Release of DH2's "Enemy Without": 29. october 2015 ]

Thursday, June 18, 2015

Thursday, April 9, 2015

Thursday, November 20, 2014

THE EMPIRE:

SOMETHING IS COMING TO AN END: *
The organizations of the empire has been ready to dump the emperor-cult for the last 1000 years. Ignoring the ecclesiarchy and its closes allies. This change promises a new and different future for the empire of man. Fostering a political landscape that brings with it new complexities, challenges and solutions.

* we're using the late- instead of the early-middle ages as metaphor for emperial society.
   see the wikipedia describing the middle ages as inspiration: middle ages

[ Release of DH2's "Forgotten Gods": 20. Nov. 2014 ]

Thursday, August 14, 2014

Friday, September 17, 2010

DAEMONS & ALIENS:

THE RUINOUS POWERS:
the amorpheous pipers at nucleus.
the harbringers of apocalypse.

Slaanesh: Corruption & Excess
loss of discretion* - daemon of the nobility

Tzeentch: Tyrrany & Control
loss of freedom - daemon of the administratum

Khorne: Violence & Carnage
loss of civilization - daemon of the masses

Nurgle: Despair & Atrophy
loss of hope - daemon of the outcast


"GALAXY CLASS" ALIENS:

Void Kraken: primordial
Necron: ancient

Human: Fallen
Eldar: Fallen
Orc: In your face
Noid: Hidden

Tyranid: incoming
Tau: upcoming

* read the full description at merriam-webster: discretion

[ Release of "Death Watch 1ed"': 17. Sep. 2010 ]

Wednesday, October 7, 2009

WARP:

When calculating the warp-stream multiplier of a warp-jump executed between two nodes, the calculation is primarily defined by the slowest node of the two. If the nodes are one rank apart use the slowest, if three ranks apart use the slowest rank plus one rank. When the departure-node and the destination-nodes are two ranks apart, the one in the middle sets the difficulty of travel.

Examples:

Travelling from a delta- to an alpha-node (3 apart) = gamma-stream.
Travelling from a gamma- to to an alpha-node (2 apart) = beta-stream.
Travelling from a delta- to a gamma-node (1 apart) = delta-stream.
Travelling from an alpha- to an alpha-node (0 apart) = alpha-stream.

WARP STREAM:
Delta node/stream: x8
Gamma node/stream: x4
Beta node/stream: x2
Alpha node/stream: x1

WARP DIVE:
Jump within Subsector (surface jump): weeks
Jump within Sector (deep jump): months
Jump within Segmentum (abyssal jump): seasons
Jump within Galaxy (nucleus jump): years

[ Release of "Rogue Trader 1ed": 7. Oct. 2009 ]

Friday, January 25, 2008

WARHAMMER 40K:

THE BRAVEST REBELLION IS HOPE

It's a boomerang of a setting, I was really trying to throw it away . . .

I love the demand never to repeat yourself required to create a good horror session. And enjoy the imaginative overdrive of a thrilling pulp session. The art of maintaining narrative consequence, without strangling the game, a must in both genres. While trying to find a way to merge above qualities. The gritty pulp of WH40K with its unlimited imagination and unlimited horror struck me.

Fantasy rpg inspiration: WFRP 2ed
Horror rpg inspiration: Call & Co. *
Sci-Fi rpg inspiration: Eclipse Phase

It seem that both fantasy, horror and science fiction can thrive in the WH40K setting, and that's without any of the three genres seeming awkward or out of place! This I find to be a rather impressive quality of any setting, but with 40K notably, since it rarely lacks in integrity or suffers from narrative incoherence. To my taste 40K is a little to visually grotesque and narratively fatal. And even though I acknowledge this as being part of its strength. I proberbly won't fully embrace such 40K-purism. Instead I'll be using the one-sidedness of the setting as a backdrop to storylines with a more diverse sensitivity. And from there enjoy the exchange between 40K-purism and the stories I want to tell.

Warfare resonance: First World War Battles
Combat resonance: Western Shotouts
Political resonance: Coldwar Espionage

In this take on Warhammer 40K the setting is seen as a cautionary tale about the dark side of civilization & its conflicts. It's a setting that venerates the character, the story & the leason and not the hero, the righteousness & the victory. It is therefore "the reflexivity of the stories you tell" and "not the grandeur of the hero" that is the narrative focus of the game.

. . . but it just kept coming back to me !!

* Call of Cthulhu 7ed, Delta Green & Trail of Cthulhu.

[ Release of "Dark Heresy 1ed": 25. Jan. 2008 ]