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Slaunyeh

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  1. But those are heroes that have almost certainly a lot of xp under their belts. Elves can easily be as brawny as humans, it just costs a bit more xp to get there.
  2. Slaunyeh

    soak....really?

    As a warning for the OP, they also use the word "Brawn" (I'm not even kidding), I think that's really all you need to know.
  3. Slaunyeh

    The Expanse

    I've been working on my own hard sci-fi setting/campaign for a while (vaguely inspired by fragmented memories of a Jovian Chronicles game I was in 20 years ago.) I haven't read the books but someone recommended watching The Expanse recently and visually and thematically it's nearly perfect for what I'm working on. So I guess in a sense I'm working on a The Expanse campaign right now.
  4. "Not allowed" might be a bit strong, given how the chapter has a sidebar with a suggested point-buy system. The basic premise of the game is that you probably shouldn't have decided to play a "rapier-wielding roguish scoundrel" prior to rolling your stats. If that's the only way you can generate characters, fine, but then your group should decide what to do instead. You are allowed to do that, at least. I'm usually not in favour of rolled stats, but Dark Heresy has taught me to enjoy it. I do like rolling up stats and then see what kind of character to make of it. There is also a lot less pressure from the rest of the group to build the "perfect" character when your characteristics are out of your hands. If that's not your thing, that's totally cool, but I get a sense that people tend to be all "whaaat that's not what I'm used to!!" without even thinking about it. Personally, I find both systems have pros and cons. Also, this was more the theme of DH1 than it is in DH2, but in the 40k setting, 'bureaucratic nonsense' is a pretty strong theme. Which includes being randomly selected for a particular role, with no thought to whether you'd be any good at it. Playing a Strength 40, Toughness 40, Intelligence 25 Adept is, like, the entire point of the game. Slight exaggeration, maybe, but I do feel it was a core point in DH1. Less so in DH2 that seems to focus more on characters being awesome Inquisitorial agents.
  5. I picked the assassin specifically to cover the "holes" in the group's capabilities. Basically we had no one who could do any of the Agility based stuff. Of course, when the session started it turned out that the guy playing the Fellowship talkity scum had also made a new character, so now we basically don't have anyone who can interact with people (the guardsman with 30 Fel is the party "face" now ). Which is kinda annoying since I had spend so long designing a character that would fit the group as it existed the day before the session. Now I am considering another new character that is more investigative focused (an idea I had originally dropped because it was encroaching a bit too much on the scum's niche). Ah well. (Now, instead of being stumped by locked doors, we are stumped by everything else )
  6. One man's "unplayable" is another man's "point of the game." My biggest gripe with psykers is that they (has the potential to) make injury irrelevant. I like it when injuries matter. To each their own! As for the OP... I think you're generally coming at Dark Heresy at the wrong angle if you are wondering if a career is "worth it", imho. The point of psykers, at least to me, is to either go out in a blaze of warp-tainted glory or make it to "safe" levels. It's all about having a good time along the way, even (or especially?) if that way ends with daemonic possession and the the Exterminatus of Scintilla. You don't play a psyker to "play it safe!" If you want to be safe, be a Crimson Guard or something. That said, my best advice to psykers who do want to stay alive for the long haul is basically this: Respect the perils of the warp table. I have a guy in my group who very carefully calculated the risks of actually getting a particular dangerous mishap and concluded that psychic phenomenon was basically irrelevant. Turns out he was wrong (to paraphrase Discworld: "the thing about million to one chances is they seem to come up nine times out of ten"). That silence around the table as everyone holds their breath, every time you roll on the psychic phenomenon table is the entire point of being a psyker. What that means in practice is that if "worth it" to you means "not make yourself explode and kill your group", you probably don't want to start out as a guy who absolutely has to use a psychic power every round of combat. That's an easy mistake to make. If you can go several sessions without using any powers at all, that's a success! Is that worth it? Sure. If you like that kinda thing. As for the question "why wouldn't I just use a gun?" The answer is pretty simple: You would. Blasting people to death with their brains is not what (rank 1) psykers do.
  7. We have both a tech priest and a guardsman with a meltagun, so I think we have hotwiring covered. I've decided to go fairly 'weapons light' (with just a pair of hecuters and a mono bastard sword) and then look about changing my loadout depending on how the game progresses. I've also toyed with some "exotic" ideas (like a compact meat-hammer with extra grip) but I think I've settled on keeping it simple for now. I like the bastard sword is for the slightly increased damage and penetration, at the cost of the balance trait (which I don't care about, anyway).
  8. I already played around with the arm-mount actually, ending up with a forearm mounted grapnel, just because it's cool. There are probably better things to put there, but I don't want to overdo it (I am currently lobbying for concealed bionic weapons like the ones maltek stalkers get, and I don't want to push my luck by also suggesting that I have guns mounted ontop of them. ) And good point about the cameleoline cloak. Probably the better option.
  9. In the old campaign that we're about to continue (I'm only making a new character because someone *ahem* lost my character sheet), everyone had good-quality photo-contacts. I can't remember why, but I think we realized the flash protection was super important. Alas, good-quality pushes them from scarce to rare, so that's a no go (well, it's a choice between good quality photo-contacts or carapace armour...) Will have to upgrade them in-game (or maybe swap them with the contacts of another guy in the group, while they sleep. Hello sleight of hands. ). I had completely forgotten about duplus ammo clips (curse you, IH layout!) but that's a great idea. Sold!
  10. Nice! That's actually very close to what I came up with, though I replaced the Carnodons (sad, I heart Carnodon) with a pair of Hecuters (recoil gloves are rare, so not an option, alas). For reference, my list is currently looking something like this: Pair of Hecuter Autopistols (w/ red-dot laser sight, silencer) Best-quality mono-sword (I went with a single sword since an off-hand pistol is better than a second sword, for me) Enforcer Carapace + helmet Clip harness Multi-key Stummer Photo-contacts Micro-bead And lots and lots of man-stoppers*. Cameleoline was first on my "to-do" list, once the game starts. Thankfully we have a scum with an unreasonably high Inquiry, so it should be feasible to find and kill the previous owner because I have no monies and acquire somehow. I really like the idea of an eviscerator though, so I might have to look into that. Also, is the cameleoline-coating a thing from a book, or just a 'logical extension' of the cloak? Because I totally want that now. *) Since I don't get to keep any left-over cash, I briefly entertained the idea of converting all my thrones to bullets and open a bar in Gunmetal City.
  11. Hey all, I'm in the process of building a new character for a Dark Heresy game. I'm starting with 6,200 xp (so just narrowly inside rank 6) and have to pick out gear for the guy. The core concept is an agility-focused assassin dabbling in dual-wielding for both pistols and melee weapons. I have a budget of 4,000 thrones (technically more than that, but the carapace armour is non-negotiable ). And here's the kicker: I can't start with anything of rare or lower availability (not counting the armour, of course). What would you pick?
  12. *sneaks in from the EotE forum* Your surrender has been noted and accepted, sir. Welcome aboard!
  13. I think making Cool an optional alternative to Vigilance is probably the best approach in this situation. Our group has also had the weird situation where we really don't want to be prepared for a fight. Which is odd, at best, and can get really awkward when people are practically fighting eachother to look the other way when one guy in the group draws his gun.
  14. Dark Heresy is, as a game, all about stacking bonuses to get something resembling a chance to succeed. Combat is no different. So, aside from a few issues mentioned above, I don't really think you have a "problem" as such. That said, however, Dark Heresy can be a pretty lethal system if you're not doing everything in your power to limit the opponents chances to succeed, stuff like using cover, smoke grenades, environmental effects, etc., and this is also true for NPCs. If you don't play the NPCs "clever" (which can make sense, depending on the kind of enemies they are) they are going to get slaughtered. Furthermore, you can try to enforce how much gear (read: ammo) the PCs can realistically carry, to make stuff like auto-fire a less appealing option. And if all else fails, there's always the almighty pinning test. Your BS doesn't matter if you're too busy cowering to fire your gun!
  15. Honestly? I realize this is mostly a playstyle thing, but my advice would be not to worry too much about it. Equip your NPCs in ways that make sense for them and their situation. Don't worry about how they would stack up against the PCs. That's the PCs' job. But you should also (again, IMHO) not be afraid to make the enemies "too tough" for the PCs to handle, if that makes sense for the situation. If they decide to still take the threat head-on, that's that, but it should really be an opportunity for the PCs to be smart and get creative. The balance point to this is that the PCs should, generally, have opportunities to gauge the strength of a potential enemy before committing to a fight. Whether they use those opportunities is, of course, up to them.
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