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Slaunyeh

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Posts posted by Slaunyeh


  1. Sister Cat said:

    Okay, I just don't get it.  Why would players, especially "power-gamers" not want Bolt weapons and, instead of Power Weapons, Chain Weapons.  The Tearing quality is, in my mind, the ultimate equalizer.  My character in my last game wouldn't have dreamed of using anything else.  A bolt-gun and a chain-sword, are all that anyone should ever need.  Just that many more opportunities for Righteous Fury.  JMHO.

    Pth. I'll take a zip gun and a volg mercy killer, thankyouverymuch. :D


  2. Chester said:

    Stuff it yourself? Yes I think we can agree it's good you're not playing in my group.

    You've read the arrows part and now you are even trying to introduce new full auto weapons with edgy/pointy ammo just so you can maximize that. More power to you. As a GM I would say the rules were made with whatever is in the book in mind. I'd even say Moritat were made to use blades foremost (despite the arrow part). That mention of arrows doesn't make them their weapon of choice (which is exactly what you're trying to do). Moritat Reapers are the cool guys with the blades. Everything about them suggests that. Your bow sniper may be a Moritat build but it isn't a Moritat.

    But whatever fits your playstyle, I guess.

    I'm not the one telling you that your ideas are wrong. And I never tried to introduce anything full-auto anywhere. Moritat are made to use bladed weapons as well as archery. That's all we really know about them as per the rules. I like to make quirky characters that doesn't fit neatly into their mold - yes, I might make a Moritat knife-throwing sniper. If you can't imagine variations in modus operandi among Moritat, within the confines of their code, then you are terrible narrow minded. Really glad I'm not playing in a group with someone that thick. I'll guarantee that my Moritat archer will be infinitely more Moritat than anything you could cook up.

    The core idea was an archer-focused assassin. That's real powergaming right there. Real powergamers would pick a bow over an autogun every day of the week. Archery utilises a single-shot weapon that requires a half-action to reload every turn. To take advantage of the accurate trait, you are only firing every second turn. To be even remotely comparable to Joe Average with an autogun, yes I think the idea needs the Moritat trait to be viable.

    Who the heck made you chief of chargen police anyway?



  3. Chester said:

    Isn't a Moritat sniper stretching the concept of the Moritat quite a bit? I mean, isn't the cult supposed to get in and do the wetwork at close? Read the description of the cult. Blood and all that. Not some clean shot from 100 metres away. Yes it is stereotypical but then the bonuses are given exactly for fitting the stereotype (just like for Sisters and many other alternative ranks). And here you are considering how to exploit arrows the most, how to create bows with semi or full auto fire and all that. If you wanted to play a sniper, make a standard assassin? They can use thrown weapons and bows too. You will do fine without the Tearing ability. But this smacks of powergaming at its best. To pick a powerful ability and use it out of context to build some character. Not a Moritat. Or rather that one Moritat who would rather use a bow over his blade. The overly special PG Moritat.

    "exploit" arrows? Powergaming? Moritat are specifically allowed to use arrows. And, probably not in melee Legolas style 'cuz that's just stupid.

    Dude, I'm terrible sorry that you disapprove of my character idea, but I don't think you will have an awful lot of influence on my game. Sorry if I don't live up to your standards, but fact of the matter is that all we know about the Moritat is summed up in a handful paragraphs that, frankly, don't really say anything.

    So in short: stuff it.


  4. Vergeet said:

    thanks a lot.

     

    do you know whitch talants ?

    I do!

    Daemonic Essence: This is the talent you get when you pick the Daemon Vessel package. When active, it gives you various daemonic traits and an aura that weakens the resolve of everyone near you.

    Monster Beneath the Skin: Gained at 31 or 61 corruption. When active, gives you a fear rating, natural weapons, unnatural strength and a really freaky appearance.

    Power of the Warp: Gained at 31 or 61 corruption. Gives you a bunch of psychic powers when active.

    Ruin Incarnate: Gained at 91 corruption. You become even more freaky when active. More fear rating.

     

    Generally, these talents are active for 10 rounds of combat or a minute of narrative time.

    It should be noted that, like the Nascent Psyker package, Daemon Vessel is essentially a creative way to retire your character in a spectacular manner.


  5. You get access to a number of talents that represent your daemonic abilities. You can spend a fate point to  activate all of them at once - which also gains you a bunch of corruption. Every time you spend a fate point, there's a chance that these talents will be activated automatically (and give you more corruption) whether you want them to or not.


  6. Ayup. Weaken the Veil (or being close to the Gilded Widow) cause psychic phenomenon to occur on 8, 9 and 10. A few of the psychic mishaps happened under these conditions, though the most spectacular one, Falling Upwards, happened on a good ol' 9.

    Falling damage is brutal. Especially when you're already at 5 critical. :)


  7. Well, for the moritat sniper idea, I would totally go for the composite bow and mono arrows.

    That said, I just read up on the Catachist, and it is... a pretty cool weapon. It would require a different character idea, but I could definitely see doing something with it. Personally though, I would probably see about doing some non-holy stakes for day-to-day takedowns. You don't want to shoot random cult fanatics with holy "St. Magdalene's Coffin Nails" after all (if for no other reason that it'd be crazy expensive :)).

    There seems to be some confusion about the catachist actually doing primitive damage. The primary listing in the book doesn't mention it, but the appendix does. I assume the first listing is right in these situations?



  8. Varnias Tybalt said:

    Although by now I think I can safely say that I have gathered the most comperhensive "scrapbook" with info regarding Sinophia, I can't finish the rest of the scenario in just under four hours. Quite a shame, since I had my sights line up to design my adventure in a pretty unorthodox and open-ended way that might have impressed the judges a little.

    Slightly (alright, alright, completely) off topic: Do we know any officially named cities on Sinophia that aren't Sinophia magna?


  9. Varnias Tybalt said:

     

    If arrows would be okay to use, I don't see why stakes wouldn't. It all depends on how they are fashioned (I mean an arrow doesn't have to have an edged arrowhead either, it could just be a sharpened stick with some feathers in it's trailing end, and I doubt any GM would really bother keeping track of exactly which kinds of arrows that are available).

    Also, since the stakes actually have a chanve of getting lodged in the target's body, I'd say they are decked out with lots of nasty blade-like barbs that cuts ino flesh and then prevents any easy method of dislodging the thing.

    That's all possible, but I'd rather not open the door for 'bladed' manstopper bullets. Or vanaheim shotguns loaded with razor blades. :) Arrows are, imho, already pushing it, but specifically allowed.


  10. Wilfred Owen said:

    Action_Carl said:

     

    Alternity was awesome

     

     

    Well said.  I absolutely love the system.

    Same. I was sad to see it sacrified on the Altar of D&D 3rd ed.


  11. Mellon said:

    Oooh, monomolecular pointed witch-and-demon-slaying prayerinscribed silver stakes, fired from a semi automatic holy crossbow! Now, if I could only think of a way to add a flaming chainsaw to the mix...

    Heeeey! My Battle Sister's favourite weapon is her trusty voss-pattern nightfire flamer with chainsword combat attachment. It is glorious. :)

    She does need a holy crossbow though...


  12. Varnias Tybalt said:

    Mellon said:

     

    Of course, it could be possible to get mono-edged stakes for the catechist as well...

     

     

    That's exactly what I had in mind. gui%C3%B1o.gif

    If the GM is going to let players have arrows with mono edges, then it would be unfair to not let someone with a Catechist buy mono stakes as well.

    I don't see how "fairness" fits in, anywhere. ;)

    I havn't looked at the catechist crossbow, so I couldn't say anything about it. However, for my particular concept I doubt it'd work. Mono or no, stakes don't really sound edgy. As in, fitting with the whole Moritat idea.

    Of course, right now I'm kinda 50/50 between a 'pure' Moritat sniper archer type and a forge world ashen tear-style tech-assassin using all sorts of custom bow and/or crossbow ammunition.

    I don't think the Moritat would approve of explosive arrows, alas!


  13. Well, he's not up to 10 corruption yet... you only get corruption from perils of the warp, not any psychic phenomenon.

    Besides, he didn't make it. He turned into a purple flame of warp fire while trying valiantly to save his colleague's life. It was a touching end. :) 


  14. We've been playing with the same group of characters since Dark Heresy was initially launched. During this time, our psyker has been keeping it relatively cool. There has never been anything truly serious in regards to psychic phenomenon. The most serious incident we've ever had was an arbitrator losing 8 points of toughness (having just bought his toughness to 40) due to excessive corruption points.

    I've been kinda worried about it. The psyker player has been starting to calculate the actual odds of anything seriously bad happening... they are really very minor. I've felt the players started to lose respect for the perils of the warp.

    That all changed today, during the closing stage of the House of Dust and Ash.

    During the initial scene, Mourners charge into the attending guests from all sides... our psyker, a templar of the scholastia psykana, is a little frustrated that everything in his first barrage of lightning attacks miss, so on the next turn he decides to activate his precognitive strike, ignoring warnings that the veil feels oddly thin today. The dice come up 8, 8, 0. Three psychic phenomenon.Two are relatively minor, but the third leaves the psyker naked (save covered in gore), the rest of the group badly bruised, and every mourner within 7 meters burned to a crisp. Seeing how they were being overwhelmed by frentic fanatics, and someone had just requested a nuclear strike, the resulting Cataclysmic Blast wasn't entirely unwelcome - even if it did leave the group somewhat battered (and one arbitrator a few points into critical damage).

    As a result of the damage suffered in this explosion, the now naked psyker is soon eaten alive by Shale crows as he cuts down poor Abbot Shale. The first fate point of the day is burned.

    Everything is chaos, and the team is doing everything they can to avoid the really nasty surprises... like ashen tear assassins, slaugth and crazy head mourners. They catch on pretty quick, however, realizing that they need the unknown portrait to realize who the scion of Haarlock might be. Returning to the Garden of Lost Saints, the psyker tries to sneak past the erratic gun servitors that have recently reactivated. The resulting disruption of gravity has everyone in the vicinity Falling Upwards, and then down, seven meters leaving the psyker (who was at 5 critical damage at the time) to burn his second fate point of the night.

    At the dramatic climax of the Haarlock Deathtrap, the players are crouching around the Gilded Widow - one arbitrator suffering from blood loss, and no one having any medicae skill. The psyker decides to try to heal his comrade to staunch the bloodflow. Another peril of the warp result sees the psyker's healing power turned on himself, taking 15 damage from the warpfire backlash and burning to a crisp. The player decided that the dice really didn't want him to survive the night. The Gilded Widow's prophecy proved true - his fate was flames and ashes. RIP.

    Oh yeah, and the dying arbitrator ended up needing to burn a fate point once any hope of psychic healing was beyond reach.

    In the end, two arbitrators, both badly into critical damage, one hanging on to life through sheer force of will alone, managed to drag themselves out through the front gates of the House of Dust and Ash as the building erupted with volcanic fire behind them.

     

    "Only in death does duty end."


  15. Cifer said:

    @Slaunyeh

    Speaking of that quote, if "thrown blades, knives and arrows" are fine, would you also rule that you get the tearing quality for these weapons? I'm particular thinking about the arrows part. I have this idea for an archer, and so far my best bet for making it viable is the Moritat.

    Take a look at the Composite Bow. Accurate Basic weapon with added Tearing? Can we get a HELL YEAH!, please?

    Though you should have a talk with your gm about the costs of mono arrows...

     

    Composite bow - check

    Mono arrows - check

    Tearing on arrows - just got the a-okay

     

    I think we're good to go! Without fullauto mayhem I doubt I'll overshadow anyone, but it'll be cool. :)


  16. Sister Cat said:

    As to the planet in question, I agree that Tranch might be a good choice.  But another I just thought of might be Fenksworld.  It is well know that there are borderline-rebellious/-heretical activities occurring there frequently.  It is also rumored to have a large number of corrupt officials/nobles.  Just my two cents.

    You could also use Protasia. It's an imperial world in the Malfian subsector that has declared independence from the sector and become a full-scale war world. You could set it in the early days of the uprising before full scale war sets in. The PDF would probably be loyal to the local regime, which could explain why the Arbites are reacting to such a planet-wide breach of Imperial law.


  17. Cifer said:

    "As a result, they must pass a Hard WP test to use any weapon lacking an "edge" in combat (thrown blades, knives and arrows are fine) unless they obviously have no chance of harming their enemy otherwise. However, such is their deadly artistry at bloodletting, any edged weapon wielded by them counts as having the Tearing quality when used against living targets."

    That's it. The Reaping has a similar requirement.

    Speaking of that quote, if "thrown blades, knives and arrows" are fine, would you also rule that you get the tearing quality for these weapons? I'm particular thinking about the arrows part. I have this idea for an archer, and so far my best bet for making it viable is the Moritat.


  18. Varnias Tybalt said:

     

    Also, in my opinion, a melee fighter have only himself to blame for specializing in melee weapons only. A smart all-round fighter would've just drawn a pistol and shot his enemy at that range instead of standing around preparing to attack in melee.

     

     

     

    'xactly. The proper response to this situation is: "I quickdraw my autopistol and saw him in half" ;)


  19. I've used Sinophia as a centerpiece for a series of missions so far, so I spent a good deal of time salvaging official information. Unfortunately, there isn't a lot out there, save for the offhand mention of recent heresies and such, so I ended up having to make up most of it myself.

    Turned out pretty good, so that was just fine with me. :)

    Will be interesting to see an official take on the world, if the rumours about the Haarlock v. II is true.

     

    Edit: As a side note, I modelled my view of Sinophia Magna on Venice rather than Prague. Love the atmosphere in the linked image though.

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