Not bad at all answering the questions i got my answers here is a couple more.. XD "The goals: Cooperation between the DM's to have tie-ins, sessions where the different groups meet up." if it is possible I would use this option "What is the idea? Each DM hosts his own group of players; loosely based on a preparation campaign for Eternal Crusade" How can i know more about this "preparation campaign"? "Co-writing a large-scale campaign for roleplayers, which individual missions, which scale up to an epic story; dozens of players worldwide" How and when you/we start making the campaign?
We're still in the preparation phase; people are still signing up to the thread and posting their Chaos Marine avatars.
The "preparation" campaign is what we're calling this. As we will be doing this campaign in preparation for Eternal Crusade. As for knowing more about it, you basically have to play. Well, currently we already have 3 people including myself helping to flesh out the campaign more. Basically, the campaign can start at any time, per DM's discretion. (I always seem to mix discretion with digression.) For example. Say me and 4 other people are all ready to go, characters fleshed out, chat program all good-to-go. We could start right then and there, if time permitted. However, another group led by someone else may not be able to start so early. That's perfectly fine. There's nothing stating that we have to start or stop at the same time. Each group of players would be running parallel to each other until comes a time of their choosing with which they would work together at a common goal. The overarching idea is that we wish to see a bunch of groups all role-playing in the same campaign; with the idea that RPG's don't have to be played with a singular group. We want to attempt to bring multiple groups of PC's and DM's into the same campaign across multiple planets, all working towards the same ultimate goal. In this case that would be arriving at the planet in which EC takes place. However, as most WH40K RPG's go, there are usually tons of other things to do before reaching the end-goal. What we're discussing currently is that each player group (PG from henceforth) will start at a centralized location. Probably a Chaos-held space station. From there each PG is free to do as they wish, like with any Black Crusade RPG. DM can pick and choose what short term goals the players wish to achieve, and it would be up to the DM to decide how that plays out, like in any other RPG. However, as time progresses we would begin to post "bulletins" of sorts. Campaign wide events that we would post and discuss (possibly on the forums) and each of the PG's is welcome to come. An example of this could be convert X planet, or kill Y warband. Or defend X (dark) forge world. Each bulletin would vary. Each PG could either react to it, or simply ignore it and continue on with their own agendas. How each PG reacts to the bulletins would be entirely up to the group and its players. I hope this answers your questions.
Character Name: Jaral Player Name: Darkapostle222 Archtype(Class): Dark Apostle Pride: Charm Disgrace: Betrayal Motivation: Ascendancy DESCRIPTION: Jaral is a Son of Lorgar, a proud holy warrior of the XVII Legion. Born on Colchis years after the planet had been reclaimed by the Imperium, Jaral was given the blessing of joining the Word Bearers Legion, chosen by one of the many Chaplains to become a member of the Adeptus Astartes. As a member of “The Ebon Blades” Chapter he took part in the Great Crusade, bringing enlightenment the galaxy in the name of the God-Emperor. That all changed, however, after his Legion and his Primarch were publically shamed by the one being in the galaxy they worshiped, the one deity that they had spent so much time worshipping, the Emperor of Mankind. As the Legion began its slow descent into the worship of the Dark Gods, Joral was only too eager to devote himself to these new deities. Under the tutorship of the Chapter’s Chaplain, Marulek, Jaral learned the way of the Crozius with the goal of becoming a Chaplain himself in the future. During the Horus Heresy, Jaral took part in the Dropsite Massacre of Istvaan V and joined the most devoted Legionnaires as well as his Primarch himself in the Siege of Terra. Following the end of the Horus Heresy, Jaral took on the title of First Acolyte while his master, Marulek, became the Dark Apostle of the 22nd Company-Host “The Ebon Blades”. As part of his journey to eventually replace his master as Dark Apostle, Jaral has taken a solitary pilgrimage in the hope of attaining greater power and closer communion with the Gods of Chaos. CHARACTERISTICS WS: 40 BS: 40 S: 46(+4) = 50 T: 45(-5)(+4) = 41 AG: 43 INT: 39 PER: 44 WP: 45(+5)(+5) = 55 FEL: 48(+5)(+5) = 58 INF: 24(+5) = 29 WOUNDS Total: 19 Current: 19 Fatigue: Critical Damage: Mental Disorders: INFAMY POINTS Total: 35 Current: 35 CORRUPTION POINTS Total: 5 SKILLS: Athletics Awareness Charm Command (+10) Common Lore (war) Deceive Dodge Forbidden Lore (Adeptus Astartes) Forbidden Lore (Daemonology) Forbidden Lore (Book of Lorgar) Forbidden Lore (The Warp) Forbidden Lore (The Horus Heresy and the Long War) Scrutiny Linguistics (Low Gothic) Navigate (Surface), Operate (Surface) Parry Scholastic Lore (Occult) SPECIAL ABILITY: Harbinger of Heresy Dark Devotion TALENTS & TRAITS: Air of Authority Ambidextrous Ancient Warrior Bulging Biceps Demagogue Enemy (Ecclesiarchy) Inspire Wrath Iron Discipline Legion Weapon Training Heightened Senses (Hearing, Sight) Nerves of Steel Quick Draw Resistance (Cold, Heat, Poisons) Unarmed Warrior Unshakeable Will Untrustworthy (-10 to all Charm attempts) IMPLANTS AND TOOLS: EQUIPMENT GEAR: Name: Unholy Icon Rules: Adds +20 to any Cham Tests to fellow Heretics. If found, it immediately triggers Hatred and Frenzy in any Imperial servants. WEAPONS: Name: Legionnaire Bolt Pistol Class: Pistol Damage: 1d10+5 Type: X Pen: 4 Range: 30m RoF: S/2/- Clip: 8 Reload: Full Special Rules: Tearing Name: Legionnaire Combat Knife Class: Melee Damage: 1d10 Type: R Pen: 2 Special Rules: - Name: Accursed Crozius Class: Melee Damage: 2d10+6 Type: E Pen: 7 Special Rules: Gives Talent Hatred against any foe. Balanced, Concussive (0), Felling (4), Power Field Name: Legion Frag Grenades Class: Thrown Damage: 2d10 Type: X Pen: 0 Special Rules: Blast (3) ARMOUR Name: Legionnaire Power Armour (Careful Maintenance: Auto-Senses, Vox-Link, Sustainable Power Source, Enhanced Ceramite Plating, Bio-monitor and injectors) Head (1-10): 8 Right Arm (11-20): 8 Left Arm (21-30): 8 Body (31-70): 10 Right Leg (71-85): 8 Left Leg (86-100): 8 AMMUNITION Boltpistol Clips: 2 Bullets per Clip: 8 Bullets Total: 16 Bullets Fired: 0 Current Bullets: 16 Legion Frag Grenades Total: 2 Used: 0 Current: 2 MOVEMENT Half: 4 Full: 8 Charge: 12 Run: 21 GIFTS OF THE GODS: EXPERIENCE Total XP earned: 500 Total XP spent: 0 Unspent XP: 500 ADVANCEMENTS: TOTAL ALIGNTMENT ADVANCES Khorne: 0 Nurgle: 0 Slaanesh: 0 Tzeentch: 0 Current Alignment: Unaligned Secondary Heart/Ossmodula/Biscopea/ Haemastamen: You gain the Unnatural Strength and Toughness (+4) Traits. Larraman’s Organ: Only 5% chance of dying from Blood Loss. Catalepsean Node: You suffer no penalties to Perception-based Tests when awake for long periods of time. Preomnor: You gain +20 to Toughness Tests against ingested poisons. Omophagea: You may gain a Skill or Skill Group by devouring a portion of an enemy. Multi-Lung: You may re-roll any failed Toughness Test for drowning or asphyxiation. In addition, you gain a +30 to Toughness Tests made to resist gases and may re-roll failed results. Occulube and Lyman’s Ear: You gain the Heightened Senses (Sight and Hearing) Talents, +10 to relevant Awareness Tests. Sus-an Membrane: You may enter suspended animation. Oolotic Kidney: You may re-roll any failed Toughness Test ro resist poisons and toxins, including attacks with the Toxic Quality. Neuroglottis: You may detect any poison or toxin by taste with a successful Awareness Test. You gain a +10 to Tracking Tests against a target you have tasted. Mucranoid: You may re-roll any failed Toughness Tests caused by temperature extremes. Betcher’s Gland: You may spit acid as a ranged weapon with the following profile: Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 or more degrees of success, you have blinded him for 1d5 Rounds. Progenoids: These may be retrieved with a successful Medicae Test. Black Carapace: While wearing Power Armour, enemies do not gain a bonus to hit you due to your size.
Ok i got my answers I want to run first some easy compact helping out a resourceful and "heresy friendly" rouge trader who need some hard muscle and witty mind to help progress his business. The compact will be easy enough to hook up players to the game but will contains some possible plots for the future... What i need from the players and what i can give: characters and back-stories (from the core rule book) a warband name and short story for them Choose a leader for the party ( she/he will get a +500 xp to spend it on leadership-commanding skills) serious and colorful back-story can earn a +500xp (1000 xp for human heretics) writing a character journal can give +xp per gaming session (he/she need to post it some where and it need to be a good work) good roleplaying always has it benefits in my games (not always xp or infamy) please 1 psyker for the group ( sorcerer or wyrd psyker does not matter) they need to decide what will be the theme of the game ( horror, adventure -action etc.. they name it and i try to storytell the game in that way) I want a little conversation, talk about characters before we start the game the warband will get a smaller army of human devotees of chaos (undivided) it can be either a swarm of feral warrior on drugs or a platoon of shadowy traitor guards, a group of trained heretech assassins.. they name it.. these army is their base of strength it can increase in number or gears or decrease as they treat them or not (quality will measure the quantity)
So you wish to run a campaign using the Rogue Trader rulebook in conjunction with this one? I don't see why you couldn't. I believe Ark mentioned in the OP that we would eventually including other RPGs. Don't see why we couldn't do it now.
well Im not really intend to use RT rules only if it needed like spaceship fights but as for the PC's if there will be any spaceship fight that will be more in the focus for their actions than the crew of the ships.....
Yeah, we've actually discussed including Orkz before, as Freebootaz don't care who they work for, as long as there's loot and bitz. And as I said, I wouldn't be against having a Heretical Rogue Trader running alongside. It would actually help out a lot with transportation and communication between various Player Groups.
There will be a heretic rouge trader ( an Npc with ships and crews) who will help them out moving them and their armies to the next black crusade ( which will the Eternal Crusade) after Pc's help him out in various compacts. I like to use other source books and bits from the sibling Rpg's sets like space hulk generator (deathwatch) rak' gul adversaries (Rouge traders) Daemonhost's (dark heresy) but he game and the rules are BC...