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Varnias Tybalt

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Everything posted by Varnias Tybalt

  1. Grand Inquisitor Fulminarex said: I for one do not think that astropaths are used to transmit financial data across the stars like an Amex card. Well not like an amex card, nor would such a banking procedure be available to anyone but the richest people in the Imperium, and the due to the use of astropaths involved any transaction is most likely to require a rather handsome banking fee (to pay all involved clerks and paying the astropathic guilds etc.) But the fact remains that the Imperium does have and employ banking houses. It would be impossible to conduct large scale trade without more efficient means to exchange payment for goods and services other than actually loading up the entire vessel with thrones. Also, Disciples of the Dark Gods for dark heresy did demonstrate the use of credit blocks and such. The usage of such things would be impossible unless some sort of transation of financial data took place between different worlds. I can easily see that a Rogue Trader would want to keep a personal astropaths (or several) aboard at all times, partly because of the need to transmit financial data across the stars. ...Hmm, this just gave me an interesting idea for a scenario. Picture it, an old and perhaps deranged astropath lands in the lap of the explorers and proves at first to be little better than a nuisance to them. But they find out more aspects about the astropath in question. Namely that he or she used to be in the employ of a long since dead but exceedingly wealthy and prominent Rogue Trader, belonging to a dynasty that used to be considered as a major player in the Koronus Expanse. However, since the sudden and mysterious demise of the Rogue Trader, the dynasty has started to crumble and decay, mainly because the Rogue Trader also dealt with notorious criminals and embezzlement, and thus hid most of his wealth in everal incognito accounts with several different banking institutions, making it rather impossible for his rightful heirs to track down and access the dynasty wealth. The thing is, the mad astropath in question was the one who handled all the transactions (although pretty much all vital information was transmitted as ciphers and thus the astropath can't really understand or translate the information to any outside sources). However, what if the Rogue Trader and his merry band of explorers could somehow jump-start the memory of this deranged astropath and somehow access all of these old ciphered transactions? And once that is done, they might be able to get in touch with an obscure, master cipherist who might actually be able to decipher the transaction data, and thus provide more or less legal and viable ways for the explorers to access the wealth of the deceased Rogue Trader. Of course, as you might have suspected, the waning Rogue Trader dynasty will soon learn of the discovery of the deranged astropath and will do whatever they can to get him or her back and thus restore their wealth and prominence and thus provide the PC's with some seriously dangerous and powerful enemies. But how do you bring back the memory of transmitted banking messages locked inside the mind of a crazy astropath? And also, can this master cipherist they will eventually need to unlock the information really be trusted? He does seem to have a rather iffy reputation after all, and rumours circulate that he is hunted by Inquisitorial agents as well. What do you guys think? Does it sound like an interesting plot?
  2. Hodgepodge said: As far as I know, the C'Tan hate and fear the warp because they cannot percieve it, but they are vulnerable to it. So that wouldn't be much of a contest. Though some blame a fight between Khaine and one of the C'Tan for the fall of the Eldar- Khaine merely destroyed the Necrodermis body of the C'Tan, and was poisoned by its shards. Nope, C'Tan doesn't fear anything (not even the warp). The reason why they went into stasis during the enslaver plague wasn't because they were afraid of warp creatures like the enslavers, it was because the enslavers was killing everything else in the galaxy (no living creatures with souls = no food for the C'Tan), so they went into stasis and decided to ride out the storm until the galaxy was populated by new living and sentient species again. It is rather the opposite that the warp fears the C'Tan, since the C'Tan invented several means to stop warp powers dead in their tracks, like inventing the Pariah gene and employing Pariahs as weapons against psykers and daemonic entities, and also having the means and ability to simply close the connection between warpspace and realspace with arcane technology (certain Necron pylons can effectively shut off extremely large portions of space to the warp). Chaos is most likely just another enemy in the eyes of the star gods, but not something they actually fear. Although it is true that the C'Tan cannot survive "inside" the warp at all, because the dimension is in itself an anathema to them. But they have no reason to enter it (like most other spacefaring races have, because it is their only means of faster than light travel). I'd guess it's kinda like the same difficulty that daemons have when trying to manifest in realspace, the dimension will just try to make them go back to the warp and they grow incredibly weak in realspace. And as far as I know, no Chaos god has actually tried to manifest fully in realspace (posibly because they can't), but rather corrupting species already living in that dimension as well as sending their daemonic cohorts to influence things in the manner they see fit.
  3. Lucius Valerius said: I have a question instead, how do you recognize mutations that are not clearly visible ? IE, there's a mutation that either give you PSY 2 or rise your rating of 1, how do you recognize it ? Expecially if said mutation happens to an astropath ? You don't. A psyker is a psyker after all. However, certain mutations visibility are more or less explicitly described under each mutation. Take Ravaged Body for instance (the one that let's you roll 1d5 times on the mutations table). Even if you were to be "lucky" enough to only get mutations that wouldn't be outwardly visible (like the Psy Rating 2 or perhaps Feel No Pain), the mutation explicitly states that the mutant bears the obvious signs of chaos taint, and thus the mutant will obviously be considered a freak by everyone seeing him/her. Personally I'd handle it on a case by case scenario. For instance, Degenerate Mind doesn't have to have outward signs at all, but a mutation like Brute would definetly show.
  4. Do note that Profit Factor isn't a measure of raw thrones kept around collecting dust until the Rogue Trader needs to buy something. First of all, there are banking institutions in 40K (House Krin aka "The Drusus Bankers" being the closest and most prominent one in the nearby Calixis sector, and they are bound to have a set-up in Port Wander as well, due to all the treasure and wealth that Rogue Traders frequently pull from the Koronus Expanse). Second, the Profit Factor is most likely also a measure of investments in different business enterprises, some are most likely owned entirely by the Rogue Trader and the other explorers (these would be called endavours I believe), and some enterprises might be owned collectivey by several businessmen where the Rogue Trader and the other explorers act as investors. Thirdly the Profit Factor could also be a measurement of the amount of standing favors that the Rogue Trader and the other Explorers have with certain Adepta and organisations (I.O.U notes, hooks/catches, blackmail material etc.) something that can in the long term provide them with certain services or goods that the explorers may require. Just keeping your entire wealth in a large vault aboard the ship like some 40K equivalent of Scrooge McDuck wouldn't be very sensible and you would grow poor pretty fast. A famous addage says that "you need to spend money to make money", and this holds true throughout pretty much all over the world today and most likely in the world of 40K as well. If you acquire large amounts of wealth, you need to send them spinning into business enterprises and also keep those enterprises alive if they are profitable, or cut your losses and choose another venture in case they aren't. Just hoarding the majority of your wealth and not doing anything with it is basically just setting up a ticking parking metre to eventual poverty. Last but not least I thought I should mention that there are plenty of indications that the Profit Factor isn't something that the Rogue Trader is the sole and rightful owner of, but rather a measurement of wealth which the group of explorers have pooled together. Though the Rogue Trader sits on the vital position as the owner of both a Starship and a Writ of Trade (which are needed to conduct the business that all Explorers earn their income from), but that doesn't necessarily mean that he or she is the only true owner of all the wealth.
  5. Hodgepodge said: Can't Lords of Change only be defeated if Tzeench wills it as part of one of his grant schemes and fouls their ability to forsee the actions of their foe? Well what if the foe in question is a manifestation of the C'Tan known as The Deceiver? Tzeentch might be the master manipulator in the realm of the warp, but The Deceiver is the master manipulator of physical space. What if the two of them clashed? Would the universe implode? I mean, it's not like one is really stronger than the other or anything, they are just manifestations locked into different dimensions. My bet here is that the universe would implode, or the galaxy would at least suffer an apocalyptic battle that would dwarf the horus heresy in magnitude. ANd no matter what outcome, mankind would be dead or enslaved to Chaos.
  6. Nerd King said: No - we need a Puritan Handbook to balance the scales! The radicals get a handbook of their own and potentially stuff in both "Disciples of the Dark Gods" and "Creatures Anathema" which can be used for radical characters and NPCs - how about giving those who remain faithful to the Golden Throne a bit of love? The Inquisitors Handbook WAS the puritans handbook. I mean the book not only gave us the Adepta Sororitas careerpath, but also the Pure Faith talents and a lengthy description of religion and overall piousness. In my opinion, the scales are balanced. On the puritan side we have Inquisitors Handbook and on the radical we have Radical's Handbook. Personally I want to see a large book or series of smaller books that details the worlds of Calixis and it's many factions a little more. Perhaps one book for each sub sector? That would certainly be nice and managable for the writers to handle.
  7. Avi_dreader said: I think the base game is very dull if you have any idea how to manipulate it. The fact that I've beaten it a few times with only one investigator says really everything that needs to be said... Oh yes. I noticed a few useful trick to pull in the base game. For instance I always go and take a bank loan the first round, and then start to buy useful weapons and items, then I usually go and beat some monsters and closing some gates, and once that is done it's off to Arkham Police Station to trade in the monster trophies or gate tokens to become a deputy. Suddenly I get a car which allows me to go wherever I go regardless of my Speed value, and as for the bank loan interest I will half of the time not have to bother because interest payments only occur at dice rolls of 1-3 so for a few turns I'll easily earn back all the money loaned. This tactic tend to work regardless of which investigator you play with, and it gives you a ridiculous upper hand against the monsters and gates that pop up as long as you play smart. Anyhow, Dunwich seems to be the expansion im looking for. Also boardgame geek seems to praise the addition of injury cards that you can take instead of becoming hospitalized once you lose all stamina, which seems like a nifty mechanic. Once I have the necessary funds I think I'll try out Dunwich first, and then maybe get the Innsmouth expansion (I just love innsmouth since I got extremely hooked on the stories about the cursed fishing town and the FPS game Dark Corners of the Earth)
  8. Cynical Cat said: Where are these fluff sources for greater daemon killings? Lasgun kills on Astartes only take place with repeated massed fire or very early sources. You certainly won't get any anything written in the last few years. Abnett did it in the early Ghost novels, but its vanished since then. They didn't even try to use lasguns on them in Traitor General. The material does evolve and change (like beefier hellguns), but table top has always been about being able to field an army and playability over accurately reflecting the universe. Weapon range alone shows you that. In universe, daemon princes (not greater daemons, merely daemon princes) blow up Titans (Eisenhorn). So can Alpha plus psykers, but you'll never see anything remotely powerful table top, even though their powers are clearly quantified as being that great in the table top rulebooks. You all set get all sorts of idiocy like tanks not being able to shoot on the move (20th C tech) even though the novels (Honour Guard, Gunheads) and common sense clearly contradicts this. C'tan are cosmic horrors, not equal value to a few IG platoons. Greater Daemons are horrifically powerful. Lesser Daemons are nightmares that treat humans as prey (have you seen that nightmare stated out in Rogue Trader or the Rakasa from Disciples of Dark Gods? Those things are lesser daemons. Scale that way, way up for the big guys). You better bring something better than a lasgun to kill a Marine. Like I said, neither game nor fluff sources stay consistent, and your post just proves my point. Which means that everything will ultimately bottle down to GM fiat...
  9. Errant said: Apocrypha: Vehicles has rules for guncutters. Not on the Rogue Trader space combat scale, but effective enough for fighting other small ships. The thing is, the apocrypha contradicts certain descriptions of Guncutters in RT. Also I think rules are needed for craft the size of guncutters in relation to starship combat as well. For instance, let's say that you're trying to bypass a cruiser in a little guncutter. The cruiser is unlikely to be able to bring it's macrocannons and lance batteries against a puny little guncutter, so what means will a cruiser have to shoot down a guncutter at close range? Most likely it's turrets, but that brings us to the next question: how many turret hits can a guncutter sustain before being shot down? etc. etc. I would really like to see a system that handle starship combat that includes ordnance class craft (like guncutters, fighters, bombers, assault boats etc.). Sure most people might think: "Well a measly guncutter won't stand a chance against a full sized cruiser anyway so why bother with such rules?" To this I reply that in Battlefleet Gothic, smaller craft CAN actually cause serious damage to starships. Bombers for instance, do it all the time unless they get intercepted by void fighters or are shot down by turrets. Who knows when the odd group of explorers might come up with the idea to strap an oversized meltabomb to a quick-release outside the hull of their guncutter and try to fly it inside the enemy vessels void shields and the bomb right on it's hull? I'd like to have some sort of rules that cover such an endavor in a little more detailed way than the Hit and Run extended action, and thus provide an ample opportunity for the Void Master to truly shine when he use his Ace piloting skills to dodge the torrents of turret fire. As it is now, im looking at having to invent rules for that myself...
  10. Cynical Cat said: Table top doesn't accurately represent the stats of a whole lot of beings, notably C'tan, Greater Daemons, and Space Marines. In the background material and in DH rules, you need an act of the Emperor just to injure an armoured Space Marine with a lasgun. Not so in table top. An Avatar of Khaine can walk through an Ork mechanized army, ignoring all the Orks except for those in his path and kill the ones who get in his way, and not suffer significant injury. Not so table top. Don't use WFRP stats: daemons are much weaker statwise in that game. To be fair though, Dark Heresy and Rogue Trader doesn't accurately represent stats of many of these creatures as well. Like your example with the Space Marine. A Space Marine can (both statwise in the table top and according to several fluff sources) be killed with a lasgun (or several lasguns). There is also fluff sources mentioning the slayings of daemons and greater daemons made by non-astartes people armed with non-epic weapons as well. So you could say that each and every game contradict eachother all the time. There is no game or fluff source that stay consistent...
  11. MILLANDSON said: THIS IS SPARTA! But yea, you buy the talent for the cost shown, and then chose a power that costs that number of XP or less. What's wrong with taking several powers of less cost at the same go?
  12. llsoth said: Umm Zoats and Space Dwarfs still exist in cannon IE they were never retconned out, it is just that most of them were killed. Which kind of makes me suspicious that GW added in the Tyranids just to get rid of things they don't like. What exactly is stopping a RT from having SM aboard now? Even astartes chapters have needs and wants that a RT might be able to provide for. Retrieval of a sacred artifact etc. It is very possible that in return for help of various sorts the RT may gain the services of some astartes. Erm, yes they were retconned out of the canon. No mentions about them for years, and claiming that they were "all eaten by the tyranids" (a rather iffy, heavy handed and overly convenient explanation) and even going as far as re-writing certain publications that mention them I'd consider as being retconned out. Also, there are plenty of things stopping a Rogue Trader for doing that now in comparison to the old fluff. In the old fluff RT's could basically order several marines around as if they were shipratings and probably put them over his knee and spank them a little if he felt like it. Nowadays there are plenty of reasonable restrictions to abusing the might of the astartes and the RT will have to do some serious convincing and gain political favor to even have a chance at getting a bunch of marines to his vessel, and even then they are in no way a permanent addition to his roster. Quite simply, things have improved A LOT...
  13. Acolyte-Plath said: Origionally the only authority that has the position to contest a warrant are the High Lords of Terra.... that's it. Originally, Zoats and Space Dwarfs existed within the canon too. And Rogue Traders could have entire companies of space marines aboard their vessels. Luckily, some things have changed for the better since then.
  14. Acolyte-Plath said: I own one too buddy. I have to agree. Lets have a forum of actual experience here... lets have one eh? Well if we're going on experience I ca tell you that I've used real swords and firearms as well as witnessing their effects. And I still claim that overall, firearms will be more lethal on average. Swords just have too large surface area of impact to be able to fully use the momentum that it gains in comparison to a bullet. Of course, it mostly depends on how you use it. Thrusts will generally do more damage to a man-sized target due to the high probability of striking a vital organ than a swing will (thrusts = smaller surface of impact with a lot of kinetic energy behind it, which is very likely to pierce the dermis, muscles and even bone sometimes in order to reach the fragile and vital inner organs of the body). However, great weapons aren't intended primarily for thrusts (unless they are spears or lances of course) but rather for swings and cuts. A rapier or similarly sized sword is a lot more useful for thrusting attacks in that regard. This leads to the concluscions that a swordsman using a sword as a great weapon is rather unlikely to use thrusts as his/her standard mode of attack, due to the difficulty in hitting and how easily parried such a large weapon being thrusted forwards would be. Bullets fired from firearms on the other hand can exclusively be considered as a thrusting attack (because they combine the two traits of high impact energy on a very small surface area), combined with the fact that you can't parry a bullet or get out of the bullets way (like you can most definetly do against a greatsword being thrusted in your direction) just goes to show that on average, the bullet will kill it's target a lot more often than the great weapon will. Speed + Small impact surface area + the high risk of hitting and rupturing a vital organ + enough force to penetrate protective layers of skin, muscle and sometimes bone + the factor of how easy the weapon is to use. The way I see it, the bullet wins in most of these categories and is thus more lethal (on average) than the great weapon. The great weapon can achieve similar results in some of these categories, but will ultimately have to sacrifice preformance in other categories as well. i.e if you want a small impact surface area with the sword, you'll have to sacrifice speed because thrusting a sword largely depends on the momentum you can achieve with your body rather than the momentum you'd gain from the torque of swinging the sword in a cutting action. A swung sword tip might reach speeds of 180 km/h, but a thrusted sword tip? I doubt it...
  15. Bending Arms said: I cant see him yanking a bolted steel door open without tearing and pulling muscles in his back, shoulder, and chest before the arm would even budge the door. However, how would you rule it if the PC has the Machinator Array talent? From the description I remember from Dark Heresy, the Machinator Array was basically a reinforcement of the cybermantle of a techpriest to such a degree that both strength and toughness got enhanced, and the techpriest's weight got tripled, and was also able to mount larger weapons on ballistic mechadendrites rather than the standard miniature las pistol. To me, the machinator array sounds like it would reinforce the frame of the character enough to actually be able to rip steel door's of their hinges with the help of bionic arms without tearing the character's body apart (provided that they have enough pushing strength and succed their strength test that is). I mean, superhuman strength provided by bionic arms combined with an anchor point weighing as much as at least three people would sort of come close tp door-ripping strength in my opinion.
  16. Bending Arms said: there is a couple of new ships in the adventure and thats it. Is the Yu'Vath Void Wasp one of those ships? I seem to recall that Dark Frontier promised stats for those...
  17. The zenith of my first Techpriest character is quite nasty. He's a Mechanicus Secutor with the Machinator Array Talent. He also sports several implants and mechadendrites (Mining Helot augmetic, Ballistic Mechadendrite with a bolt pistol, Utility Mechadendrite, Manipulator Mechadendrite and a Medicae Mechadendrite). A total of five extra "arms" if you will, beyond the normal two. He has also undergone the heaviest cybernetic resurrection possible, and it included replacement of his normal arms and legs for bionic counterparts. As for weapons, the heaviest loadout consisted of one powerfist and a bolter attached to the fist with a forearm weapon mount on one hand, and in his other he carries an assault cannon (which he is strong enough to wield and brace with the help of his manipulator mechadendrite "one handed"). And in his hip holsters he carries one bolt pistol as a "backup" and an old but still functional trophy in the shape of a Dark Eldar Destructor. (looted from a dead Dark Eldar Haemonculus) He is also encased in a shell of Mechanicus Dragonscale Armour, and wears the Mechanicus equivalent of a rosarius/refractor field of which I have forgotten the name of right now. With all those weapons and armour he also has a few other useful trinkets and gear (like an auspex scanner, data-slate's, extra ammo etc. etc.) as well as three servo skulls, two of which are fitted with shock flails and the last is fitted with a cameleoline stealth upgrade and has high definition video and audio uptake and is directly linked to my techpriest's internal data banks/memory coils, and the live feed can also be extended to a data slate or hololithic unit for others to view whatever the cam-skull is viewing. In appearance he kinda looks like Robocain from the movie Robocop 2 (basically no human parts at all, except for some portions of his head, connected to his mostly robot body). He gained certain nicknames in the group like "Dreadnaught" and "Micro Titan". Currently, that character is "retired" (which means "promoted to Inquisitor" in our gaming group). Though I might break him out for action again once Ascension is released.
  18. Sister Cat said: I have to wonder if I'm even qualified to run a DH game. There are so many layers of intrigue and conspiracy ... it might be more than my limited intellect can envelope. Don't worry. Since im an arrogant bastard who have yet to be accused of being modest I will shamelessly admit that my own intellect is far from limited, but regardless of that I also have problems with grasping all layers of intrigue and conspiracy that's needed for certain Dark Heresy campaigns. (as with everything in 40K, it's all so f*cking HUGE to get the general gist of it all) Also im a notorious "planner" when it comes to pulling off a campaign, which means I try to make up notes and stats and information for pretty much any situation that might occur during the scenarios, which of course insures that my production rate of ready-to-play adventures is reeeeally slow. Anyhow, what I've learned from my personal GM style is that effort does show and is generaly appriciated by the players, BUT you can't get tangled up in too many details and trivia. Especially not in a setting like Dark Heresy, because if you do, you'll never be able actually start running the game because whatever you have in plan for a campaign will just feel "unfinished". A tip to overcome that is to establish a general idea of the Dramatis Personae in every scenario (you know, the same kind of "cast list" that they have included in the beginning of pretty much every book published by the black library), make sure you have names, ambitions and affiliations established of each important NPC (allies and superiors as well as rivals and arch-enemies) and most importantly: what they want from the PC's. Making a little spider-web mindmap of these important NPC's and draw lines of different colours between each name to distinguish affiliations, allies and enemies is a good start and will let you get a good overview of the intrigue. Once you have that down, you can begin to tie in the PC's on that mindmap and thus get a good feel for how each PC's is connected to each important NPC or faction (i.e something more than the generic "you all work for Inquisitor X and if you refuse to work and waver in loyalty you get executed immediately"-motivation) When all that is done, you'll have a nice setup for conspiracy and intrigue and can be easily intigrated to most scenarios and plots with minimum effort.
  19. Hello everyone. So I've played the vanilla version of Arkham Horror a few times with my friends now (although not nearly with as good interval as might have been needed because every time we've needed to re-familiarize ourselves with the play setup and the rules and such, but what the hell, it's a big game). It's time to take it to the next level, and im eyeing some of the expansions for AH. However, I want to get something in particular as the first expansion, namely something that really ramps up the game difficulty. So far we have never "lost" the game, nor have we ever experienced that the Ancient One awakens (though it has been close a couple of times), and I have to admit that Yog-Sothoth could be quite a b*tch due to his insatiable appetite for investigators that become lost in time and space, but to be frank I find the game to be a little too "easy". So I'd like an expansion that adds some serious difficulty to the game and that puts more emphasis on cooperation between the investigators to win. Because so far we've managed to beat the game every time and most of the time we're not planning or cooperating at all, just running around the board and running our own race (gathering money, trying to find cool weapons and magic items, beating monsters etc. etc.). It seems to be going against the mood of the game when you can basically ignore cooperation altogether and still win without even being close to let the ancient one to awaken. So which expansion would be best to get if you want to add more difficulty to the game? While I am sort of tempted to get one that use an entirely new board (I have a particular eye for the Innsmouth expansion), I'd prefer if I could get just one of the smaller expansions first and still achieve the desired effect (i.e start to expand the game in baby steps). So if you could break it down for me, and present some pro's and con's of certain expansions (including stuff like how ardous certain expansions are to use when it comes to flicking through the rules and setting it all up as well as game play aspects) it would be very helpful. Cheers everyone. //VT
  20. Knightmare said: The Rogue Trader in my groups doesnt use ist in Space combat. He thinks it doesnt make any sense that a ability that would under normal circumstances last for one round would last for 30min in others. It makes sense because under normal circumstances the Rogue Trader is inspiring someone doing an action that takes roughly one round, but during starship combat each extended action takes over 30 minutes. It is safe to assume that the character preforming the action will need the full 30 minutes of inspiring speeches and hero poses to actually benefit from the bonus during such a long action (or series of actions dependin on how you look at it). So the Rogue Trader could break off at any time, it's just that if the character recieving the bonus wants to benefit from it the Rogue Trader needs to spend extra time with that character, directing his/her actions.
  21. Hodgepodge said: However, upgrades are possible. For example, the concealed weapon bionic in the Inquisitor's Handbook/ Say that's an interesting thought. Let's say that you have two bionic arms with concealed weapons, and the weapons are some sort of blunt weapons protruding from the arms like closed fists (like a truncheon or a shock maul or something), and also these weapons are upgraded with the mono upgrade (or the equivalent for blunt weapons since the rules do permit blunt weapons to have "mono" as well). Once activated, they should give your punches quite an extra oomph in melee combat.
  22. Lightbringer said: Applying "good" and "evil" to the radical/puritan split is like applying "good and evil" to capitalism and communism. They are opposing philosophies, each of which is capable of being used for both good and evil, but whose underlying moral framework is arguably neutral in both cases. Hehe, personally I'd rather say that communim and caitaim are opposing philosophies, each of which is capable of being used for good, but ultimately ends up being used for evil because both are invented by humans, but not FOR humans. And considering the Inquisition's bad reputation and the general state of the Imperium of Man, I'd say that the same thing applies to puritanism and radicalism alike.
  23. Suthainn said: That's why it requires a bit more narrowness, at least imo. In my opinion, I find that most cases of forced narrowness when picking which cult you hate will ultimately be rather arbitrary anyway.
  24. Kylen said: Just trying to find out could, in itself, be a plothook if you need SOMETHING to take up player's time. Now why does that idea remind me of a notorious filler episode of the Naruto anime series where Naruto, Sasuke and Sakura try to stalk their masked ninja master Kakashi and try to get a look at what his face looks like underneath the mask?
  25. MILLANDSON said: Well, the C'tan call themselves gods, but they are just incredibly powerful beings. Of course, to an average person, any sufficiently advanced or powerful being would appear to be a god, just look at the Emperor for that. But then you gotta ask yourself: what is a god? If we're talking about an immensly powerful being calling itself a god, and everyone else beholding it call it a god as well then is it a god or is it just a powerful being suffering from pretentiousness? At least with chaos, the distinction is clear. Bloodthirsters, Keepers of Secrets, Lords of Change and Great Unclean Ones are all just labeled "greater daemons". Their "lesser" counterparts are considered to be Bloodletters, Daemonettes, Horrors and Plaguebearers. The gods however go under the names Khorne, Slaanesh, Tzeentch and Nurgle. WIth the C'Tan there is no middleground. They call themselves gods, so do their servants and even their enemies (even if their enemies don't really believe them to be gods).
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