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About zolik

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  • Birthday 05/26/1988

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    Cardiff, United Kingdom
  1. What happens if you happen to reach and alignment check threshold and a gift of the gods checkpoint at the same time (for example at 10cp)? For example: Initially unaligned character, has now bought sufficient advancements to be able to cosy up to Nurgle, reaches 10CP Do you do A, check alignment first -> we belong to Father Nurgle now, yay; and then depending on that you roll the gift of the gods with already being aligned to Nurgle: so one infamy roll for reward, then if that failed one roll on gifts table B, roll gifts as unaligned: two roll on gifts table; then do alignment check and reach Nurgle
  2. The way I see it, the d5 hours of "functioning" is not really an issue (I personally just don't like the size increase. +1 AP, +1 SB, +10 for enemies to hit you? Can't really think of any scenario that it's worth it. Unless you go for grapple all the time and then size modifier is a bonus on your side). So you have d5 hours of full functionality: +1 SB, weight of armour doesn't count, you have oxygen supply and a vox. When it runs out you are still fine. You have some extra weight (+40kg) to carry and no fresh air. Most heavily combat oriented characters are probably fine and still well within their carrying weight limit. Less muscled characters (based on "encumbered" pg. 249) are suffering -10 to Agility tests - which in non-combat situation is rarely an issue - and after TB hours of sight seeing they have to make a toughness test or suffer one fatigue (which as long as you have below 3-4-5 is nothing). So if your GM agrees that you can turn on - off the power when you want it - so you are not constantly burning out the fuel - then you have the benefits in combat and not much problems outside of it, and no real time limit for use. (you can always decide that it takes a half or full action, or lot more, to perform the holy rights of awakening - or putting back to bed - the machine spirit, if you want to have some limitations)
  3. In the Navis Primer sourcebook you can find the warp travel described in detail, including examples for transit times, accessibility to systems, etc. If you don't have access to it, then here is a very rough guide (based on what i think and what I can remember from the book): To "well" explored areas like the Winterscale realm, your players should have relatively easy access. Warp routes are normally well established, low risk compared to the rest of the Expanse. Navigator maps are more or less accessible for this region, but IMO they shouldn't be a must have to travel here. If I remember correctly to Navis Primer, no route should take longer than 15-30 days (default time, modified by the Navigator's rolls) in warp in this area. As you travel deeper in the expanse, regions are less known. Warp routes get more shaky, uncertain. You can say to your players that to travel to this and this area, you first need to have a map, otherwise the chances are you'll get lost. You can introduce bonuses or penalties to the acquisition test to find a map, depending on the remoteness of the system. Or you can make a whole endeavour for the players when they try to get their hands on a map: doing favors, stealing, killing or etc. Travel times are from 30-60 days in warp by default, however (even though real space distance does not necessarily have to do anything with warp travel times) some of the far regions like parts in Rifts of Hectacon or Heathen Stars can take 150 days, and there might not be direct routes from Footfall, so they'll have to make 2-3 jumps. Of course navigating in less explored regions or more turbulent areas in warp are more difficult, you can give some penalties to navigation tests when you feel the need.
  4. There are a few different angles which you can go by. There are actual drugs that produce the effect of frenzy. Frenzon, which is in the core book i think, and also there is an other one in the Into the Storm which grants the user the Frenzy AND Battle Rage talent for a while ( so even better than Frenzon. Assuming you want to dodge or parry:) ) If you have access to the supplement books you might find an alternate career rank that gives you access to the frenzy talent. Or you can work with you GM to make the talent available for you as a part of an Elite Advancement and you can pay a higher XP cost for the talent than it would normally take. From narrative perspective you can say that you'll train with some barbaric tribes who will teach you to reach down and use to your inner anger. Alternatively, it's not unheard that The Mechanicus to use combat drugs to enhance warriors, so you can say that you'll Tech-Priest will construct a special gland or drug injecting system which will let the character enter in a chemically controlled frenzy state and not in an emotional overdose.
  5. Any chance that you recall which supplement? Because that's exactly what I'd want to do if I ran an RT campaign. Into the storm, pg 43. "Systems of Ambition" black box. It gives 3 alternate narrative options to give some twist to the theme. Short version: 1, PCs are running alongside a Rogue trader, as crew/ally/friend, and/or they can be assigned to a specific system or trade route (might even be within the borders of the imperium. They can gradually grow in power and responsibility, and eventually take over the place of the main Rogue Trader (peacefully or not) 2, Essentially the PCs have a servitor crew and no NPCs. They only have each other, and their actions and decisions have a big impact on everything 3, The Rogue Trader family is currently taking part of a Crusade - which might be limited to a smaller segment of space, giving it a more war oriented theme, but also the GM can set boundaries and goals more easily. Also, I think even the core book mentions in chapter 11. that not all warrant comes with unlimited authority to dwell withing xeno heresies. If their warrant does not allowed them to make contact with xenos (apart from blasting them to pieces) then they are limited to the human inhabited sections of the expanse. Warrant can also have conditions as well, chapter 12. The group might have to reconquer a system, and then settle into ,and keep the power (from constant xeno or other threat). Or they have to create a new mining settlement at some random system which was firs explored by Arch-Magos Explorator Name It, or maybe The Great Winterscale Himself two millenia ago (but they never considered interesting enough to do anything with it, so they just passed the info and the coordinates to The Administratum, who with miraculous speed, after 2000 years took action, and assigned the new Rogue Traders to make use of the place and develop some infrastructure)
  6. Just because the rule book says by default you have 90 SP+PF total, you can always house rule / agree in your group, that you'll start with less SP+PF. You could start with 30SP, 30PF, (or less) which is a small ship, small dynasty. Also there are several suggestions in one of the supplement books for how to handle the players if the are not actually the warrant holders, or not actual Rogue Traders yet. For example they work for THE Rouge Trader, who has them assigned to a small ship or a just to run one system. They can play small until they earn to be in the big league (and also The Warrant).
  7. I think White-Wolf did a unification in the World of darkness setting and it worked out well(ish). And at least all the different subsystems are compatible and cross usable now. They made one main book for a general stuff and generic rules (for example skills and combat) of the world, and then all the sub-themes (vampire, werewolf, mage, etc) got a separate core book with all their unique stuff (and after that of course dozens of expansions for each setting) I think it could be implemented in WH40k well. You would have a generic book for the rules, skills, general gear, and the life of a common citizen of the imperium (which is where everyone in "real" life starts anyway (mostly)). Then you would have a separate core book for DW, RT, DH, BC; each, with additional info for generating new characters (or you could bring in your existing common citizen easily), theme descriptions, unique abilities, special rules (influence, infamy, subtlety, profit factor, whichever is applicable). And then they could still flood us with expansions for each theme, or generic ones as well (for example a book with more detailed descriptions of all the common worlds, and all the different aspects of them in the life of an inquisitor agent, an apostate, or a wealthy trader). And then everything would be compatible and consistent (!) with everything. I know, I know, I'll go back to dreaming...
  8. Deny the Witch doesn't give bonus. It allows to use Willpower evading psychic attack. Sorry, yes, got mixed up, the Psy Null talent mentioned the Deny the witch talent in it's description. I wanted to say the defending character will get the bonus +20 to resist from Psy Null on the opposed WP test
  9. I think 1+3 would be the correct way as well. Deny the witch says that the character gets the bonuses against psychic powers. Wielding the sword just with WS as normal, in my opinion, wouldn't classify as psy power. From narrative point of view, the bonuses for increased pen and damage could come from the Psy being tuned with the weapon, being able to wield it better than a normal human, and not from a power. The defending character would get the Deny the witch bonus at the opposed test. If the psy's standard psy rating gets reduced to 0 from the Warp anathema talent, he wouldn't be able to make a focus power test.
  10. Not all of them might factor in, in a direct way. With remembrance I can't think of an example that would directly yield PF. However the party could be in a situation when they have to use it (to remember something). For example: if they successful on the test it could make negotiations easier (by remembering some local custom, or recall what was in the tent of the head of the village and therefore bringing some gifts to liking); or if they have to break into somewhere they can try to remember the layout and that makes it easier to avoid guards (and give some bonus to subsequent hide tests) and to get in and out faster Archeology: is useful when building a dig site above ancient Eldar ruins, or whatever. They have to know where to dig, how to dig, making tunnels, and how to retrieve and then clean up and make readable an old piece of stone with unknown language written on it. If you don't want to play it out, you can always just have them roll a test when they are colonizing or visiting a world, and if they are successful you can give them some achievement points or a PF. If they don't have the skill then they wouldn't have the option to do so. Explorator: A standard scrutny + detection scan could reveal planetary bodies or ships in a system, but if you want to do a thorough search, look for a space hulk or an asteroid with precious minerals on it, you have to do it in a specific (topologycal) manner to be efficient. With trade(explorator) they can find something that they otherwise wouldn't be able to, or they can reduce search time for an emergency pod significantly (from months to weeks, etc)
  11. Battlefleet Koronus, pg 12, bottom right, black box: "A ship’s turrets work identically whether defending against torpedoes or attack craft. Before the attacker rolls to score hits the defending vessel may attempt a Ballistic Skill Test using the crew’s Skill Rating, with a +5 bonus for every point of Turret Rating the vessel has (the ship must have a Turret rating of at least 1 to attempt this). If successful, then the turrets hit once, plus one additional hit for every two degrees of success, with each hit shooting down a single torpedo or attack craft squadron, reducing the number of torpedoes in the salvo or attack craft squadron in the wave before the attack roll is made."
  12. sidenote, you should roll 5d10 (so you'll get something between 5-50) and not d100 for the mutants starting mutation, and therefore you can't get "the ware made manifest" as a starting mutation
  13. the tech-priest doesn't have a tech-use skill. I'm sure that's just a typo (or to be precise the lack of it)
  14. why is it redundant? it provides a middle step ground between the two weapon wielder and master. if you don't have the right aptitudes two weapon master cost a load of XP (agility to 45, having both two weapon wilder talents, even if you are specialised in close or ranged combat) which you might not want to pay, but you can imporve a bit on you chance to hit with having ambidextrous for barlye 200-300 xp. of course if you have the aptitudes or the determination to go for the two weapon master it is pointless (and reduntant), but so as other 30 talents in the book
  15. The only problem with the specialist thing in beta v1 was - in my opinion - that lack of sense of progress in the development. once you have pushed remembrance to max, then the new knowledges which you couldn't even attempt to think of before just popped into your mind (as having it for +30 immediately) as you bought the talent. otherwise it was light years better than this, with the doubling amount of lores from common to forbidden, not to mention the cipher, linguist etc..
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