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Thread: Radiance RPG Funtimes
10-03-2013, 03:24 PM #61
What the hell does a cognitator do? My servo skull has one and I can't find it anywhere. I can only assume that it has no ingame function and just acts as the Servitors 'brain'.
Last edited by palindrome; 10-03-2013 at 04:12 PM.
10-03-2013, 05:47 PM #62
It must exist somewhere, if only in the mind of whoever wrote the rulebook - another implant is listed as "also acts as a cogitator unit".
I gave Egg subdermal armour instead.
10-03-2013, 06:49 PM #63
Aww, so we will no longer have a friendly arch-militant rivalry over the number of people we kill :(
(Sorry for picking the same class, I did try and make mine very different from yours too...)
10-03-2013, 07:56 PM #64
Aye cognitator are like computers, machines will have them.
10-03-2013, 08:53 PM #65
So 20:00 on Mumble then? My Mumble name is Dr S.Secretion and I have no idea how to change it.
11-03-2013, 02:50 AM #66
- Join Date
- Dec 2011
- Seattle, WA
Hi, guys, I made it back in one piece. Things are stable for now, thankfully. Looks like some Rogue Trading happened - I expect you went straight to the Rifts of Hecaton, right? Thanks for being up for it on such short notice, Lowkey.
11-03-2013, 11:10 AM #67
It was good fun, sorry if I was a little quiet at times (generally beaten to the punch by PW's and Palindrome's sensible suggestions) but I did enjoy the shooting very much :)
(Mental note: Never not firing on semi-auto ever!)
It was all a bit hastily put together so I'll try and put together a proper character description for next time. The Origin Path stuff does help as a cliffnotes version at least.
11-03-2013, 12:43 PM #68
Had a good time and found the system pretty easy to understand (it's basically WFRP In Spaaaaace). However some of the more esoteric abilities are not very well explained - I'm pretty sure the Navigator's "Void Watcher" ability lets him use his warp senses like an auxiliary scanner for the spaceship in real space, or at least that's how it seems described in the book.
Egg did an excellent job, especially for someone who wasn't actually there. He drove the spaceship and fired the guns, or at least his character sheet and abilities did, gutting an enemy ship and scaring the other one so badly it surrendered (at which point we spaced the crew and gave their ship to some pilgrims). He got 200XP for his character too, not a bad return for a session where he was busy taking care of real life things.
We've left the characters at a bit of a cliffhanger - we think we know where the fancy ship we're looking for is, but we also think the bad guy is out there in his slightly-better-than-our-ship light cruiser waiting for us to make a move.
11-03-2013, 12:47 PM #69
Oh yeah, we have some more XP to spend too - I take it we can do this at any juncture (assuming our characters aren't mid-combat or anything, which they aren't)?
11-03-2013, 01:28 PM #70
I've already spent mine, the next time we are in a major trading hub I will be looking for some crazy mechanical spider arms with guns strapped to them (AKA Mechandrites).
It think that it would also be a good idea to try and get a reasonably well equipped company of spacemooks; say 100 Armsmen with enforcer carapace, hellguns and 1 in 10 with a grenade launcher or meltagun mounted in 10 Chimera APCs. A sentinel Squadron and a couple of gun cutters also won't go amiss either.
That will give us a nice backup force (unlike the Armsmen in the bar) and it would be suitable fitting for such august personages as ourselves to have such impressive bodyguards. Plus Lowkey may give us bonuses in boarding actions for having such a well equipped strikeforce :)
How do we go about upgrading our ship? The Gorm is a decent ship but at the end of the day its only an escort. we will need something a little bit punchier eventually, we got lucky with the pirates due to my auspex expertise and the fact that they only time they actually fired their weapon batteries they literally fell off. There is the Dauntless light cruiser currently in the possesion of the dastardly Rogue Trader whose name I have currently forgotten (Fel?).....perhaps a Command Bridge hit and run strike may be in order, he is afterall a baddie and doesn't deserve nice things.
Last edited by palindrome; 11-03-2013 at 01:39 PM.
11-03-2013, 01:57 PM #71
Fell, I think - if only because it's a word that means something along the lines of "grim and deadly".
The ship's what we got based on the ship points I was dealt - actually Lowkey gave us a break or we'd be paddling a space canoe based on 20 ship points.
Isn't part of the fun trying to deal with enemies despite not having an invincible ship?
If Fell's rocking a light cruiser with a lance we'll need to dance with him a bit, but we'll have better fire arcs (both our batteries do port, fore, and starboard) and better range (our laser batteries have the best range in the game) so if we dance well enough we ought to be able to batter his ship to bits before he can lance us.
Last edited by President Weasel; 11-03-2013 at 02:02 PM.
11-03-2013, 03:11 PM #72
A Dauntless light cruiser is far from the top of the space tree but if we deal with Fell properly we can have two sparkly ships to fill with ill gotten gains, we can also have exciting adventures refitting and recrewing it. There is nothing inherently wrong with the Gorm (aside from the hideous stench) but in reality it is a very small fish in a very big sea which we should be looking to upgrade, or ideally supplement, with something bigger.
There is a lance with range 9 in the expansion which, if Fell has one, could make things quite interesting, there is also an archeotech laser battery with range 14. Its a shame that attack craft, torpedoes and nova cannon don't have rules though.
Last edited by palindrome; 11-03-2013 at 06:36 PM.
12-03-2013, 04:43 AM #73
- Join Date
- Jun 2011
Oh glad to see i made an appearance in spirit
12-03-2013, 10:29 AM #74
The Spirit of Gorm is adventurous and of slightly above average construction, but it also smells a bit bad and it's cursed.
14-03-2013, 11:49 AM #75
Just found out that roll20 now allows creation of random tables to roll on, too (currently a subscriber preview feature). This is super awesome. For the first time, you could transcribe loot, encounter and room tables into roll20 and have a DM-less dungeon crawl!
Also (although this has been around a while) the option to make custom card decks for play, pretty amazing.
I love this program more and more.
14-03-2013, 02:25 PM #76
Aye its good, everyone should subscribe and give them your love, are we on for this weekend?
14-03-2013, 02:28 PM #77
I will be. Radiance this week is it?
To be honest I would be happy to continue our Rogue Trader campaign though.
14-03-2013, 03:03 PM #78
I will be around, whatever we play.
The rolling tables allow icons too, so custom dice symbols are now a possibility in roll20! :D
I do have a homebrew system based on BB block dice around somewhere...
Last edited by Screwie; 14-03-2013 at 03:30 PM.
14-03-2013, 03:31 PM #79
I might be about, it depends when I get back from this thing I'm increasingly realising I don't want to go to. Anyhow, I'll stick something up once I know with greater accuracy (more accuracy than "oh for god's sake I really can't be arsed with that 6-hour drive", that is)
Yeah, I won't be there for the session
Last edited by Harlander; 14-03-2013 at 06:45 PM.
14-03-2013, 04:33 PM #80
- Join Date
- Dec 2011
- Seattle, WA
Sunday at the usual time works for me, either system would be fine. I'll finish the map, regional descriptions, and rough history for Radiance over the next couple days.
Thanks for the tip about roll20, Screwie!