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New Endeavor: Psyker Academy

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New Endeavor: Psyker Academy Empty New Endeavor: Psyker Academy

Post  Gamemaster Sat Jan 21, 2012 4:15 pm

GM Notes: This process is mainly to learn how best to implement player-created endeavors. The idea is to allow the players a great deal of freedom in dictating the course of the campaign and to that end, create the adventures that you participate in. To give a basic idea of the structure of an endeavor, it is first decided how grandious the endeavor is with three levels: Lesser, Greater and Grand. These different levels dictate both the rewards for completing the endeavor and the difficulties.

Once a level is decided, next comes creating objectives for it, with a theme attached to each objective. Objectives will have achievement points attached to them, ranging from 50 points for superficial difficulties to 250 Points for long and involved objectives. Different themes include Military, Creed, Trade, Criminal and Exploration. These themes matter in cases where the ship or characters might give additional bonuses when completing objectives with that theme. An example is that the Spirit gives an additional 100 Achievement Points per objective when completing Exploration Themes.

Now as players, I do not expect that the players will come up with all the objectives necessary to complete an endeavor. Instead, I ask that endeavors submitted consist of 4 objectives for Lesser Endeavors, 5 objectives for Greater Endeavors and 6 objectives for a Grand Endeavor. I will then create hidden endeavors to compliment them so as to at least have an element of surprise. Generally speaking, I would not bother with attempting to assign objectives with Achievement points as its more a mechanic that I will have to tailor to make sure the endeavor has a good chance of success.

To give an example of an endeavor broken down into its objectives, lets make an endeavor to be the first to find the Fabled Planet of Awesomesauce.

The players decide that Awesomesauce is an Eldar Maiden world, untouched by humanity for all these many centuries. It's also decided that one man holds the key to finding it in a form of a map, a Navigator of the Gary house. This means the group will need to either get in good with Gary Gary (The Navigator) or somehow get the map from him. So the first objective is to get the map from Gary Gary. Next, the group needs to outfit to reach Awesomesauce as it's really far away. Between supplies, colonists and gear, the group decides this would be a perfect time to deal with the Ministorium as they want to make this into a Creed victory. Second object thus becomes to broker a deal with the Ministorium for recruits and gear, singing the praises of the God-Emperor in taking the Eldar Maiden world.

The group decides that Gary Gary's map isn't so great though and there will be all kinds of exploring around the ten different systems that might have Awesomesauce. Objective three is now been decided. Lastly, colonizing the planet gets the attention of the Eldar who want Awesomesauce to themselves so objective four becomes beating away the Eldar away from Awesomesauce. There you go, Lesser Endeavor now complete and I as the GM use the framework to insert several different objectives along the way to derail and challenge you guys as you look for Awesomesauce. Any questions?


Called to meeting by Ophelia, Rena decides to take the meeting in her office away from prying ears as Ophelia's words were spoken with some gravity. Ophelia takes a seat across from the Rogue Trader, surprisingly alone and her jaw line tensing as if wishing to speak.
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Post  Gamemaster Sat Jan 28, 2012 1:24 am

+++GM Notes: It seems the greatest problem here is that it seems like a huge task. And certainly, it's not easy otherwise it wouldn't be an endeavor. A couple ideas from the peanut gallery. First and foremost, take the concept and apply it to something you can relate to. Ex. Building an Academy is not unlike building a school, is it? Sure, the students are a little more dangerous and there's the threat of daemons being summoned but otherwise, it is a school.

All schools need three things to function, right? A location, students and teachers. So look at location first. How close do you want to be to this academy? Where do you plan on operating? You know that your ultimate goal is to be somewhere in the Unbeholden Reaches but do you plan on operating there? Pro and Con out that idea first then you know where you want to set up. I'll be the first to submit a Pro and a Con. Pro: Founding the academy close to your area of operation will allow you to use the products of such an academy more easily but the Con is that it would be harder to staff that far out. Now onto students. Do you plan on utilizing the methods of the Inquisition in rounding up Psykers and shipping them off to this academy to be judged? There's reasons that the Imperium uses such harsh methods and it would be worth exploring if those methods hold merit in your case. Or do you plan on being more lenient? Transporting the students will be an issue as well. By and large, captains are leery of a hold full of psykers and it would be wise to consider how you even plan on transporting in the students. Lastly, teachers. While teachers might have been part of the offering made to Ophelia, perhaps you want your own teachers that will teach the way you want it. Perhaps you want specialists that you won't be offered. How do you plan on recruiting them? It's not a matter of putting an ad into the help wanted section.

Remember that as this is your endeavor, you have ultimate freedom in this. If you want to recruit a mad psyker known sector-wide for his great skill at telekinesis, then you will have that. If you want to find a ruin on a planet where once a Great Dynasty tried to build a similar structure but failed, you can. If you want to find a planet where Eldar structures harness the Warp and feed it into a central wraithbone structure to create a building where it is the easiest to learn the psyker art, you can. Keep that in mind when you throw out ideas.

Lastly, you two might want to throw out the IC bit and just begin brainstorming. Throw up an idea and then the next person builds on the idea or interjects their own and after a while, you two will come up with something. In character, you probably don't know squat about the planets in the Unbeholden Reaches or anywhere for that matter but that doesn't matter. It's my job to start the endeavor, whether its by Saint winning the location in a game of high stakes gambling, Ophelia receives a vision from the God-Emperor or it comes up while Rena is searching for her lost colony. This is for you guys to make a game for yourselves that you think its fun. Take a step out of the characters' shoes and instead focus on what kind of story you want for Rena, Ophelia and Do-Roka.+++
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Post  Ophelia Undynne Sun Jan 29, 2012 6:29 pm

Basicly what I would like to see happen is a X-Men type of school or even a Jedi type of academy...maybe more Jedi type Smile Where the students and teachers are free to teach and learn supported by the dynasty and any alies we aquire within the Expanse. Perhaps we can even have them become part of our crew like the Mutants and Genetic Soldiers we have.


I like the idea of haveing it away from the imperium so if we are going to be campaining in the Unbeholden Reaches then that is fine with me for a location.

Location: Unbeholden Reaches
Pro:Founding the academy close to your area of operation will allow you to use the products of such an academy more easily
Con: it would be harder to staff that far out.

Here I like his idea of psychicly attuned structures
Building/Structure: Eldar structures harness the Warp and feed it into a central wraithbone structure to create a building where it is the easiest to learn the psyker art
Pro: Buildings are already built and as mentioned in the above statements they are attuned to the Warp and make it easier to learn and perhaps control abilites
Con: Some may be uncomfortable working with, arround or utilizing Xenos facilites or equipment

Rich even brought up the idea of an Artifact that we can make powers for to help with the training or use of psychic ablilites, but I havent thought about what I want for that yet.


Since Rena doesnt want any Imperial entanglements then perhaps our own teachers is the way to go.

Teachers: Our own teachers
Pro: Able to choose instructors that fit in with the lifestyle of the Expanse (Xenos tollerant, mutant tollerant..etc)
Pro: Able to get specialists that might not be offered by the Imperium
Con: Doing things on our own might be looked down upon by some members of the crew (both PC and NPC)
Con: Could be concidered Heresy and we become outcasts and hunted down

Student Recruitment I think will be the most challenging as Rich pointed out a few issues already. Again with this Rena is looking to avoid Imperial entanglments and with Ophelia having a bad taste in her mouth for the Black Ships even if she has seen the error of her ways and seen the Light so to speak I still dont think we should just round em up and ship and torture em as they are shipped to us.

Student Recruitment: Getting the word out on planets we visit
Pro: Allows for individuals to come seek us out when they are interested and ready
Con: Allows for indiviuals of less savory intent to seek us out and hamper our goals

Student Recruitment: Research planets to find out where known psychics are located
Pro: Allows us to come to them to present our offerings. We might even be able to get teachers this way
Con: As with above we open ourselves to individuals that might work against our plans

Student Recruitment: Black Ships style
Pro: Imperium has had many thousands of years of experiance on how to train and sanction psykers to prevent them from turning completely to Chaos obviously they are doing something right.
Con: Things will be much strictor and controlled and the Imperium might wish to take it over completly after it is set up and take it away from Dynasty control. Which could mean a loss of profit in the end.

If we transport them ourselves it shouldnt be much of an issue however we of course will need quiet a largers vessel if we want to bring in mass quanties at any one time.
Student Recruitment: Paying other captains for transportation
Pro: Allows us to be doing other endevors while we know we still have an influx of students
Con: As Rich said many captains are leery of having a hold full of psykers so they may ask for way more than the going price of transportation of "Hazardous Cargo"


So there you go. That is at least my first thoughts on each of the subjects brought up.


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Post  Gamemaster Sun Jan 29, 2012 7:17 pm

Ophelia Undynne wrote:Basicly what I would like to see happen is a X-Men type of school or even a Jedi type of academy...maybe more Jedi type Smile Where the students and teachers are free to teach and learn supported by the dynasty and any alies we aquire within the Expanse. Perhaps we can even have them become part of our crew like the Mutants and Genetic Soldiers we have.

Good idea. Psykers are hot commodities if you are willing to interdict Imperial law. Also, plenty enough Psyker abilities work well in a fighting team. You can also use psykers to assist in business dealings, interrogation and a host of other purposes.

Ophelia Undynne wrote:Here I like his idea of psychicly attuned structures
Building/Structure: Eldar structures harness the Warp and feed it into a central wraithbone structure to create a building where it is the easiest to learn the psyker art
Pro: Buildings are already built and as mentioned in the above statements they are attuned to the Warp and make it easier to learn and perhaps control abilites
Con: Some may be uncomfortable working with, arround or utilizing Xenos facilites or equipment

It doesn't have to be Eldar. Granted, Eldar did heavily populate the area but you guys can cut loose and imagine an entirely different Xenos race. Of course, it might even be human but may have fallen.

Ophelia Undynne wrote:Student Recruitment I think will be the most challenging as Rich pointed out a few issues already. Again with this Rena is looking to avoid Imperial entanglments and with Ophelia having a bad taste in her mouth for the Black Ships even if she has seen the error of her ways and seen the Light so to speak I still dont think we should just round em up and ship and torture em as they are shipped to us.

One thing I want you guys to keep in mind. As you both are playing psykers, you know full well the threats psykers deal with. When you use a psyker power, you're using the same power as daemons. Young psykers inevitably begin to hear the whispers of daemons and other foul things in the warp, promising ever greater power. A psyker that has lived a rough life might see this as a chance to get even. This is the slippery slope of psykers. I just don't want you guys to buy too hard into the "This is just like X-Men!" It's not. Both Ophelia and Rena had it good, being raised by those that knew what they might become. You're talking about taking a bunch of people who may or may not be hearing the whispers of spawn trying to seduce them so keep all that in mind.

Ophelia Undynne wrote:If we transport them ourselves it shouldnt be much of an issue however we of course will need quiet a largers vessel if we want to bring in mass quanties at any one time.
Student Recruitment: Paying other captains for transportation
Pro: Allows us to be doing other endevors while we know we still have an influx of students
Con: As Rich said many captains are leery of having a hold full of psykers so they may ask for way more than the going price of transportation of "Hazardous Cargo"

There is also equipment that can be put on a ship to defuse psykers. They are pretty much psyker cells. There is also equipment that can be fitted onto people to null their powers. Except those that are very powerful, which might be the ones you need to kill just to ensure the safety of everyone.
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Post  Rena Dautry Sun Jan 29, 2012 11:33 pm

Hey, Nate. All those ideas sound pretty good. I do want to correct something, though. Rena doesn't want to avoid the Imperium altogether. She was referring to negative attention. With something as big as a Psyker Academy in the mix, she doesn't want to end up accused of heresy.As it happens, Rena has made some in roads with the Imperium, and she could actually use that to help.

Also, Rena's home society did have very strict guidelines outlining Psyker training and behavior. I'm sure that she could help outline some of the precautions needed to ensure the best environment for training Psykers.

As for location, the best place is likely someplace within reach of the Expanse and supplies from the surrounding areas. If you both think the Unbeholden Reaches is the best location, then it's fine with me. I'm pretty much taking as much advice from both of you as possible since I'm still somewhat new to the 40K universe.
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Post  Rena Dautry Fri Feb 03, 2012 10:06 pm

The young recruit shifted nervously. The boy of twelve years peered out the porthole of the vessel that carried him into an unknown existence. Where he came from was of no import, a world of little technology long lost from the Imperium. He supposed he should be glad that he was discovered by the visiting space people before he had become one of the Horrors. That was his peoples' name for madmen in the throes of daemon possession. Sometimes he had thought, as a child, that the tales of Horrors in the hills was a myth told to keep children in line, but as he grew older, he began to hear whispers in the back of his mind, and he knew that he could go mad over time just from that.

The space people, who called themselves Daw Trees of the Empire, had visited and negotiated supplies from the city's governor. He didn't know the details of any agreement, but he knew one of the stipulations. Anyone in danger of becoming a Horror had to leave and go to a far off place. He had been told he was going to learn things, but he had his doubts. He thought it was a lie, meant to lull them into following what they say. He thought he and his fellows were being herded to an isolated situation so that they would become Horrors without hurting anyone. He wasn't angry about the perceived deception; he thought it was best, anyway.

Through the porthole, he studied the space they were traveling through. A nebula he had spied a few hours ago was a lot closer now. In fact, it appeared as if they were headed directly toward it. Was their destination within the space cloud? He kept his eye on the nebula, and the vessel did indeed fly into it.

The sight came to him suddenly, almost as if the nebula were simply a cocoon enveloping the wondrous thing before him. It was a cluster of spaceships, and to a boy who had lived without space travel, such a thing was a grand marvel. Open-mouthed, he gazed at the ships as the shuttle that bore him approached the second largest of them.

A few hours later, he found himself gathered among others in a small hold. The others ranged from as young as 8 to as old as 17. Some looked as if they were from his world, but others wore strange clothes and spoke with strange dialects. One of them was particularly chatty, but all talk ceased when a tall, grim-looking man entered the room followed by several armored men and women. They all had such serious looks to them that the boy shuddered to think what might soon occur.

"Welcome," the man said in a not-so-welcoming tone, "to the D'Autry Scholaria Psykana." The man strode closer, his hands held at the small of his back. "This vessel travels with the D'Autry House, but its current location and its destinations are of no concern of yours. Your one and only job here is to train your abilities, strengthen your minds, and build yourself up against daemon possession. One day, you may be able to get a decent job working for the D'Autry Dynasty. Or, if you're less lucky, you'll be shipped off to possibly join the ranks of the Astropaths of the Imperium. Or..." The man suddenly turned his gaze one of the girls in the group. She had a wild look in her eyes, and the boy had noted that she seemed quite fidgety. "You will be sent to the God-Emperor to be punished for your failures."

The boy could feel something happening in the room. He knew the man must have done something because the girl he had glared at suddenly screamed at him and tried to attack him. The armed people in the room were quick to respond, but only one of them shot their weapon. The girl suddenly slumped to the ground, a tranq embedded in her arm. Two of the soldier-like people took her away, and the man continued as if they had not been interrupted. The demonstration made the boy shudder. He definitely did not want to be sent to the Emperor. The way the space men had spoken of this Emperor, he was a great man. He supposed if a person like him let himself become a Horror that it would take a great man to punish him. Be that as it may, he hoped he never met this Emperor.

"The men and women in this room are your appointed Guard. Never forget that, until you are deemed finished with your training by the men and women of this facility, you are a danger to yourself and others. Each of these soldiers are assigned students to watch, so be on your best behavior, lest they come to the conclusion you are compromised."

The boy shuddered. He wondered how awful it would be if he just asked them to lock him away instead.

"The rules are simple here. Do everything you are told to do. Never use your Psyker talents without supervision, and never ever speak unless you are prompted to do so. You will be pushed. You will be tested. You will be brought to the edge of your tolerances, and if anyone so much as thinks about Chaos, they will be sent away. Do I make myself clear?"

The group made quick responses, all assurances that they were listening and that they would do as they were told. The man had assumed that they would do as such and quickly moved on.

"You will be placed in isolated dormitories filled with wards and sensors. You will sleep there, and that is all. You will wake up early in the morning, you will work all day long on the tasks and tests that your instructors set before you, and you will return to your places to sleep - only to repeat the same process on a daily basis. Deviate from your schedule in any way, and you will be shipped away."

The man began to walk the line of young psyker recruits. His words were beginning to make the 8 year old girl cry, but he was unmoved. He continued.

"Never forget that you are being trained to prevent you from becoming an even further danger to yourself and others than you are now. The only free time that you will ever get is the free time you earn through your successes and your strength of mind. So if you think you're being worked too hard, it is all your own fault. Do everything you are told to do and doing it right is the only thing that will convince the instructors that you are capable of responsibly handling any down time. So, don't complain about not having any time to yourself, or you will be sent away."

The man opened a file that he was holding and began to hand out papers. The boy didn't discover what it was until he received his own. It had a lot of rectangles and letters he didn't exactly recognize. He began to feel the stress of this place already.

"I know that some of you do not know how to read Gothic, but your Guard will be with you at all times, so he or she will be able to guide you to your scheduled tasks and lessons. Remember that you are not to speak unless prompted to do so. Your Guard is not your friend. Your Guard is not your brother, sister, mother, father, or jovial type from across the way. He or she is responsible for your safety as well as the safety of those around you. Do not seek to engage your Guard in conversation or recreational activities. If you speak, your Guard will tell us. If you seek recreation or to run away, the Guard will tell us. He or she may even decide to kill you."

The boy from the nowhere world gulped and swore to himself that he would never ever see his Guard as anything but a Guard. It was way too dangerous. The man eyed the group. The girl was in tears, but too afraid of the man and the soldiers to say a word - which was very likely a wise move on her part. The others seemed just as scared as he was, save for one of the teenaged boys. He almost seemed like he expected all this. The boy from nowhere decided that teenager might have grown up among these space men.

"That's all for now," the man waved and the Guard approached their designated charges. The boy from nowhere saw one of the older women, a grizzled and battle hardened lady, approach him. She took his paper without saying a word, which he expected, and then began to walk off. The boy from nowhere hurried after her, terror stirring in his blood. He might have been better off in the Horror hills.
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Post  Gamemaster Fri Feb 03, 2012 10:42 pm

Rena Dautry wrote:Through the porthole, he studied the space they were traveling through. A nebula he had spied a few hours ago was a lot closer now. In fact, it appeared as if they were headed directly toward it. Was their destination within the space cloud? He kept his eye on the nebula, and the vessel did indeed fly into it.

The sight came to him suddenly, almost as if the nebula were simply a cocoon enveloping the wondrous thing before him. It was a cluster of spaceships, and to a boy who had lived without space travel, such a thing was a grand marvel. Open-mouthed, he gazed at the ships as the shuttle that bore him approached the second largest of them.

Good idea. So now translate it into the first objective. Is there some special about this Nebula? I know you said ships but we had discussed it may be a station just as well. If it's a station, was this station always in the Nebula? Who put it there? Perhaps it was a Xenos station, occupied by pirates that must be defeated to conquer it. Not to mention, who's to say the Pirates have fully explored it? If there wasn't anyone claiming it, what awful things might live in it at this point? How do you guys get information on this place?

Rena Dautry wrote:A few hours later, he found himself gathered among others in a small hold. The others ranged from as young as 8 to as old as 17. Some looked as if they were from his world, but others wore strange clothes and spoke with strange dialects. One of them was particularly chatty, but all talk ceased when a tall, grim-looking man entered the room followed by several armored men and women. They all had such serious looks to them that the boy shuddered to think what might soon occur.

So who is this guy? Where do you guys get him?

Rena Dautry wrote:"I know that some of you do not know how to read Gothic, but your Guard will be with you at all times, so he or she will be able to guide you to your scheduled tasks and lessons. Remember that you are not to speak unless prompted to do so. Your Guard is not your friend. Your Guard is not your brother, sister, mother, father, or jovial type from across the way. He or she is responsible for your safety as well as the safety of those around you. Do not seek to engage your Guard in conversation or recreational activities. If you speak, your Guard will tell us. If you seek recreation or to run away, the Guard will tell us. He or she may even decide to kill you."

Where do you get these people? They have to be trained before you bring in people to train.

You got at least four objectives just from that story. You just need to flesh them out. Good job!
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Post  Ophelia Undynne Mon Feb 06, 2012 10:26 pm

Well first off I can now see what you were getting at by Rena's house having strict guidelines as she was growing up. That all sounds a bit more strict than I was going for. Not sure if that fosters a good learning enviornment. If we are going to pursuse this totalitarian style of learning then I want to raise units to be part of our crew, be it soliders, interogators, or buisness dealings and such.

As far as base of operations I am still partial to a planet rather than a space station. Something just seems safer to me about being on solid ground and having more place to explore and develop. Though I guess that means thats more space for an advisary to establish a foothold to attack us by. However if we have it on a space station there really isnt a place to retreat to if attacked.

Base of Operations: Planet
Pro: More space to explore and devlop and aquire resources
Con: Advisary can establish a foothold anywhere on planet and attack us from it

Base of Operations: Spacestation
Pro: Centralized entire population within moments of eachother. Can make it brisiltling with armorment.
Con: No place to retreat to if attacked

So your right we dont have to use Eldar tech as a base. I have two options for who owned and built the facilities I would like us to take a look at and hopfully they can be translated from Palladium to Rogue Trader. One is a Terran based empire that utilizes robots and power armor, tanks, fighter craft and captial class starships. The other race is a Xenos reptilian Psyonic race that beleave in conquest as thier "Colonization". They follow what is akin to the Code Of Bushido and people are born into one of 7 levels of society. They too have captial ships but mostly they fight clad in fully enviornemnt body armor utilizing thier natural psyonic abilites to battle. In this game the Etan as they are called would have the same control I think as Eldar do over the Warp since 5 out of the 7 classes of society are born with psyonics. These two factions were designed by one of my life long gaming friends and I to be enemies of eachother in a futuristic game setting. For this game if we do include say the warlike Etan perhaps we can negotiate with them and utilize some of thier race as instructors for the students or the brusiers Tali mentioned in her story if we dont utilize Imperium instructors but to me it sounds like you are fine with us utilizing the instructor personel provided to Ophelia by the Imperium. At least that is what I got from the story.



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Post  Gamemaster Tue Feb 07, 2012 1:10 am

It's ultimately your guys' call on if you want to go with the aliens still occupying the world. Keeping with the feel of the world, I don't want to get all Star Trek or Star Wars and allow a world to peacefully coexist, human with Xenos. Now that's not to say you can't beat down and conquer them. I just want to make sure that we keep with the general feel of Xenophobia. As for the planet vs. space station argument, I shall weigh in naught. I can make either pretty or Grimderp enough to work. Now frankly, if I was to do the Reptile Psykers and you guys make the call that they are still alive and at full tech level, I'd say you guys would need to fight your way through. I don't want you guys to fall into the psyker=Eldar trap and wanted a different race to use. Living or dead, the background colors the map.

As for strictness, I think it was very evocative of the setting. Every time a psyker is focusing the warp, it's like calling on the power of the daemons themselves and the thought of little children utilizing that kind of power is sobering. For their own safety alone it can be argued that giving an inch is impossible, let alone anyone else's safety. As for later applications, certainly they would be in the employ of the House in one fashion or the other. Perhaps even going so far as to sell their services to other servants of the Imperium on this side of the Maw.
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Post  Ophelia Undynne Tue Feb 07, 2012 11:20 pm

Well if your are fine with using the Xenos race then we can convert them over to RT stats. I think it would be interesting to see how they turn out. Not like you guys will be playing in a game where i use the palladium stats version of them anytime soon anyway. Then we can press with the idea of trying to conquer thier 30 planet empire.

As far as strictness i guess im just going to have to suck that one up and shut up and color.
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Post  Rena Dautry Thu Feb 09, 2012 1:03 am

I don't know why, but the idea of a spacestation school just rings truer with me. It's further away from 'civilization.' And if the planet that the station orbits helps supply the station, then the station can do a leave-orbit maneuver when/if one of the students does something massively wrong. There will be procedures in place to prevent this from happening, but it's nice to be prepared. If a station is attacked, there are escape pods to be used, shuttles to retreat to the planet, etc.

As for the possibility of aliens, it does seem counter to the setting to have the aliens truly work alongside us. Perhaps the place we find isn't exactly occupied but a utilized space that aliens or other people have become accustomed to using.

So, does it look like we've got the following to do list?

  • FIND A LOCATION FOR THE ACADEMY
    Location is occupied, whether by aliens or pirates undecided.
  • CLAIM LOCATION
    Conquer/Negotiate/Strike a deal with the occupants of the location.
  • FIND STUDENT GUARDIANS
    Through a variety of connections, discover possible guardians. // We find a crew of battlehardened people trapped that need help?
  • FIND INSTRUCTORS
    Come across a society not unlike Rena's home, gather volunteer instructors. // Gain instructors from Imperium trained psykers.
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New Endeavor: Psyker Academy Empty Re: New Endeavor: Psyker Academy

Post  Gamemaster Thu Feb 09, 2012 3:14 pm

Now there we go, there's how an Endeavor takes form. I'll take each part and throw our suggestions.

Rena Dautry wrote:
  • FIND A LOCATION FOR THE ACADEMY
    Location is occupied, whether by aliens or pirates undecided.

Nate's suggestion is a race of reptile psykers. The question that comes to mind is "Why". Why is this place desirable for your purposes? It has to be worth fighting your way through them to seize it, otherwise the space station built by your own hands or taking a pirate base is just as useful and less expense.

Rena Dautry wrote:
  • CLAIM LOCATION
    Conquer/Negotiate/Strike a deal with the occupants of the location.

  • Comes back the question up top of why. Let your imagination run wild at this point as you guys get to choose why this is all worth the effort.

    Rena Dautry wrote:
  • FIND STUDENT GUARDIANS
    Through a variety of connections, discover possible guardians. // We find a crew of battlehardened people trapped that need help?

  • This is a perfect opportunity to expand the area you guys will be operating in. Perhaps you choose people that live upon a Death World that are hardened by centuries of surviving in their environment. Or a world that has known nothing but war.

    Rena Dautry wrote:
  • FIND INSTRUCTORS
    Come across a society not unlike Rena's home, gather volunteer instructors. // Gain instructors from Imperium trained psykers.

  • This could play into the idea up top again. Perhaps this War World has been fighting psyker vs. psyker, a lost regiment of IG fighting against Chaos renegades.
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    New Endeavor: Psyker Academy Empty Re: New Endeavor: Psyker Academy

    Post  Rena Dautry Tue Feb 14, 2012 8:49 pm

    Gamemaster wrote:Now there we go, there's how an Endeavor takes form. I'll take each part and throw our suggestions.

    Nate's suggestion is a race of reptile psykers. The question that comes to mind is "Why". Why is this place desirable for your purposes? It has to be worth fighting your way through them to seize it, otherwise the space station built by your own hands or taking a pirate base is just as useful and less expense.

    Well, as discussed at some time before, the possibility of the nebula having some anti-warp characteristics, or the space station itself being already built with materials that do the same. I was hoping that it would be abandoned or the location is the territory of a people we could negotiate with. Pirates is just as good, though.

    Gamemaster wrote:This is a perfect opportunity to expand the area you guys will be operating in. Perhaps you choose people that live upon a Death World that are hardened by centuries of surviving in their environment. Or a world that has known nothing but war.

    This sounds great to me. Perhaps this wartorn world that these guards come from include dealing with psyker elements, which makes them well trained for the duty of guarding against misuse of Psyker abilities.

    Gamemaster wrote:This could play into the idea up top again. Perhaps this War World has been fighting psyker vs. psyker, a lost regiment of IG fighting against Chaos renegades.

    And maybe the instructors also come from the same war? Haha.
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    New Endeavor: Psyker Academy Empty Re: New Endeavor: Psyker Academy

    Post  Gamemaster Tue Feb 14, 2012 10:52 pm

    Rena Dautry wrote:Well, as discussed at some time before, the possibility of the nebula having some anti-warp characteristics, or the space station itself being already built with materials that do the same. I was hoping that it would be abandoned or the location is the territory of a people we could negotiate with. Pirates is just as good, though.
    Well, you have to remember that you have a people that would appreciate to have some combat. Not to mention it needs to be challenging.
    Rena Dautry wrote:This sounds great to me. Perhaps this wartorn world that these guards come from include dealing with psyker elements, which makes them well trained for the duty of guarding against misuse of Psyker abilities.
    I would like to avoid "Chaos did it!" that might be creeping in so I would say that perhaps they've been fighting a psyker-based alien, whether intelligent or not. This would mean that they could become sensitive to the aliens pulling on the daemon realm just before they strike so that the humans can muster a defense.
    Rena Dautry wrote:And maybe the instructors also come from the same war? Haha.
    There is that possibility. All you guys need to do now is write it out as an endeavor. Start there, type up the first endeavor into a good format and we'll move on from there.
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    New Endeavor: Psyker Academy Empty Re: New Endeavor: Psyker Academy

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