Welcome to "
Hail Governor!" - a Warhammer 40k roleplaying game. While this is my first time running a game on Bay12, I do have experience with similar games on other platforms. My aim is to complete one full turn every three days, though I hope to achieve a turn a day, even though that might be ambitious. Before we dive into the game, I'd like to express my gratitude to a user named Shmeh on the 4chan /qst/ board for inspiring me to run this game and developing the mechanics I intend to use.
You have been informed by the Adeptus Terra that you have been awarded the Governorship over the Moran system. You are told that the previous Governor was purged for Heresy. The records on the Moran system are sparse, but they tell of a feudal frontier world in the subsector Selucia of the Sector Phrygia, near the border of formally recognized Imperial Space, close to the halo zone in Segmentum Pacificus. The entire region only recently rejoined the Imperium less than a millennia ago, being reclaimed by elements of the Macharian Crusade. As a result, the region is poorly charted and generally underdeveloped, being far from the core of Imperial space and the focus of Imperial Strategy. Based on the scant records available, you know that Moran Secundus is a slightly larger and colder terra-like world, featuring a small asteroid belt in the world's outer orbit along with a pair of habitable moons each hosting a small population of primitive abhumans. The system also features 3 gas giants and a large asteroid belt ringing the system.
I am using a stat system inspired by Crusader Kings and DnD if you are familiar with both or either of those series then some of this stuff will make sense to you.
Rolls will be done using D20s, with 20 being a critical success and 1 being a crit failure.
There are 5 stats your character has which I will explain below
All stats are set to 10 initially, except for prowess which is set to 6, as these represent baseline stats.
15 would indicate exceptional talent and ability, while 20 would make you one of the greatest of all time
Every 2 points in a stat above 10 gives you a +1 roll bonus to anything the stat is related to
Diplomacy&Intrigue - your ability to charm, negotiate, and persuade others, also your ability to read someone to find out their wants and desires and your ability to manipulate them
Affects rolls and systems related to
-Negotiations with outside entities, vassal lords
-Also affects your popularity with your followers and the general population in your realm
Martial- your ability to command military forces, as your understanding of military culture, doctrine, tactics, and strategy
Affects rolls and systems related to
-Commanding troops on the battlefield
-Commanding space battles
-Training and developing your military forces(complements diplomacy/intrigue)
-Your ability to use military strength to intimidate others
Stewardship- your economic and financial management skills, affect your understanding of business ventures and the ability to manage most projects
Affects rolls and systems related to
-Business dealings
-Project Management
Learning- Your level of knowledge and wisdom
Affects rolls and systems related to
-Scholarly activities
-Tech Research and development
-Valuing artifacts and rare technologies
-Studying Religious texts
Prowess- Represents your personal fighting ability, ie your swordsmanship, marksmanship etc
The next system I would like to explain is the piety/heresy system
Your character by default starts at 0, representing a weak faith in the Emperor and more of paying lip service to the Imperial Creed
Ranging from 0-10 in either direction, piety increases your chances of divine intervention, as well as improves relationships with Ecclesiarchy as well as religious individuals in the Imperium. Improved by studying holy texts, praying, and tithing to the church
Heresy(and tech-heresy) increases your chances of inviting intervention by the dark gods and warp entities. It also invites suspicion and hostility in the Imperium generally. It is gained by pursuing policies and making decisions that go against Imperial Dogma, also the acquisition of power and knowledge generally can easily spill into Heresy according to the eyes of the Inquisition and other Imperial Authorities
How did you become Governor of this world?A. You are the second child of a prominent Noble Dynasty, your family has ruled a wealthy and powerful world for millenia and have established themselves in their local region, the world is highly developed and organized, and supplies large tithes of competent, trained soldiers, foodstuffs and war material for the eternal wars of the Imperium of Man. Your family was able to exploit their wealth and connections to grant you the chance to start your own cadet branch of your glorious Dynasty. Your family has provided you with a staff of servants to look after your every whim, while elite House guards and a few thousand security forces from your homeworld provide your protection, along with several extra ships full of supplies and a large cash gift.
- Starting Stats
Diplomacy&Intrigue 16
Martial 10
Stewardship 12
Learning 12
Prowess 8
- +2 bonus to rolls involving aristocrats and nobility
- Start with distant noble house ally
- Start with 100,000 bonus thrones
- Start with a warp-capable heavy freighter, laden with settlers, supplies, and equipment
B.You are a Victorious General of the Imperial Guard, the army you command, along with their families and settlers from the homeworld of your troops have been given the right of settlement on this new world after a hard-fought campaign against vicious rebel cultists. The army under your command was able to finally secure a mining world, critical to production in the sector. The campaign against Cultist forces, who were cunning and fanatical, forced your men to pay blood for every inch of rebel territory. After months of stalemates, you came up with an offensive plan and were finally able to break through and crush the enemy forces. You will start with a large army of loyal veteran troops along with their supplies and equipment.
- Starting Stats
Diplomacy&Intrigue 12
Martial 16
Stewardship 12
Learning 10
Prowess 12
- Start with a warp-capable heavy freighter, laden with settlers, supplies, and equipment
- Choose a Guard Homeworld- you start with an alliance with them and settlers from their world
- Start with a small but elite and fully equipped army of 5 regiments of elite-tier veteran troops
- +2 bonus to rolls involving military officers and martial culture
C. Your uncle, Matheuz Blackwood, the famous Rogue Trader, was able to negotiate more than just a large finder's fee from the Imperium, he gained a governorship for your father. who served as a competent and skillful right-hand man to your Uncle for many years. Unfortunately, your father passed just a few months before he was informed of his receiving of the Governorship. The title passes to you. Your uncle trusts your family and will expect you to perform competently and provide support to his expeditions in the region. Your uncle has also provided you with a ship, a large mercenary security force, and several of his best people.
- Starting Stats
Diplomacy&Intrigue 12
Martial 12
Stewardship 14
Learning 12
Prowess 10
- Start with Rogue Trader House ally
- Start with a small mercenary army of 3 regiments of elite veteran-tier troops
-+2 bonus to rolls involving naval command, and dealing with navy officers and officials
-+2 bonus to rolls involving haggling when buying and selling things
-Start with a Star Galleon laden with suppliers and settlers