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About Nearyn

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    Aalborg, none, Denmark
  1. Aah, of course, Call. I thought CoC was something warhammer specific, so I could not figure it out. Yes! Call of Cthulhu, I completely agree, would fit very well with Dark Heresy, which might as well just have been called Call of Warhammer 40kthulhu anyway. -Nearyn
  2. @ Simsum: What does CoC stand for? Any particular WFRP modules you can recommend? @cps: I genuinely, sincerely hope you and your players have fun with this story. I warn you before you read on, after I had talked for 30 minutes or so, with my GM, about book 1, he requested I not mention it, or the other books again before he'd finished running them, since he feared what I was gonna say would spoil his enjoyment of the path, and make him wanna rework parts of the story he simply didn't have time to rework. So think about that before you read on: In my opinion your players are at the peak of the adventure. The best part. The following chapter is a complete no-zone(that is, an area that might as well not be there), where they will perform an investigation (I cannot put enough quotation marks around the word 'investigation', so I won't try). There is a grand total of 0 relevant skill checks in this chapter. Nothing your players do can advance the plot in any way except that which is predetermined by the narrative. Your players do not need to do anything but trudge from room to room, over and over again, to get means to autosucceed in progressing. There will be 3 boss battles in this dungeon, only one of which can be won without resorting to combat, but that DOES require succesful skill-checks. Either that or some really, really high-brow A-grade roleplay, since you're supposed to roleplay a conversation with a 40k madman and scientist, which may be a bit much for certain GMs or players who have yet to get their Masters in astrology and biology. Once your players have collected the 3 parts of the McGuffin, the plot may move on, and not a second before. Then they descend into the basement and then suddenly daemons. Then suddenly Titan. Then suddenly Greater daemon! And since your players cannot possibly hope to beat such a foe, the plot tells them what to do. If they don't follow the railroad, they die. Just like that. No creative thought or workaround, just directly into a failure-state, party wipes gg cya next sunday. Then, once the aboslutely, monstrously, important villain creature, whose very pressence in ANY campaign, should be something utterly memorable and important to the story, and the characters, and be completely engrossing and involving, has been damaged by the plot-device, then they may take out the tattered remains of the creature in a fight. Maybe they will feel a small sense of victory? (if that sense is not tarnished by the plot handing them the victory, as I felt). Then the blind railroading reaches critical mass, assumes direct control of the campaign and ends it, without further player involvement. The second and third chapter are BARELY competent as a video-game raid-dungeon, and, in my opinion at least, is completely unfit to be in a pen and paper game, where you should assume creative thought and player initiative. I'm not exaggrating when I say this book is the single worst adventure path I have read in my entire life. I have not read many, but I have read enough for that to not be a point in the story's favor. -Nearyn
  3. SPOILERS FOR BLACK SEPULCHRE.... also opinionated ranting: For me, the best part of the story, by far, was the very first mission. My GM decided to set it up so it did not start in medias res, but instead gave us a great lead-in and time to converse and understand what we were doing, before crashing through the chapel roof. The very first mission is excellent, and it fits great with the theme of the game. Rich, decadent noble buys something the inquisition has blacklisted, they find out, gather intel on his home and then send in a strike-team to clean house, and an acolyte-cell to secure heretical objects, Its a really good setup, and by far the strongest part of the book, despite being really short. It fits with the investigative horror-theme that I've always believed is DH's strongest point. And it's a very Ordo Hereticus-esque mission And from there it just completely collapses in on itself, loses any semblance of interesting storytelling or player agency. You're just getting yanked around on a chain, by a plot too weak to give any semblance of variance or choice. You get dragged to Kephistron Altis, but the book does not give the players time or option to explore, nor does it do anything interesting with the location. It just serves as the weakest of weak setups for the most pisspoor payoff. Then you get a few badly written handouts of no interest whatsoever, that so transparently tells you where to go, the plot might as well just have flippin' teleported you there for all the semblance of choice you're given. Then there's a generic haunted house sequence, and a dummy-investigation that just takes up time, since it is -COMPLETELY.FU***NG.POINTLESS-, and just serves as a thin cover for what is essentially 3 badly designed boss-fights to gather 3 parts of a key (the goofyest of bad plot-mechanics in the book), and then: suddenly Titan! and then a daemon appears(fanfare). No lead-in. No pacing. No attempt to account for player action. Just the worst kind of storytelling. The story wants to be epic, but its introduction of elements it think will be epic, becomes epic-fail. It does not even account for the fact that the players might think outside the box. My character actually figured out that the abbot, our contact in the gilded cathedral, was working against us, though I could not figure out why. Having quit the campaign now, I'm free to read the book, and see that I was completely right, he was working for the maledictor's hand. But there is NO mention of what to do if the players figure out he's betrayed them. Not a single line of text that even gives them the possibility to investigate, or do ANYTHING other than follow the stupid plot-railroad, despite the fact that the characters might figure out their mission has been compromised. I really, really didn't like it. I actually found it quite horribad. And I'm considering making a review of the 3 books, once I've read the last 2, since I won't be playing them now. -Nearyn
  4. I wound up quitting the campaign. Not because I could not get my character to fit in the following story, god(-emperor) knows I could, especially with your inputs, but because I found the story to be quite horrible. Despite my GMs excellent moodsetting and portrayal of the world, I find the writing and story to be utter garbage, and I realized I was not the least bit excited for the coming adventures, outside of portraying the split between church and inquisition in my own character. So I talked it over with my GM, and we agreed that I'd be best if I quit the campaign, and waited for them to either TPK or start another campaign. Thanks for your input mates
  5. I appreciate the input. The problem has resolved itself. On the note of distrusting the inquisition or ecclesiarchy, I completely agree that a cleric should be able to accept and work against treachery in the ministorum, but we're talking about an arch-cardinal here. As opposed to a no-name inquisitor, allied to a rogue-trader with servants guilty of heresy, who used some rather iffy tech to pass on his message. also here's a snippet from Blood of Martyrs: "While the Inquisition often distrusts and works against the Ministorum (as often as they work for it), the reverse can also be said to be true. In the eyes of the Ministorum, the Inquisition is a dangerously heretical organisation populated by miscreants, rebels and free thinkers whose purposes are often at odds with the purity and righteous edits of the church. Inquisitors and their underlings are often seen as meddlers and schemers, as likely to tear down the faith for their own ends as shore it up. Worse still, the Inquisition knows far too much for its own good, delving constantly into secrets meant only for the mind of the God-Emperor himself. Inevitably this leads down a dark path to corruption and warp taint, as more and more members of the Inquisition succumb to the lures of personal power and glory which result from such blatant individualism and creative thought"
  6. okay, so that's not entirely true. I already know how to stop him from doing it, but I need help in finding different ways to rationalize and work with what the plot has given me. I'll explain. Me and my group are presently playing a published Dark Heresy adventure, in which a conspiracy is unmasked in the Calixian ecclesiarchy, and we just finished the first book today, in which this revelation is thrust upon us. From here on, it is obvious that the plot wants us to take this information we've found, that an inquisitor had hidden from the enemies of mankind for a long time, and from there, launch an investigation into the corrupt ecclesiarchy of the sector. Problem is... I'm playing a cleric. And as I see it, I'd have a REALLY hard time not rationalizing that the information we've just uncovered the heretical words of a traitor-inquisitor, trying to spread strife and doom in the sector. I know the plot wants me to just accept it, but how do you play a brainwashed fanatic, who has just been told that the #1 guy, when it comes to piety in your sector, is actually a heathen working for the enemy, and NOT just instantly start pointing fingers at whomever is making the accusation?? The plot screams "INVESTIGATE THE ECCLESIARCHY!", but my character's mind screams "INVESTIGATE THE INQUISITION, BECAUSE THE ECCLESIARCHY IS INFALLIBLE!" I'd appreciate angles, patterns of thought or rationalizations that could help me make a believable transition from "This is madness! This heresy must be deleted from history", to "This is troubling, we should investigate". Thank you very much in advance. -Nearyn
  7. Are there any rules for securing communications? Specifically vox communication? If there is, I would love a citation or a page/book ref. If not, how do you suggest it be handled? Thanks in advance. -Nearyn
  8. A killteam is deep behind enemy lines, on a planet completely controlled by the ruinous powers and traitor mechanicus, without backup and with a single objective. The kill-team consist of: An Ultramarine Tech-Marine Squad Leader A Blood-drinker Assault Marine An Imperial Fist Tactical Marine A Space Wolves Tactical Marine A Space Wolves Devastator Marine and a Salamanders Apothecary In a horrible fight against a chaos abomination the squad leader gets cut down, loses a leg and barely survives(burn fatepoint), but though he is stable, he takes exceedingly long to recover (because his player have been unable to join us for 2 sessions). As a result the rest have turned to the Imperial Fist Tactical Marine for leadership, while the Squad Leader recovers. The situation: We're in a hostile forge-city, trying to enter the inner forge, through a gigantic wall. While scouting, the assault marine gets spotted, and the cannon emplacements open fire, almost killing him. The Apothecary immediately runs to his assistance, while the Devastator takes up position in a building and begins taking out the cannon emplacements. Meanwhile the Tactical Marine fires up the engines of a stolen chimera, while he orders the Assault Marine to get into cover. The Apothecary treats the Assault Marine and they begin moving towards the Chimera. While this is going on the cannons change target, targeting the Devastator, who is the only squad-member with the range and firepower to reliably destroy the cannons before the kill-team gets cut to shreds. The Devastator gets hit hard, and the Tactical Marine orders him to fall back to the chimera, to seek heavier cover and recieve treatment for his wounds. He disobeys and continues to fire on the cannons. Meanwhile the Tactical Marine has driven the Chimera into a position where it has a shot at the cannons, and uses its top-mounted stormbolter to suppress the targets on the wall. He keeps ordering the Devastator to fall back, but to no avail. The Devastator then gets shot into critical, and his armor immediately compensates, injecting him with stimm, keeping him barely conscious. He then moves to heavier cover, but not to the Chimera, and the Apothecary instad has to move closer to the cannons, in order to get at him. We had to stop there, but next gamesession, we can hopefully take out the last cannon without any casualties. Even so, as the player of the Imperial Fist Tactical Marine, who is the tempoary leader of the kill-team, what would you do about the Devastator, after the fight? So far I've been the open-council kinda squad-leader, always asking the opinions of my brothers and only really giving direct orders when we're under fire. And that is the issue here. For all I know, the Ultramarine-player will be back next gamesession and hopefully, I can leave the responsibility to him from then on, but this happened while I was in command, and while I take (read: actively ask for) input when we're not under pressure, I expect my brothers to tighten their buttcheeks and respect mah authoritahh, while we're under fire. What would you do? Presently I'm considering just berrating him for his actions and making it clear that the next time he decides to disobey orders, I have to view him as a liability and then he can go and do some landscaping at the extraction site, while the real marines handle the mission. Input and your own suggestions appreciated. -Nearyn
  9. I'll be brief Our killteam is behind enemy lines, deep within heavily controlled enemy territory. We've learned of a guy with psychic powers who used to fight against the planets current occupants. Presently we're looking for this person with the hopes that he might provide intel, or be used to make attacks on the enemy to draw them away from our goal. But what do we do if he does not wield the mark of sanction? What if he's "Just a sorcerer"? Do we still employ this unsanctioned time-bomb of witchcraft (The enemy of my enemy is my friend), or do we stamp on the weed? Thanks in advance. -Nearyn
  10. What is the maximum range for a weapon? 3 times it's recorded range? 4? 5? It came up -Nearyn
  11. I'd say it depends on your kill-team, the mission and the abilities of the TacMarne in question. Presently I am rolling with a Distinguished Imperial Fist TacMarine, going on an high-priority(135 req) mission with my kill-team, behind enemy lines. We've got a Devastator Marine with absolutely wonderful ballistic skill and hefty weapons. We've got a Tech Marine with a heavy-bolter. We've got an Apothecary with a meltaweapon. And we've got the galaxy's most spinny, killy, Assault Marine. Enter my TacMarine. He's not a particularly good shot, having a BS in the 30's. His WS is around 60 and he has decent Toughness and Strength. A good TacMarine supplements his kill-team, making up for the weaknesses of the more specialized brothers in the team. We've got -alot- of bolterfire coming out of our Devastator and Techie, and our Assault and Apothecary will wreck any single target in melee. So I opted to go with short-medium range crowd control instead of raw damage. I've kitted out my TacMarine with a balefire gun, a stormshield and a Thunderhammer, plus a signum link(which we all have, except our squadleader, who's got a signum, naturally). I take it upon myself to be in the front as often as possible, ensuring I am the first to engage. "The tactical marines shall draw the fire" And this is what I do, making myself a target and then taking cover, allowing our devastator to set up behind me. If the enemy advance to shut down the Devastator, they get coated in radioactive prometheum from my balefire gun, and should they close the distance further, our Assault Marine swoops in to assist me in Melee, him with lightningclaws, myself with Thunderhammer. Just an example Make up for the weaknesses in your kill.-team. This is the duty of the Tactical Marine. The weapon you chose should be one that benefits whatever role you take upon yourself in that mission
  12. Aaah yes! God vs Evil. Oh how ill fitting this perspective is in the grim darkness of the 41st millenium. To me, what your group did, was not only perfectly in line, but also something I'd like to see more of in the games I play in. You are Inquisitorial Agents. You will likely have to do far worse than this if you are going to pursue this particular career. Things that will do way more harm to your fragile, imperial mind than a mere organharvest. Human life is is not held in particularly high regard in the imperium, at least not among its warlike institutions, the inquisition included. The lives of certain individuals, sure, but not of Joe Everyman. How your character reacts to these actions can (and sometimes should), of course be very different from the views of these organizations, and personal limits and idealism is a great charactertrait to play. One that carries a great deal of risk of being branded a heretic, and a threat to the imperium. I have said it before and I'll say it again: The closest you get to a classic understanding of "Good person" in the Imperium, are the people the Ordo hereticus are hunting. Rebels who fight the tyrannical imperium, because they don't want to see their families suffer. Advocates of human rights. Scientists trying to break new ground. People who want democracy. These people are your enemy. They are threats to the stability of the Imperium and must be dealt with quickly and decisively. While the saviors of humanity, the Inquisition, is the largest body of heretics, murderers and psychopaths the galaxy, outside the Eye of Terror. Only this one has Imperial mandate to BE heretical, murderous and psychotic, or they can't do their job properly. Radical Inquisitors employ dregs and scum, poison and smiles. Tries to use the weapons of the enemy against them, forges alliances with xenos or traitors, to further their agendas. Puritans kill millions of innocents, to root out a few guilty. Because "Innocence proves nothing", and employ their psychotic clergy or worse, the Redemptionists, and make them torture and burn their way through city upon city, in pursuit of their goals. A lot of bad stuff is going to happen during your career, and what you did was not only perfectly reasonable, but very smart and resourceful. Not only that, it was actually helpful! You worked on gaining money to establish your base of operations, killed off a few dregs that noone is gonna miss anyway, and helped the local mechanicus. If you want a shortcut next time, and wanna avoid mopping blood off the basement floor, just aquire more people, then gas the weak ones, or those with weaker physique, and sell the rest as parts for servitors. … or slaves! Buy low, sell high, that sorta thing. Maybe grind the ones you gassed into paste, and sell it as rations in a lower hive, in return for favours with local gangers. Opportunity abound And it would be far worse if the agents of an inquisitor could not properly conduct their investigations and properly equip themselves, than it would be if one or two… or ten or seventy people didn't come in for work the next day. It's all a matter of perspective Just make sure you remain pure of faith, adhere to your characters principles and steer clear of the arbites Rambling, so I'll stop here… Cheers -Nearyn
  13. I'd have to say my favourite is the Saboteur from Salvation Demands Sacrifice. It remains equally useful to the character, whether one goes Charlatan or Gang Lord. It helps having been a sucker for the scum career from day 1 Other than that, I'd have to say Verispex and Malifixer. Verispex because it simply oozes AWESOME from every orifice, and Malifixer because… really? How can you not love a career that gets Talented(Blather)? -Nearyn
  14. I may have missed the point here, as I am very tired… If the question is: "Would a moritat use a power-sword?" you can search these forums for awhile, since every concievable argument for why they would, and wouldn't, have been made, several times, in several threads. My opinion is: Yes, a Moritat assassin would use a power-sword, without concerns or moral/spiritual backlash. If the question is "What would make a Moritat not want to use a powersword?" the answer could be many things. A belief that the sacred blade of the Moritat must not only be just a blade, but a blade of the simplest, most basic design. If his pacemaker is adversely affected by the powerfield. If the powersword, is actually a gun, cunningly disguised as a powersword. … I have nothing. Personal reasons would be my answer. Cheers. -Nearyn
  15. Nearyn

    Favor or enemy

    Leave a well-stocked, well manned, undercover network of spies, charged with observing the development on the planet. Then you leave the planet to your colleague's devices, earning a favour, while still keeping taps on her. Then you investigate said female inquisitor, checking if she is of a modus and mindset you care to be seen dealing with, and investigate her power-base and what she is capable of granting. You wait, you bide your time, you scheme, and when the time is right, you claim your favour, ensuring that said favour will leave a gap in her defenses long enough for you to slip a silent, unseen hand around her throat. You now have a potential stranglehold on her, and she does not even know it. If she grows in power, so do you, as your spies and operatives infest her secret networks. Everything she does, you will secretly have a hand in. If you need anything of her, play the favour game and keep your hand hidden, until such a time that she has outlived her usefulness to the Emperor. At that time, her assets serve mankind better under your direct control anyway. Cheers. -Nearyn
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