Ideas for Footfall

By Gribble_the_Munchkin, in Rogue Trader Gamemasters

Following the Port Wander thread and Suraks excellent background for it, i thought it would be worth having a thread to discuss ideas for running Footfall.

IMS this is going to be the main base that the PCs will operate from and i want a Mos Eisley "Wretched hive of scum and villainy" feel to it. My version of Footfall has the following ideas.

A vast sprawling station built around the remains of a half built Imperial starfort. Footfall has many "Islands" connected to the central station by chains, stone corridors and even just floating nearby, accessible by small shuttles. Hanging above the main station is a 3km tall statue of the Emperor, his wrathful gaze facing away from the Furibundus Star. This statue is not only breathtakingly vast but also a true work of art. Sadly the feeling of pious humility it inspires lasts only as long as it takes to board the station. Once inside, crime, violence and deception rule the day.

Criminal gangs control most of Footfall and are not above robbing and killing anyone who looks vulnerable. All citizens thus go armed. Ships captains travel with bodyguards and away from the busier areas, even citizens travel only with others, never alone.

Ships at berth here are advised to keep an alert eye for wreckers, local criminal gangs flying maintenance pods that drift silently towards berthed vessels and attempted to strip them of armour, scrap, sensor pylons and anything else they can get their hands on. In practice most captains either pay a bribe to the wrecker gangs or keep their ships turrets armed and their auger arrays running constant local sweeps.

The stations islands belong to various groups and the smaller ones can change hands with great regularity. Wealthy Rogue traders often maintain well defended mansions floating local to the station with warehouses, offices and supplies waiting for their return. Other islands are held by businesses as warehouses, brothels, slave markets, armouries and some are purely dedicated to defense, being stuffed with weapons and operated by local gangs that are paid for their efforts by station taxes.

The central starfort is barely recognisable as such, being covered with turrets, towers, ramshackle buildings and other build up from across the centuries. Anyone wishing to do business at Footfall generally heads to the Court of Knives, a large domed marketplace at the top of the station. The Court has a number of permanent establishments around the edges and built into the walls and the centre is a huge bustling marketplace of temporary stalls called the Pit. The Pit has a few permanent but unhoused traders but mostly it caters to merchants, captains and factors looking for bargains and selling their wares. Oftentimes a captain will bring a sample of his wares here and invite potential buyers to sample these wares before agreeing to purchases on a much bigger scale. Due to the nature of the koronus expanse, pretty much anything can be found in the Pit, if one is present on the correct day. Most Rogue traders and several Calixian interests hence employ factors to ensure that when that rare death world beast or Eldar wine turns up in the Pit, they have a buyer available.

Hanging above the pit suspended from the ceiling and with a large conversion field protecting its iron lattice work floor is the balcony Saloon of a Mr Telasco of Malfi. Telasco is a lush, dandy, gossip and pleasure cultist who runs his saloon for wealthy and respected clients above the toil of the common folk. Prices here comfortable exclude any but the very rich and those that dine, relax or politick here do so mostly on account of its exalted status.

Far below Telascos is the Feedpipe, a much larger venue where food, drink, drugs, women/men and other pleasures can be had. Catering to a much lower standard than Telascos, the Feedpipe is still expensive enough to exclude the common crewman or gang member. The gang that run this establishment, Rogers Red-shirts, are one of the slightly more respectable outfits who also run various defense islands, logistics (movement of cargo) and a variety of businesses catering to all needs, both moral and not. While the kind of behaviour and menu items in the Feedpipe would warrant a swift visit from the enforcers on many worlds, in the Koronus expanse it is seen as fairly mainstream.

The Forsaken Brothers have a chapel on one side of the Court of Knives that to all appearances is more of an armoured fortification. This is not unreasonable given that the Brothers, a group of 120 clerics from a banished and exiled order, run security in the Pit and for some of the more permanent establishments. Dressed in poorly maintained black robes over very well maintained black flak armour and armed with a variety of weapons (usually autoguns with fragmenting rounds but support weapons, including webbers, meltaguns and even a rare plasmagun are available to them as well), the Brothers, known as the Black Brothers, both for their attire and their miserable demeanours, break up fights, punish those found guilty of stealing from established residents and otherwise keep order.

More to come later

Nansea's Harbour Café

Fer the more common crewmen of the ships an' the lords an' captains of little means or just those who prefer a simpler drinkin' experience, there's a tavern never far from here. A large space, as big as a cargo-hold, that ol' Nansea managed to secure for her self an' any ol' void-dog with a parched throat, a need fer the smoke, an' two thrones fer a night of comfortin'. Right off the main docs, it's an easy sight to find, where all the doc-hands and ratings can go to drown their sorrows and lose all their fears 'till tomorrow

It's said that the beer is good, the wenches are pretty, and the company is true . If yer looking for crew-mates, you'll sure find them there as well as lowlifes, cut-throats and worse I should dare. You see, ol' Nancy don't really care who comes to her inn -it's a den of violence, debauchery, and sin. And of ol' Nansea, well she might be old but her beauty ain't fadin', she's still the lovely bar maiden inviting everyone in. Old void-dogs'll show you a map and tell you it's tail for a few thrones or a tankard of ale. On the tables an' on the stages, dance pretty young wenches while more exotic flesh hangs in cages. Any vice you have, you'll find it there, so have a drink and drown yer sorrows, all yer fears'll be gone 'till tomorrow You'll have no regrets and live for the day at Nansea's Harbour Café

*I humbly apologies for utterly butchering Nancy's Harbor Café, but I couldn't resist*

I'm toying with a small rag tag band of shuttles, gun cutters, assault craft, and the like. Who swarm ships grabbing crew, equipment, and cargo. If they are feeling bold even blackmail the ship or they'll blow the charges on component X. After the raid they all flee, and gradually sneak back to footfall in ones, and twos. The PCs will either need to fight them off on their approaches to Footfall, bribe them, or convince the raiders that there are easier targets.

I suppose as I got tagged at the start of this thread i should pitch in the version of Footfall i'm using.

Please note this section is full of spoilers for my PC's as we havn't run this session yet - so behave

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Footfall

The Station Structure

Footfall Station is a chaotic mix of structures tethered together around a 15km high statue to the god-Emperor. The actual population of Footfall is in consent flux, and as there is no over-riding authority on Footfall no-one really cares what the population is. The actual station itself is made of hundreds of linked structures, from ships that simply docked and never left, to ornate palaces of stone that wouldn’t be out of place on a planets surface. This mix of structures, combined with the lawlessness of the station makes footfall a perilous maze to those unaware of its dangers.


Locations of note


The Temple of The Holy Emperor – This is probably the only stable location on the whole of Footfall. A fully ordained temple to the God-Emperor, this is often the first part of the Expanse that people who survive the journey through The Maw visit. As a result of its unique location the temple is often used as a base for imperial agents seeking to monitor the activities of the various parties in the expanse.

The Bazaar – The Bazaar used to be a pilgrim ship, though you would be hard pressed to tell that from its blackened and scared outside. The massive holds of the ships have long since been converted into a booming market-place, and the passenger deck has been ‘bought’ by a trade cartel and is currently being run as a hotel.

The Hangman’s Noose – This massive bar is within one of the few habitat-domes that are part of the station, and on a quiet night can have in-excess of 300 people on the premises. This bustling crowd serves as a perfect cover for the real business that gets conducted at the Hangman; it’s the main office for all Pressure Point contracts within the expanse, as well as operating as a safe house for the Malfian Blood-sworn.

The Pit – This hell-hole is the main ‘accommodation’ area for station inhabitants, and is not somewhere that off-stationers go by choice. This area is one of Footfalls oldest sections, partly carved into the massive rock at the base of the statue of the Emperor and partly made from free-floating stone passages and chambers. Gravity in The Pit is a random thing, and not all the sections of this stone and rock maze have the same gravity alignment, sometimes by a complete 180 degrees, equally some areas have no gravity at all.

The Crystal Citadel – This is a relatively new addition to the sprawl of Footfall, and is possibly the most impressive sight after the statue of the emperor itself. The Citadel is a structure that would be impossible to construct inside a gravity field as it is entirely free floating with no structural supports, just simple tether chains. The Citadel is home to a rather eccentric imperial noble who is known to finance several rogue traders, as well as several beast houses on the grey market. Known to the residence of Footfall as The Lord Scorpios, the noble is treated with respect despite his eccentricities, which is probably fortunate as he is not actually a noble lord.


Persons of Note

The Lord Scorpios - Lord Scorpios is a highly dangerous heretic on the run from the Calixian Inquisition, who has decided to make a new home on Footfall to take advantage of its lawless nature and proximity to The Maw. If Scorpios learns of either the Shale Cult or Inquisition’s presence on the station he is likely to sit back at first, letting hired underlings take more direct action for him.

Abbot Yarin – The Senior Priest at the Temple on Footfall Abbot Yarin is in his late 80’s and has spent most of his life in the expanse. He entered The Maw aged 20 as a fiery missionary accompanying a Rogue Trader and hasn’t left the Expanse since. Tempered slightly from his earlier years Yarin still follows the Redemptionist path, and has no tolerance for mutants or xeno.

Lady Theastus – Lady Theastus is a remarkable woman, although she is only in her late 30’s she has risen to become a noted scholar within the Ordo Biologicus. Specialising in Xenobiology Lady Theastus has been in the expanse for 5 years trying to find specimens from all of the xeno in the expanse before she returns to Scintillia. Currently she is missing one major piece from her collection, an Eldar.

Marcus Loban – Marcus Loban is the current barman and owner of The Hangman, and is also one of the senior members of Pressure Point. He has been running a successful operation on Footfall for the last 8 years, to the point that he is making as much money legally as he is through Pressure Point’s grey-market contracts. He is responsible for approval and payment on all of Pressure Point’s contracts in the Expanse, and as a result there are always a number of skilled killers in and around the Hangman.

Adel Loban – Marcus Loban’s wife, and to most the friendly hostess of the Hangman; but as with everything else at the hangman all is not what it seems. Adel Loban is one of the Malfian Bloodsworn, and although not an ‘active’ any more she has found an ‘administrative’ role within the organisation.

Missy – Missy is a rather eccentric girl of 19 who trained with one of the death cult sects before they finally go fed up of her, eccentricities. Missy should probably be in some form of institution, she lives for nothing except the rush of the hunt, and the more dangerous the target the bigger the rush. Currently Missy is on Footfall ‘relaxing’ after her last bit of sport, meaning she is looking for thrills, and spends most of her time in the Hangman or The Pit.

Grudge and Trouble – Supposedly the owners of a gun shop in the Bazaar, Grudge and Trouble are two of Pressure Points most effective ice-men, if you want the target removed violently and un-subtly anyway.

Mech-Deacon Pontius – Mech-Deacon Pontius is an outwardly devoted follower of the machine god, and he runs the Mechanicus presence on Footfall operating out of a former Navy Auxiliary ship moored near the mid levels of the station. Pontius is actually a Logician infiltrator, tasked with covering Logician approved Heretech activities from the Mechanicus, whilst at the same time maintaining his cover by processing unstable heretechs.

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ope this comes in handy, tho you might need to rename The Pit and decide what size you want the emperor to be if you are using the (very useful) stuff in this thread alongside my random musings.

Feedback welcome as always

Surak

Very nice Surak, consider Mech-Deacon Pontius and Lady Theastus nicked for my own campaign.

On the size of the statue, I suppose i really need to think more "40k". 15km is quite stupidly large and hence entirely in character with the game world.

Glad i could be of help,

and on the size of the statue... well the book does say its bigger than a battleship lengua.gif

I think im going to post up some details of my 'bad guys' over in the DH forum as people might find them useful

as always if people need more details on anything i've written leave me a post and i'll see what i can do.

Surak

The Court of Mother One-Eye

There is rumour that somewhere, on a rock far away from the center, there is the court of Mother One-Eye. She is one of the old and dark rumours of Footfall. Some say she was a Navigator of one of the ships from the early days, but that she got mad while being "out therefor Abandoned by a captain that started to fear her more then anything else. A madness that made her tear out her regular eyes.
Others say that she was the child of love of a Navigator. One the family of the Navigator didn´t approved, a child not fitting under the acients laws that cover there genealogy. That she was hidden on Footfall and forgotten about. A child with born with no eyes but "the eye".
And there are those who claim that she was a warp witch to begin with, a witch that made a pact, trading her eyes for the eye of a navigator.

Whichever might be true or not, Mother One-Eye lives on a rock somehwere at the fringes. She holds court and she know about those who are coming to her and why. She sees the warp, the ebb and flow of time and she has visionary side. Those who seek are out and find her will be given audience. But for a twofold price. One is air and food and drink. The other one is...special. And the stuff of even darker and depraved rumours.

Her rock, her court, seems to be...protected. Those who claim to have visited her tell about figures in the shadow, unhinged auspexes and that the whole court reeks of damnation. ...

[since "criminal elements" have been established already, I thought it might not hurt to bring some dark tale into the mix. PC who want a clue, a curse or a blessing might seek out Mother One-Eye for it. But for grisely price....]

Hi all,

Started running our Footfall based session Frisday and then straight into the second session Sunday.

So far the locations seem to be working ok (I shamelessly stole the idea if not the detail for Mother One-Eye to scare the heck out of our groups over-confident psyker)

One thing that i hadn't put up here in case one of my PC's did come reading was the location of a Shale Cult Temple (the whole reason they are on Station). I've located in in the very heart of The Pit, in the middles of a nice large empty space to make it suitable imposing. So if you fancy going chaos-busting chuck it in. When we played it Sunday they eventually found the Temple of His Light (the name of the Shale Cult they are chasing) and the unbound Daemon Host that happend to be in residence at the time.

I'll let you know how they do after our Wednesday night session.

Surak

Surak said:

So far the locations seem to be working ok (I shamelessly stole the idea if not the detail for Mother One-Eye to scare the heck out of our groups over-confident psyker)

Happy to hear that someone drew inspiration form it happy.gif . Mind sharing your version? Since I never used her, I am eager to her yours. Perhaps, I can gain some inspiration form yours as well.

Please take into account we are using Footfall in a Dark Heresy campaign not a Rogue Trader Campaign

When we played our last session on Footfall our groups psyker (and Eldar Outcast) decided to try and cheat. He was trying to locate members of the choas Shale Cult that has had the group on a merry dance accross the sector. As the leader he is after is a powerful psyker he decided to use psyscience to try and locate the tell-tale blooms in the warp left by psykers, and then aimed himself at the biggest source that wasn't an astropath. He was expecting to find a chaos cult, but instead found Mother One Eye - the result of an un-sanctioned leason between a Psyker and a Navigator.

I decided to make her a stupidly powerful oracle-type psyker, and more than a little un-hinged. The end reult was to seed all sorts of paranoia within the group as they were silly enough to take her words as the truth.

As they are planning on going back to her in tonights session i'll give you another update if they manage it.

Surak

Oh how wonderfull! aplauso.gif Really, it makes me happy if a player tries to solve things "mechanic-wise" along the lines of "the only things in existence in the universe are plot-relevant" only to stumble upon an GM who keeps in mind that the plots the pc are after in the moment aren´t the only things going on at the time and the place.

Gregorius21778 said:

Oh how wonderfull! aplauso.gif Really, it makes me happy if a player tries to solve things "mechanic-wise" along the lines of "the only things in existence in the universe are plot-relevant" only to stumble upon an GM who keeps in mind that the plots the pc are after in the moment aren´t the only things going on at the time and the place.

I'm glad you approve,

In another example of my eldar player getting more than he barginned for,

last session they had The Big Showdown on Footfall, which involved no less than 2 Daemon Hostes (one unbound, one once bound), my Grover Shale Chaos worshiper character, and a juggernaught of Khorne, pluss about 500 cultist 'extras'.

now having met Grover Shale before the party singled him out as the greatest threat, so the force-weapon toting eldar charged him, and after much dodging on both sides finall killed him (having spent all his fate point and being reduced to -1 wound in return). The eldar then decided to take on a recently summoned Charnel Daemon, and got chased a good distance through the station before eventaully killing the daemon. Just as he though he was safe he realised he'd ended up outside the Hangmans Noose bar and that Lady Theastus (see earlier in the thread) was taking quite alot og interest in him. He then spent the rest of the session planning how to avoid what he thinks is an ordo xenos kill team thats out to get him.

I do love seeing how my PC's jump to conclusions when I throw them a curve ball.

More updates over the weekend i hope.

Surak

Have an idea inspired by the book of Jack Vance: Monstres sur Orbite ( excuse me haven't found the traduction )

Haven't yet read the book but it talk about a very rich man, Earl Abercrombie, a living legend who collect weird things, is an eminent zoologist and live on his own space station ... -> seems good stuff for RT gui%C3%B1o.gif