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Zearoth Kilrathle

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Everything posted by Zearoth Kilrathle

  1. ThenDoctor said: I think the 40k universe deserves a few happy endings so what if the marines win they will die eventually. I think the later applies to pretty much anything, except Batman.
  2. You think that's enough? Tech-Priest. Go through a Cybernetic Ressurrection, that gives you a base Toughness and Strength of 30+2d10 Then go all-out Secutor, for an extra 10 to both stats. 40+2d10, with a potential of getting a 60 and then four advances nets you a total potential of 80 in those stats, which is quite nice. But hey, we're not going to stop here, right? It's just starting to get fun! Get good quality implants for another +10 to your Strength, wear a neat power armour for another +20. Netting you a Strength of about... Let's see.. Nothing more than a hundred-and-ten, disappointing. Of course, if you are a Rogue Trader PC (with a base stat of 25) and are willing to deal with mutations and daemonic pacts... You may yet eclipse this.
  3. CONGRATULATIONS! Your antics have finally caught up to you and you've got that most wonderful result in the Energy Criticals Table! Bet you didn't expect that! Oh boy, who could've foreseen that hive lad with the poor quality las pistol to roll that many righteous furies? It was just like grade school, zeroes and more zeroes until it zeroed in on your face. Well, you're in luck, you will have a brand new Fellowship stat now! And lesson learned, don't go to a shootout without a helmet to account for. Roll 1d10. A one? Joyous day! Your Fellowship is like that of a Carnosaur! You will make great buddies, a story about friendship, learning to overcome differences and much, much bloodshed of all those social butterflies. You know, like the lowly Grox with ten times your Fel stat. That's because it's prey, people like you don't need to negotiate. You're the Fel 01 elite, and the world is yours for the taking. No negotiation, from now on, the barrel of your gun will speak for you. (because it is more social) ------------------------ How to deal with PCs with an abysmal Fellowship stat? Maybe they had a bad twist of fate involving a power weapon and their face. Maybe they are a Psychic Null who underwent a Cybernetic Resurrection for any number of causes and reasons, but the fact is that their Fellowship is in the gutter. How do you roleplay that? How does the world react to your social shortcomings? What will you do now that your grandfather killed himself because you're so goddamn ugly?
  4. Thanks to everyone, this was way more than I had bargained for, you truly have some great creative minds amongst you. I certainly won't be capable of giving screen time for all these characters, but you I can bet I'll be checking this out when I need a noble (or not!) servant of the Inquisition. I'll be posting my own Inquisitors/retinue at a later time, in case anyone else wants to use this thread as a resource.
  5. I know for a fact that the player would say "HELL YES!" at that. But really, adding another antagonist would be overkill at this point, they have a bunch of very pissed off Dark Eldar and about three (somewhat related) conspiracies to deal with already. Also the complications from their recent activities, so yeah, enough is enough, don't want the plot to become too convoluted. @DocIII: I feel kind of silly now, because I used the very same technique when running Promethean a couple of years back. I tell you, all this technology is burning my problem-solving synapses. Surprisingly enough, only our Inquisitor is concerned about what has to be done for Vogel, she's the one in our party burdened by conscience. Tsk tsk, poor girl. I can see the discussion that will come up tomorrow. I am also sad to announce that no heresy shall be done to the burnt carcass of our Adeptus Astartes. The player has decided to return with an absolutely terrifying Mechanicus Secutor, and the rest of our group has been inflicted with sobriety, for now. : ( I mean, uh... Apart from the Sorcery action, which even the Tech-Priest wants to get into once she has the required Forbidden Lores.
  6. Fantastic. That's desperate resourcefulness at its best. Anyway, sustaining powers doesn't trigger psychic phenomena (pg. 164), so as long as he manages to maintain his rolls to sustain Cellular Control and Shape Flesh he should be okay; of course, the threshold should increase by eight (since he has two powers active) so it's likely he'll end up having to outright re-active his powers every once in a while. I would love to see the freefall Daemon.
  7. Well... Vogel was "made" into a ghost due to the death of a Greater Daemon slain by his old master, Adurjin,, as was everyone aboard the Black Ship they were in, which was then eaten by the Warp in an ensuing storm. The containment fields and wards of the Black Ship ended up "preserving" those Shades, of which Vogel was the most powerful one, most likely due to being a trained and disciplined as Psyker. It is mentioned in the adventure itself that this condition had nasty effects on his sanity, but he constantly fought to contain it. He went through three bodies since the group "acquired" him; Adurjin and two prisoners they acquired. The first had her soul destroyed by the Daemon about three hundred years ago, and the later two he destroyed their souls through psychic assault (there's that power in Disciples of the Dark Gods, I believe) before moving in. He spent most of his time in Adurjin's body in a catatonic state, for obvious reasons; but was more in stride with the later two. He did make full use of his Psychic disciplines in the past though, so he's still in touch with them. One thing he's quite concerned about is the choice and preparation for his permanent vessel. This is likely going to lead to further problems down the road, as he carefully chooses a "perfect" host; he did, after all, make mention that he would need the body of one touched by the warp (read, a Psyker) as well as of pure soul (namely, no corruption points) as anything worse would aggravate the process. They aim at an once-bound ritual, since the group's purpose is to stabilise Vogel in a non-rotting form. A character with forbidden lore (Daemonology) could probably recognize the bindings, which adds further complication. I am seriously considering now to keep those effects at a minimum, so his growing corruption and madness become more subtle threats, until something absolutely needs to be done. The idea of having him a Daemon with identity issues is a great one, but I think a well-intentioned (and quite damned!) acolyte is actually more of an horror. I wouldn't make the new PC Vogel, though the idea was mentioned in the game table, first because plenty of his characterisation is due to privilleged information he has; and also as he's not the sort of character that player enjoys running with (he prefers badasskicker or masterminds). Oh yes, and about the Assassin/Arbiter/Spectre affair, how are you dealing with his hidden rolls that the other players are not supposed to know anything about? I've usually dealt with these sneaksy bits by having a one-on-one with the player, confabulating between sessions or the passing of notes, but I can't see an easy way of rolling dice the rest of the group shouldn't even know they were rolled without using an app on your Blackberry in an angle only the pair of you can see.
  8. DocIII said: Gotta ask, is Vogel a PC or NPC? He's a NPC from Shades on Twilight. BEWARE OF SPOILERS! He was an assistant for the Daemonhunter Adurjin and a powerful psyker, he became a warp-spirit after dying inside the Black Ship. My players took a liking of him and convinced him to possess the dead Inquisitor's body so he could join them. Hijinks have ensued since then. The "ritual" will be made next session, to properly stabilise Vogel inside a body. The gestures and bindings are similar to the ones used for a Daemonhost. I'm still wondering about what interesting side-effects this will have, but hey, I have all the way to the next Sunday to figure that one out. Any ideas fellow conspirators?
  9. Oh, you thrice-cursed tease you! (I assume that's the sort of character Adurjin from Shades on Twilight would be if she was alive? I can't wait for that book) @DocIII: The guy playing that Arbitrator deserves a medal. Possibly a "Lifetime Heresy Award" or something. I remember that shortly after the Astartes died, his player blurted out "Hey, so... Do I get to play a Grey Knight now?". We all looked at him with that precious "Good sir, are you intent on killing us all?" expression. Yes, we, even I as GM. I swear, if a Grey Knight turned up in the game he would seek out the source of all this and would not stop until he killed the in-game manifestation of me as an Architect of Fate, which would be incredibly meta and a bit existencialist, but we did come in fresh from a Planescape campaign. My players, however, are certainly not waiting around for Ordo Malleus to knock on the door, they will seek it out. In fact, their plan is to give back the Luminous Reproach (the guy using it is dead anyway and if he comes back as an unholy abomination it would be a terrible idea to use the sacred blade) as well as the Liber Daemonicus to reap the rewards and assuage suspicions. I mean, the Inquisitor lost her companions in battle against the dread Eldar in order to recover the book for Malleus! How pious of her! So young, a saint in the making! It is probably their most reasonable plan to date. I have started to keep a track record for Vogel's corruption points. I've figured he is well intentioned, he already lost an Inquisitor and intends to do everything in his new capacity to protect the one who gave him a (wretched) second chance. The best way to do so is clearly to take burdens upon his own soul to guard that of the Inquisitor's (he was very protective of the Book), certainly this martydom is his only recourse left. It weighs heavily enough on him that the Inquisitor had to learn dark sorceries to bind him.
  10. I think humans are still humans and require some form of downtime, no matter what it's like. Mostly, it is up to the players to see if they want to roleplay that out (as opposed to just being aimed at a case and let go), and if they do, it makes for great character growth. But hey, theory is nice and all, but here are some examples: My players spent quite a good time on Reth, a pleasure world in the Tephaine system. Since they had to wait for some documentation to arrive, they decided to familiarise themselves with the local culture and thus went barhopping and party-crashing, this was good as it provided them with the all too necessary bonding the new cell required, and also made them aware of what the locals were like and the local political situation, which was even useful later! It also offered a backdrop for the PCs to talk amongst themselves about their respective pasts and adventures. If the group is ever investigating nobility, or even normal people, it is inevitable that they will be forced into relaxed settings. Mascarade Balls, sports events, open markets and all may be part of the action, but they also offer that backdrop into the setting and characters. At another time our group was forced to establish a safehouse in the underhives, and while knowing the area and acquiring equipment the group inevitably got to know the local past-times, gambled a bit and made some friends and enemies which are still around. Our Arbitrator even joined a local racing rig as a hobby. Even aboard their official ship, with missions going on, that happened. The Space Marine in our group, for example, made friendship with a mercenary unit on-board, and spent most of his time training with them and even joining the lot for drinks (and could that bastard drink prodigiously, mind you), so much that he burned one of his fate points while in the process of saving his drinking buddies. Warp Travel takes time, and even with daily training and studies there's always time left to socialise amongst themselves. I usually go with "Well, you spent about a month in transit, what did you do in the mean-time?" and there are often answers involving the organized regicide tournaments, kitchen raids (those cooks are keeping the best food hidden, it's a conspiracy!) and meeting crew members (a few of the most memorable NPCs came from that; we all remember fondly the gunkeeper who was doing time for being late on a library ticket, for one). Give Eisenhorn a read, he shows that quite well. No one would question he's one of the most successful Inquisitors around, and he's often throwing dinners for his servants, playing games with his immediate cell or having some sort of downtime. I mean, 38,000 years is not enough for us to stop being human, right?
  11. Hey Doc, I think our PCs should trade notes. I must say the fellow with the Choppa is quite stylish, and if he display a manic grin everytime someone points his weapon they probably wouldn't mind. ; ) I am curious, however, what systems did you use for the Slaught armour? Any interesting side-effects it had on the curious servant of the Omnissiah? I must state with shame, in this conference of "well-intentioned heresy", that our Inquisitor PC has decided it is likely a very bad idea to strike a Pact to bring our Space Marine back. Something about owing something to a Daemon and a chunk of Corruption Points dissuaded her. Not all is lost, however! This moment of sanity was merely a mistep on our road to the Eye of Terror! They still intend to bring back the Astartes in some capacity, as his death has left our dear Inquisitor as the only surviving cast member from the beginning of the game. I have allowed the Tech-Priest to attempt and concoct some sort of Cybernetic Resurrection, combined with our Pseudo-Daemonhost trying eldritch rituals to recover our man's soul and put his body in some sort of shape. If successful, I was thinking of adding to the effects of a full Cybernetic Resurrection another ammount of insanity points, about 20+2d10 corruption points, the Dark Soul trait; as well as amnesia, memory lapses and fugue episodes as derangements. Also a loss of experience points (equal to the penalty we have for a new character) to represent lost memories and motor functions. Let it not be said I'm not a kind GM. What do you make of that, fellow conspirators?
  12. Our group is approaching a general Conclave of Ordo Adrantis, just after a few disconcerting events, none of which is related to what they're doing there. We have a PC Inquisitor, Trix Castella, who was promoted from Interrogator to her current position due to the triple assassination (bombing, sniper and poisoning) of the previous Inquisitor. This field promotion was highly irregular, but the Lord Inquisitor Uzbzk-Ell (mentor of the dead Inquisitor) gave his blessing. That was three months ago. This general Conclave is a normal gathering that happens every two sideral years in the subsector. Its main purpose is to allow different Inquisitors to reunite, discuss important current matters, exchange stories and prepare joint projects for the coming period, it is also an opportunity for the upcoming Inquisitor to join one of the three main Ordos and present herself to her peers. I want this to be an opportunity to display the diversity of the Inquisition, and I'm sure I can be a lot more diverse with someone else's ideas. So give me your Inquisitors and their immediate retinues. General concepts, maybe with some interesting anecdotes from the character's life to add colour and roleplaying ideas, my goal here is for a completely social session with the inevitable espionage. Be aware that if your character gets strong reactions from my players it will be very likely I'm going to steal the hell out of them for the next season.
  13. So, you might remember my group had some... Interesting developments. To summarise: They got themselves the warp ghost of a veteran Inquisitorial agent to possess the body of a lost Imperial Saint and an Eldar seer's soulstone. They didn't do much of it except let the ghost go body-snatching criminals (while working for the =I=) and consult the soulstone for information, but hey, after taking the month off they proceeded to... Well, follow on. Our ghost, Ishtan Vogel proved himself a valuable servant of the Inquisition (and thus far loyal despite his... Exquisite condition). He'd be just perfect if he didn't wake up screaming from time to time or have his bodies rot away as if they were still dead. He also caused nightmares in the remainder of the cell, but they didn't add that up. He suggested it could be possible to stabilize his condition with the proper rituals and treatments, a process not dissimilar to the one used to create a Daemonhost; my players figured it'd be a good idea. Enter the Cabal of Crimson Woe from Shades on Twilight. My players lost the Liber Daemonicum to the group, and since we're not using the Serrated Query (we have enough conspiracies already!), they assumed the Cabal would keep the book. After talking to their Eldar friend (Sagatar), she suggested that since they had killed Akirvas and several of their brethren, the Dark Eldar would love an opportunity to take revenge; if the soulstone could be taken to her craftworld, she assured her companions would be glad enough to arrange a meeting with the Crimson Woe. To cut a long story short; after some aimlessly wandering around an unexplored desert world in the Hazeroth Abyss and almost dying to the local fauna, they were ambushed by the Eldar, had some tense negotiations and arranged a meeting with their enemies in a ruined human structure (possibly pre-Imperial) in the nearby moon. A few insanity points later, the death of the PC Astartes (fell off a cliff, set on fire and then had his head taken off) and most of the "extras", our group ran back to their ship with their brand new burnt copy of the Liber Daemonica. So, now, with the book in hand, our PC Inquisitor (and Psyker) has decided it is time to learn Sorcery and make a pseudo-Daemonhost out of Vogel. Oh, they're considering the possibility of striking a Daemonic bargain to bring back Ulric, the dead Astartes. Otherwise, the resident Tech-Priest has expressed interest in doing some experiments with the Astartes' body, possibly to bring him back, possibly for science. Say, when is the Radical's handbook coming out again?
  14. You know, with this stuff, plus the material found in Creatures Anathema, it would hardly be necessary to create further rules for Orkz within DH's system. Great stuff No One's Here.
  15. Well, my players are already past those 5000 experience points Rogue Trader PCs are supposed to be at, and they have their own ship. At least for the foreseeable future, Rogue Trader is going to work as a supplement for our DH game, adding further character options and proper rules for ships (and any other awesome stuff found there, and I hope it is plenty!).
  16. I had the very same impression of having seem that name in a game or something. Turns out it is one of the Necris characters from the Unreal Tournament series. *cough* You know, just in case that, like me, you didn't have a cultured origin for the name.
  17. Congratulations for FFG and the original BI writers, you have made a game that has fulfilled many an evening with fun and I am glad to see all those efforts recognized. RPGs are a vast medium, and though I don't care much for D&D (in any of its incarnations), it does fulfill a valid role and should be respected as such. I know of several fantastic players who have been introduced to the hobby through it, and it would be a considerable loss for our community if we did not have such exposition. Be kind to 4e players and they might even join your table one of these days.
  18. Solomon Kane said: Isnt this principle covered by the "Defensive Stance" action? Indeed it is, now extrapolated to address the issue pointed by the OP.
  19. Why not just steal something that has worked in several other systems? Namely the concept of an all-out defense, in which you spend the whole turn doing nothing except defending? Spend a full action, you gain a dodge/parry against every attack you receive. When you're through your natural defensive moves, impose a -10 penalty. Only allow talents such as counter-attack to function with the normal defenses. Certainly that should address the matter?
  20. My players are all rank 5-6. Helim Crack, Hiveworld Scum and Infiltration Expert -Modified Hunting Rifle (with all the mods you can dream of); Needle Pistol; Flamethrower; Chameleoline Mesh Cloak; Hunter Mask (modified helmet with an auspex array); Mono Bolo Knife; select explosives; cyanide capsule; stop-watch containing an endosteel filament rope; Trix Castella, Voidborn Imperial Psyker -Force Staff; Mesh Cloak/Stormtrooper Carapace; Hellpistol; Psykana Mercy Blade; Inquisitor's Signet Ring; Rosette. (she has NEVER used any of the weapons or killed anyone in combat, goddamned telekinetic/telepath) Ulric Armstrong, Adeptus Astartes -Astartes Power Armour; Power Fist; Good Quality Long Power-Sword (Imperial Guard issue, taken from an enemy); the Luminous Reproach; Bolt Pistol; Heavy Bolter; Rocket Launcher; big old tattered robes for disguise; synth-mold up kit (used to uglify him into looking like an Ogryn at times); Pneumatic Great-Hammer. Desperately wants a jet-pack, but it's just not available. (obviously he does not carry that around with him everywhere) Violet of House Silvanus, Noble Scum -Light Powered Armour/Mesh Cloak; Chainsword; Power Sword; Best Quality Compact Autogun (and you bet that thing was modded to hell and back); assortment of grenades; Thronecard; cancer-sticks; And that's most of it. I'm probably neglecting to mention stuff not used quite as often (say, rebreathers), and it should be noted the group made aggressive use of contacts and has plenty of thrones to spend, so they could very easily be even better outfitted than they are now.
  21. Yeah, I wouldn't suggest that for player characters. At the very least it would require an overhaul of the experience system itself, which would play funny with the stats and... Well, just not a good idea, also, skill bloat is not a problem for the PCs who develop those gradually. The idea here is to turn an area of NPC's statline that is usually fudged (because who has the patience for listing everything they might have?), into something that serves as a good character reference and reminder. Goddamn you for mentioning Spirit of the Century! I've only played a single one-shot of it and 'twas hysterical good fun (an undead native american indian trained by Tibetan monks paired with a mad scientist capable of incapacitating entire crowds with sugar intoxication, it can't go wrong!), but alas, never had the opportunity to try it again. Now that you mention it, Aspects as they exist in SotC would work great as skill descriptors AND background, even if the DH system doesn't have a means of compelling them.
  22. So, I've been seeing this website for a while now (http://pimpmygun.doctornoob.com/). It is an application that lets you build all sorts of guns in flash. Anyone wants to try creating the stuff from Warhammer 40K? I reckon this would be useful for those people who like to create or customize their less canonical weapons as well.
  23. As someone who has both an Inquisitor (Rank 6 Psyker on the scholar path, with plenty of contacts and the Legate Investigator alternate career) and an Adeptus Astartes (using the Tyranus Conclave rules) as PCs, I think I might have about two cents to add to this discussion. boki_khaosa nailed it down pretty darn well, an Inquisitor is someone smart and well-connected, ideally competent as a spy or knowledgeable enough in the area to coordinate those with actual talent. Those musclebound power-armour wearing guys with the Astartes Envy are at best warzone Inquisitors, and at worst a waste of the Emperor's most holy resources as their brass actions more often than not destroy more than what is necessary and less than is needed, since most heretics can easily tell when that sledgehammer is coming their way and will promptly scatter and hide. As far as living with a Space Marine, I believe there's a balance to be had in-game that is both interesting for the players and true to the source material. In our case, the Astartes is a bodyguard for the Inquisitor and the tactical advisor for his organization. He's not a grunt seeking to add a few notches to his bolter, but a valued member of the organization's command staff and the moral heart of the group, as he's by far the most loyal and stoic. You know, kind of like having a paladin in more casual RPGs. They don't take him out to walks around the Hive, obviously, but he has a perfectly valid role to fill in. Also, his life-debt and fealty to the PC Inquisitor, as well as the Inquisition life-style in the last few years, has caused some interesting conflicts with his own crusader ethos. Let's call it character growth. Also, I take your Nurgle and Vaul and raise Snake Ghandi. We'll see who's rejoicing now.
  24. As someone who's GMed for a few years already, I can't help but seek ways to facilitate my role in the game. I am talking specifically about managing the many NPCs we all have to deal with, improvising them and creating them in a way that won't consume so much time. Thankfully, I've played enough different game systems to just steal techniques from them. Since this has been working rather well in my own games thus far, I thought I'd share my cannibalized method with the rest of the community, both to contribute to other GMs and to refine this method through discussion If you have Disciples of the Dark Gods, go and look at the statline for the Inquisitors' in that book. That's... A lot, really. And makes sense, since they're such experienced individuals with a wide range of competences. But frankly, when making my own NPCs I don't have the patience to go through the skill lists. No, not even going to the jugular and picking up only the combat skills likely to be rolled. Instead I've been using an idea outright stolen from the One-Roll Engine (and represented in other systems too). Namely the concept of Professional Skills, which, as the name implies, cover in a single skill a whole range of other skills. For example, let's have a bounty hunter, we'll call him "One-Eyed Titus" so he won't feel so generic. He would have a skill list that went like this: Bounty-Hunter +10. Yeah, not much of a skill list. Or a list. This means he would roll at +10 for any test that involved his... uh.. bounty-huntermanship. Logically it would contain skills such as shadowing, tracking, inquiry, dodge, concealment, barter, as well as anything else the GM considers appropriate to fill in this purview. This means Titus is pretty good with anything a bounty-hunter is supposed to be doing. It doesn't mean you should pick only one professional skill for each character. Again, One-Eyed Titus might have more than one-dimension or area of competence. So we'll add in the skill of "Underhive Piano-Player" to cover not only his knowledge of the local region, but his ability as an artist and entertainer in his cover (and off-hours). Be as specific or vague as needed. NPCs shouldn't really roll as much, or spend experience points, so there's little worry to balance it against the players. They are there to create conflict, and the skill list to remind you what they're capable off. Since this is such an abstract descriptor, feel free to go wild with this, as it might also add content to the character. Let's give Titus "This Charming Man" as another skill, which both describes his personality and adds another range of capacities. So, just to sum it up: One-Eyed Titus Skills: Bounty-Hunter +10; This Charming Man; Underhive Piano-Player And as an exercise, this would be the skill list of the erstwhile Inquisitor of our group. Aleksander Justus Skills: Hereticus Inquisitor; Adeptus Ministorum +20; Savvy Politician +10; Wartime Councillor +10 Which tells me that he's okay at Inquisitorily stuff (interrogation, investigation, variety of lores concerning the Inquisition and heretics, et al), is a kickass priest, knows how to play the political game and has seen his share of wars. At least until he was poisoned, sniped by a modified bolt rifle and had the platform under him detonated by a melta charge; but we won't hold that against him. And again, because I've played Planescape way too much to disrespect the Rule of Three, the following is an Ordo Adrantis agent. Thaddius Skills: Military Black-Ops +10; Occult Knowledge +10; Inquisition Conspirator +20 And this tells us he's had military training and practice in matters better not-spoken of, knows plenty about occult practices (the skill should contain more than the Occult Forbidden Lore and Cyphers, but also plenty of other forbidden knowledges). Also he's neck deep in Inquisition politics, and knows a lot more than his rank suggests, which works to his advantage as a "mentor figure" for the PC Inquisitor.
  25. My players operate from a ship of the Adeptus Mechanicus, they did some favours for the organization in the past and pay 4000 thrones a month as lease for the facilities and quarters. So yeah, add another one for the collection of "mobile bases in space". The ship is mostly geared up for research, and can do most of its activities anywhere; also the characters are likely to go to interesting places and their "contract" agrees that any technological artefacts they find will be handed to the Mechanicus. One of the PCs is an Inquisitor herself, so contact is easy enough. Before this, however, their missions always involved a contact who knew how to find the Inquisitor.
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