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| Warp Mishaps | |||||||||||||||||||||||
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| Tweet Topic Started: Feb 17 2014, 07:04 PM (1,154 Views) | |||||||||||||||||||||||
| Divergent Reality | Feb 17 2014, 07:04 PM Post #1 | ||||||||||||||||||||||
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Quality Not Guaranteed!
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We discussed a bit of making a warp mishap table. So I we can get a to do list for this task. I don't want to kill ourselves with a bunch of d100 tables. A selection of d10 or d20 tables will do fine. So, a list. Mishap causes: Hardware error The Waep saying 'Fuck this ship in particular' Space anomaly Something else? Effects on: Ship Crew Bearing Random Encounters: Ship based encounters (other vessels, hulks, gar giant an creatures, etc.) Boarders (daemons, intercepted teleports, full crew switches) The other questions are severity. Do we want to enable catastrophic warp phenomenon? Or do we want to go as far as complete ship destruction (The Warp does hate you after all)? Places to look: Battletech Spelljammer Star Trek Star Wars Warhammer 40k Places I have Missed |
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| Soulblazer_87 | Feb 17 2014, 08:02 PM Post #2 | ||||||||||||||||||||||
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Hm, so, let's put this in a row; First, a Test to see if everything went alright. If not, we separate it into 'degrees' of 'oh crap'-ness, depending on how many checks are gathered. Then, dice are rolled to see what precisely went wrong. In my opinion, there should be, however small, a chance of 'not getting torn apart', even if something goes wrong. Small, but some people are lucky even in their bad luck. Considering how it seems three tables will be rolled (one for bearing, one for crew and one for the ship itself), the chance of nothing happening at all would be insignificant. As far as concequences go, I propose 3 'degrees'; zero to 2 checks, a minor inconvenience (crew gets spooked, you need a few days to readjust course, the AC goes bonkers) that could potentially end up hurting someone (increased chance for Spell Backlash, hallucinations, failure of some ship systems). From 3 checks, up to 5, the 'oops' becomes 'oh, bugger', as there should be adverse effects for everyone inside the ship, but should not lead to everyone's death (but some casualties should be expected). As example; passengers have 'strange accidents', doors open and close at random times (such as when you're crossing them), dangerous short-circuits, minor daemons appear, ship gets badly banged around. If the guide is unlucky enough to hit 6 checks, then it becomes very likely to have the craft tossed through something /bad/. As in 'Cthulhu's resting place' bad. Possible round of deaths for everyone, congratulations, try to survive Hell. More checks than 8 should simply not open the portal - the guide on hand failed so bad, it came around and helped him from getting torn apart. That's my opinion, what do you guys think? |
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| Divergent Reality | Feb 17 2014, 11:10 PM Post #3 | ||||||||||||||||||||||
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Quality Not Guaranteed!
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I will have to read up more on the mechanics for transitioning to and from The Warp. Then I will be able to add some insight on when to impose shenanigans. Edit: I have read the rules in DtT: FaFSM concerning warp encounters. They are based on the success or failure of the Navigator. What if the cause for Warp encounters were triggered off the Arcana rolls for opening the portal (if not using a gate) and the Course charting that uses an Arcana + Wisdom. Imagine we treat those like a Psyker. If I remember correctly, for every 9 they roll, something goes wrong. If we use those two rolls and look for nines as well, how would that work out? It would show how using a gate is much safer. Edited by Divergent Reality, Feb 18 2014, 08:32 AM.
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| Divergent Reality | Feb 18 2014, 09:40 PM Post #4 | ||||||||||||||||||||||
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Quality Not Guaranteed!
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So I was reading up on the skills required for going into, navigating and exiting the warp. Entering through a portal, no Arcana test. Entering without a portal, Arcana test. Plotting a course, Arcana test. Exiting The Warp, Arcana test. We could base the crazies off the cumulative Arcana tests, but will that punish high end magic users for having increased chances of getting bad things happening. I am trying to think of some sort of dice mechanic that makes Warp jumps riskier depending on the situation. Something like a roll per situation. Going into The Warp from a Portal, roll 1k1, going in without a Portal, roll 3k3. Plotting the course successfully roll 1k1, unsuccessful course plotting, roll 3k3. Leaving The Warp successfully, roll 1k1. Fail that attempt, roll 3k3. That leaves the ramp up for bad stuff very dicey (har har). If all goes well, a max roll of 3k3, if all goes to crap a max of 9k9. That still leaves a a statistically less than exciting chance of bad things happening even when you do crazy things in the warp. We could always treat each success or failure as a plus modifier to a generic Warp Bad Stuff roll. All goes well, roll on the WBS table at a +0. Depending on degrees of failure for each of the tests they could add +1 to the roll for the severity of the Warp Bad Stuff table. Just like how you get a raise for every +5, you could incur a negative for every -5 you fail a test by. +2 to the WBS roll for every -5 failure. Get a table that goes from 1-20+ of varying levels of severity. Thoughts? |
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| Kwak | Feb 19 2014, 04:11 AM Post #5 | ||||||||||||||||||||||
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Sous Chef
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First thing that comes to mind is that in the current 2.2 rules, the severity of WBS ultimately comes down to the Pilot's Pilot roll. Obviously the point of this is to change the current rules, but I think keeping the Pilot involved would be good so that more characters are included. (And because, say, NPC/PC ships are a lot more likely to have a pilot character fleshed out than a Navigator. My party doesn't even remember their current Navigator's name...) Or is this meant to add on to the piloting aspects of WBS? Anyway, here's the Warp Travel Encounters from Rogue Trader's Navis Primer Sourcebook, reworked into DtD terms. These may seem kind of harsh, because each can be noticed and avoided by the Navigator/Pilot in that game as they appear.
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| Soulblazer_87 | Feb 19 2014, 06:04 AM Post #6 | ||||||||||||||||||||||
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First of all; Warp Phenomena happen when you roll doubles, such as 1-1, 2-2 etc. Not just with 9s. Other than that, nice. The overall roll system sounds good to me, but we should make some calculations for other circumstances; how much rush are you in (a rushed escape could make things worse), do you want to change your course post-entrance (used to throw off pursuers, but absurdly dangerous as well), is your Navigator sanctioned (I wouldn't trust one who wasn't, but sometimes needs must)? This way, I can easily see the rolled dice going way over 10k10, which isn't a bad thing as it highlights that 'Warp travel can be good, but can be risky too'. Between the three of us, a class that specializes in Warp Travel should be easily feasible, after the system has been finished, anyway. As far as the Table goes, I like it, but I think we can add a few more 'effects'. Dunno about you, but I think 'Genestealers swarm the ship' could very easily slip in, as would 'blood (or similar substance) drips from the walls scaring the bejeesus out of everyone'. I think I recall a table that had things like 'everyone is plagued by nightmares' or 'gremlins infect the machines, causing minor bugs' etcetera. Not sure, it was a long time ago, but this could be used as well. |
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| Divergent Reality | Feb 19 2014, 07:07 AM Post #7 | ||||||||||||||||||||||
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Quality Not Guaranteed!
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Thank you for correcting me on the Warp Phenomena rules. I get confused sometimes. | ||||||||||||||||||||||
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| Soulblazer_87 | Feb 19 2014, 07:14 AM Post #8 | ||||||||||||||||||||||
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Eh, the game's pretty similar to WH40k and that's the game with the '9' rule. So, as ideas for mishaps: -Everyone has creepy nightmares. -Everyone is agitated, functioning much like the Disquiet ability of Prometheans. -Minor malfunctions in small technology (guns, datapads etcetera, but not the ship's computers) -Minor malfunctions in all technology (from guns to the ship's Geller Field) -Daemonic Invasion from spirits-made-flesh (Varying levels, I'd start with some level 2 threats and move up to level 5 -Everyone starts hallucinating -or DO THEY? *Dun dun duuuuun* -Random Psychic Phenomena occur (roll on the chart once, appears at random areas of the ship. Possibly catastrophic) -Ship goes BOOM. -Ship materializes inside the Event Horizon of a Black Hole (even if Black Holes don't exist :P) -Ship gets spat out of the Warp, in a random place, most likely crashing on a planet. -Geller Field fails, Warp-radiation starts killing everyone (though Exalts have a good chance of survival because they're immortal). |
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| Kwak | Feb 19 2014, 04:22 PM Post #9 | ||||||||||||||||||||||
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Sous Chef
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Ideas: -Ship arrives at what appears to be its destination, but is actually a giant shared hallucination. -An angel boards the ship. If the Officers' Order Devotion > Chaos Devotion, it provides advice/blessing. If Chaos Devotion > Order Devotion, it tries to kill the crew. -The machine spirit of a component awakens, giving it temporary sentience. -The interior of the ship is now in the Umbra for the duration of the voyage. -For the next 1d10 scenes, keeping a 10 on any Test triggers Warp Phoenomena, not just spells. -A ghostly image of the last thing the ship engaged in combat begins following the ship. -Everyone rolls Willpower, lowest roller is possessed by a Daemon. -All the floors are now covered with faces. They make no sound, but their faces react to being stepped on. -The interior becomes filled with warp portals. Moving to a different area of the ship requires a Dex+Arcana test or warping to a random location. -Unearthly music fills the halls. Crew Quality -1 for the duration of the voyage. -A random god appears and passes judgement on the ship. -The ghosts of every enemy killed aboard the ship rise up and try to take it over. -The ship is engulfed in complete darkness for 1d10 days. -Any Disorders party members have now apply to the entire party. -A Sorcerer who rolled poorly on the Perils chart appears onboard, after years of madly wandering the Warp. -Everyone loses 1d10 Resource points. -Poltergeists take over a component, rendering it unusable until they are driven away. -Mysterious voices give the crew a clue regarding their current quest. It is false. -Everyone makes perception rolls, the highest rolling 50% are convinced the lowest roller is hiding an awful mutation. -Daemons invade and steal the crew's memories. Until they are killed, all actions involving a character's Specialties automatically fail. -Illusions of creatures that characters are prejudiced against attack them when they are alone. -10% of the crew's heads explode. -A giant, tentacled manifestation of the Warp grabs the ship, engaging a ship-scale combat. Edited by Kwak, Feb 19 2014, 04:31 PM.
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| Divergent Reality | Feb 19 2014, 05:08 PM Post #10 | ||||||||||||||||||||||
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Quality Not Guaranteed!
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Awesome contributions Kwak. I will have to set up a Google document for all these ideas. | ||||||||||||||||||||||
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