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Following a report of a planetary distress signal that is recieved by the Astropath Transcendant, the message was that whole planets are being destroyed by a new techna envisioned created and embodied by a Necron Invasionary Fleet. Coming from deep within the Koronous Expanse, the Necrons are systematically stealing energy and life forces from whole planets rendering them dead and utterly useless. Stopping at Footfall, the Explorers recieve a warrant along with two other Rogue Trader Dynasties to advance through the Koronous System, use diplomatic relations with the attempts of stopping the Necron Fleet and or by all means necessary, find a way to stop the threat and destroy the Necrons. The Necrons are using technology within a new starship named Tesseract Labyrinth in which is a Metal Cube that can use warp energy to withdraw planetary life forces into the Labyrith and continue on till the seething and hate inspired Necrons have utterly destroyed everything.
I was thinking that on Footfall, the game could be devised into nine sections. The Boneyard, The Chapel, The Hab Fanes, Lieges Court, The Red Schola Shield Shrines, The Spire of Intoxicants and The Xenosium. If these places sound similar they are. The locations have been released in Lure of the Expanse but using a rough outline I was thinking each of the Explorers could have started a individual story line from these initial places of Footfall. I was thinking that finding a slave girl of psychic ability or Mutant named Alehsai accompanied by a human renegade named Savag would be the missing piece that can fortell a way to stop the Necrons. I could use each of the above place for around 5 to 10 acts five pages each to continue the story line. I could use several of the supplements factions to contest or aid in the players trying to obtain the mutant girl or stop them. Black Brotherhood and Astral Knives come to mind maybe the girl was going to be sold to the highest bidder of the other competiting Rogue Trader Dynasties. They have to get the girl from The Tutors and the Drusians are there to assist the players.
Maybe making the girl evil and starting a mutiny aboard the ship, would be another encounter that the players would have to undergo. A encounter of the Necron starships and an chapter dedicated to plant exploration and evacuation because the Necrons will be heading towards this planet and the players leave the planet just in time to be boarded by the Necrons. Eventually I wanted to give it a Star Trek Borg feeling to it with exploring the Labyrinth and maybe stealing the Senior Captain and the girl or maybe Savag turning on the crew. Is this game sound? Thoughts feelings?
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One thing I would change is instead of calling the doomsday ship "tesserect Labrynth" I would instead call it something else and say it is based on an upscaled version of a tesseract labrynth, because a tesseract labrynth is an already established peice of necron technology.
What Cryhavoc said.
Also, Necrons don't use the warp. Their own superscience should do well enough on it's own.
Necrons Possess Magic Murderbox, kill people.
I'm not sure the Necrons need a magic artifact. As Uncle says "Magic must defeat Magic" which inherently limits your players- They might have more fun if it were just an ordinary fleet of incredibly deadly murder machines, since there are far, far more ways to defend against that sort of thing. Maybe they'll make a deal with Space Marines, or the Eldar, or try to use Orks as cats-paws while they rally a fleet to strike at an unprotected flank….
The Explorers recieve a warrant along with two other Rogue Trader Dynasties to advance through the Koronous System, use diplomatic relations with the attempts of stopping the Necron Fleet and or by all means necessary, find a way to stop the threat and destroy the Necrons.
Wait, the Explorers are given their warrant with the specific purpose of stopping the Necrons? It's worth thinking about who gave them this warrant, and why- Warrants require the approval of the High Lords of Terra, which means you need a fairly heavy hitter in one of the major powers (Admech, Guard, etc) in order for your Warrant to get processed. You should specify to your players that they should include in their backstories what makes them so great that the Imperium would give them essentially infinite authority in dealing with this crisis.
I was thinking each of the Explorers could have started a individual story line from these initial places of Footfall.
This is a good idea- Giving every player their own unique goals is always a good way to increase interparty interactions and help avoid the RPG cliche' where the five players are essentially a hive mind. However, it's worth noting that although you should give the party their own questlines, never ever ever actually split the party. It slows the game down hugely. Instead, give them their unique information before and between games.
I was thinking that finding a slave girl of psychic ability or Mutant named Alehsai accompanied by a human renegade named Savag would be the missing piece that can fortell a way to stop the Necrons.
As with the above thing about the necrons having a magic artifact, I feel like prophecies are a nuisance and inhibit freedom. It'd be an okay plotline for a D&D game, but Rogue Trader is, again, a game mostly about freedom.
Without Signature!!
Similar to previous posts i have a few comments -
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
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