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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Nazgul on January 02, 2008, 12:36:57 PM

Title: Ideas and plot hooks needed. Please? :)
Post by: Nazgul on January 02, 2008, 12:36:57 PM
So, I haven't played in three years and haven't run for four. Now I'm planning on running a Rouge Trader game set in the Warhammer 40k universe. (System doesn't matter here).

I was thinking of running one before I left and now that I'm back, I've lost all my notes....... Still, I remember a few things.

Players consist of the Captain, an Adeptus Mechanaicus (an engineer/scientist), Security Chief and a few others. All characters were either former Imperial Guard or Imperial Navy ('cept the Adept Mech) but rather new to Rouge trading.

They are aboard one ship. Large in size (for a merchant vessle, not for the Imp Navy). With mineing capablity, manufactory capablity and transport capablity. (Not great at any one thing....) The ship is over four thousand years old, built and rebuilt over time.

Defensive capabilities include defensive turrets and anti-missle missles systems. Four Cannons (one at each corner of the ship, on turrets) and a pair of dual linked, spine mounted Lance Batteries (powerful lasers, oversized for the ship but put there centuries ago at the request of an Inquisitor Lord for reasons fogotten....) that only fire in a 15 degree arc from ship center.

I'm placing the setting in the Eastern Fringe of Imperial Space. Near both the Tau Empire, Ork held zones and the threat of Tyranids and Necrons (and the damn Eldar/Dark Eldar.... who appear at the worst damn times..) Ofcourse these are just the main known races. There are a lot of 'other' minor races out there (so feel free to make up anything)

I want to put in a mix of exploration, diplomacy, space battles, space hulks (dungeon in space!), rediscovered human settled worlds, trading and xeno tech.

Though they will start with just that one ship, I plan on letting them get their hands on a Bulk Hauler at some point (Basicly an engine, bridge/crew quaters and lots and lots of cargo holds). Probably a few missions AFTER they realy need it. :D

But I realy could use some help with some Ideas. Just some stuff to get the ball rolling. A few plot arcs and some plot hooks would be great. Any weird stuff would be apreciated. (Odd things from forgotten and lost civs, strange humor, ect.)

If the game gets off the ground I'll be happy to keep you all updated. ;)

Thanks in advance.
Title: Ideas and plot hooks needed. Please? :)
Post by: Age of Fable on January 02, 2008, 12:50:03 PM
//www.apolitical.info/webgame/ideas -

this is for fantasy, but it should be 'translatable' pretty easily.
Title: Ideas and plot hooks needed. Please? :)
Post by: Pseudoephedrine on January 02, 2008, 12:58:53 PM
There are twelve unsettled moons in a system, each linked by Eldar webway gates. The gates have not been used in millennia, but the moons remain of interest for their xeno artifacts. The PCs shepherd out an Adeptus Mechanicus expedition to one of the more distant moons to retrieve a certain McGuffin. But when the McGuffin is taken, Necrons awake. They block any teleporters the PCs might have, and begin shooting at any shuttles that try to land or take off. The only escape the PCs have is through the gates, to the other moons.
Title: Ideas and plot hooks needed. Please? :)
Post by: Nazgul on January 02, 2008, 06:00:14 PM
Quote from: PseudoephedrineThere are twelve unsettled moons in a system, each linked by Eldar webway gates. The gates have not been used in millennia, but the moons remain of interest for their xeno artifacts. The PCs shepherd out an Adeptus Mechanicus expedition to one of the more distant moons to retrieve a certain McGuffin. But when the McGuffin is taken, Necrons awake. They block any teleporters the PCs might have, and begin shooting at any shuttles that try to land or take off. The only escape the PCs have is through the gates, to the other moons.

Sounds good. I'll save this for a latter game though. (Wait till they get cocky, then drop the necrons on them)

The only people with teleporters are usualy the Space Marine's Strike Cruisers or Imperial Navy Battle ships. (Not the Trek kind, these open a warp hole and spit you back out the other side) Teleport tech is rare and dangerous in the Imperium. True matter/energy transporters is something only the Necrons have....... I think I know what the McGuffin will be.... :cool: