So I’ve got a player who wants a quick-start intro to the UW rules. Any suggestions? Is there a one-pager?

So I’ve got a player who wants a quick-start intro to the UW rules. Any suggestions? Is there a one-pager?

So I’ve got a player who wants a quick-start intro to the UW rules. Any suggestions? Is there a one-pager?

Warhammer 40k One-shot

Warhammer 40k One-shot

Warhammer 40k One-shot

Last night’s game went super well! Despite the fact that it was only 2 hours of game time (plus another hour of design-talk), we got a lot of stuff done and the seeds are there to continue the adventure. Sadly, I couldn’t figure out how to get it to record. Sorry guys. I’ll try to get that up and running before I run another game.

Huge thanks to Taejas Kudva , Noah Doyle  and Zach Swain , got a lot of great material both from the game itself and from the break-down after.

+++Begin Transmission+++

The story started with the Inquisitor, Psyker and Catachan Veteran taking on a gang of smugglers one of the Hive City’s loading areas, trying to get past them to the smuggler leader before the Adeptus Arbites arrived to cause all kinds of jurisdiction issues.

The Inquisitor used telepathy to weaken the resolve of the gang’s second-in-command and heavy-weapon support, so when battle was joined, the cover-fire was noticeably absent. The Veteran took out a cluster of smugglers with a well placed grenade, and the Psyker (as a registered Mercantile Warp-Navigator) used her Merchant House codes to get a mono-task servitor to drop a ten-ton shipping crate on the rest.

Rather than be exposed heading straight to the sky-dock, the smuggler leader (and the stolen warp-touched relics carried by two goons) cut a path through a busy cathedral-sized bazaar 20 levels up. Not only did the crowd density hide them, the mental cacophony also made it impossible for the Inquisitor to track them with telepathy.

The Psyker used her connections with the Noble Merchant Houses to acquire a grav-barge, allowing the team to soar over the bazaar and spot the smuggler leader; an exceptionally tall and heavy-built Death-Worlder with a massive explosive shotgun.

Thanks to their grav-barge, the team was able to set down ahead of the smugglers and set up an ambush. When the trap was sprung, the Psyker pushed a cargo container into the street, blocking the way. The Inquisitor stepped forward and announced their presence. While this didn’t have the terrifying effect they hoped, it did clear the nearby streets of Imperial citizens, who could see trouble coming.

When the Death-Worlder refused to stand down and submit to Inquisitorial authority, the fight was on. The Catachan Veteran burst out of hiding and tore the two goons to shreds in a rabid flurry of screaming death.

The Inquisitor charged the Death-Worlder, runic blade alight. The smuggler leader opened fire again and again with massive explosive shogun shells that would have torn the Inquisitor apart, had it not been for the psychic barriers the Psyker kept throwing up between the two.

An intense duel followed, with the Death-Worlder holding her own for a long series of exchanges until the Inquisitor feigned losing ground and lured her into overextending. The runic blade took off one arm at the elbow. The Inquisitor demanded surrender a second time.

This time, the Death-Worlder smuggler obeyed, pulling the evidence of her client and destination from her pouch… and promptly had her other arm lopped off. The Inquisitor didn’t want physical proof which could be fake. The Inquisitor would take the truth directly from the criminal’s mind.

Hands gripped on the dying smuggler’s head, the Inquisitor sifted through memories and traumas and victories and intimacies. And found that someone had been in there before. The smuggler’s patron had left a fail-safe, and it was decimating the smuggler’s brain.

Before the mind could be fully destroyed, the Inquisitor extracted a key image: A madman beseeching the sky, sacrificing holy relics to the storm-wracked heavens, on a distant, un-colonized, un-regarded world. The nexus of a ring of relic smuggling, a cult most foul, on a storm-scarred world.

+++End Transmission+++

+++The Emperor Protects+++

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Quite happy with how they came out. Need to work on a “campaign-ready” version that includes space to record Data Points and Advancement (I figure since this is an online game people can record their own Data Points)

I put a bunch of extra effort to make sure everything was lore-accurate, down to the weapon manufactures. WH40k Lore-Nerds: enjoy! I really like them all, though the Confessor stands out to me, flavor-wise. The Psyker’s Grav-Chair was an inspiration out of left field, I can’t believe I never thought of it before.

Got the opportunity to try out a few alterations to skills in here, including the Sacntioned Psyker’s new Barrier skill from Kinetic (formerly “Shield”).

As a side effect of making these characters, I really got a feel for the usability/ergonomics of some of the new material from FBH. For example, as I was creating/adding them, Cybernetics became almost like Kits, rather than Attire.

So, which is your fave? (Sadly I can’t set up a poll with a collection)

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW.

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW.

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW. While I’ve played a couple of amazing games run by Chalice In Chains I have no idea what they heck I’m going to do … Gee, thanks Sean Gomes  … You had to go and make an amazing game 🙂

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this…

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this…

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this Friday (and with luck will be recorded for you guys to listen to later on). Sorry to those who didn’t get in this time, I just picked the first 5 people to express interest.

Anywho, I’ve also been toying with a one-page character sheet variation. I mean, I like my old one, but I think there may be a better way of doing it. So this is a bit of a prototype for that too.

I uploaded the first pre-gen character sheet for this one-shot. The rest will be along soon. Trying to cram as much Far Beyond Humanity stuff in each (within reason) to hopefully get some data about the new character skills/options.

(Obviously, Uncharted World is in no way affiliated with Games Workshop or any of its properties, use of artwork and terms are purely for personal entertainment as a fan of the source material, etc)

https://www.dropbox.com/s/26aql7yu213hmby/Pregen_WH40k_Inquisitor.pdf?dl=0

Small but important breakthrough in mechanical framing/connection:

Small but important breakthrough in mechanical framing/connection:

Small but important breakthrough in mechanical framing/connection:

Cybernetics and Biomods are Assets.

Prosthesis (Obvious and Subtle) are Class 0 Cybernetics

Transplants (Donated and Grown) are Class 0 Biomods

Higher Class Cybernetics and Biomods require biological and/or neurological support from the body. Bodies can support a maximum of Class 3, divided between any number of Cybernetics and/or Biomods.

Damage to Cybernetics and Biomods are represented as Debilities, the same way limbs and organs are (Cybernetics don’t heal naturally)

Thus Cybernetics and Biomods (and Mutations, through Biomods) are tied to the existing health, injury and healing systems. Huzzah

Ooof.

Ooof.

Ooof. Words words words. Lots of text is being written. And not fun playtestable stuff, but rather necessary clarifications and fleshing out.

Have a few pages about cross-species societies, and how they affect the frequency and severity of Cramped Quarters checks. If Uncharted Worlds didn’t already clue people in to my own personal bleeding-heartedness, then this section surely will.

I’ve got a tenuous, nebulous mentally-written section about emotional trauma as a Major debility, and I keep backing away from it to approach from a different angle, because I don’t want to be disrespectful of real mental issues. Like, as part of the eldritch/Olde Gods set of content, the threat of mind-breaking terror needs to be addressed. But I need to be very mindful.

Right now, my design has “Trauma” as a general Major Debility that technically doesn’t impede a character. Instead it constantly spawns Minor mental and emotional Debilities; headaches, nightmares, compulsions, revulsion, stutters, restlessness, lethargy. The Minor Debilities can be treated, but that’s just attacking the symptoms. Treating the Major Debility will require significant therapy and treatments (with certain civilizations offering experimental and/or barbaric alternate ‘cures’).

This will likely change and evolve, but I would need to chat up someone who is more educated than I on the topic of how to handle this stuff respectfully.

And lets not get started on the unintentionally ableist verbal landmines when writing about cybernetics. Whuff.

Fun idea: delayed rolling.

Fun idea: delayed rolling.

Fun idea: delayed rolling.

I doubt this is an original idea but I think it’s worth mentioning for others.

Ship Engineer decides he wants to attach a Class 2 rifle to the outside of a Class 2 shuttle so it can be fired from inside. He has the skills and tools to do it, so it’s a pretty normal Patch Up roll. However…

I told him that he can do it, but will make the Patch Up roll before he fires it in combat. We’ll see how much skill he has when it matters.

I’m seriously considering running the adventure from the White Star book using Uncharted Worlds.

I’m seriously considering running the adventure from the White Star book using Uncharted Worlds.

I’m seriously considering running the adventure from the White Star book using Uncharted Worlds. With all of the new careers and origins that Sean Gomes​ has been releasing lately how would you create a “Star Knight”?