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mickykitsune commented on the campaign Rolemaster 40,000
over 1 year ago
Oxblood created the wiki page Rationale
Oxblood updated the wiki page Main Page
Oxblood created the wiki page Character Gen
Oxblood created the wiki page Character Generation
Last Updated: over 1 year ago
Play Status: In Planning
Looking For Players!
Interested in seeing how this goes… I picked up Rogue Trader and love the look of it, but your take on it is a bit different and I’d be interested in seeing where it takes you
Things to do plan:
Baseline Ganger, Ganger heavy, juve, Adeptus Arbites, adept, navie, marine, marine captain, imperial guard green troops,
Something I have noticed researching the early 40k stuff- the orks are grittier and have more personality
I think the Standard System rules are the most refined. The question is how to handle “magic”.
In 40k Psionics are latent, you have them or you don’t, you can’t learn extra lists. Sorcery on the other had you can learn- in fact with access and intelligence anyone can. So that sort of distances magic from the “class” basis which it is usually run along.
I’m tempted to try framework where your psion type is a matter of background options and your class is simply your bent of skills.
I am also thinking of removing the flat class bonuses to make it gritty. You can get implants, genetic upgrades, Mind-impulse-units and the like but not “+20 to OB with all weapons because you are a fighter”
Spacemaster privateer has some cool rules for psionics, but they are a bit mundane skill/predictable. Actually possessing psionics is a bit risky in 40k. You sort of need to be devoted to it or you are a risk. (susceptible to possession, turning into a warp gate etc)
Dark heresy has a mechanic where you can safely cast or boost your power and be a bit unsafe, or be really unsafe… I would prefer a system where you might draw attention to yourself- simply being a psyker, then more so by casting, risk enhanced where the “veil is thin”. If you are sanctioned, have an iron will or are specially skilled you then make some rolls to defend yourself. There were a set of rules under “restraining magic” which talked about “risk factor”. These could be expanded.
Anyway- back to the rule set in general- if you read the “standard system” category descriptions you can fit any “sci-fi” skills into the “fantasy” categories, I reckon. If in doubt look at the stats. More later.
Neat! I’m really looking hard at Rolemaster/Spacemaster after playing in an awesome game that I later discovered to be a Rolemaster clone/adaptation (Anima). I’m looking to do a post-apocalyptic science-fantasy kitchen sink game, kinda Rifts and Fallout had a child, with WH40k and HP Lovecraft as god-parents. Now I have to decide if I’m gonna get RM2E/RMC or the Standard System… Any thoughts?
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