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The Boy Named Crow

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  1. konst80hum said: I would value your input… Corruption Points can be a divisive topic. I prefer a fairly strict interpretation of what corruption points represent. In my game, corruption is the physical effect(s) that come about as a result of exposure to the energy of the warp. Corruption does not come from within, but without. For this reason, untouchables are completely immune to corruption points, and unless a demon, psyker, or sorcerer is involved, there is very rarely any cause for them to come into play. In this case, the spirit stone inside Hermes' body is a device specifically designed to prevent the farseer's soul from entering the warp. It is, essentially, a warp barrier, and by my interpretation, could not cause corruption points of its own accord. If the Farseer invoked any phenomena while in control of Hermes' body, I could see an argument for increasing the amount of corrupion gained, since a Farseer is probably capable of channeling far more warp energy than the psyker is capable of or used to. (There are plenty of people who disagree with me, and see corruption as relating to the purity and resiliance of one's soul against the toxic miasma of chaos. Ultimately, it comes down to your group, and the kind of game you want to play.) Insanity, on the other hand, is fair game. Go hog wild. I think 1d10 with no prevent is fine. If you're feeling generous, you could gradually reduce the insanity gained, as he becomes more used to sharing his mind with the Eldar, or not. I could see the argument for either scenario. Those're my two thrones. Have fun!
  2. Ah, that's right. Thanks for the correction.
  3. There is also a background option in BoM, (I can't recall the name and don't have my book with me, but it's something like "blessed birth"), that gives you an additional fate point. If you get lucky on your FP roll and on your divination, it's possible to end up with six fate points. (3 plus divination, homeworld, and background) So yeah, you can get a lot of fate points. Most people won't though. I am currently playing a Battle Sister who is down from three to two fate points. My faith talents still see a lot of use. I think the benefits they provide are usually greater than than the benefits of a single re-roll or heal. One thing I'll mention is that while the Wrath talents are definitely powerful and some of the most flashy, I've actually been focusing my faith talents elsewhere. My campaign has been very investigation heavy thusfar, so I've invested in the power that prevents people from lying, and it has been fun to use. The non-wrath ones, in my opinion, have a less powerful mechanical benefit, but have the potential to be extremely useful.
  4. My group has always played that 96-00 is an automatic failure, and 01-05 is an automatic success. Until just now, I never realized it was a house rule.
  5. DontEatRawHagis said: Thanks, Roth. That helps out a lot. Its my friends first time GMing. In other games where I had access to the book I would literally go through every action you could do in combat(such as auto fire, intimidate, grapple, ect…) and have them written on note cards to help remember. So with a d100 system what are the results for 100? I know there is 00-0 for 0 and 90-9 for 99, but is there a 100? When he bought Only War it was the last copy at the store. The other stores in the area that would have it don't. How does armor work? My friend said something about armor being piece meal. Last thing that comes to mind are Regiments, everyone has to agree on a race? Catachan, Kreig, ect… imo seems a bit limiting. Though it is based on the lore, and imperial guard regiments are pretty one note. Looking on the Lexicanum it said Commissars are from off world. The GM screen can be helpful, it contains a list of the available combat actions. I believe there are 15-20… (?) 00 - 0 is 100, not 0. The system uses hit locations, and consequently armor locations. You will often have the same armor on all locations. The default system uses a single regiment for the entire group. Offworld specialists, as they integrate into the regiment, take on the mannerisms/mentality and therefore the statistical adjustments of the base regiment.
  6. My first Dark Heresy character was a blank, and I really enjoyed playing him. I decided to take the package without really knowing what I was getting into. In the first couple of sessions, my GM pulled no punches, and I started to realize that this background package (which I just grabbed thinking "Cool, psychic immunity!") was going to have to be a major part of my character's identity. So I reconcieved my character. I played him as a curmudgeonly ******* who, having failed at getting along with people for long enough, eventually just gave up. He acted as though he didn't care what people thought of him (though he secretly did), and being unable to charm or decieve anyone, used bluntness and intimidation when interacting with anyone. That's just one way to do it, though. I think the key to a successful untouchable character is remembering to think of it as a key part of your character's identity, and not just a mechanical add-on. It helped that, in my campaign, social interactions went to dice only as a secondary method. I found it to be a great roleplaying experience as the rest of the group slowly overcame their initial disgust and came to value him, while he in turn came to accept that it was possible that they might not hate and/or eventually betray him. SIDENOTE: When we went to ascension, he took desperado, which led to some hilarious moments using his auto-success on social ability.
  7. While I can't really comment on the effectiveness of ME weapons/armor as opposed to 40k weapons/armor (Though someone who knows more about physics than me probably could) I can point out that there is a very notable difference in size and scale between the two fictional universes. The largest non-Reaper ships, with the exception of the Destiny Ascension, top out at 1 kilometer long, with the Destiny Ascension topping the scale at around 4 kilometers, with a crew of 10,000. That's the largest ship in the galaxy, there's only one, and everything else is a quarter of the size and, we can assume, crew and firepower. Additionally, there aren't very many of these 1 kilometer ships. The galactic total, at the time the reapers invade, is only 85. The reapers, while there are more of them, are similarly sized. Harbinger and Sovereign, the two largest recorded Reapers, are 2 kilometers long. That puts them larger than almost anything in Mass effect, but smaller than quite a lot of ships in 40k. Not happening to have the rogue trader book in front of me, I can't throw 40k numbers out, but 40k ships are SO MUCH bigger and there are SO MANY more of them. I don't really think the Reapers could win it. UNLESS The Reapers had access to Mass Relays and the humans, somehow, didn't. FTL travel is another huge difference between the universes, and how that is reconciled would have a really big impact on the outcome.
  8. voidstate said: I've been messing around with Google Maps and have put together a little web app that I thought you guys might enjoy. Where have you been all my life?
  9. If I recall correctly, you must take your manouvre Action before your shooting action.
  10. What Graver said. It's your game, and the established canon is your's to play with as you see fit. Breaking a lot of the rules, and you are breaking a lot, doesn't matter so much in and of itself. However, it's your job as the GM to make sure your players are having a good time. It's because they're unhappy with your Inquisitor, not because
  11. Storhamster said: Personally I would not say that a sororita who cheats on her husband (the Emperor) is worth the robes the wears. But that´s just my take on it. It's worth noting that the "Brides of the Emperor" title is an archaic term that dates back to the reign of blood, and after the death of Goge Vandire, their title returned to its original, the "Daughters of the Emperor". (I personally take the view that while the sisterhood does not forbid sexual activities, it is a right very few choose to indulge in, for emotional or practical reasons.) The Sororitas issue, as mentioned, has been extensively discussed here, I believe...
  12. The success of this exploit lies in (besides confirming righteous fury) the wording of the proven quality. As I read it, the proposed situation would not grant you righteous fury, because having your roll of, say, 3 treated as a 10 is not the same thing as rolling a 10. (Much in the same way a 95 after penalties does not result in a weapon jam) It's an ambiguous case in the rules, and requires GM ruling. That would be how I would run it in my game. Edit: Yeah, what he said.
  13. First to answer your question: A way to remove corruption? Not until ascension. A way to prevent perils? Not until ascension. Of course, it's actually a lot more complicated than that. There are a number of little ways to help deal with these things. I'll lead off with that, then offer some thoughts on your situation. While I'll list everything I can think of, I'm sure there are some things I'm going to forget, too. Corruption is a bum wrap, it really is. There is no way I know of, other than through transition packages in ascension to flatly remove CPs. However, there are a ton of ways to reduce it or prevent it. If you were still at character creation, you can make an untouchable character, if your GM lets you, to effectively become immune to corruption. (At least in my games, it's a matter of interpretation, but let's not start a debate) Talents like dark soul and armor of contempt mitigate corruption or help you with malignancies. I believe there is a ritual or something in Blood of Martyrs that can help prevent corruption gain to a limited extent. Becoming Exorcised will render you immune to warp shock, if I remember correctly. If you're willing to take the corruption, entering into a dark pact will reduce further corruption you take. Additionally, if you're really worried about mutation, consider asking the DM to allow you to use the alternate corruption path from the Radical's Handbook. It's less overt, but no less deadly. As for Perils, your options are more limited. It's mostly going to be up to the Psyker's player to handle his powers responsibly and minimize the risks. Once you, again, get to ascension, he can fetter to eliminate his chance of perils, your GM MAY want to house rule in those rules, but its up to him. I didn't in my games. To that end, he should look for ways to maximize his power rolls without using more dice. Increasing his willpower, picking up discipline focus and some levels of power well, using invocation, and going for discipline mastery should all be on his to-do list. Rolling less dice and risking failure should be practiced, especially in less critical circumstances. Unless you're healing dozens of wounds or multiple characters, I can't think of why you would need to roll four dice for a seal wounds. For your part, there's not much you can do, besides reinforce certain behaviors as best you can. The one thing I can think of is an ecclesiarchial (sp?) cell directive that lets you shoot a psyker whenever he invokes phenomena (or perils, I can't remember). Lastly, there's an obscure talent in Disciples of the Dark Gods with some hefty prerequisites that is only available as an elite advance with the GM's permission that allows the psyker to ignore his first nine under certain circumstances. So there are your options. Question answered, allow me to comment just real quick on your situation. You have my sympathy. From what I can tell, this is the first time you've experienced PC maimage and/or death. We've all been there, and its rough the first time it happens. But these things do happen. We've all been there. Dark Heresy is, as was mentioned, a horror/pulp mix of nasty ways to die where if the enemy doesn't kill you, your friends just might. If you keep playing it will, eventually happen again. The first couple times it happened to me, I was crushed. Now, I love it, because it's an opportunity in disguise. Character deaths are easily some of the most intense and memorable points in campaigns. When a PCgets totally brutalized, it can make for some great character development. In your situation, I would imagine your character feels pretty strongly now about Psykers. He might have developed a blind, fanatical hatred of them, or a grim resolute understanding of the true extent of their danger. If his flesh is failing, that's great, exactly what a tech-priest needs to further his devotion to the machine god. Definitely take the flesh is weak as your insanity, when you get there. If you roleplay it well, and your GM is the generous type, consider asking to be allowed to take the flesh is weak talent as an elite advance. In regards to playability, I wouldn't be too concerned. In my experience corruption points and, to a far greater extent, insanity points, tend to level off as you reach the higher levels. You hit 25 a lot faster than you hit 50. In regards to Toughness, losing ten is harsh, but it can be made up, especially since you're a tech-priest. Go Secutor and pick up machinator array, plus a mining augmetic if you don't mind the extra arm, for additional toughness boost. Also remember, no matter how good or optimized your character is in DH, there will always be things that can squash you like a bug. As a closing thought: If you're feeling powerless and angry, well, that just means you're playing the game right!
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