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Brother Paulicus

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Everything posted by Brother Paulicus

  1. My DM is letting the players make up a home-world for their characters; rather than selecting a premade home-world from the books. The rules are that for every +5 we put into one stat, we take -5 from another (such as feral worlders have +5 to str and toughness, -5 to fel and wp). We also need four traits (such as hive-bound and wary for hivers); two must be positive and two negative traits. So my idea is for a Ocean Homeworld and here is my rough-draft. Ws 20, Bs 20, S 25, T 20, Ag 20, Int 15, Per 20, Wp 20, Fel 20. Skills: Speak Language (Oceanic World Jargon) and Swim as a Basic Skill. 1. Agile Fighters; life in the limited confides of the floating cities or on the deck of a boat gets crowded. Those born on Oceanic worlds learn how to move gracefully in a wave of bobs and weaves. Ocean Worlders gain a +3 to agility and suffer no penalties to agility tests when running or charging though crowds. 2. What the Water Gives; For some unknown reason, oceanic worlders are compelled to have some form of water on them at all times. If a Ocean Worlder is without an source of water (i.e. a canteen or a charm that contains a small vial of water) the character suffers -10 to all actions and -10 to all wp tests to resist finding a source of water. In addition the character may start with a small vial of water on a chain (charm) or a canteen. 3. Sea Legs; Children on ocean worlds learn to swim as soon as they can walk. A Ocean Worlder removes a level of difficulty to all swimming tests as well as never suffer fatigue from swimming. In addition Ocean Worlders gain a +10 to all perception tests that are sight based and Survival tests while underwater. 4. Anhydration; Ocean World's skin constantly needs moisturizing and hydration, if a Ocean Worlder does not put oils or water on their skin it begins to dry and crack. In addition Ocean Worlder's are susceptible to heat and may never take Resistance (Heat) talent. Hit Dice: D5+8 Fate: [1-2] 1, [3-8] 2, [ 9-10] 3. Classes: Assassin, Cleric, Guardsmen, Imperial Psyker, Scum,
  2. @ Atheosis. I didn't say I could use it. I said I found it as a random generator loot in a weapons locker.
  3. Is it that obvious that no one wants to reply to this post Q.Q
  4. My Tech-Priest, just got to level 3, and he specializes in the mystical aspects of the tech-cult. ( Luminen Shock, Charge, Blast, etc.) But then my character found a best quality plasma pistol, sound it and now my character is rich and after buying Dragon Scale and a Utility Mechadendrite. I had some extra cash, I disided to buy a Gun Servo-Skull armed with a .54 Tranter. Now I wanted to buy a Combat/Utility Servitor. Does anyone know where I can find the listings or you could just tell me.
  5. Hey, I've been looking for character sheets, but the Character Sheets from FFG's old site are blurry and I wanted to know if anyone had a pdf or website that had a nice non-blurry character sheet (preferable white, non-colored)
  6. Its not really Foreign Cultures Imo, i see it as more of differn't wars. Catachan - Vietnam; Tallaran - Desert Storm; Vostroy - WW2; Krieg - WW1&2
  7. What sounds better; a Imperial Guardsman who plays by the book (will actually use the GW's Uplifting Primer for every situation or alteast try to) or a Viking, feral guardsmen from....fenris have him use frenzy and risk arm and leg for the emprah or a paranoid adept who thinks that everything from the horus heresy to now is linked via some evil Non-Chaos cult that is actually controlling chaos to do there bidding (aka question from the justice leauge) A pirate (idk what home world) Scum, using the whole Gun and Sword combo A suicidal Elysian Drop Trooper, w/t jet pack (my gm said that he'd let us use Jetpacks w/t training)
  8. There has actually been a Brother Paulicus-Rhodes, he was killed with a flamer (his own) Firebrand preachers ftw
  9. They ran and found an imperial guard regiment, that had a bane-blade.... Actually the Fluff around the name "rhodes" is actually an organization called the Rhode Warriors, infamous for dieing tragic deaths. In every story, there is a rhode warrior, you couldn't tell by look at them, but they are everywhere. Movies: Star Wars: The Empire Strikes Back - Rebel Soldier that talks to luke before the assault of the death star. Luke - "like shooting swamp-rats in Begger's Canyon back home." Band of Brothers : Dude who got shot in the beginning, idk which one. Dawn of War : Winter Assault - Imperial guard soldier who was shot by orks in the cut scence "Fall back dammit! There to many of them!"
  10. Also all my characters name's are Rhodes, and there is a Great Sword of the Rhodes (best quality mono-edged) that is retrieved by another player to give to the next Rhodes (sad but funny). Its kinda like the Guardsmen Gary (a whole regiment of guardsmen named gary ((Tech-Priest Gary, Commisar Gary, Cleric Gary, etc.)))
  11. Well, It happen again. my character was brutally slaughtered a chain axe to the upper torso (last character was killed by a chain sword to the head). I was about to call that the Gm has it out for me and my antics, but it was a greater demon or Khorne, so I kinda threw myself into that one. Anyway, I now have to make a new character, idk what thought. My question to you all is what do you suggest, i have the curse of (in gaming terms) Altaholic (one who can't keep a single character). My characters went down like this Guardsmen -> Guardsmen -> Arbite->Assassin -> Scum (gunslinger) -> Resurrected guardsmen (2nd) -> Adept -> Now. Do you all have suggestions or things to stay away from? My characters are usually jack of all trades, and iam open to stupid/unussual stuff my assassin used only primitive weapondry (did pretty well) so throw out your suggestions or do/do not. ps. we do a session every day, thats why so many characters are dead.
  12. The original gun was fine sence he uses a Long-Laz
  13. http://s63.photobucket.com/albums/h145/google_album/?action=view&current=Sniper.jpg This guy* Sorry, i didn't relise that this picture wasn't posted, Any Clue how to remove the squat?
  14. For the picture of the Empire Engineer with the sniper, do any of you have suggestions on removing the squat?
  15. Lol, some times the simplest answer is the best, thx.
  16. Those are some pretty awesome models, i was hoping for somthing thats from GamesWorkshop or a Forgeworld.
  17. I'm currently running an Adept for my campaign, and i was wondering what model would be good for him, they have the admin. robes but i know not the slightest idea what they look like. In a sence Adepts can look like anything sence they are just smart people. please help me in chooosing a model or just post a model that you have
  18. Luddite said: You are a player and not the GM? Brother Paulicus said: Now, its not that he's a bad Cleric, he just doesn't relise that he needs to use FEAR instead of kindess. Why? Take the exchange you mention.. Brother Paulicus said: example: Cleric: Hello, Iam Brother Takl. I would like to speak with your commanding officer. Smuggler: I don't think so bud, Ecclesiarchy or not. Cleric: Please let us threw I wish to speak with your commanding officer Smuggler: I SAID NO! *draws hand-cannon* Get out of here *Guardsmen and Psyker dispatch the Smuggler* Um. What did the Cleric do wrong here? This goes from a simple conversation and escaltes to a full-blown combat in a single sentence...what chance does the Cleric have when an NPC reacts by instantly drawing a pistol and the other players react by 'despatching the smuggler'? With respect, your assertion that... Brother Paulicus said: Even though Combat is the major role in the game, i still prefer to talk/mess with people and enemies. Our Cleric has only successfully talked us out of something once, he's not that great of a negotiator ...doesn't really cut it if the example you give is typical of your group's/GM's play style. As a GM i run with the following mantra in my head...'Real people avoid violence...NPCs should do to'...this means that unless its a planned assault on the PCs, or they are dealing with known psychopaths etc., most NPCs will do as much as possible to avoid a fight, and most - when the bullets start flying - will spend more effort in trying to stay alive and flee the scene of the fight than actually fighting. Perhaps if your GM had the smuggler actually engage in a conversation with the Cleric, and allowed the encounter to advance without guns being drawn, your Cleric might have a better chance of trying to 'talk people round'? I am one of the players. What the Cleric did was instead of using his skills like interrogate and Intimidate skills to get the information or to force people to ask them instead of asking nicley, and sence the GM allows us to get a bonus to Fellowship on what we say, he doesn't try very hard to think of what he is going to say and its usually becomes one-sided commands. The fact is that if he put Fear into the smuggler that he'd have him whipped and torture for trying to stop the will of the emperor. The smuggler would have not even think of pulling his gun. Another thing he does is that he always does it alone. I know i forgot to state this before but he always enters a room alone so that he wont be scary. Now being nice has its advantages in these situations, but when you deal with criminals you are going to have to get Creative or Mean. Our GM is a railroader, He makes it more like a video game than a Roleplay. He does allow us to Talk people into doing stuff for us helping/fighting/w/e but like a first person shooter, when you kill one of them all of them know it was you and tried to kill you ( a major flaw, but iam not one to call people on there mistakes, iam just working around them i.e the point of this post)
  19. Hello everyone, My group are starting up a new Dark Heresy Campaign, we've completed our last campaign and now its time for new characters and story-line. Now the team (except myself) have created new characters that are differn't from there old ones or slightly simular. Now our team consists of; Imperial Cleric, Melee/Range, Leader/Face man, Hand Cannon, Guard Shield (not sure which), and a Great Sword. So he basically covers anything that is lacking. Feral Psyker; uses his strength and melee weapons more so than his psychic powers which he uses to crowd control (i.e spasm). Imperial Guardsmen; Brawler of the group, usually is the 2nd guy, the guy playing him isn't very out going and follows whats the cleric says. Now this is where your assistance is needed, My team is consisted of Leader, and two support characters. Even though Combat is the major role in the game, i still prefer to talk/mess with people and enemies. Our Cleric has only successfully talked us out of something once, he's not that great of a negotiator example: Cleric: Hello, Iam Brother Takl. I would like to speak with your commanding officer. Smuggler: I don't think so bud, Ecclesiarchy or not. Cleric: Please let us threw I wish to speak with your commanding officer Smuggler: I SAID NO! *draws hand-cannon* Get out of here *Guardsmen and Psyker dispatch the Smuggler* Now, its not that he's a bad Cleric, he just doesn't relise that he needs to use FEAR instead of kindess. So should I take up a second talker? I wouldn't make another Cleric because thats just mean. But a Scum would be pretty entertaining. Most of the time if the Cleric isn't playing Brother Snuggleston, we're usually getting are own Inquisitorial sitting muscles handed to us, So would a Heavy Support service? Know that 3/4ths of the team is melee, so Heavy Support would help but will probably be very restricted in melee brawls. I would now like to hear from you, i take any and all advice (except asking the cleric to do better; it didn't work) giving your teams synergy and compatability would also be very helpful for me. And know I've read over the guides so many times I can play anything (Except Psykers because my party thinks it to dangerous for me to be one.) Iam also kinda of a dare-devil IDFK kinda person who knows when to blow up a building that will fall on a Truck full of drugs (actually did it).
  20. Are you allowed to take the more than one background packages or the same one twice? I know your only allowed to take it during character creation, but Clerics get the Firebrand Package that allows them to take Chain or Flame, i was wondering if it is possible to take it twice and get both.
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