Onirical Warp Journey...

By Xalendar, in Rogue Trader Gamemasters

On my next session with my players only the navigator and the astropath will be around the table (other players cannot come). As the two players really want to play RT (I proposed something else, but they really insisted), I intend to propose a mini adventure not linked to the main chronicle. As both characters are "Warp sensitive" this mini adventure will revolve around their abilities and their affinity with this realm of madness.

The adventure will be an investigation about strange behaviors on board during a two week long normal space transit. I intend to constantly make them shift between the "real ship" and the "onirical ship" (a reflexion of the ship into the Warp). I am a Mage and Shadowrun GM, so I don't fear astral journey and the like, but I need your opinion on a few point:

- W40k isn't a very psychological / metaphysical oriented universe, does it appear relevant to you to have such "untypical" adventure ? (This one is more to see how many of you intend or are willing to run such game, I love the idea so I will run the game)

- Psyniscience and Invocation will be key skills during the "journey" part, do you see other skill(s) that could be useful ? (I though of Logic, but I don't think logic could be useful in the Warp)

- Of course main danger of such journey will be corruption and insanity point, do you think physical damages (wounds) should also occur ? (I still haven't choose for this one)

- My astropath has a force sword (adapted from the inquisitor handbook), I intend to allow her to keep it when journeying in the Warp (as combat focus in Shadowrun follow their mage in the Astral). The astropath really care about her force sword, she gave it a name and it never leave her side, so I consider they are "linked". But maybe it is to much as the navigator doesn't have such a useful tool, so your opinion is welcome.

- Mechanical problem: How running astropath and navigator powers ? What could be the stat of the "onirical force sword" (if allowed) ? If they fight, I intend to use Willpower for Strength en Endurance, Perception for Weapon and Ballistic Skill and Intelligence for Agility, sound fair ?

Xalendar said:

On my next session with my players only the navigator and the astropath will be around the table (other players cannot come). As the two players really want to play RT (I proposed something else, but they really insisted), I intend to propose a mini adventure not linked to the main chronicle. As both characters are "Warp sensitive" this mini adventure will revolve around their abilities and their affinity with this realm of madness.

The adventure will be an investigation about strange behaviors on board during a two week long normal space transit. I intend to constantly make them shift between the "real ship" and the "onirical ship" (a reflexion of the ship into the Warp). I am a Mage and Shadowrun GM, so I don't fear astral journey and the like, but I need your opinion on a few point:

- W40k isn't a very psychological / metaphysical oriented universe, does it appear relevant to you to have such "untypical" adventure ? (This one is more to see how many of you intend or are willing to run such game, I love the idea so I will run the game)

- Psyniscience and Invocation will be key skills during the "journey" part, do you see other skill(s) that could be useful ? (I though of Logic, but I don't think logic could be useful in the Warp)

- Of course main danger of such journey will be corruption and insanity point, do you think physical damages (wounds) should also occur ? (I still haven't choose for this one)

- My astropath has a force sword (adapted from the inquisitor handbook), I intend to allow her to keep it when journeying in the Warp (as combat focus in Shadowrun follow their mage in the Astral). The astropath really care about her force sword, she gave it a name and it never leave her side, so I consider they are "linked". But maybe it is to much as the navigator doesn't have such a useful tool, so your opinion is welcome.

- Mechanical problem: How running astropath and navigator powers ? What could be the stat of the "onirical force sword" (if allowed) ? If they fight, I intend to use Willpower for Strength en Endurance, Perception for Weapon and Ballistic Skill and Intelligence for Agility, sound fair ?

I have to disagree on the lack of psychological/metaphysical aspects of 40k. It's a galaxy full of secrets (many very dark), esoteric lore, mysterious xeno and warp entities, and many unknown phenomenon, especially in regards to the warp. My own campaigns have a few secretive elements but that may rise rapidly in a future Ascension game with the internal politics of the Calixis Inquisition.

You could use Psyniscience and Invocation for Exploration challenges and Investigation tests (see p263-264 of RT core book).

I don't see why not wounds. Incorporeal entities with psychic powers and made of warp stuff can surely injure each other if they put their minds to it. Perhaps with WB instead of TB for resisting damage, or even Psy rating instead of armour (though that might render telekinetic shield irrelevant).

Perhaps a ghost image of the force sword, but not as powerful since the "real" version isn't there.

Why not psy and navigator powers? Their powers tap into the warp right?

If the players are okay with using those stats, then go for it.