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LFG Rogue Trader, STALKER or Fallout

Hey I'm well versed P&P player looking for Rogue Trader, STALKER or Fallout RPG. I have extensive knowledge of said universes. Damn near any time should be fine other than Tuesdays. If here are other people interested and there wont be a GM I volunteer to GM STALKER or Fallout game based only on the fact that I know the setting, but I will need some one familiar with rules (GURPS?) to help me out.
Well, I recently put up a Looking For Players post for a For-The-Lulz Ork campaign in Rogue Trader if you're not afraid of playing a bit silly :)
This might be a noob question but how does rogue trader differ from dark heresy? I might be interested
Well, They are very similar in many aspects, although the setting and some of the core mechanics are quite different. Now the most notable differences are the different system for psychic powers, the addition of starship combat and the way you acquire new gear. In Dark Heresy you buy your gear with Thrones, but in Rouge Trader the idea is that you are already immensely wealthy (a rouge trader free to do whatever he wants within certain limitations), and thus currency has been swapped out for Profit. Think of profit as a new characteristic, shared by the whole group and a measurement of your wealth. When you want to get an item, you first check it's availability, what craftsmanship you want it to be and how many of them you want. This gives you modifiers to your profit, which you then use to roll just like any normal test. Rouge Trader is also so far the only 40K RPG (not counting Black Crusade) that let's you play as a different race. Kroot, Orks and Dark Eldar are all available races to play as in Rogue Trader. Did I mention you that you build and command your very own starship? Well, you build and command your own starship (as the Rogue Trader). As one player is Rogue Trader, the others are his/her closest advisors/officers, and you go out into the expanse seeking wealth and glory. Granted, in the Campaign I had planned I have shifted the attention a bit away from the main game to focus on the Orks, as I really wanted to make a funny campaign where the party played as them. My only problem is classes, cause there's basicly one starting class and then 2 special advances, though I'm looking at maybe reworking some of the core classes to fit Orks :P There's probably alot of things that I missed, but when it comes down to it, Dark Heresy and Rogue Trader are not all that different at all. The biggest difference between any 40K game ussually is the setting, the classes and the way you advance your character.
Sounds good, I may be up for it as long as you guys don't mind a noob :)
Personally I don't mind, infact I find that noobs tend to be more creative than experienced players, as they tend to explore their possibilities more than someone who already knows the "extent" of his/her character.
As for your ork problem Im not familiar with RT but maybe start as gretchins and as the character gets stronger/bigger you could choose mekboyz/painboyz ect
The official rules actually let you start out as an Ork Freebooter (Ork Boy), and then later you can become either an Ork Kommando or an Ork Mekboy. Orks have a diffrent character creation than normal. Instead of selecting homeworld, ect. You Get certain fixed skills, traits, abilities and talents (because a basic, instinctive knowledge of language and "culture", as well as other potentially usefull skills, are held within an orks genes), then you choose a Klan Origin (Orks who's genes originate from Evil Suns for instance may choose to start with either tech-use or drive (ground vehicle) as trained skills) and then you choose an Orky-Know-Wotz origin, like "Driva", "Hunta", "Mekboy", "Painboy", ect. You then generate your characteristics, spend your xp (since there's only one starting class for orks), write down your chosen starting gear, come up with a name and story and you're ready to play. Now thanks to the Ork Origins you can actually get some form of variety between multiple ork players, but you still have the problem of having every player share the same advancement tables. I might work around that though by taking a page out of Black Crusade and Only War, in which the different classes don't actually have advances, but rather systems that give different costs to skills, talents and characteristics depending on what you specialize in. I'm gonna look into it, but otherwise just assume the standard rules for making an Ork are applied. But if you WANT to start out as a gretchin than I'm sure that can be arranged >:D Also funny note about orks and their unique Talents. There's one talent called "To 'Ard Ta Care!", which basicly makes it possible for the Ork to be in outer space without the need to breathe XD
I was not suggesting I play a gretchin although that would be rather funny :D in the above post you mention trouble with classes, I was just tossing in an idea.
Yes ofcourse, ideas are always welcome. Well if you are interested in joining then you can go here <a href="https://app.roll20.net/lfg/listing/9221/rouge-trader-da-best-tradah-der-eez" rel="nofollow">https://app.roll20.net/lfg/listing/9221/rouge-trader-da-best-tradah-der-eez</a> Might be rude to side track from the original topic then we already have here you know ^-^