Jump to content


  • Content Count

  • Joined

  • Last visited

About BrotherSurge

  • Rank

Contact Methods

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

Profile Information

  • Location
    , Vastmanland, Sweden
  1. macd21 said: No, there's very much a point where characters are 'too powerful' for Ascension and that's when they break the math. With about 14 dodges at over 100% the VA has reached that point. It's also not represenative of what their actual power level should be. While VA's should indeed be powerful, they aren't supposed to be totally immune to all attacks from a Greater Daemon of Khorne, for example. Indeed. Which is why I suggest that you nerf their Temple Assassin trait. There have been some very good suggestions above. What I meant is that I don't think Vindicares are too powerful fluff-wise.
  2. I think the Vindicares as represented in Ascension are ok, and playable. This isn't acolyte-level we're talking about here, but Ascension. The players get to try out being Inquisitors and their cadres, so there's nothing like "too powerful" for Ascension. That said, the Temple Assassin trait that Vindicares get needs to be slightly nerfed. At the very least, don't take Unnatural Agility into account. Also, you might have to specify exactly which situations are completely undodgeable, even for a Vindicare. The magos also represents something of a conundrum, when you consider his ability to soak. It is possible to push a tech-priest's toughness bonus up to 5-7 through ranks 1-8, and add the toughness bonus of the machinator array as well. Later in Ascension, you get to pick Unnatural Toughness, which brings your Tougness bonus to 10-14 somewhere (or even higher, if you keep stacking Toughness). Add Dragonscale armor, for an AP of 8, Armorer trait for another +2AP, and the Flesh is Weak for another 4 points of armor, and your soaking ability will soar. You'll also get to pick sound constitution 9 times in ranks 1-8, and another six times in Ascension. This will give you a soaking ability of some 14 TB + 14 AP and 25-27 hp. In comparison, a Rhino APC has an armor of 24 and a structural integrity (hp) of 25. So the magos needs to be tweaked, in my opinion, at least slightly, to be believable. However, my biggest gripe isn't the overpowered careers, but rather the careers that fall short in comparison. Crusader is the worst example of this. His Ascended traits are forgettable, as there's even a talent that allows you to mimick his ability to shield a friend. The iconic suppression shield is nice, but seems paltry compared to the Vindicare's ability to dodge, and the magos ability to soak. Worst, though, is his complete lack of talents of influence. Apart from rank 16, the only talents of influence you get is peer, good reputation, rival and enemy talents. Granted, the crusader isn't supposed to be a career with a big social skill set, but other classes (like death cult assassin and vindicare), who beat the crusader in the race for best set of combat skills, also get more talents of influence. This needs to be amended, to provide players of the crusader and the stormtrooper (who also gets shafted in the Influence talent area) with some more leeway in their play.
  3. I strongly recommend reading through all the trilogy books, if you intend to run the entire Apostasy Gambit. It is likely that you will have to rework major plot points, as they just don't fit together very well. Individually, they all containt very interesting suppositions, but put together, it will seem like a patchwork of conflicting ideas. The main story arch is extremely epic in it's scope, and if you're not comfortable with plunging the entire sector in disarray, chaos and mayhem for a looong period of time, you'd have to tone down some of the events in the Apostasy Gambit trilogy.
  4. BrotherSurge


    Do you mean like an advanced career? If so, then no, there's nothing like that. However, in Book of Judgement, on page 106, is an adventure hook which involes The Spire Stalker. The Stalker is rumored to be a spire noble serial killer (possibly the neice of Marius Hax) and the inspiration image looks very much like the necromundan spyrer.
  5. I've just recently finished Church of the Damned with my playing group, and we're determined to finish the trilogy, even though none of us are really enthused about it. Chaos Commandment seems to be more of the same. It promises more combat encounters, and after reading through most (but not all), it does seem to be a pretty linear adventure that mostly just links very epic combat encounters together. If I had got all books beforehand, and had time to rework them a lot, this might have been an enjoyable trilogy, but as it is the scope of the adventures just doesn't suit my group. [spoilers ahead!!] The backdrop is extremely epic. The Calixis sector is engulfed in a civil war. Sadly, the book mostly glosses this over, leaving the GM to come up with most of the explanations here. Some pointers, at least, would have been good to have how to handle it. The first act has the acolytes join a platoon (100 men) of Imperial Guardsmen to apprehend a psyker, who is an "oracle" of the Big Bad. Exactly why the acolytes need to apprehend him is unclear, as doesn't leave any information, except a breadcrumb clue to go seek out a noble house. The second act has the acolytes go to said noble house on Fenksworld, to get yet another prophet of the Big Bad. When this combat encounter is over with, the acolytes withdraw to find out where the Big Bad is hiding. The third act is a prelude, that has very little to do with the overarching plot, a survival horror-style game aboard a spaceship. The final act is where the acolytes face off with the Big Bad, a fight of epic proportions. If you like the whole "The Sector is in flames! Apocalypse looms!" premise and rails-shooter style of games with lots of combat and very little intrigue, then this adventure is for you. There are a lot of demons and psykers in this one, the Dei-phage makes a return. After the final combat encounter, you're left with a lot of questions, and a lot of "mopping up" in the Calixis sector, but very few suggestions how to handle the situation. Be prepared that this messes a lot with the status quo of the Calixis sector, and the canonical setting.
  6. What we don't know is how you spell it. Is it Baraspine, or Barsapine? The spelling seems to differ in every sourcebook. There is some information on Baraspine in the adventure module The Black Sepulchre, where you can find a small gazetteer.
  7. Luthor Harkon said: --- SPOILER --- [...] My main problems so far are: [...] • The Lector X has critical information regarding the Arch-Cardinal, but dares not to involve anyone (at least locally), but he seems the PCs appropriate (weird enough…). Then the PCs must do him a favour (i.e. exorcising his friend), so that he tells them? Sounds really inexplicable, that the alter egos the PCs are representing should do such a thing. The PCs are in fact doing him a favour involving themselves and are sort of helping him… • I am rather sure the Venomskin lead won’t be enough for my players to leave the cathedral for Gunmetal City. [...] More to come I fear… SPOILERS GALORE 1. Yeah, this seems really inconsistent. We ran the first part this weekend. The PCs went extremely suspicious, that this stranger, Lector Xavieticus, would 1) Cast suspicions against the head of the Ecclesiarchy, the very first time they met the lector. The -only- thing which stopped them from executing him on the spot for high treason was the fact that they themselves were already suspicious of the Arch-Cardinal. 2) Ask complete strangers to aid with an exorcism of his possessed friend. This smack dab in the middle of one of the most holy sites in the Calixis Sector. 2. The Venomskin lead is extremely weak. Supposedly, there are documents in the Arch-Cardinals office that leads to planet Stonegarden (though they're only mentioned in Chapter three, where it is assumed the PCs have found these documents. There's nothing on where they are found, except a very general note about them being in the Arch-Cardinals quarters). By breaking into the Arch-Cardinal's office, plus finding the documents in the secret Forging Wing, the PCs could concievably build a case against Ignato already in the first chapter, without even having to travel to Gunmetal. Some further points: 1. The Inquisiton is suspecting Arch-Cardinal Ignato, head of the Ecclesiarchy, of treason. The acolytes get told this by their inquisitor at the start of the adventure, and the inquisitor then leaves to take care of "more pressing matters". More pressing like what? Preventing a full-scale invasion of chaos forces that threaten to annihilate the Calixis Sector? Stop Marius Haxx from mutating into a daemon prince? Prevent a bloody and prolonged civil war within the Inquisition? I fail to see what would warrant a serious inquisitorial investigation than the suspicion that the Arch-Cardinal himself is a heretic. Especially with the evidence gathered from the Black Sepulchre. Add to that the subplot which Luthor Harkon pointed out. Cheese. 2. Why would the PCs actually try to study the relics? There's -no- point to this whatsoever. It could serve as a smoke-screen, to verify their identity as inspectors, but what if the PCs fail their verification? Will they be gunned down by the sororitas? Will the Arch-Cardinal hang them high? It seems like a filler, and something to do to just pass time. 3. The Synod meeting. Why does the PCs have to attend? Again, it serves no purpose at all with regards to the plot. A filler, and a slightly cheesy one, just to show off the high-and-mighty of the Calixis Sector. 4. There's an entire subplot that's hinted at in several places, but seems to have been edited out. In the descriptive text of the Hospital wing it mentions "Three important NPCs", and yet only two are ever detailed. There's also Medicae Gallican which is hinted at having some sinister scheme, it even says someone has fallen prey to him, but this is never clarified. I appreciate that the designers want to give the GM some leeway and add plots of their own, but this just seems sloppy. If you're going to edit out a subplot, make sure you do it completely, not just cut out an NPC and leave it at that. It might seem that I'm complaining, and maybe I am. But the reason I buy adventures instead of making up my own is because I have precious little free time in which to work out adventures. This adventure module requires a lot of work to make it work, instead of being just a cheesy romp through the Cathedral of Illumination, where the acolytes has to stop the Arch-Cardinal OR MILLIONS WILL DIE!
  8. I try to style my adventures after sandbox RPGs too. I find this gives PCs a feeling of "being in charge" of their investigation. We had quite fun with our latest adventure, which revolved around serial killings in Nova Castilia. It was fully dependant on which clues the PCs decided to follow up, which actions they took, etc. The danger with this approach is that it is easy for PCs to "get lost". If they don't get where to go next, you might have to help them along, and point them in the right direction. And this might lead to railroading. It also takes more work to pull off, for the GM. You'll have to be prepared for situations which might be avoided in a railroaded adventure. Whenever I want to push a particular theme very hard (if you want to create a very focused narrative, or a cinematic feel), or want the PCs to feel that they aren't in control of their situation, I go railroading, but I think that sandbox adventures are ultimately more rewarding.
  9. Noticed there's two threads. I'll repost in the other. Lock/delete this one?
  10. Peacekeeper_b said: So can I ask what stats/rules/notes are in the book that may be useful? Most modules from the 40K line of books become just reference material for me anyway. There's stats for a penitent engine. That's it.
  11. Bring on the weird stuff. Gas-grenades, psychic powers, radiation, people armed with flamers and the Cleanse and Purify, Blessed Flame trait coupled with an Astartes Incinerator. At Ascension-level, you can expect the PCs to be hard enough that conventional ways of hurting them - like, say aiming a gun at them and pulling the trigger - might not have the desired effect. If all else fails, bring in a team of havoc chaos space marines. Three heavy bolters, fired at high BS, and a couple of multi-meltas is sure to hurt. I'm not arguing that Vindicares aren't OP. But if you're not prepared to change their rules, be prepared to bring on some major ****.
  12. Gregorius21778 said: Hi Brother-Surge, since you already have a copy of it, could you post the rules for the Excorzismn mentioned by H.B.M.C ? I will otherwise actually end up buying a PDF copy for five sentences . Talking the "underhive settlement" mentioned by H.B.M.C. as well: would you say it is well established? Like (say) the Sinophian Gazeteer? Will one get a good picture of such settlements in general? In that case, the whole affair might be worth the USD-Pricetag for the PDF. Thanks! 'lo The exorcism doesn't strike me as a this-is-how-we-always-do-it mechanic, more of a flashy way of letting players roll their various skills. Which is nice. Essentially, there's an NPC which leads the exorcism, Max Von Sydow-style. One PC is assigned to hold the possessed patient down, and the rest roll various skills (like Performer (Singer) and stuff) to force the daemon out. If the acolytes succeed with a set amount of rolls, the exorcism succeeds, and doesn't kill the host. If they fail a set amount of rolls, the exorcism succeeds, but kills the host instead. @Gregorius21778 / H.B.M.C regarding the underhive settlement The underhive settlement is pretty well realized. There's no Gunmetal gazeteer, sadly (I like 'em too), but you can still piece some stuff together from the chapter that details it. Frankly, out of all the stuff in Church of the Damned, I think I like Blinding Gulch the most. It has a nice pace, lots of optional stuff the PCs can look up, and several different outcomes (which admittedly, matter very little to the main plot). It would have made a very decent stand-alone adventure. My main gripe with chapter 2 is that the map doesn't correspond in any way with the area notes. There's a few areas marked and numbered on the map, but the area notes very often describe something else entirely. A few areas that are marked on the map aren't described in any way. I understand that GMs might want to put out red herrings, or have some extra areas to fill on their own, but then again, if we have to do all the work, why did we pay for the adventure? I don't buy the argument that every big adventure/storyline requires a number of sidequests. Because the plot in Black Sepulchre and Church of the Damned is so epic in scope, all available pages should, in my opinion, be devoted to further that plot. 20 out of roughly 70 pages, that do nothing to further the plot, besides providing the acolytes with some piece of evidence which could, in all fairness, have been placed elsewhere isn't good adventure design. Especially when other things seem to have been cut/ommitted to keep to the page limit. Making the Blinding Gulch area into an adventure of it's own would have done it more justice. Here, it just seems like a speedbump, even if it's a very nice speedbump.
  13. egalor said: So, the quality of Black Sepulchre was... rather mixed. How does CotD feel in this regard? Less or more room-after-room bashing? Choices / different paths to success? Investigation opportunities? Clues handling? Also, a comparative example would serve good from the entire Warhammer Roleplay line (fantasy/40k). Thanks! I GMed Black Sepulchre with my gaming group, and while we all had fun with it, the dungeon crawling left us a bit "meh". The players are enthused about the next installment though, so I went ahead and bought it. After having read through most of it, I'll venture to say Church of the Damned's quality is pretty much that of Black Sepulchre's. There's less dungeon crawling. The two first chapters are done in "sandbox" investigation style. There's areas to explore, clues to uncover, before you move on to the next chapter. As in Black Sepulchre, some clues are absolutely vital to progress. I get the feeling that some might be easily overlooked, especially ones where there's just one way to find them. The second chapter consists mostly of a subplot that has no connection whatsoever with the main plot. Your players may find the motivation to complete it, out of a need to be noble/stamp out heresy etc. but the outcome isn't vital in any way for the main plot. The only real reason why they'd want to follow it through, is that it's necessary to progress. This chapter also has a reputation mechanic which can, if the players fail hard enough, break the entire adventure. It'll effectively hinder any means the character's have to obtain a vital clue. What's really irksome are the glaring errors. In numerous places, something is hinted at, and never expanded. The most glaring I've found yet is where three NPCs (three patients in a Hospital) are described as having information which will help the PCs, and only two of them are ever described. There's also another NPC in the same location who is hinted at having some dark secret, but there's nothing further on that. If this is simply a result of the editing process, as I can imagine there's a page limit on this adventure, why are several pieces of information throughout the adventure printed two times over? The adventure, like Black Sepulchre is very epic in scope. The PCs have the chance to interact with some of the most powerful figures in the Calixis Sector Ecclesiarchy. The difficulty level is very varied - some ridiculously easy encounters, some hard - with very few pointers how to scale the encounters. One boss-fight in particular (yes, there's a penitent engine involved) might be nigh-impossible for acolytes who are not very martially minded.
  14. Kirov said: Asajev said: I got a question for you guys I know it might be a simple No type answer but here is the question. Can you combine origins from the radical book and those in the inquisitors book if they do not contradict each other? You may have only one origin. If an origin is a modification of an existing one, it'll say so as well as what to modify (example: Tainted Blood of Malfi is a modification of the Noble origin). If you are speaking of Background Packages, you are likewise restricted to just one. You may combine an origin with a background package as long as you meet the prerequisites of the background package and if the GM allows you to take background packages in the first place. -Kirov Can we get a quote from the rules that say you're restricted to just one of either type? As far as I can see, it doesn't say anywhere that you're restricted to just one alternate origin package, or just one alternate background package. As a GM, I'd probably still rule - or at least very pointedly advice - my players to only pick one of either, but there's nothing in the rules that outright restricts it. If it fits the story, and no contradictions exist, why not?
  15. Spoilers ahead I ran the adventure with a big group. The core members (3 of them) were rank 4-5, and the rest were just above starting rank. That said, we only really had two combatant characters, and in many fights the non-combatant characters did stuff like hide, fall to their knees and prayed to the Emperor, etc. It all depends on what type of group you're playing with, their equipment, skills, willingness to engage in combat and such things. I did notice the same thing you did, the level scaling all but stops after the first chapter. Some fights took a long time to finish, Gustavus Hekate being the prime example, while they found others, like Nikea Hekate, to be a cakewalk. When the characters reach the Haematite Cathedral, it seems like all "trash mobs" are extremely easy to dispatch. Nikea Hekate's henchies are broken down servitors that fight with rusted serving trays (?), and will be trivial for anyone above starting rank, imho. Same goes for the mutants in the Asylum wing. If you're running with a rank 5 group, you'll need to bump them, and employ unusual tactics, since most enemies will only use melee attacks. The last part, when they're off to face the daemon, will largely hinge on what type of group you have. My group had a Sororitas, which had the ability to counter the daemonic auras that the furies and the Dei-Phage employ. It'll also be somewhat dependent on the players making the right choices in fighting the daemons, otherwise the fights have potential to be really challenging.
  • Create New...