Jump to content

Cryhavok

Members
  • Content Count

    354
  • Joined

  • Last visited

    Never

About Cryhavok

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Las Vegas, Nevada, United States
  1. Adeptus-B said: A more 'elegant' solution to keeping the Boss Monster from being One-Shotted is to make him 'Touched By The Fates'. I prefer that to giving a skinny guy more Wounds than a bull grox… This Seconded. There are a ton of ways to make a boss harder to kill than just piling on more wounds. Personally I prefer designing the enounter to make the terrain very hard for the players to fight in. I prefer things that can be overcome to make it harder. Tons of wounds just seems like a cop-out to me. Bosses I design have the same wound limitations players do, and often end up being much harder to kill than the prewritten bosses
  2. That is open to interpretation. The rule stats that you have a -20 to hit targets concealed by smoke. This could easily be read to mean that if smoke is obscuring your vision everything is concealed from you and gets that penalty. Unless you have some way to see through smoke, then that interpretation makes sense to me.
  3. I had a player's dice explode into a righteous wrath of 166 damage. It was the first shot fired at the boss. In this game you can one hit anything with enough luck. Having forty wounds instead of twenty does not prevent a player from one hitting a boss.
  4. It is in the armory section of the core book under cybernetcs. It is a peice of gear that you would need to acquire, not an advance you spend xp on. I am not sure off the top of my head what it's renown requirements are. You can get it as soon as you meet the requirements to get it, regardless of level.
  5. If I had to pick I would go with the sargeant. Ive watched too many of my friends blindly follow a gm npc to thier easily avoidable dooms to be willing to leave them to that fate, and my experience tells me that being the healer in such situations is just dragging it out. I do have an alternative suggestion for you: talk with your GM and see if one of your players could have a battlefield promotion to the rank of seargant without being that class. The character's training would be one thing, but they were stuck in the leadership role by circumstance and have to deal with the situation. This allows everyone to play what they want without the GM having to fill the leader position with an NPC. Baring that, playing without a healer is a "character building" excersize (not the type in which you build a character though), and it is one I reccomend everyone try at least once (it can get brutal, but you can learn alot about staying alive if you learn from your mistakes)
  6. I agree with the OP for this reason: having to buy into other game lines to get the material you need for yours is messed up. The most annoying example of this for me was when the RT corebook came out it's psyker chapter talked about sorcery and even had it on its charts, but then tells you if you want to know anything about sorcery you have to go buy dark heresy books. I can not describe how much things like that irritate me. Personally I wish they would give us a nice huge book that was heavier on the stats than on the fluff for baddies, for each line.
  7. I could probably fit in just about any xenos into that role. Eldar would have some mysterious agends (although it might have something to fo with all the genesteeler cult colonies the group will have been seeding.) The necrons could have any number of agendas for doing it, none friendly though, and the players would then have to escape thier clutches. Tzeentch deamon of cultists could have an agenda or just be screwing with you because they are bored. The rakgol could be expirimenting trying to find a way to enslave a genestealer cult to its technomages, escape before they finish and eat you. An orc mad doc could be preping the way for a soon to be waaagh, and is using you to rile up as many interesting oponents as possible to put in the way. Strixis trade out your enslavement to the cult for enslavement to them, then sell you. Inquisitor tells you to redeem yourself or he will redeem you. Kroot shaper sensed the taboo within you and rescued you from your dire fate, then offers you his tribes services for a price. Those are just off the top of my head. im sure with some thought behind it we could come up with actual good reasons for **** near anyone to rescue them. Oh how about this one: while setting up a colony they stumble into a yuvath mechanism that frees them by implanting some unknown yuvath device in them. Que the doom timer. I wonder if I could get the group separated and apply multiple different rescues to the characters? Or do you guys think that would be a bit much?
  8. puenboy said: Sorry, autocorrect. *Repost* Ah, well when Im on the forums its generally on a phone, and for some reason it tries to double post everything I write. When it is in a thread it catches it and I can stop it from posting the second one. When it is creating a new thread it has no function to prevent the double post. One time I made a mistake that would have caused a double post normally and it posted my thread four times.
  9. The only threads I ever reported were double posted threads of my own. That was way back when I thought these forums were moderated, and I thought they would remove the excess posts to clean things up, like in other forums Ive used. Why? What threads did I supposedly report?
  10. weaver95 said: Cryhavok said: My thinking is that they would be infected, but not even realize it, until the players figure things out. At that they would have the chance to break free. This would be the atypical behaviour, but heros get special things like that that normally would be impossible. The idea would be that the dynasty got infected by the cult and is pretty much entirely taken over, with the current magos being the actual offspring and dynastic heir of the last holder of the warrant, allowing this expansion of the cult into a much larger form than the typical cult would be. It might be more interesting to have them wake up on a slab in a medicae bay, wounds healing and an Ordo Xenos inquisitor standing over 'em telling them that they're now human again but that he's got a mission for them…. or if you REALLY want to mess with their heads, have a daemon of Tzeench or Eldar farseer come to their rescue, leave them with all the information necessary for them to strike back at the magus…then just vanish into the void. do they go after their revenge? what will the results of their actions be? how will this further then ends of chaos and/or the Eldar…? ooh I like this, thanks. Giving me lots of ideas for that area of things.
  11. My thinking is that they would be infected, but not even realize it, until the players figure things out. At that they would have the chance to break free. This would be the atypical behaviour, but heros get special things like that that normally would be impossible. The idea would be that the dynasty got infected by the cult and is pretty much entirely taken over, with the current magos being the actual offspring and dynastic heir of the last holder of the warrant, allowing this expansion of the cult into a much larger form than the typical cult would be.
  12. Just got this idea in my head, and I would like some feedback, ideas for improvement, and general development of the idea. Okay here is the idea: a rogue trader (npc) has aquired his warrant for the dual purpose of colonization and pirate hunting. This rogue trader gathers the players as his command crew. The players all know the captain from somewhere but can never remember the specifics. The captain is a rather mysterious figure. Wearing voluminous robes and staying hooded continuously it is hard to tell much about him. One thing he makes no secret of though is the mutation an encounter with the warp left him with, clawed hands. The deep disturbing voice the issues out from beneath the hood is equally adept at commanding legions as it is at charming diplomats and negotiating prices. The game would pick up as the group starts on an endeavor to establish a colony on some random world. The idea is to see how long it takes the players to realize they are members of a genestealer cult, the rogue trader is the magus, and they have been seeding genestealer cults across the expanse. Then see how the game goes from there. (My players 50/50 on wheather or not they would just go with it or try to put things right.) So what do you all think?
  13. Just got this idea in my head, and I would like some feedback, ideas for improvement, and general development of the idea. Okay here is the idea: a rogue trader (npc) has aquired his warrant for the dual purpose of colonization and pirate hunting. This rogue trader gathers the players as his command crew. The players all know the captain from somewhere but can never remember the specifics. The captain is a rather mysterious figure. Wearing voluminous robes and staying hooded continuously it is hard to tell much about him. One thing he makes no secret of though is the mutation an encounter with the warp left him with, clawed hands. The deep disturbing voice the issues out from beneath the hood is equally adept at commanding legions as it is at charming diplomats and negotiating prices. The game would pick up as the group starts on an endeavor to establish a colony on some random world. The idea is to see how long it takes the players to realize they are members of a genestealer cult, the rogue trader is the magus, and they have been seeding genestealer cults across the expanse. Then see how the game goes from there. (My players 50/50 on wheather or not they would just go with it or try to put things right.) So what do you all think?
  14. One thing I would like to point out to everyone who is getting stuck just healing until it is all over: MIU weapon interface is your friend. It allows you to get a shoulder mounted weapon that you can fire hands free while doing something else. So you can do your healing stuff and blast away at the enemy at the same time.
  15. Tactical marine works best with others. By that I am refering to both its ability to fill any role and any gap in the unit, and its ability to extend its chapter specific abilities to his companions. The apothecary is a support role, trying to make it less so is a mistake. Support characters however can do alot more than just watch others shine. The chem use suggestion from earlier is a decent one. The tech marine deals with technology. Wheather that is hacking enemy machine spirits, building a melta bomb, building a servitor, or unleashing the might of a mechanicus array on some poor unsuspecting fool. As to the librarian: you talk about making it into a support character in the same post that you say you want to make a support character less supporty. Also, fluff wise, librarians are not simple support types. So why do you want to rewrite thier role? I dont think it needs it personally.
×
×
  • Create New...