Lets make up some NPC Components together!

By MorbidDon, in Rogue Trader

OK so I want to use a plot device in my upcoming session...

Basically - the players have accompanying themselves a Mechanicus Vessel from the Lathes, anyways - this ship and its master are going with the PCs to a planet that I based on Cybertron (albiet no transformers on it - I didnt go that far LMFAO)...

The specifics aren't important - what is - is the Mechanicus' ability to "break the rules" and commune (aka speak with) awaiting ships who are posed to Warp to this "first ship" (again, thats accompanying the characters).

So the component that came to mind (that I am making up herein) is a "Pulse Emitter"

Purely an experimental component (I read in Battlefleet Gothic that Admech ships commonly have 1 experimental component).

What this does?

Benefits:Fires up a special reactor in the ship (think extra engine / generator, lots of power) - this "blast" pierces the warp and transits to said programmed point (i.e. where the awaiting ships are ATM - near and around Port Wander). This this bypasses the need for Astropathic Choir and most importantly gets to the destination in hours - very very powerful yes...

Drawbacks: After firing this Pulse Emitter - the ships aux engine is offline (damaged) requiring the ship to return to the Lathes (specifically) for a repair period of d5 Years. On top of that - this pulse also draws from the ship's main engine, after the pulse the ship is without power for d5 days (no life support, no shields, nothing).

Trope: The quest for knowledge is sooo important that we are willing to take losses and incur hazard - the gist.

So there you have it, a plot device that "breaks the rules" but does so with severe drawbacks!

Would you allow this to rock?

Advise, Concerns, Thoughts?

Morbid

Hmm, the warp is sort of the realm of the mind, of emotions, and all that. Astropaths work because they transmit thoughts through that "thought medium". This sort of feels a bit more like Star Wars, or other sci-fi verses, where they have "hyperspace", and they anchor transmitters into hyperspace, allowing them to transmit across distances with different math than in realspace, allowing them to communicate across the galaxy, in real-time (that's how I understood the Holo-Net, anyway). 40K's "other space isn't just energy, though, but thought, and emotion, and corrupted by our evil, our hate, and those four colossal dou***-nozzles we sort of keep there. How are you transmitting non-psychic energy through the psychic medium, before the Chaos Gods ruin it on a whim?

On the other hand, I actually do rather like the concept, as it's how many other sci-fi outfits do it, without turning despised mutants into human candles/fax machines, and just watching them burn down, unloved. Still, that one transmission had better be worth it, if it's the only one you'll send this decade. You need to get to a place, find something worth saying, find the place to send your "hey you guys!", then get to another place that can fix you, and then start getting fixed. After that, you possibly start again. Maybe it's a bit too much one-shot wonder cannon for an entire component of a ship.

As an aside, I wonder if the AdMech has ever had the idea of stringing along groups of Astropaths, turned into servo-skulls, for the most part, alive just enough that their minds can still receive, recharge, and re-transmit telepathic messages, but fragged enough that they have the servitor resistance to daemonic shenanigans, and without them actively doing stuff, they won't pull psychic problems to themselves. Sort of like psyker demiliches, without the power creep. With such a "fortified" line of communication, they could significantly increase the power of their astropathic communications? Weird thought I just had.

Figure out in a way I'll understand how the beacon transmits non-psychically through a psychic fount, and I think it could be a cool device.

Edited by venkelos

There is the whole blending of technologies - marrying psychic potential to technology - the psychic hood comes to mind on the low end of the spectrum, thus I went to the deep end of what may be possible "once" in a campaign. As for the idea of psykers converted in special servo skulls - I think would make a great basis for an adventure (hopefully my players would want to stop them lol) - Malatek, or Heretek has an operations whereby psykers are being converted, etc...

As per its importance herein - basically my version of "cybertron" when the PCs oriignally found it - was inhabited by 3 factions; The Strangers (from Dark City), A.I. ala Terminator / Matrix, and finally the Humans who were either survivors (stranded) or descendants who escape "dark city" and or people not hook up to the matrix for power lol.

Background - Warning I take from alot of places; Transformers, Bioshock, Dark City, Terminator, Ghost in a Shell)

History: Said world - a long time ago was based on Rapture (yes from Bio Shock - including plasmids to make people into pskers + etc) a society of free thinkers, artists, and the like - originally a pleasure world I guess... Anyways there is a coup (like in Bio Shock, took all the same sotry about the builders, maintenance people becoming irate and etc) and some Psykers take over - fast forward and they humans create a way to have their whole planet time travel forward to the future to a point where there is no imperium to threaten them. So they do so - ending up in the warp instead (lol) - there - their planet is protected by its version of a gellar field (not a perfect one) - this allowed for warp intrusion and thus turmoil - causing the populace to delve further (plus their fertile little minds were seeded by the warp through their dreams <ARTISTS> Cthulhu style) enabling them to create a "thinking engine" aka a computer terminal with A.I. - who like mother who protect her children (err parents). This computer did all the innovating from that point onward - eventually resulting in a skynet-esk event. Meanwhile one particular entity of the warp (without physical form we can comprehend) simply called the Strangers (from the movie dark city) invaded and took psykers as hosts - that was the defining moment when the computer starting making "robots" (who in turn look like M.I.B. aka Mr Smiths aka T2s). The Strangers in turn wanted a physical form and thus wanted to leave the limbo the planet was in and return it to the third dimension - so they did. Once returned to our reality and overall Imperial timeline - the strangers began after a few generations to decline due to a limited number of psykers present on the world (+ the robots hunting them and killing them as their version of strategic attrition vs. the Strangers / i.e. siege warfare). This prompted the Strangers to introduce their own math and thus creation of their own version of technology - resulting in a beacon that would wrest ships in the warp and deposit them in high orbit - resulting in millennia of voidships arriving and subsequently being defeated and thusly drawn planet ward in a systematic project of tech-forming the whole world - resulting again as time passed - that planet being clad in fabulous metal and alloys re-purposed from these multitudes of lost ships (it shoudl be noted - the Strangers as as old as time itself - and thus can do all sort of impossible things with technology). Anyways, this is the gist of what the characters found in my campaign - and it resulted in them dangling the prize over the heads of the Lathes (the 3 masters) - thus again resulting in todays action and subsequent "custom component action" LMFAO

P.S. The survivor faction (i.e. normal humans who are not being used for energy <matrix> or being used as an experiment into what the imagination is <the strangers> ekes out an existence separate on the world - living in a society (in a city of their own) in a state of unknowing - concept wise its leaders have a masquerade going on where the "normals" aren't told (kinda like real earth and the UFO phenomenon LMFAO) - hey where on a world with robots and aliens trying to kill and cultivate us - rather the normals live out their lives as we do with work, play, and all the prosaic concerns of a boring existence - while "section nine" and all the other departments (taken from Ghost in a Shell) as those in the know - of course vested with the authority and means to staff off attacks and machinations of the other two factions they share the planet with...

Whew - hope you enjoyed LOL

Morbid