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InfinityDoctor

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  1. Gregorius: No, Arch Exorcist is an alternate for Cleric 7+ There are no alternate careers for Imperial Psykers. LuciusT: The Creed isn't laid out in bullet-points, but there are five pages to read through, so its not lacking in information. The core tenets are basically that the Emperor was human but now he's a god, and that he and no other should be worshiped. Outside of this, the remaining tenets can be a bit variable, depending on the local dogma in force at any given time. The book gives examples of prevalent dogma (such as the coming of The End Times) and some of its variations. The section also covers the Creed's take on psykers, saints, orthodoxy/heresy, mutants/abhumans, aliens and iconoclasm.
  2. N0-1_H3r3 said: InfinityDoctor said: The more I've read the book, the more I've enjoyed it. There are some real gems in here, including something rather surprising about the Margin Crusade (which I'm pretty sure hasn't been revealed in earlier books - if it was, I missed it!) The Margin Crusade conspiracy is an element of the setting for Deathwatch, though Blood of Martyrs fleshes it out further from the Calixis side of things. It's not the only link between games I've noticed in there - the intrigue between Cardinals Hestor and Fortis regarding Port Wander and the Koronus Expanse, and Cardinal Fortis' recent alliance/dealings with the Rogue Trader Jonquin Saul (who is described in more detail in Edge of the Abyss) all link into background from Rogue Trader. I actually have all three games (and every book so far) but oddly, I never associated the Margin Crusade with what is happening in the Josian Reach. I remember the conspiracy regarding the actual location of where the Josian Reach forces are being sent too (the common solider believing they're out amongst the Halo Stars), but it doesn't seem to be the same thing as what is happening with the Margin Crusade. I'll have to re-read Deathwatch. Gregorius: Player options include the Shrine World, Famulous Protege and Monastic Upbringing Origins, Ecclesiarchical Background Packages, like those presented in other books, that can be purchased at generation: Blessed Birth, Convert, Pilgrim, Omnissian Apostate and Witness To The Divine. Career Alternatives cover Confessor, Frateris Militia, Redemptionist,Arch Exorcist, Drill Abbot, Calixian Witchfinder. The new Cell Directives cover Hereticus Retinue, Firebrands, Iron Evangelists and Sanction Wardens. Sisters of Battle get expanded character creation with careers as alternatives to those in the Inquisitors Handbook - these being Battle Sister, Sister Dialogous, Sister Famulous and Sister Hospitaler with Seraphim, Celestian and Sister Repentia being alternatives to one or more of these at later ranks.
  3. The Imperial Creed is presented as a core set of tenets, but the Ecclesiarchy has varying degrees of tolerance for interpretation of doctrine outside of these. In fact, the Ecclesiarchy is presented as a very believable religious organisation - it has its extremists and it has its moderates, it has teachings that have changed and diversified across the ages. The whole question of what constitutes heresy is an interesting topic (and is discussed in the book). A nice example (that I actually hadn't thought of) is raised: Orthodoxy states the divine nature of the God Emperor, but the Space Marines, while faithful to the Emperor, don't generally revere him as a god - breaking a fundamental tenet of the Creed! The more I've read the book, the more I've enjoyed it. There are some real gems in here, including something rather surprising about the Margin Crusade (which I'm pretty sure hasn't been revealed in earlier books - if it was, I missed it!)
  4. Gregorius21778 said: Hi Adam, since you have the book, is there anything that makes regular prayers somewhat effective against Daemons? I would be happy if it would just have a token effect (yes, I am into "clerical magic 40K"..in that point that it should help to steel the soul and annoy the daemon). But what is more important... do we get facts about religion? Some prayers and ceremonies? Something like the ten amenments? Even if it is "just this example, next world all might be different"? I'm obviously not Adam but since I got the book too, I'll answer your questions: Regular prayers aren't anything special - anyone can say a prayer, but that prayer is only really going to bother a daemon if its backed up with real, unshakable faith - and that is represented by the Pure Faith Talent and its associated Faith Talents, all of which are powered by Fate Points. That said, the Ecclesiarchy can provide blessings or sanctify a weapon, all of which have tangible game effects. Not sure what you mean by facts, but the book describes how the Ecclesiarchy is organised and what it does. It also details the Imperial Creed, at least in terms of its doctrines and teachings - the fact that is something of an eschatonic religion, for example, and its purpose as a control mechanism that teaches adherence to the established hierarchy and status quo. There aren't really any fully detailed prayers or ceremonies outside of the usual minor sidebar and chapter heading quotations.
  5. andrewm9 said: Adam France said: 'Soul Storm' is the trait/power I was referencing I'm afraid. What does it do in rough terms? If it involves blasting people with the power of faith then yes I would agree with you. Thats not how faith should work IMO. If it is I hope that not what the new Sisters of Battle codex will be like. (crosses fingers) Its not THAT bad! In rough terms, it generates an energy field that damages psykers, daemons and anyone with corruption points who fall within its radius. Damage is proportional to corruption or increased against psykers/daemons who fail a willpower test. It also blocks access to psychic/daemonic powers for the duration of the encounter to those who fail that test. (Very powerful daemons are immune). Damage can be boosted by burning a Fate Point. Its balanced by effectively knocking out the person who uses the ability, and it can only be used once in a 24 hour period. (Again, this is very much in keeping with the feel of the kind of things we see in the novels, a desperate act of faith followed by a collapse into catatonia.) You also have to have Pure Faith and two other named faith powers before you can buy this.
  6. My copy, along with Frozen Reaches, arrived this morning from Leisure Games. Only had a chance to flip through Blood so far, busy day at work, but its looking good. The book covers the origins of the Imperial Faith and its presence in the Calixis Sector. It has a breakdown of the arch-dioceses and the Cardinals of the Sector Synod who govern them (and they're a scheming bunch of Richlieus, even at a quick glance!) There's a brief rundown of the Calixian Cults like the Drusians, Vitrian Covenant and the Red Redemption, plus a good amount of info on what the Ecclesiarchy actually does in the Sector. The Saints are listed, with Drusus getting a couple of pages to himself. The next chapter gives a new set of generation tables for Ministorum characters, plus traits for Shrine World, Famulous Protege and Monastic Upbringing origins. A new set of Background Packages follows, and there are some alternative Career Ranks - the Confessor and the Calixian Witchfinder will no doubt prove popular! This chapter also introduces Cell Directives, which allow players to pool their XP to purchase a "theme" for their group. This is a nice addition, providing both a means of grouping the PCs together and providing them with a special ability in keeping with their chosen theme. The Sisters of Battle get a good sized chapter - with Careers covering Battle Sister, Seraphim, Celestian, Sister Repentia, Sister Dialogous, Sister Famulous and Sister Hospitaler. Dune appears to have been a big inspiration for the Missionarius Galaxia and the Order Famulous - these are Missionairia Protectiva Bene Gesserit!! (Which is a good thing) Faith Talents are introduced here too - special abilities granted to those with True Faith talent. This reminded me of Euphrate Keeler and some of the things she (unconsciously) accomplishes in the Horus Heresy novels. We get a bunch of new Ecclesiarchical weapons and equipment, like the Baptismal Mace and and Witch Cage! Stats for servitors used by the Ministorum are here too, and a handful of standard retainers. We also get Relics of the Calixis Sector for those who want a blessed knucklebone or two in their game. The book closes with a chapter on running Ecclesiarchy based campaigns and has a mini-gazeteer of the Shrine World Piety Of Seth. All in all, looks like another winner!
  7. borithan said: I am still puzzled by the requisition level given as it is much lower than suggested by the rulebook (I am pleased, as I thought the rulebook gave out too much, and it looks like the writers may have realised they had been a bit generous). Yep, it is quite a bit lower. I couldn't see anything specific in the text, but the impression I got from reading the three adventures is that resources for the Crusade as a whole are becoming increasingly stretched (hence the need to "bed in" on worlds like Aurum, and the warp gate (and required veil of secrecy) is something of a bottleneck. This is presumably having a knock-on effect on the Watch Stations' own ability to source supplies. I agree with you, the lower settings work - and give a more frontier feel to the Deathwatch in the Reach. I particularly liked the fact that success or failure in certain mission objectives could also affect the resourcing level in the final mission - a nice touch to see those kind of consequences in play.
  8. Imperial Guard!! Imperial Guard!! *does the happy dance* Gaunt's Ghosts stylee campaign coming up....
  9. Resistances apply a bonus for defence against or avoidance of a given phenomenon. A Psyker is opening himself up to the Warp in order to shape its energies, he isn't actively resisting it at that point (or his power wouldn't work) and the whole point of Perils of The Warp is that he's actually lost control - the Warp is flowing freely and unfocussed through him. So nope, I don't allow Resistance (Psychic Powers) or Strong Minded to apply because he isn't resisting a psychic power, he's resisting warp backlash. Perils of the Warp are already relatively rare - you need to a roll a 9,then you need to roll 75 or more to trigger one.
  10. I'd like to see them step slightly outside the Inquisition and look a bit more closely at the existing Careers - maybe adapting the game to work with characters of equal "power level" to an Acolyte, without going into the domains of Rogue Trader or Deathwatch. An Imperial Guard book would be ace (I'm a Gaunt's Ghosts fan!) Aside from that, I'm sure we can all use more ideas for conspiracies, terrible secrets and political intrigues within the Calixis Sector - so any books that further develop the setting are cool with me too.
  11. They're basically vehicles - If you have the old Apocrypha: Vehicle rules (I don't think they're on the download part of the site anymore, but I could have missed them), I'd start there. If not, you might have to wait for the new version of the vehicle rules, which I believe are in the forthcoming "Into The Storm" supplement for Rogue Trader. Under Apocrypha, I'd start with an Enormous Walker and go from there.
  12. Well, to be fair, FFGs take on the Tyrant Star and the Hereticus Tenebrae in Disciples of The Dark Gods is pretty much that its up to GMs to determine the nature of these things for themselves. They give lots of conflicting possibilities, but I don't think its something they'll ever provide a fixed explanation for. The involvement of the Serrated Query, and even the true identity of the Faceless One, aren't presented as definite facts (although I like the idea of Eloeholth as a major force of darkness in the game...)
  13. Actually, one theory we've all forgotten (and I only remembered cos I happened to be skimming through "Purge The Unclean") is that the Star may indeed have its roots in the Horus Heresy. It may in fact be an artifact of Eloeholth The Silversmith, the so-called "Star Forger" of Prospero, who tutored Magnus The Red. Check out the communique between Archmagos Mortarn and Lord Caidin in the appendices....
  14. I always played it that they're mindlocked and can't take any actions while the power is active, unless you command them to. (Compel leaves the target with a bit more freedom, Dominate is pure puppetry).
  15. Brother Praetus said: Possible SPOILER; be forewarned: I seem to recall a blurb somewhere in Dead Stars about the last vestiges Erasmus's humanity and/or soul being scoured away when, or just prior to, his passage into/through Komus. It's possible the Dark Traveler is not really Erasmus, but a warp entity which needed a host to pass beyond its prison and bring Komus fully into the material world so that the end could begin. Perhaps the whole of the universe, both material and immaterial, is the being's prison and the only way for it to be free is to destroy everything. -=Brother Praetus=- SPOILER STOP READING!! SPOILER STOP READING!! Still here? "..that's where he went and that's where he reckons to return from. Only what'll walk back wearing his face, not even I knows." If you read "The Final Truth" sidebar on p.7 and "Shadow Play" on p.51 though, things will be a little clearer. What comes back is indeed no longer quite Erasmus Haarlock, but its not the Tyrant Star either.
  16. Graver said: The Laughing God said: From the other threads, it's apparent that he'll summon forth the Tyrant Star if he returns at the end of DS. That's not strictly true. The Tyrant Star does play a part in Erasmus' journey though.
  17. Maybe its all of these things and none of them at the same time. Gotta love The Warp....
  18. I've always seen it as being akin to Ramsey Campbell's Ghroth, a terrible harbinger drifting through the Warp singing a soul-rending song of change and corruption, drawn to the stars in realspace and enfolding them in its dark embrace for a time - feeding while its emanations produce chaos and madness on the worlds which fall beneath its shadow, leaving ruin in its wake as it fades back into the Immaterium. For me, its the collective emanations of each of the Four Powers given form through some unholy union - Blood, Desire, Change and Decay, set loose in the Warp - still young when measured in the lifetimes of stars, but growing...
  19. Inquisitors Handbook offers the following at Character Generation: New Origins: Forge World, Mind Cleansed,Noble Born and Schola Progenium. Specific Locations for Origins: Battlefleet Calixis, Dusk, Gunmetal City, Maccabeus Quintus, Sinophia, Volg Hive Background Packages which can be purchased with starting XP for each Career Type, too many to list, but Arbitrators can choose to have been involved in notorious cases like The Calixian Pattern Killings or The Red Vaults of Luggnum, and Guardsmen could have been through the Mara Landing Massacre, for example. These generally provide a modification to characteristics, skills and talents (plus a cool origin story) Sisters Of Battle are added as a starting Career Class Alternative Career Paths are added, but most of these require you to have gained a few Ranks in the original Career before switching, apart from the Metallican Gunslinger, Reclaimator, Warden of the Divisio Imoralis. Elite Advances (although you normally offer these in the game, not at generation) Of course there's a shedload of equipment and setting information in there as well. That should be enough detail to help you decide whether to wait for the book or not.
  20. Nemezis said: I'm a new GM and will be starting a campain soon. So, i would like the opinion of the older and by far more experienced players and gms arround here on this topic: What are the good/must have/ger it! suplements for the DH line? Thats one of those questions which everyone is going to answer by giving you a random list of supplements, everyone will have different opinions... Obviously, you can play the game with just the core rulebook (despite what people may tell you - we all started with just the core rulebook when it was the only thing released!) Inquisitors Handbook gives you more career options and equipment, plus an overview (throughout the book) of different elements of the setting. I see this one as the other half of the core rulebook in some respects. I'd flag this one as essential. Beyond that, its personal choice. Disciples Of The Dark Gods gives you the bad guys and the conflicts for the setting in terms of the Inquisition. It also contains the first adventure in the Haarlock's Legacy campaign (continued in the three Haarlock Books). Creatures Anathema expands Disciples (although you don't NEED Disciples to use it in terms of rules), adding more details of Tech Heresy, Death Worlds, Chaos and Xenos races (Eldar and Orks are in here, as are the Genestealers). The Radical's Handbook covers the fine line Inquisitors and Acolytes walk between combatting the Enemy and falling to it. Its one of my favourite supplements, but you probably don't need it right at the start of the campaign, Radicalism won't really start to become an option until you've played a few sessions. Similarly, Ascension is the high level careers book, the shift from Acolyte to Inquisitor, for example - so you don't need that right away either, play a few sessions first. Finally, Purge The Unclean and the three Haarlock books are adventures, they contain lots of nice info about the setting, but its up to you if you want to use them or not. Hope that helped.
  21. There IS networking in 40K, albeit of a rudimentary nature. Space Marines use the Signum, for example, which collates targeting data from various sources (ref. Space Marines Codex), and the Imperial Guard field the Master Vox which "allows voice and data transfer" and provides "hololithic, voice, data and telegraph communications." (Imperial Munitorum Manual p.85) What that networking isn't however, is reliable. There certainly isn't anything like the equivalent of the Internet and any given area of a planetary data network outside of a Forge World is going to be "down" more often than not. (Remember that the ability to maintain such a network is probably limited to a handful of specialists or Tech Priests). Books, scrolls, data slates and related storage media are the norm. Cogitators within a given location might be linked together and work in concert, but their data would be transmitted over that unreliable vox network (if at all). With regards the Noosphere - going by "Titanicus" and "Mechanicum", thats more of a conceptual domain, its a shared consciousness, kind of like the Data Stream that the Cylons interface with in the new series of Battlestar Galactica. It isn't used outside of the Mechanicum, and even then, not everyone in the Mechanicum is capable of accessing it.
  22. Don't be disappointed by the lack of info on the Tyrant Star - remember the trilogy isn't actually ABOUT the Tyrant Star, its about Erasmus Haarlock and the desperate measures he's undertaken to attempt to undo the past. It has a role to play - but its story hasn't been told yet. I can echo Moff8's sentiments with regards skimming the adventure! (Its why I took a while to reply when folks were asking me about it, my first thoughts were "Huh? Thats sounds a bit rubbish..."). Take the time to read the whole thing through and put everything into context, don't just skip to the last chapter to see where its all going to end, you'll get completely the wrong impression (especially with regards to the Dusk Hag).
  23. Mithras said: Hi, I'm in Vancouver too! (B.C. that is.) Got mine on wednesday at Stratagies Games for 27.99 Cdn. I've only read through it half way, but I have to say I like it almost as much as Lure of the expanse. But in a far different way. I like the feel of it. Lot's of creepy spooky tension. I plan on running this in a slightly Cthulhuish way.(SPOILER AHEAD!) I would have liked to see Haarlock statted or described more at the finale. Not that the P.C.'s would even be able to scratch him, though...Reminded me of "Prince of Darkness" as the shadowy satanic figure steps through the portal at the end. muahaha! Its a bit faster moving than your average Cthulhu scenario I can see why there are no stats for Haarlock though - in the first instance, he might not actually appear at all in any kind of physical form (depending on what the players choose to do at that final critical juncture), and if he DOES return, remember he's not exactly Haarlock anymore - he's more akin to the Dust Hag (who also receives no stats, on account of her not being something you can just take down with a chainsword and a storm bolter...)
  24. FurtiveNoises said: To whoever may have it- I have to ask. What, if anything, does it reveal about the Tyrant Star? What was Haarlock up to? What were your impressions of the adventure overall? (I've pretty much liked the adventure path so far, except for Tattered Fates) I'm eagerly looking forward to getting Dead Stars, and would like to foreshadow more stuff in my adventures. The Tyrant Star does indeed play a part - although there are no explicit revelations regarding its nature, it is entirely central to the final act. For those folks familiar with the Warhammer Fantasy rpg (any edition), following this book, the Tyrant Star reminds me of Morrsleib, the Chaos Moon, and seems to serve a similar purpose. Again though, thats personal interpretation, nothing is explcitly laid out in the book. The PCs have known Haarlock's plan pretty much from the start, that hasn't changed, only things didn't quite work out the way he expected. With regards the overall adventure - It moves at a pretty rapid pace, the PCs are flung headlong into a bad situation right from the beginning, and Mara is a suitably creepy locale, forming the backto a race for the Blind Tesseract - the PCs aren't the only ones looking for it. (And on Mara, just knowing its there doesn't mean you can actually find it! If you've read "The House Of Leaves" by Mark Z Danielewski, the whole planet is like that!) There are plenty of opportunities for unlikely alliances and last minute betrayals before they get a chance to use the Blind Tesseract and follow in Haarlock's footsteps (passing through the Tesseract, and what the PCs find there, is one of the best parts of the adventure) and face a pretty big choice at the end of it. The conclusion is handled well, and rather than being spelled out for the GM, its left for them to determine the consequences for their own campaign (although they should be suitably dire if the PCs chose badly) - this might not be to everyone's taste though, some folks prefer to see everything in black and white. The adventure also, rather oddly, leaves the PCs dumped in a very unhealthy location with no obvious way of getting back to more civilised regions of space. I suppose you could do a quick "Five Years Later" jump prior to starting the next session - its also a good cut off point to make that move to Ascension! Overall, I've really enjoyed the trilogy - its open enough to let GMs tailor them to their own campaigns and players while still providing a decent narrative to keep things moving. I would advise anyone who hasn't started yet to pick up and read all three before they do though - they are indeed more effective with a little foreshadowing (as you mentioned).
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