Warp Events - Off the Top of the Head...

By MorbidDon, in Rogue Trader Gamemasters

Hail and or Howdy Everyone,

So in my latest I'd like to share my methodology of handling Warp Events...

I like to make each a puzzle that the players have to figure out to solve - thats the basis of what can be found below.

Specifically these are some of the things I've done when a Warp Event is called for on the Table.

Warp Events I've made up and used

This Space is Sour

All the food aboard the ship becomes "supernaturally" foul and spoiled - not the water...

Apply Game Mechanics as you see fit

What I did:
For obvious reasons this event can be deadly if/when caught in transit at an convenient location out away from any habitable or worthy warp route. For us this resulted in the ship's crew going without food for 3 weeks - I assigned a 1-Point Morale Loss for a total of 3 Point Loss.The main saving grace that the players found in all this was that their water supply was unaffected!

The Fire that Entices

A fire breaks out aboard the vessel, initially the crew try and take care of the issue - the eventuality of play resulting in a call to "Peer Command" (i.e. what I call the Players), when the players arrive they find a fiery contagion has spread itself across many holds and chambers within (thus there is no magic bullet to quell the whole of the effect).

This fire as witness by the Players causes crew to enter into its warm embrace - like being hypnotized to do so...

Apply Game Mechanics as you see fit

What I did:
Either way the players loss 1% Population due to the event; otherwise if their fail really badly at the Rolls to Command or otherwise direct their crew away from harm or otherwise may result in greater losses; say -1% per Two Degrees of Failure.

Ethereal Phasing

Portions of the ship become ghostly and thus people (i.e. crew) fall through the ship into the Warp...

Apply Game Mechanics as you see fit

What I did:

I don't remember the penalty or mechanics I applied herein exactly LOL

Scrawls & Scripts

Any and all "handwriting" shifts, turns, and morphs into the profane truths of Chaos, i.e. magic

Apply Game Mechanics as you see fit

What I did:

Of this I had a Scribe from the Church onboard (out of many fold) graduate into an actual Sorcerer of limited talent, the players I must say made short work of him LMFAO!

Echoes & Reflections

Any and all reflective surfaces show the viewer’s reflection as an independent entity...

Apply Game Mechanics as you see fit

What I did:

I went around the game table and asked the players if any of them wished to actually listen to what their reflection has to offer?

Those who did were asked to perform a Willpower Test; every two degrees of Failure resulting in a +1 Sanity Gain.

The Blob

Like the namesake movie; an enormous anamorphic thing consisting of a pinkish translucent goo populates the ship. Like the Fire that Entices it occupies multiple chambers and holds by the time the Players arrive to help the crew deal with the problem.

Apply Game Mechanics as you see fit

What I did:

I allowed the Players to metagame the situation by knowing "cold" was the way to go in this instance. In this case the Players opted to rerouting vents and cooling against the thing - those sections of the ship were quarantined - after freezing menials and servitors were sent in to clean up the mess including the Voidmaster who purged the pipes in that section of the ship - the Blob was jettisoned once the Players translated into real space.

Dangerous Sleepwalkers

Crew on their rest cycle begin walking the companionways and corridors - once alone with a witness they attack...

Apply Game Mechanics as you see fit

What I did:

I think our Arch Militant took to liquidating all said threats on board; -1 Morale

(Visitations) Simulacrum

A key member of the Dynasty is formed by the proteins and oils left behind by mere touch alone... A doppelganger of one of the Players forms and proceeds to enact a twisted version of said Player's goals.

Apply Game Mechanics as you see fit

What I did:

The Simulacrum in this case was the group's Missionary; this double then proceeded to enter a large hold where meals are processed - there it began to dispose its twisted litany trying to recruit the crew there; eventually after some armsmen are killed by it - our Arch Militant arrived and quelled the lowly thing...

The Touch Traveller

Possession by Body Jumping Entity; this event involves an enityt from the warp possessing crew members one by one by jumping from body to body by touch (I believe i got this from a Densel Washington Movie called Fallen)...

Apply Game Mechanics as you see fit

What I did:

The Players become aware after about after a week of this thing being on board; its been going up to panels and control surfaces and issuing some sort of chatter to the ship's cogitator. Person after person has been seen on Pict Recorders at differing points in time and aboard the vessel - the Explorator of our Group opted to identifying it out by theses means... Currently the players are 4 hours behind the thing's last jump to a new host - that's where we left off at last session!

(Ghost Ship) Coursing Peril

While in the Warp your ship sensors read another vessel with coms chatter peaking through a temporarily dormant communications departmentum (if the comms are turned off - static electricy powers them thru "spectral" phenomenon). That nearby ship begins a course towards the Players voidship - eventually passing "thru" the Players ship like a ghost - while that happens the "ghost crew" of that passing ship grab living crew from the Player's vessel while the two ships "phase" through each other...

Apply Game Mechanics as you see fit

What I did:

The Players first had to deal with the rising tension of having a ship barreling towards theirs - from that I surprised the Players who thought the approaching vessel was in fact solid matter - the surprise of course comes once the ghost ship passes through the Player's ship. I hit the crew with Morale Loss while the Player Characters suffered Sanity Gains. I assigned it as d5 for either (Morale Loss and Sanity Gain) - with the ability of the Players to somehow lessen the severity of the event via Command Tests or actions taken by the ship's Confessor - in our case the Missionary...

New Events

TK Torque (Screws turn, nails pop, bolts become undone)

Wail of the Warp (Audio devices such as Comlinks, Vox Casters, and the like are filled with the behemoth brand of inhuman tones – SAN Gains)

Cacophony (Voices and human sounds are caught in a cumulative building loop – getting louder and louder, characters and crew risk going deaf, this only stops once the ship has left the warp)

Edited by MorbidDon

Has anyone else created their own Warp Events?

Excellent Work Sir.

Here's mine:

Haunts: have ancestors (solid ghosts) walk out of the ship's elevator

and start asking rude questions. Because they wear the right heraldry,

the crew obeys them also. Does not dissipate unless touched.

Time Dilation: on its own, the machine spirit sounds red alert, full battle stations.

by the time the players sort it out, about 4 hours have passed for the PCs. Not bad.

BUT: Below decks, the crew are near mutiny as it felt like 10 days to them,

sweaty, stuck in voidsuits, standing to repel boarders, staying alert and awake,

fearful of punishment for sleeping on watch, etc. Massive morale loss.

False Beacons: other things call out to the Navigator offering guidance.

Might be Hadex, Eye of Terror, The Roil, that thing at 616/Theta. Any number of

strong lights might entice the Navigator to use their stronger signal for safe travel.

Edited by Egyptoid

Very interesting topic.

One of my key rules as a RT gamemaster is in deed to give at least a good sweat to my players every time they use their warp engines. We are in RT, thecnology is capricious in general and warp technology is one among the trickiest to use.

Very poor chance to get a "all goes well" result. 1/3 chance to encounter a low or high threat. Rest of the time, something only strange happens with no danger for the ship or the crew.

In my home brew navigation rules I have encounters, most of which have been stolen and modified from Navis Primer. While the encounters as listed are bare bones, they invite narration similar to many of your ideas above.

The Touch of Epochs

A miasma washes over the ship permeating the hull with a baleful luminescence; that which is mortal that the glow touches is fossilized (equipment and tests will indicate a range of 5 to 60 million years old)...

Apply Game Mechanics as you see fit

What I did:

Hit the Players with Crew Loss - what they found were crewmen (and women) in stony form some of which where amalgamated while others were broken or ruined by extreme age.I would allow a Command Roll to tell the crew to beware of the light or by word of the Missionary character on-board (if/when applicable). The most heinous aspect of this event is how localized it is - in that its a zone which could (if your a nasty GM) affect or kill members of a particular department - I would reserve this for a margin of two failures or more... Now watch your players squirm as they are minus a key department on their ship - anything from comms to bridge to cisterns!

Edited by MorbidDon

Pocket Dimension

The crew (+Players) experience a phenomenon which has them Slip-Sideways (Whitewolf Occult Terminology for going into the spiritual world) and thusly becoming lost individually in a Maze of corridors - it looks just like their ship companionways and the like but is a labyrinth - requiring Peer Command or the Scions + The Rogue Trader (whatever PCs are on board) to navigate and solve the maze...

Apply Game Mechanics as you see fit

What I did:

Depends on how you play - if face to face at a Game Table then I hand out printed mazes to each player face down (like a test) - the time them 1 Minute in Real Life equals a 1% Crew Loss. Otherwise if playing online through Fantasy Grounds - I import several mazes into my Images then push out 1 Maze at a time and assign it to a player randomly (the system has a draw tool - so that the player can draw in the solution to the maze on the screen for all to see)... Now if my penalty is a little harsh - just time all the players, get the results of the quickest player vs. the slowest player - take that difference (value) - now that's the percentage of crew they lost on a 1%/Minute basis!

Lightbright (official name for this type of madness)

After your last translation various yet systematic Lumens have been sabotaged and destroyed...

Apply Game Mechanics as you see fit

What I did:

The players dont find out till after D5days - by which time this issue has gone up the proverbial ladder to the ears and hearts of the Player Characters. This situation is complicated by the fact that it can't be delegated to servants, menials, or even trusted companions or officers. This later facet of play will take another few days of failure to come to the conclusion that the Dynasty Peers, Scions (or whatever you call the PCs will need to address the matter directly and in person via an Investigation). The best part of this event - if your PCs see this a lowly or beneath them - then that's great - after 2 weeks the serial saboteur manages to swathe whole sections of the ship in darkness as replacement parts - on any ship despite the size are in fact finite. In the end the PCs will discover a man, woman, or child who doesn't sleep anymore since the Warp Event and as such may be firstly identified as a "clue" in their investigations when a fellow laborer, menial, or otherwise is like "yeah so and so never rests - he/she is a real inspiration! (ROTFL)

At the end of the day - the Investigation is actually easy to do - chalk this all up to gallows humour - ENJOY (Yes this situation has a punchline - go figure)