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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!
  14. If I understand correctly, the OP said three reactions, two dodges, meaning wall of steel and step aside, and Fortinbras was referring to using DH careers in a RT game.
  15. Hmm... First of all, I'm not sure at all where you got <3% from, that makes me wonder if you might possibly be doing the rules wrong somewhere, or you just made a math error. That aside, I don't think that the problem you have here is quite as insurmountable as you think. In terms of dealing with their reactions, you already mentioned multiple attackers and auto-fire as ways to get past reactions. To that, I would also add: -Weapons with the scatter quality, which can gain extra hits at point blank. -Melee fighters with high WS can feint to prevent the player from dodging or parrying, often overlooked. -If you're not feeling particularly nice, use assassin-style enemies that hide and strike from concealment. Attacks they are unaware of cannot be dodged. In terms of damage reduction, I'm not sure why you're resorting to melta weapons for AP 6 TB 5. You should bolters or SP heavy weapons for dealing with that level of defenses. A heavy stubber with manstoppers will damage such a character 60% of the time. A bolter, if memory serves, should do so at 80%. There's a huge range of weapons available, try to find ones with a damage "base" (AP plus whatever is automatically added to the roll) of slightly below to even with their damage reduction. After that, if you're still not feeling like combat is exciting enough, make sure the enemies are using good tactics, such as cover, suppressive fire, grenades, flanking, and so on. Additionally, add factors to combat that make the enemy only one of the things the PC's have to worry about. Add catwalks, dangerous weather conditions, poor visibility, civilians in the way, avalanches, rockslides, or falling buildings, or mission-related complications. Perhaps the PC's have to protect a whiny bureaucrat who may not be as good at dodging as the PC's. And last, but not least, just be grateful you don't have to deal with an Eversor PC.
  16. I doubt you'll get satisfying results from trying to do a conversion of some kind. The systems are too different. I would recommend that, instead of trying to come up with some formula, just stat them up based on relative power levels and what you think is appropriate. (All right, this Arbite's got 47 Toughness. I'd say that's about 19 Constitution.) This will probably give you a more satisfying encounter, since you can also tweak what you want to suit the level of your players, and also save a good deal of headache. Another option would be to take the character concepts that the players have come up with in DH, abandon their stats entirely, and create D&D characters using those concepts as guidelines for selecting skills and feats, distributing stats, and so on.
  17. This has been discussed a few times before Here: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=123&efcid=3&efidt=409495&efpag=0#410737 Here: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=123&efcid=3&efidt=404023&efpag=0#404272 And here: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=123&efcid=3&efidt=364489&efpag=0#365813
  18. Nice. I've got a Harlequin Troupe for my Eldar Army that I've been holding off on painting and putting together because, well... I'm lazy.
  19. I don't really want to delve into Mimes, but I see your point. I've made a few changes to the stats based on what's been discussed so far: -Upped the WS on Troupe Masters (Which are the same thing as Avatars, or Troupe Leaders) Shadowseers, and Death Jesters to 70 -Added a pair of Forearm Power Blades, from Into the Storm, to the Death Jester profile, and tweaked the stats on the Shrieker Cannon -Added a Talent, THE RITUAL, to the Harlequin profiles, which I have yet to stat up, but will probably incorporate elements from the Soul-Bound Trait and the Exorcised Template
  20. Idaan said: The Harlequin Ritual involving daemonic possession is a fanon myth perpetrated by Lexicanum. It doesn't appear in any of the publication detailing Harlequins since their introduction in WD105 until Dark Eldar codex. In fact, this directly contradicts their other background, especially Solitaire's. Also, I don't see any reason to make them weaker and less resilient than humans... It would appear that you are right, that's too bad. I really liked that bit. That makes reconciling their willpower a little bit easier, at least. I still think they should be, as previously stated, very resistant to the powers of chaos. I don't think they should be weaker or less resilient than humans either, which is why I put those stats where I did. I think S and T in the 30's is about average for humans, (Not PC's, of course) given the starting values for acolytes and stats for many NPC's. Within the 30-35 range I put their strength higher, since they're so athletic, and their toughness lower, to embrace their role as a glass cannon. While I am reluctant to change it, especially since that range of strength and toughness has been more or less consistent across three FFG books, I'd like to hear what other people think on the matter.
  21. In regards to Willpower: Nearyn, I had that same idea, belatedly, shortly after I posted. I need to take a look at the exorcised template, but what you wrote up, coupled with all the other similarly themed talents I gave them, could work pretty well. Alternatively, looking at it from a different perspective, throwing off a Greater Daemon is a BIG deal. Since they're not meant to be PC's, I could see it as a viable option to have them immune to possession entirely. Solitaires sound a lot like Pariahs to me, too. If I were to write stats for them, I would probably make them an enhanced Troupe Master and give them the Untouchable trait. In regards to WS, and the new vs. old ruleset: I initially disregarded the old codex entirely, assuming that the rules were outdated and incorporating them would only create additional contradictions. I've read it now though, and despite the discrepancies, I think there's some stuff there worth lifting. The main difference that I see between the old and new rules is the scale on which the Harlequins operate. The codex allows for large scale Harlequin operations and forces composed of dozens of individuals, while the newer rules assumes a much smaller organizational structure. I tend to prefer the latter interpretation of them, as the lack of large bodies, in my opinion, enhances their mystique. Exactly what that means for the stats, I'm not sure. The Troupe Master, from the new rules, could represent a Troupe Leader or a Great Harlequin from the older rules, since in the smaller group there isn't room for both. In smaller groups, discrepancies in ability are more notable, so the change on the Shadowseers and Death Jesters, while minor in a group of 30 or more, is much more dramatic on a smaller scale. I may split the difference and end up giving them +5 or some such solution. Opinions?
  22. Hey, all, it's been a while. I've worked up some stats for some Eldar Harlequins. I've always been a fan of them specifically, more so than any other Eldar, and I've been wanting to do it ever since I found flip belts and holo-suits in Into The Storm. I did a fair bit of research for this, checking out the Codex and whatever fluff I could find on the Harlequins, as well as looking at all the officially published Eldar stats so far with corresponding units in the tabletop (Ranger, Pathfinder, Dire Avenger, Warlock) to get a sense of any kind of correlations that existed. However, I had to do a good bit of guessing. I tried to be as unbiased as possible, but I'd love to get additional opinions. Here is the link: https://docs.google.com/document/d/1vRThrER-pWrjEeE1_0dmBM17JTnHk2Z1VivdgY_RXYQ/edit?hl=en&authkey=CM6gpIcN I had a reason for pretty much every decision, and I can explain my rationale for anything.There are, however, a couple things I am particularly interested in getting feedback on because either information was scarce/conflicting or making a decision was particularly difficult: Willpower: All Harlequins, as a part of their initiation, are possessed by and throw off a greater demon of Slaanesh. That should mean that they are all incredibly strong-willed. However, I also felt that, logically, they should not be as strong-willed as a Farseer. A Greater Demon (working from Marabas) has something in the range of 80 (x2) WP, while a Farseer has 59(x2). Shrieker Cannon: I was kinda torn on how to stat the signature weapon of the Death Jesters. It doesn't help that there seems to be very little correlation between the game and the tabletop in terms of stats here. Again, any and all feedback and/or critique is welcomed. Particularly if you have thoughts in these two areas
  23. Hand Bow: Core Rulebook Pg 131 (4th item down on the table) Flick Bow: Inquisitor's Handbook Pg 95 (6th item down)
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