I am planning a role play and want to know, if the gellar field fails for a nono second during warp translation and a warp entity gets on the ship can i say that my navigator is unharmed but a couple of the astropathic choir bite it, is that workable???
Warp Travel and Lack Of Gellarage
It can certainly happen that way.
Any longer and you campaign prolly commits suicide, or at least any sane character should...
Agreed with all of the above. It is pretty easy for a warp entity to slip on board during a Geller Field failure (a ship in the warp is litterally under permanent siege), and much a bit on the ship's psykers - in this case the Astropathic Choir. Geller Field failure itself is to be treated carefully... if you stick to the rules of Rogue Trader if it drops you're toast, toast and some burnt toast. Though in the end that is GM dependant, offc.
Goodluck!
Don't forget, the Geller field doesn't actualy have to fail. Just a fluxuation in the field can be enough for a single warp entity to enter. Indeed, that exact event is on the warp-travel table. As for the Psycher-killing backlash, it's unlikely, but anythings possable. Of course, if the deamon appeared in the choir room, or even by possessing one of the astropaths, then it's not so much of a streach.
I'd go the fun way of the field fluctuates or goes down temporarily. Then one of the astropath choir gets possessed, kills another guy, then his head expoldes because of the entity that possessed him. The entity could die as the field is re-established or just be a temporary thing. Or of course last longer.
If I were you I'd make a Gellar field failure FAR more terrifying. This Warp is a realm where its very substance is anathema to our material universe.
For a mere "flicker," instead of an entity slipping through or a single possession, how about raw warp energy floods through every cubic millimeter of the ship and in between the very spaces between mollecules in a kalleidascope of semi-sentient horror for a single second. Every soul searing lick of warp fire pierces the crews' minds with horrifically intense introspective nightmares before vanishing as the field regains stability. 1D5% of the crew mutate in some horrible way. THEN add several warp entities materializing in the flesh to slaughter the heck out of everything. Maybe throw in a handful of corruption points and a chaos-infused mutiny bloodbath and you're good to go!
For a full scale Gellar field failure, this is where the hell really begins! For starters every psychic needs to have their cranuims explode and then their headless bodies need to attack the crew. Next NPC's bodies in the thousands randomly boil and burst, and mutate as they are contorted by raw warp energy and fused to the bulkheads kicking and screaming. Everyone else goes nuts in a blood frenzy as their souls writhe within their bodies in anguish. The walls of the ship become sticky and melt as clawed hands try to grope through from the outside, sometimes snatching a body away. Rooms turn upside down, physical laws twist, and walls disappear as people are sucked out screaming into the Warp. THEN the warp daemons pour in and devour the crew. If a PC manages to restore the gellar field, you could have the hole ship return to normal....but missing most of the crew.
Hope this helps!
If a Gellar Field fails, it doesnt necessarily mean instant death for the entire crew. Sure, most would probably amass quite a bit of insanity and corruption points (good way to get your players to turn to chaos
). I'd think it a false assumption that every ship traversing the warp is under constant assault by a horde of warp entities. Like the sea is not filled to the brim with sharks, neither is the warp filled to the brim with malicious entities.
So, if the field failed people on it would probably see all sorts of funky stuff, in fact seeing funky stuff is not that unusual when traversing the warp. But the "visions" would be a whole lot worse if the field failed. Add to that that there would probably be a few warp predators that would take the opportunity to to snack on a few unprotected souls until stopped. Of course, if the field stays down for more than a few seconds the crew will probably be in a whole lot of trouble, if they now manage to stay sane. As for (trained)psykers and navigators, they would probably be the ones lasting the longest of the crew as their minds are better equipped to deal with what they see and fight of any predations.
But, as far as I've read Geller Fields usually comes in layers, so minor fluctuations should not be that dangerous, and neither should very short failures.
Also, chaos ships tend to be travelling without Geller Fields... and they manage without having their ships melt.
For inspiration... think of the movie Event Horizon.
I partially agree with the ocean comparison, but I'd say it's safe to assume that every last fish in that ocean would be out to get you, and the water would be acidic. The warp has become a hostile place, there aren't that many entities there that aren't out to ruin your day some way or another.
I believe Psykers are usually the first to go because warp beings actively prey on them. Neither would last long in the event of a gellar field failure, but I think daemons have an easier time getting a grasp inside the mind of a Psyker than non psykers, due to their closeness to the warp.
Regarding Chaos' lack of a Gellar Field, they typically use warp daemons slaved to specific components of their ships which "protect" them (and the ship) from the Warp.
Also, fluff descriptions of the Warp's effect on material objects varies extensively but they pretty much agree that exposure to the raw warp has a structural effect of some kind on vessels (ie the fusing together of ships to form space hulks and Horus' battle barge having an organic interior similar to a Tyranid hive ship during the Siege of Terra). Just imagine what forces like these could do to the human body!
There also exist examples of ships lost in the Warp but found structurally intact and unharmed with the exception of a missing crew (or Genestealers). I come to two conclusions:
I. Since the Warp is often referred to as a sea with tides, eddies, and becalmed areas, it's possible that areas of the Warp with low turbulence have a diminished effect on matter.
II. We can chalk the variation up to the Warp being chaotic, random and unpredictable.
A Gellar field going down doesn't = instant death to those on board. It's a bit like life support going down - it will eventually kill you, but not immediately. You can still breathe for a little bit, and it's going to start getting mighty cold after a short while, but you're not all gasping for air and turning into icicles the second it stops.
Same deal with the Gellar field. It goes down, and sooner or later (but probably sooner) Warp Entities will start invading. If you get it back up quickly, you may only face a few. If you take a long time to get it back up, and, for some reason, cannot exit the Warp, then yeah, you're in for a world of hurt. But don't start thinking that No Gellar Field = Instant Slaaneshi-**** Party. Nothing is that instantaneous.
BYE