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unitled

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Everything posted by unitled

  1. Consider Stealth as well... That gives you a +2 skill (well, better, as it's -2 difficulty) limited effect evade for fewer resources, no use of a slot, and no experience. This gives you a +2 to +4 evade and up to 3 bonus dodges for (a lot) more investment. I don't think that's unreasonable at all?
  2. @awp832 I know it's normally Frank who posts over here, but just wanted to say we always look forward to your 'podcast reflection' posts and read every last word! Thank you for your support, it's very much appreciated
  3. I would say Arkham is certainly more resistant to a 'play how you think the rules work' interpretation, but lots of the Arkham players I know have come from an LCG (or possibly CCG) background, which are largely competitive. When we're at a tournament, even if the prizes are just a fancy play mat and an alt-art card, we need to make sure everyone is playing the game exactly the same!
  4. I'd be very tempted to drop Clarity of Mind from both decks, I don't think that card is going to shine really until we're able to get extra actions/free actions for using spells *cough* Marie *cough*. I'm also not a massive fan of Rabbit's Foot here, but that's not the end of the world. My concern would be that you are relatively defenseless until you actually get some spells down, and you don't really have any way to help you find them. Arcane Initiate is definitely a help (though a) she is a bad combo with Dark Memory and b) a lot of people prefer Pete S II to use the ally slot instead, and you definitely want him at some point). Will you be playing solo or as a team? Daisy with an Old Book of Lore as a teammate is a real boon for you! You could also consider a Fire Axe. Fire Axe I love in Agnes as she has a way of making money easily on tap in Forbidden Knowledge, and it's a way to tackle smaller enemies without too much trouble or wasting precious shrivelling charges (rat or cultists are classic examples!). I would also suggest you're potentially investing a load of slots in clue finding... Again, probably fine, but if you're in a team you can offload some of the work of clue gathering to them, and maybe stick with 4 total out of LWIF, DttF (also the name of a cool podcast... ) and RoS.
  5. I don't think anyone IS suggesting that, the issue is that RAW don't make this situation clear (and this ambiguity has been confirmed by Matt). Matt has confirmed the intention is for permanents to not leave play for any reason, so that is how we (or my group, at least) are playing.
  6. The vast majority of Orks refer to themselves as 'Boyz' though. And they are usually referred to as 'He' at least on the GW website. Honestly, this seems like splitting hairs. If this makes no difference to you (as most people who are complaining in this thread claim) you can safely scroll past this thread. Rest assured, FFG isn't going to alter established canon, rather people are suggesting (and the best that will happen) that they bring some more diverse characters to the fore.
  7. By the way, the purple penguin thing isn't really true, it has (no surprise, really) been exaggerated by the media.
  8. Because without the fluff, it won't be 40k, it'd be something else. Everyone is welcome in 40k, I don't see signs screaming "no women". The product and the universe are what they are, forgive the cliché. At the risk of going off on a completely different subject here, this is what is prevalent in our society today, people wanting everything to be changed to accommodate them and their desires and preferences, instead of maybe just letting it be. I can understand when it is a major social injustice, but this does not qualify. By this line of reasoning, I should demand that romance novels include more violence and action because they are not inclusive of me as a man. Or I can just choose to not read them and read 40k books instead. Well, no-one has said it's a MAJOR injustice. The world has changed since the 40K universe was first put down on paper, maybe there are a few ways they can change the way the present some of the characters or races to include a bit more diversity. I don't see how this would be going against canon anywhere (and in fact, would represent much less of a change than other things they've retconned over the years). As to why... well, there's something I read recently that struck me and is possibly relevant here: "I took my little brother (who falls on the autism spectrum) to see Guardians of the Galaxy and after this scene, he lit up like a Christmas tree and screamed 'He's like me! He can't do metaphors!' And for the rest of the film my brother stared at Drax in a state of rapture. So while I adored Guardians of the Galaxy as a great fun loving film with cool characters I can do nothing but thank Marvel Studios and Dave Bautista for finally bringing a superhero to the screen that my little brother can relate to." Maybe it doesn't really make a difference for you or me. Think about when you were a kid, though, and first starting to mess around with board, card, and computer games. Might it make a little bit of a difference to young girls (or LGBT, or non-white people) to see someone like them represented in the game?
  9. I guess I would be surprised someone would buy this game knowing enough about it to have an idea they wouldn't like the gameplay and NOT know broadly what the artwork would be like, if you see what I mean? I didn't go through every single preview or spoiler for this game, I read a handful of the news stories on FFG and the faction previews, and that's about it. Even then, there were no surprises in terms of the art, at all! It's more modern 40k than the overly gothic Blanchitsu, and that is completely what I expected. Also, yeah, Netrunner is awesome, and I find actually the interaction of flavour and mechanics is extremely well done there, probably second to none in any card game I have played. I still marvel at how brilliant a card Pop-up Window is in marrying flavour and mechanics!
  10. FFG seem to be on the ball with this in Netrunner; there's a good split of genders and races (lots of the runners are specifically mixed race, depicting a future where racism is less of an issue). I see no reason why they won't bring that same attitude to Conquest... eventually! As has been mentioned Orks are gender neutral (but typically seem to refer to themselves as male) and Space Marines/Chaos Space Marines are by virtue of the canon necessarily male. The other races we should be able to see some more diversity, and I hope that will be the case. Eldar are above the concerns of gender, and the Tau run a society based on everyone contributing what they can (their morphology seems to differ across the castes more than anything else?). I definitely trust FFG to work towards this, hopefully the first cycle of Warlords will see us bag some interesting characters.
  11. I had NEVER spotted that until recently... A quick bit of googling suggests it was a coincidence, but if you ascribe to Alan Moore's philosophy on ideaspace you'll agree that coincidences like that happen very often! I used to love that in WFRP v1 and v2, the subtle hints to British pop culture. I always remember there was a bodyguard in one of the adventures called Bruno Frank, for instance... Anyway, adventure hook. I always wanted to run this as a one off, and may still get the chance. The Inquisitor asks the Acolytes to go undercover at the auction of a heretical artefact, not to win, but to find the winning bidder, who the Inquisitor suspects will be a notorious heretic bidding by proxy, and tail them after they collect it. Half way through the auction, though, an Arbites squad turns up, armed to the teeth with combat shotguns and cyber-mastiffs, lead by a strict monodominant Inquisitor. The penalty for even being here will surely be summary execution! However, making things more complicated, several other Inquisitors had the idea of sending their own representatives here; is it even possible to tell if any of the bidders are genuine heretics or are they just stuck in a firefight between groups of other Inquisitorial acolytes?
  12. Received my replacement copy last week. Ran my first session and no signs of splitting or cracking so far. Very happy with the service from FFG; aside from having it never happen in the first place, hard to know what more they could have done
  13. Yeah, I'm in the UK too (though maybe not after Thursday!) and they've agreed to send a book over to me.
  14. Sorry, I wasn't very clear! I was meaning it seems you give IP/CP for getting hold of some artefact they could study to gain Forbidden Lore, then you let them take the advance. I was just going to combine these two things? Okay, here's a thought: What if they get something to study on Forbidden Lore, they take a Fear test equal to the level of Forbidden Lore they are buying? This lets appropriate talents give them a benefit on the test, and really reinforces the 'Call of Cthulhu in SPACE' feel I like. Delving too deep into any one subject will pretty much guarantee you lose some of you sanity. On top of that, studying any warp-tainted artefact will result in you gaining corruption points. Yes, the early levels of Forbidden Lore on, say, Demonology might be attainable by studying some redacted, sanctified excerpts in an Inquisitor's private collection, but there's only so much you can learn there. To become an expert in the subject, you're going to have to expose your soul to corruption!
  15. Ah okay, I see! I think I would normally offer them the option to advance a Forbidden Lore when they had something appropriate to study (maybe a tome of demonology or a warp artefact), so I roll the two steps into one?
  16. One of my favorite themes in Dark Heresy is the idea of sacrificing your sanity and your soul to preserve the Imperium, taking up the tools of enemy to defeat them and damning yourself in the process. I was wondering whether anyone had thought about giving out corruption points for learning forbidden lore? At the moment, I'm thinking about giving 1d5 CP every time someone takes a Specialisation advance in areas like: Chaos Space Marines, Demonology, Heresy, Mutants, The Warp or Xenos. Anyone experimented with similar rules?
  17. I've been thinking about this some more! I've come to an organisation like the following... Basically, the Inquisitor has 4 key members of staff under them, a Chief of Staff, a Loremaster, a Spymaster, and an Armsmaster. They also have a number of Interrogators scattered through the sector, and these Interrogators have under them several cells of Acolytes. If the Inquisitor is the heart of the organisation, the Loremaster is the brain, the Spymaster the ears and eyes, the Armsmaster the sword, the Chief of Staff the muscles and blood, and the Acolytes are the hands and feet . CHIEF OF STAFF The Chief of Staff is the Inquisitor's effective second in command. They are in command of all of the everyday staff that keep the Inquisitor's organisation ticking over: estate managers, bodyguards, doctors, couriers, pilots, an astropath, and so on. LOREMASTER The Loremaster is in charge of archived knowledge, so has scribes, researchers, archivists, calculators, and so on under them. SPYMASTER The Spymaster is in charge of all covert information gathering. They will be in charge of deep cover operatives, possibly sleeper cells, and will work to make sure these operations aren't compromised by the Inquisitor's other activities. They will also be in charge of a contact and informant network; tip offs and information about what needs to be investigated will come through the Spymaster. ARMSMASTER Everything to do with combat will go through the Armsmaster. They will have a staff consisting of armorers, trainers, and tacticians, and also the Inquisitor's prime asset: a small strike force, highly trained soldiers recruited from elite Imperial Guard and planetary defense forces. They are trained in combating heretics and even Demons. The Inquisitor allows other figures in the sector to use these troops for their own activities in the interests of maintaining his standing and earning return favours from the high and mighty (this ties into the background for my Inquisitor, as he was part of a Imperial Guard Stormtrooper unit commandeered by an Inquisitor). INTERROGATORS These are promising Acolytes who have been promoted to have more responsibility after proving themselves in the fields. They may have their own network of contacts or even retinues. The Inquisitor typically gives them a fair amount of autonomy over how they assign investigations, as they will typically know which of their cells is best suited to a particular task. They keep the Inquisitor informed of what the investigations uncover, and also which of the Acolytes under them are particularly promising.
  18. Noticed earlier today that my copy has started to come apart after only a couple of weeks. Disappointing, as I'm otherwise really impressed with the rulebook, but I contacted FFG and they've said they will get a replacement out to me. Very happy with the customer service, obviously! I can't help but wonder if they're being let down by a supplier? Any costs would reflect back on to the supplier on rejects th then, wouldn't they?
  19. I have the Printed Inquisitor rulebook hidden in the attic! Thanks for the suggestion, that spider diagram is the kind of thing I was hinting at.
  20. I've read through Eisenhorn a few times, and Ravenor (and Pariah! looking forward to Bequin part 2...) and must admit it's really guiding me in this area. I really dig Abnett as an author, I've heard someone say he's way better than he needs to be to write this kind of licenced fiction! The idea of an Inquisitor having an estate is a great one, I think (mine is based off-world). Good call on the Rogue Trader as well, that's going on the chart... Side question: Is there no formal Inquisitorial presence in the Askellon sector, then? The Askellon Chapter in the rulebook is about the only one I haven't really tackled yet (just leafed through a few times). I guess that opens it up for more Inquisitor on Inquisitor conflicts if they don't know where each other are operating?
  21. Hello all! Recently got my copy of the 2nd Edition Rulebook, absolutely loving it. One thing I'm slightly missing is a low-down on the Inquisitors of the Askellon Sector, like they did with the Calixis Sector in the original book (if there is anything there, I've not managed to spot it). As a result I've decided to have a crack at making my own Inquisitor from scratch, and I'm pretty glad I did! Anyway, one thing I was wondering was, what does an Inquisitor's network look like? I'm having fun drawing a huge spider diagram thinking of all the things they might have available to them, all the people connected to their organisation, and it's giving me adventure ideas left right and centre! Even if it never comes up in the game, it's fun for myself plotting this out. What the kind of things you can imagine your Inquisitor having access to?
  22. There are a few place I could point to that talk about the beliefs regarding the Emperor's divinity (or mainstream belief therein); off the top of my head, I'm sure there will be some things in the faction section of the Inquisition chapter. Maybe he could let you know which faction he sees the Inquisitor as belonging to? Honestly, though, it seems you have an abusive GM. If they want to run a game set in an alternate version of the 40K universe, that's their prerogative, but at the moment they're trying to force their interpretation onto you without any discussion with the players. The game is meant to be collaborative, and really this is something that should have been brought up before you even started making characters. If this is how your GM acts, with aggression and demanding you come up with some proof on something which is an established and key fact in the setting, you should try and find another group to play with. Additionally, if he's doing it from a point of view of a personal dislike of religion... he's missing the point anyway! The totalitarian tendencies of the Imperial Creed is already critical of organised religion, this is an interesting theme (one of my favourites in Dark Heresy) he could actually explore through the game. I believe there's a section in Disciples of the Dark Gods about the Temple Tendency which would be a good vehicle for exploring this? This is a 'rival' cult to the Imperial Creed, and will make the Acolytes explore what they have been indoctrinated to believe. EDIT: For the record, the section on the Adeptus Ministorum on page 310 of the new rulebook makes it pretty clear that just about everyone is part of the Imperial Creed or are declared heretics and marked for destruction.
  23. I missed that. Where is it? Yeah, it really isn't obvious (I was actually looking for acolyte starting influence as I didn't realise it was the same as any other stat). Check out the box on page 361, first paragraph.
  24. There is guidance in the book on recommended Influence for an Inquisitor... it recommends twice the group's average influence when you're starting (which would actually put it in the ~70 range, the prerequisite for taking the advance). I like how the new rules make being an Inquisitor not a case of simply reaching the top of the career path, but something pretty much anyone could step into. I can imagine the feeling of being powerful is part of the attraction for the solo player, though, so I would say you would probably look at between 10,000 and 20,000 exp?
  25. Hey all, for the UK I've had better luck using http://www.boardgameextras.co.uk/ for my sleeve needs. They are a UK licensed distributor for the Mayday sleeves and have a cool board game selector which shows you which/how many sleeves you need for each game (I buy sleeves for all my most played games). I think they also do a range of acrylic Netrunner tokens. And they seem to be a lot cheaper than Amazon too! I don't work for them or anything, just a very satisfied customer
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