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ZillaPrime

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  1. Titus Priam said: ZillaPrime: I haven't stopped playing if you were referring to me. I have had a lot of problems with my computer and old programs no working, making it difficult to opload new stuff to www.annebo.dk oh… and I have a lot less time to do stuff like this. I have made an Ascension sheet that’s editable and you can save. It can be used for DH as well. I will try to get my old GoLive working again in my coming holiday, so I can update my site. I will let you know. WOOOOT! This is happy news that you are still active. One change I would make for an Ascension character sheet is making separate writable lines and boxes for Lore skills. Not all of the ascended careers grant access to all three Lore Masteries and I can't immagine I am the only one that has made a house-rule change to Forbidden Lore Mastery, so at a bare minimum Forbidden Lore would need several writable lines (when someone buys this I give them 6 FL skills or whatever they already know, whatever is greater. Then they can burn 100xp to add another to the set as needed. This eliminates the 500xp to INFINATE GOD-LIKE KNOWLEDGE issue without overly penalizing the brainy characters). Also adding a "Specialization" box after the +20 skill box would be VERY useful (no idea why this was not on the "official" version). Several weapon slots are a big hit with my group, since everyone has a large assortment of weapons for different occasions and tactical loadouts. Space to record 2-3 sets of armour would be cool for the same reason, and a force field stat-block entry near the armour diagram would be very handy. Ordo, Faction, Background Package, Transition Package.... All very useful info for the top section, along with the usual description. I would also add separate Homeworld and Origin lines, since some available origins can be from many different kinds of worlds. Plus it is just better to know that your noble born character is from Scintilla or that your Schola Progenium character grew up on Sepherus Secundus. Even the more obvious ones like hivers benefit from this info, since characters from Malfi are going to have had very different experiences than someone from Tranch. Expanded room to keep track of equipment is VITAL and a separate "Implants" section on the gear page would be amazingly handy for several ascended characters. Heck, our Magos has the capacity to mount 16 mechadendrites if he really wanted to! Perhaps reduce the amount of space devoted to mutations and add some extra space for details in the Insanity and Corruption tracks. I LOVE the checkboxes for Sound Constitution advances taken that you added to your 3-pager (very handy for Guardsmen and Arbitrators in particular) and the 3rd page in general is just cool. Possible "optional" Psy Powers and Faith page(s) at the end would be cool, since only the people that need these pages would have to print them. One other handy thing to add would be a place to log what career branches and alternate ranks were taken by the character for simple future reference. I would delete the "XP Spent" section from page 3 and make a stand-alone XP tracker page (again, possibly tacked on at the end) since it usually fills up by about rank 6 and as characters continue to have adventures you can simply add another page when it fills up that way.
  2. Mathias Faulkner said: I'm not sure if anyone else has been working on the same thing, but I've got a PC whose background is in the Krieg Death Korps. As they're one of my all-time favorite IG units from tabletop I set out to make his kit as true to canon as I could. To my horror I discovered the no.98 Lucius Pattern Lasgun hasn't been converted into DH/RT/DW rules anywhere. The only hard and fast rules I can find state that they're high powered, single shot and only get 25 shots per charge pack. So here was my initial thought, I'd appreciate any feedback you guys could give. Lucius Pattern Lasgun Class: Basic Range: 120m RoF: S/-/- Dam: 1d10+5 Pen: 2 Clip: 25 Rld: Full Special: Reliable Wt.: 4.5kg I would have no issues with this in my game. PLENTY of more powerful and exotic weapons in the 40K universe, plus this bad-boy lacks burst and full auto fire modes, so the slightly augmented damage and penetration at the cost of over half of it's ammo supply seems fair enough. If an Inquisition agent were to modify a service rifle to better suit their needs out of nostalgia or familiarity over a bolter or hellgun then kudos to them! (And yes, this thing would be BRUTAL with the Accurate trait!) The Cadian ex-IG officer turned Inquisitor in my game still keeps a trusty M34 Cantrael Pattern Lasgun in her collection for much the same reason that children keep teddy bears around... It is a comfort item.
  3. Luthor Harkon said: Edge of Darkness hands down. Solvable in two sessions, good mixture between investigation and combat, good introduction for inexperienced players (at least in regard to DH), restricted environment and still no rail-roading. Agreed. I padded this one out with a bit more RP and investigation largely because my players were having lots of fun and had to get creative in information gathering since at the time they were a bit lacking in the master detective department but very dogged and persistent. Very fun and memorable mission! One bit of prepwork that you definately want to do is to render a working map of the "special important place" ahead of time so you don't have to stop and puzzle one out on the fly that matches the descriptions in some vaguely believable way. This is also the mission when the "big baddie" was using maglev to escape down an empty elevator shaft and the team's assassin decided "screw THAT!" and jumped down the shaft after her, made a single monosword cut as his uncontrolled fall passed by the baddie's controlled descent, then had to survive the landing! The player manages to both hit AND Fury with the single cut, kills the escaping baddie, then sticks and holds a landing pose for just long enough to show that it happened, then collapses (alive!). Note that this was a Scintillan gunslinger style assassin, NOT a Moritat that pulled this. Lots more fun GM stories from this one. I give it a Solomon-homeworld THREE thumbs up!
  4. Kith said: ....she has managed to convince over half the group that they are wanting in the name of the Emperor, and uses the her bully pulpit of faith to brow beat almost every lesser NPC administer and citizen into a quivering blob of doubt. This is quite right and propper that a preacher of the one true Faith of He who is enthroned on Terra should express such unflinching faith and zeal in her every waking moment. I would do my best to avoid squashing such yummy RP but somehow manage to pull a bit more out of the other players if you can manage it without an excruciator and a spare set of pliers. If some of the other players step up and make a good show of their character then the game can only improve for the effort. If they absolutely refuse then it would appear abundantly clear who the team's Prime is: Have the Inquisitor formally grant her dominion over the acolyte cell and a badge of office, but also make it abundantly clear that any successes or failures of the team are HERS to bear. Temper the blade before it becomes too soft or brittle, then see how well it cuts.
  5. The important balance factor here is that the core game rules do not allow a re-roll of a re-roll, so what you have here is essentially a really fancy and cool "fluff" item that would be a common tool in a Daemonhunter's arsenal. This item is of limited value to a full-on Primaris Psyker because of the fettered/unfettered/push rules as well as the very high probability that the player bought Favoured By The Warp. Where this item comes into it's own is if the Inquisitor, Interrogator or Sage (via Adept) happens to be a psyker! Ascension/RT/DW RAW grants use of the fettered/unfettered/push to Astropaths, Primaris Psykers and Astartes Librarians, but NOT to other psykers. If their origin career was Imperial Psyker then they probably have Favoured By The Warp, but if they started out as something else and then picked up their "gift" sometime along the way then they might not have EITHER tool at their disposal to mitigate Warp backlashes. In the most recent session of my game two Primaris Psykers managed to generate SIX rolls on the charts in a single turn, so I still have faith that Obama, Herald of Tzeentch will reap misfortune on any wytches that lack a Dark Pact. This item is in the Daemonhunters book for a reason and is very labour intensive to make by specially trained and sanctioned artisans (likely FAITHFUL artisans!), so requiring the character to have some amount of positive influence with the Ordo Malleus or Grey Knights (good luck!) and limiting how many scrolls they can posess is quite reasonable. After all, selfish hoarding of such prescious and useful tools of the righteous denies resources to other Imperial agents in need, which is clearly a sinful act. A real-world example of something of similar nature (from a crafting perspective) would be the absolute degree of perfection required to make Torah scrolls. Of note, Blood of Martyrs has NO equivalent item! This is also not an error IMO. As a whole the Ordo Hereticus and the Ecclesiarchy take a rather dim view of wytchcraft and Warpcraft and thus lack the institutional scholarship to produce such items in any appreciable number. Quite simply the rigid dogma that so effectively shields them from their chosen foes also precludes the level of finesse and understanding of the Warp that such items require for proper construction and consecration. The Hereticus CAGE or EXECUTE their foes. The Malleus BANISH or SMITE their foes. They are on the same side (mostly) but their methodologies and needs are very different.
  6. There are none out there that I know of that allow you to add extra pages to the PDF without at least cracking the thing back open and adding it yourself with something more than Adobe Reader. There was a pretty sweet fan-produced writable PDF character sheet in heavy use by my group, but sadly the creator stopped playing and to the best of my knowledge has never made an Ascension version of his fairly awesome character sheet. I wish you good luck in your quest! If anyone has seen or has made a Ascension DH character sheet similar to Bo Hasle Buur's DH variant sheet you will make me a VERY happy camper if you can point me towards such a thing.
  7. Deathwatch has "powerspear" statted out. Granted, this is an Astartes version, so the stats are a bit on the OMG side of things, but it would be easy enough to cut one down to "mortal" scale. For game purposes the differences between a spear and a glaive/halberd can be largely reduced to the cosmetic. Astartes Power Spear Melee 1D10+6 E Pen 7 Power Field (note: requires two hands) This beast of a weapon weighs in at 8kg, and requires 15 requisition points from a "distinguished" Deathwatch marine to pull one out of the armoury. Per fluff, most of these are aparently gifts to the Deathwatch from the Iron Snakes chapter. By contrast: Astartes Power Claymore Melee 2D10+6 E Pen 6 Power Field, Unwieldy, Devastating (1) Same requisition and reputation requirements as above, but this monster weighs in at 18kg! It requires both hands to use and is a terrible choice of weapon in confined fighting areas due to it's massive length and bulk (about as long as the user is tall!). Maybe your GM will be willing to adjust the stats to something more reasonable for a baseline human and let you get your grubby little paws... er, I meant worthy hands... on one?
  8. The huge number of variations in honour dueling in the Imperium are in all probability too mumerous to even attempt to document to a Savant's satisfaction. The Imperial Navy generally has ancient dueling traditions, often sporting minor but important differences of detail on a sector or segmentum level. The Imperial Guard will of course be literally all over the map on this topic, with some units placing great prestige and honour on a particular brand of dueling while the unit they are paired with on a random battlefield might have rigid prohibitions against dueling. As far as canon sources we have Hydraphur naval traditions detailed in the Enforcer series, the "casual" duel (very Cadian) described in Cadian Blood, and Dan Abnett has described several different dueling traditions (mostly in the Sabbat Worlds Crusade region). Scintilla has a dueling tradition detailed in RFYaT, Malfi has a dueling tradition detailed in "Red Wake." Gunmetal City has informal but very strict dueling traditions involving pistols. Landunder has an informal system of duels that rigidly require the use of blades. Dark Angels and Space Wolves Astartes nominate symbolic champions to fight a formal duel whenever they are forced to share a battle zone (always melee weapons of the individual marine's choice). Moritat death cult members naturally settle disputes as well as simple advancement within the organization with blades. It is fairly common practice amongst Astartes to fight "casual and friendly" duels as a test of skill and comeradery, with "casual" often meaning blows that would kill mortal fighters dozens of times over but leave only a fat lip and a wicked set of bruises and abraisions. Also note the variety of single shot dueling pistols described in Rogue Trader and Inquisitor's Handbook. Many of the Eldar Craftworlds have incredibly elaborate and ritualized dueling traditions that are completely baffling to such unsophisticated speicies as the filthy Mon-kiegh. Also of important note, when the Adepta Sororitas go to war they are sometimes accompanied by "Penitent Engines" arco-flagellants and/or Sisters Repentia, so guilt and innocence are not the only things that can be proven in combat within the Imperium! Most of Europe has a rich assortment of diverse dueling traditions, all of which are obvious source material for 40K. Likewise modern and ancient martial arts from Asia are rich source material (especially modern dojo etiquette and the too-awesome-to-not-use iaido duels of the warring shogunate era). "Queens rules" boxing, savate and even pancretian wrestling are interesting options. Given the overal organizational structure of the Imperium is effectively a star-faring variant of the classic European mideval model it is a statistical certainty that many worlds will have some variation on "trial by combat" where the God-Emperor will grant the innocent party (or their skilled proxy!) victory over their accusers, thus demonstrating their virtue in the matter at hand to a panel of nobles, judges or peers of the realm (such as knights). Ancient China had a very bureaucratic and formal dueling tradition that required the challenger to provide formal written challenge in advance of any actual fighting, the terms of which were often decided on by both parties and a formal witness/judge; Japanese fighters often adopted similar customs based on the Chinese system. Mongols fought combat-trials on horseback. Some martial arts duels consist of so-called "psychic-dueling" or "kido" where the opponents will face off and attempt to stare the other participant into backing down (and of course the Eldar and Primaris-level psykers can make such duels much more literal!) If you can read about it, watch a documentary about it, or just plain dream it up then it is probably suitable for some corner of the Warhammer 40K universe. Sophisticated, formal and elegant definately have their place, as does the casual brutality of mob-justice.
  9. The group I run for is an ascended Malleus team and Stormtrooper is proving to be a fairly popular option for the players. One very important detail no one has mentioned yet about carapace armour is that it does NOT penalize your stealth skills, while any suit of power armour sucks an inherent penalty to stealth, but in the case of heavy p.a. also has a scale penalty (since it makes the wearer count as hulking). Terminator armour adds an additional Agility penalty to the wearer and denies the wearer use of their Dodge skill when worn. Likewise, if I am a Stormtrooper deploying in my combat kit then I sure as HELL am not deploying with merely a hellgun and carapace armour! These are simply the bedrock foundations of their general badassery. It is likely (and hopeful!) that after playing a character all the way to Ascension level that the aspiring Stromtrooper has developed certain preferances and quirks in their style of fighting and wargear selection, and their all-around combat versatility means that no matter what the galaxy throws at my team, I am reasonably able to react in force to the threat. Adding tearing to a pen 7 basic weapon is simply brutal, and the stormtrooper's trusty hellgun is now statistically more powerful and reliable than a bolter. If I need some variety I add an exterminator or AGL to my rails. Special mission or target? No problem! A combi-hellgun is going to be a bit heavy and unsubtle, but it is very versatile and you don't have to stow your rifle and ready your backup weapon, just toggle the selector switch and unleash the melty goodness that is your other weapons system! Bad guys brought some autocannon? Sneak up on their position, kill off the crew and "repurpose" that cannon! Yeah, chances are good that you are trained to crew that weapon... And chances are VERY good that no one else on your team (except maybe an Arbitrator) is likely to have this training. Plus any good elite soldier will tell you that a big part of mission success is pre-planning, training and preparation, so of course you suplement your basic wargear with an auspex, chameleoline cloak, 3 stummers in one of your cargo pockets, a back up mono-blade for "quiet work", demolitions equipment, specialty tools for the nature of your target (like a psyoculum and hex-warded wytch restraints, for example). The point is, the Stormtrooper is prepared for nearly any eventuality and can continue fighting on until death relieves them of their duties. Your Death Cultist is fairly useless if the enemy is a ways off. A two pistol gunslinger is certainly capable of fighting in melee if forced to, but they still are looking for a chance to slither back several meters to optimize their favoured weapons. Force the Stormtrooper to fight in melee and he simply lets his combat-slung or dummy-cord bound hellgun drop, pulls out a chainsword and tears the offending heretic's spine out! Versatility is the name of their game. Please note that many Stormtroopers started their DH careers off as Guardsmen, and last time I checked there were three distinctive advancement trees for Guardsmen. The assault trooper path is very much the hard as nails elite trooper that specializes in dangerous frontal assaults and other semi-linear brutality. This still leaves the SCOUT and OFFICER paths, and both continue to have VERY valuable skill sets to contribute to their Inquisitor's team. So the argument is that a stealthy, athletic elite special forces soldier fortified with a healthy dose of "black ops" experience and lavished with some of the finest wargear that the Inquisition can provide is incapable of holding their own against the more focused specialist combat experts in the long haul seems simply laughable. Sure, they are not the broken monstrosities that the Vindicare are, but they are also not stuck in the one-trick-pony category. If your ascended level games are all firefight and stabbings then I dare say that you are very likely shortchanging your players and missing the bigger point of that level of game. Politics, investigation, blackmail and betrayal are the REAL work of Inquisitors and their agents. The bloody battles or purges they unleash are far more likely to be the "endgame" that merely caps off where all the "real" action is concluded. Depending on the particulars of the ocean your sharks are swimming in the Stormtrooper, Crusader, Desperado and to a lesser extent the Death Cultist and Sororitas should be at least reasonably equipped to swim. By contrast, outside of special-order murder, the Vindicare is literally USELESS! The one place where Stormtroopers definately suffer is selection of transition packages. "Retroactive Schola-training" that only benefits a poor candidate for Stormtrooper retraining quite simply SUCKS as an option, so the poor player immediately grumbles and flips to the universal transition packages section. The solution here is to sit down with your player when they are working out their ascension transition and have a discussion on where they want the character to grow and develop and how they plan on bridging the gap from big fish in a little pond to medium fish in an ocean-world. Based on these discussions I have ended up allowing ascended careers that make ABSOLUTE sense for the character, but are not on the "pre-approved by FFG" list and in some cases working with the player to make a new transition package for that character. This is actually fairly easy to do if your player hands you a 15 page typed "what my guardsman did during summer vacation" document to work from (for example). If your story makes sense within the campaign and the greater 40K universe then they are likely to emerge with a package that is tailor made to their character's story arc. It is probably also important to note that my game has formally banned the "player character Vindicare" option for two very important reasons. One is the threat scaling problem of how to make a Vindicare sweat in a fight without murdering the rest of the team instantly. "I roll to dodge Exterminatus!" The other major reason is to be fair to my players. Having one character that is ONLY good at killing (and are only limited by their supply of Exitus ammo) and utterly worthless outside of combat makes for a very bored and frustrated player sitting through long blocks of time, or possibly even skipping sessions. "Oh, the team is going to the Governor's wedding party? I'm going to go see a movie and play X-box instead." It is also important to note that any important combat scenes that are not completely one-sided are resolved using mineatures and tactical maps. Long arms really come into their own if not every fight takes place in an 8m x 10m room. In case you are wondering, my game does not lack for qualified snipers despite the lack of Vindicare operatives drinking all the **** recaff every morning. The web-release Celestian and my own Gun Saint plus the existing careers plug a few BIG holes plus I "unlocked" the option of most of the Rogue Trader character options as new character options once my game went past the 5,000xp mark. The number of "oh ****, I had better make a back-up character in case mine dies on this mission" concepts that have been tossed around have included a surprisingly high number of straight guardsman or guardsman with an alternate rank in something moving into Stormtrooper. Your results may vary with use. We use background packages and alternate ranks as long as they suit the character concept and the team as a whole, plus elite advances are not an unknown mystery. This means that if a character ends up "cookie cutter" then it is that player's own fault. The Emperor protects!
  10. Nothing as extensive as what you are looking for, but one of my players made a scattershot calculator. Basically you just imput the fire mode and maximum ROF for the weapon, tell it DOS and it spits out how many hits you got out of your shotgun. For pumps this is stupid-easy, but with our dead Guardsman and most Arbites making use of Combat Shotguns, not to mention Skitarii using Vanaheim Pattern auto-shotguns it started to really bog down calculating full-auto shotgun results. An experiment our Deathwatch GM is tinkering with is having "average hits" pre-calculated for NPC members of the Kill Team as well as foes. If a PC is involved then the attacks are resolved as normal. When it is NPCs clobbering each-other he plans on simply adjudicating "average hit results" against the target and moving on. With Astartes this is still very brutal and I suspect it is going to speed things up ALOT! So assume an "average" roll to hit and damage, apply and move on... So based on Brother So-and-so's BS Talents and wargear he can expect to score around 3 hits with his bolter with an average roll. His bolter hits inflict 1D10+11 Pen 4 Tearing thanks to his talents (DW erratta applied), so the GM simply allocates 3 19point pen 4 hits to the target (1D10 tearing averages 7.5, round to 8 plus 11 = 19 average damage). This should help and speed things up for important NPCs without making them lame. For mooks in mass combat scenes, just make a horde out of them! So that 10 man IG squad becomes a magnitude 30 horde with 4 armour and lasguns...(for example) The game is slowly giving the GM tools to make things go faster, so my philosophy is to make use of them whenever it is appropriate and comfortable to do so. It lets you get back to your story!
  11. My game has two Techpriest characters running around. The first is heavily and obviously augmented, originating from the Battlefleet Calixis. His original respirator implant essentially took the form of a Japnese-style mempo, the "terror masks" worn by Samurai in full armour. It could be detatched for maintenance and cleaning, but was otherwise always in place. He has since "upgraded" to full cyber-lungs and had his face restructured to account for the removal of the previously mounted mask. Since he also has best-quality Dragonscale Powerarmour inplanted he is still packing "redundant protection" from gasses even with the mask no longer implanted. He started out fighting with an adamantine staff (mono-staff with a much less silly name) until he got his utility manipulator limbs (hands) on an Omnissian Axe. He currently mounts 8 mechadendrites, including a plasma pistol, flame pistol, plasma-welder, servo arm and a full array of assorted tool and spcialty arms. His Utility Dendrite has a specially made "lathe blade" in place of the usual utility blade so that he can parry power weapons with it. This will be increasing to 16 dendrites soon.... Be afraid! It literally takes anti-tank weaponry to hurt him now. The second is more of a researcher and "social dilletante" Techpriest from a hive world. Her augmetics are far more subtle and discreet, and in fact she has relatively few implants for a fully inducted Martian Priestess. In her case she never had the respirator implant, instead having cyber-lungs. Since she originates from Solomon it was a logical hardware substitution, since it is impractical to allow your Techpriests to die from environmental exposure on that world and require constant replacements. This is a rather odd character in that she uses the Techpriest advancement charts from DH but uses the Explorator attribute advance table from RT. (So she can buy Fellowship, but it is NOT cheap!). This character is our Magos' "lab assistant" and more or less serves as his anchor to humanity. That golden death-mask with crystal lenses idea kicks some serious ass! Kudos for that!
  12. Seems like you have a good heaping multi-course meal of heresy to feed your accolytes, so I think you are on the right track here. Re the noble and mask: I would not shy away from the Halo Device in this case, as it is pretty much perfect for what your story seems to be calling for. Is it powerful? You bet! This is NOT a person who they will be taking down at rank 2 unless they are REALLY cunning and creative, and in that case they deseve to be rewarded for their deed. This makes for a nice long-term villain for the campaign without running the risk of his downfall terminating the story early (since the BIG bad is the heretical Rogue Trader!). I like having the rival Inquisitor's accolyte cell as a potential fall-back. It gives them a possible life-line if they botch the heck out of things but not without a price. VERY nice touch! Re the Rogue Trader and authority: That is also a good component of this story. YES, Rogue Traders are sanctioned to operate outside of Imperial boundaries and can even trade and posess xenos goods thanks to their charter. The complication here is that this is an IMPERIAL world, still subject to Imperial Law and authority. The Rogue Trader is entitled to posess and trade in xenos goods, but the local nobles and clergy are NOT entitled to such under Imperial Law, to say nothing of common citizens and filthy muties! So by trading proscribed goods with Imperial citizens that do not bear a Writ of Free Trade on an Imperial World the Rogue Trader is indeed guilty of serious (in this case Capital) crimes. A particularly bold Arbites Lord Marshal or Judge might be able to pursue this case, but they can only do so within the bounds of their Authority (in this case, the Imperium!). Therefore the Rogue Trader can simply fly past the borders and be free... The Inquisition has no such restrictions, but the accolytes will need to build a solid case of evidence for their Inquisitor first, because only by his Authority can they hope to bind a Rogue Trader over for Judgement. Given the theme of your game I would place the location of this planet near the Halo Stars or the Koronos Expanse. Something on the literal fringe end of the already backwater Calixis Sector. This sets things up nicely for your story since this planet is not going to see frequent visits by the Chartist Captains and is simply too unimportant to merit a Navy garrison. It borders wildspace, so the Rogue Trader can tapdance on the border to flaunt justice and the "filthy xenos" of the unknown reaches have a relatively unchallenged approach to the world. As riddled with corruption and xenos-artefacts as this place is, your planet definately needs this trait. Recommend the team is at least rank 4-5 before they start crossing the Rogue Trader's crew and direct minions, since a "base" RT character is about Rank 5 equivalent. Of course if the story calls for the team to suffer a severe but non-fatal ass-beating then obviously disregard this. Humiliation can build pathos if it is allowed to build towards an eventual "horrible retribution" that the accolytes can work towards. One fun GM tool is to make a campaign-themed "Elite Package" that features a few skills and talents that are considered "staple" to the campaign. Considering the type of world they are being based on include things like Wrangling, Wrangling +10, Pistol (primitive), Basic (Primitive), Melee (Primitive), Secret Tongue (Accolyte) and anything else that their Inquisitor "strongly encourages" his agents to know, possibly even unlocking Forbidden Lore (Xenos) after they meet some prerequisite story development (AKA the Inquisitor now trusts you with this information!). Set relatively cheap prices (100-300xp) for the stuff on this list and then get the game rolling!
  13. On the OP: You are not really going to have a problem either way with your group sitting at level 3. If the new player starts off with a basic 400XP rookie they will not be "left in the dust" by their companions who have 600-1000 XP on them. Alternately letting the new player build with about 1000XP (less any background package if selected) should not be problematic for the other players and allows the new guy to make a slightly more developed (and useful!) character. If the other characters took a real beating in the previous few sessions (lots of physical damage, Insanity or Corruption) then you might offer the new player the choice of making an unsullied rookie or risking a little damage for some extra XP. What I used to do when a new player joined my game was allow them to "gamble for XP" to represent damage suffered in the course of their "off screen" adventures prior to joining the team. Essentially I picked an arbitrary amount of XP (around 400-500) and then for every "XP Block" they bought for their character they selected an old injury for the character or a "trauma die". When they were done piling on with the "bonus" XP then they allocated their "trauma dice" in whatever way the player chooses between their Insanity and Corruption, then the player would roll 1D5-1 for each "trauma die" assigned to each trait and record the result. This let the player decide for themself if they wanted to "start fresh" or come in swinging with a damaged veteran. Now that my primary game is at the Ascension level I just have new characters built as either new Rank 9 DH characters or a Rogue Trader character beefed up to 13,500XP (the baseline for a newly Ascended DH character). At a bare minimum, make sure you give the new player's character a micro-bead and ensure that they have a reload or two of ammo for their weapons. Some of the starting packages give funny things like "Stub Revolver, 1D5 bullets and a wad of lint." so handing the poor bastard a box of (cheap!) bullets is not going to do anything harmful to the game. How cheap? 1TG = 20 stub bullets. Lho sticks are about 10TG a pack. Assuming Lho sticks come 20 to a pack like cigarrettes in the US then a pack of smokes is worth approximately 200 stub bullets! If the group got some loot from previous adventures then either use the method in the DH rulebook for characters starting over base (1 month's pay per 400xp over start) or simply give the character a few upgrades to his starting kit and be done with it. You could also offer "bonus XP" to the new player for writing up their character's backstory, providing character art, having a suitable mineature to represent them on a battle-mat and so on. As for absent players earning XP: The rule of thumb for my group is that absent players characters do NOT earn XP unless they are being run as an NPC for the missed session. Real life happens, but this encourages the social nicety of "advanced notice when possible" and it means that I can try to ensure that the plot for that session does not hinge on that player making an important decision. If you routinely miss sessions then yes, the more reliable Throne Agents WILL be a bit more "bad-ass" over time. Dark Heresy is a mature game, and that is just the way of the universe. We had a situation develop pre-ascension where one of our players developed a serious medical condition and had to miss a lot of sessions because of this. Because this was NOT the player's fault when he was able to return we beefed up the character using the "gambling for XP" method I mentioned above. Missing the game because you went to a party instead was worth 0XP, but then hey, you got to go to a party...
  14. Without knowing more about your individual characters and alliegences it is a little hard to get into speciffics. Has the Inquisitor sworn oaths to one of the Holy Ordos, or is he/she unaffiliated? What about their former master, the Inquisitor that trained and sponsored their eventual ascension? What I am seeing in general is roughly two teams of specialists (again, generalizing based on the careers). Team 1 is the utterly unsubtle team, crap for most delicate undercover work and they likely stick out like the proverbial turd-in-a-punchbowl, but capable of putting out some serious hurt and able to make things happen when they are provided with evidence to work with. The 2 Magos are almost certainly part of this, and depending on the disciplines known by the Psyker-Inquisitor then (he?), the Crusader and possibly the Judge (depending on their style) also belong in this group. Team 2 is the more stealthy and covert operators, capable of extended undercover work, stakeouts, information gathering and so on. The Desperado and the Vindicare definately belong here, and possibly the Judge if he is more of an investigator type. Team 2 gets out in the target area and starts gathering info for their colleagues while team 1 does the official "meet and greet" stuff and get the base of operations set up, garner any support they deem necissary and so on. Then when they get results both groups get together to conduct any needed raids, then analize what they find and start the process again... One thing that I am blessed with is my group does NOT have a Vindicare. They are VERY hard to kill and are unmitigated murder machines, but they are also borderline USELESS in social situations, which is a big drawback for a typical Ascension level campaign. Playing back-up for the Desperado will help this player from feeling useless between fight scenes. Chances are very good that your Magii are about as tough as a Chimaera, so it will become increasingly hard to injure them in a serious way without throwing SERIOUS ordinance their way... This is offset by the fact that the red-robed cyber-monsters are vulgarly obvious, so they are not game-breaking as long as they play to their niche. In the case of my group our Magos also has a tendency to take hits for some of his more "squishy" teammates if he is able to interpose himself between them and harm. Try to rotate plot hooks or scenes from time to time so that different characters get the chance to strut their stuff. You can't get away with as much "I order you to go do this speciffic task" type plotlines as you could pre-ascension, but this gambit still remains in your "evil GM's bag of tricks", it just needs to be used much more sparingly: Your newly minted Inquisitor can now brush off odeous demands of many around them if they so choose, but an Inquisitor Lord (for Example Lord Caiden or Lord Marr) can still make inviolate demands of them. Imperial Governors, Cardinals, Bishops, Rogue Traders and other politically powerful people can still make life miserable for a young Inquisitor if they so choose, so the "*****, do my bidding!" briefings will generally be replaced by several important looking people in robes "Humbly requesting assistance" from the Inquisitor and his agents or "insisting that things are well under control, far beneath the attentions of an Inquisitor!" The relationship and dynamic between the Inquisitor and the Crusader is a goldmine opportunity for story development, so definately throw some meat at it and see where things go. In the case of my group the Inquisitor is Malleus and a former Cadian IG officer, hardly a soft and defenseless target! The actions of her Crusader on the mission when he finally martyred himself have become the stuff of legend in my group. He sponged up an ABSURD amount of punishment, enough to kill Astartes several times over, before finally collapsing dead with the last of the group's foes impaled to the floor of an Imperial cathedral on his powersword! He was pretty much already dead before the final conflict even started and was making -30 Toughness tests every turn that he fought to not simply die of his existing wounds. After such an epic death it was decided that he would want more than anything to continue serving the Emperor and protecting his Inquisitor even in death, so the group went to the effort of procuring a best-quality melta pistol and a spoor targeter, then crafted their fallen comerade into a fully-customized cyberskull. The death was considered so awesome and epic by the group that the player's replacement character was granted 2 bonus Fate Points to reward his sacrifice. Think Big is definately a good motto. Back when they were accolytes their missions were dark future versions of Law and Order or CSI episodes, but now they have graduated to the ranks of James Bond movies. Tom Clancy books might also be a good inspiration if you can adapt them to the 40K setting and still be relevant. I also freely make use of material from Rogue Trader and Deathwatch for my game whenever I need it, and the horde rules in Deathwatch in particular make things feel more epic. The current storyline has the Inquisitor and her agents in charge of an impromptu Crusade on a fringe proto-hive world that has suddenly become vitally important to the Imperium. A diversionary attack ordered by the Inquisitor cost the lives of 700,000 Imperial Guardsmen, and that was an "impressively low fatality rate". For obvious reasons we are using the mass-combat rules presented in Battlefleet Koronus for some of this... Not at all a suitable story for a Rank 9 group, but it is proving to be pretty exciting story for the group (Rank 9-13). I am going to be VERY hard pressed to top it when I finally conclude the Haarlock storyline... The Inquisitor and her agents have already decapitated the leadership of a renegade Space Marine chapter, after all! (Literally, they have the severed heads!). As a side note, traitor Astartes with brain-crits make for wonderful Praetorian Battle Servitor parts if your group has an enterprising Magos. Welcome to the club! In Nomine Imperator!
  15. A more simple mechanic presents itself to represent the poison as it courses through our Moritat. Simply call for toughness tests whenever the character does something strenuous, starting off with relatively easy +10 or +20 checks (with an extra +10 if he already has Resistance [toxins]) and then ramping up the difficulty as time goes on. Failure results in a fatigue point that cannot be removed without advanced medical attention or the antidote. As soon as he fails his first toughness test the entire trial gets harder, as he is now sucking an across-the-board -10 penalty for having fatigue in addition to any other problems he might encounter. If he racks up more fatigue points than he has Toughness Bonus (probably 2-4 at most, since he is a hive noble) then he "dies" and obviously fails the test. Importantly, one of the possible uses of Fate Points is to remove a Stun condition and purge any existing fatigue points the character has, so if he pushes himself too hard, he can drive himself on on sheer willpower and discipline (very zen) but at the cost of expending valuable resources (his prescious Fate Points!). This is also a good use for the handful of Stim doses that are part of a typical Assassin character's starting kit. A collapsed or semi-abandoned lower hive district can definately make for a good setting for such a test. There is not going to be much if any official presence in the district, since it is "abandoned", so no problems with Arbites, local Enforcers or other "annoying to dispose of" witnesses to worry about. What you DO have in such places are the down-and-out of Imperial society... Criminals, renegades, mutants, heretics and any other undesirables that wish to eeke out an existance away from the Ecclesiarchy and law enforcement agencies. Dangerous, desperate individuals who will not be missed! Have the cult drop the testee off near the edge of the district and the "poison bird ceremony" is performed while other cult members stand guard around the ritual. The assassin must then find his way across the district and obtain the antidote (placed by a fellow cult member during the bird ceremony) before he succumbs to the poison. Perhaps there are hidden signs and clues dispersed throughout the area (similar to Yakuza secret signs) that require a certain degree of Underworld knowledge to find his way? Alternately, information and clues must be gathered from the local denizens to point the way. The second option is a bit harsh though, as Moritat assassins are not known for their Fellowship or people skills, especially when they are drugged, so I would use it sparingly. The fact that an Underhive gang boss' hideout was selected by the Moritat for the ultimate location of the antidote (stashed there without the gang's knowledge!) provides a natural combat test for the candidate at the end of his ordeal, having to fight in a weakened and poisoned state against multiple foes!
  16. Traditional Tau do indeed embrace a ranged combat doctrine, both to enhance their technological advantages and to downplay their anatomical and philosophical shortcomings in close combat. This is why I suggested substituting a renegade sept of Fire Warriors similar to the followers of the renegade Tau commander O'Shovah. For those who are not familiar with him, he was exiled from Tau society for being too aggressive and militant and his followers embrace a variant school of combat that is far less shunning of close combat than is typical for the race, sometimes even going to the extreme of mounting sophisticated blade weapons on their armour. Add Shield Drones and the assorted Tau skimmer vehicles and your renegade Tau are a fantastic 40K proxy for your Protoss idea. To be sure, such Tau renegades are a bit lacking in Battle Suits compared to their more traditional Fire Warrior bretherin, but since you are talking about an Inquisitorial accolyte cell dealing with the "fish'eds" instead of a veteran Deathwatch kill team this is really not a problem at all. Add an especially redneck Imperial Guard or Astartes unit and some Tyranid bioforms to the mix and you have Starcraft! "SPAWN MORE NACHOS!" And yes, the filthy degenerate xenos do not honour the machine spirits of their wargear. They simply push buttons, throw switches and away they go. BLASPHEMY! Where are the prayers of appeasement, the annointing of blessed machine oil, the sanctification of prayer strips? How can a warrior place his faith in such wargear? Have faith and courage, my brothers! For Drusis, for the EMPEROR! CHARGE!
  17. The good news is that the DH system is actually fairly GM-friendly once you get a few core mechanics down. The first and most obvious stumbling block for new players and GMs are skill tests. New characters have a very short list of skills and even the things that they are good at are not exactly at "mastery" level. The key here is that a "flat" +0 skill test is intended to represent a challenging task, so a common difficulty should be around +10, an easy task should be +20, a difficult task would be -10 and so on.... Likewise, the game rewards strategy, teamwork and generally thinking things through, so there are lots of things players can do to make things easier for themselves or their buddies. Appropriate use of gear intended for the task at hand can often grant a bonus to the skill test or might open up options that the characters otherwise would not have. The other concept that really twists minds the first few times is Opposed Rolls. Quite simply, when two characters (PC or NPC) are testing skills against each-other the one with more degrees of success (or fewer degrees of failure!) is the winner. So if a PC Scum character is attempting to sneak past a few guys guarding a building when they are distracted by a convienient traffic accident nearby needs to beat a 55 (say 35 skill, +10 for stealth gear, +10 for the distraction) but crap! he rolls 62, a basic failure. The Player decides he will ride out the result, as he thinks he will need his Fate Points more later in the session. The guards think they are pretty hardcore, but reality is that they are at best "competent" and have a mighty 30 Awareness skill and lack any special gear besides a uniform and a few weapons. The GM rolls for the guards and they get a 51, two degrees of failure. After describing the scene and making the Scum player sweat it a little, his character manages to sneak past the guards without drawing their attention. Perhaps at some dramatically appropriate moment in the story a more alert guard supervisor might review the video logs and "Hey, what was that?" When in doubt, throw a modifier at an unexpected development, pick the most suitable skill or attribute to test, and go with it. If the adventure as written says a door is stuck and it takes a challenging (+0) Strength test to force it open, but the Guardsman player has the bright idea to have the Arbitrator help him pick up a heavy concrete bench from nearby and use it as a ram, great! Call it +10 for teamwork and another +10 for having an appropriate tool to aid the task (for example) and allow the character with the higher Strength (probably the Guardsman) to test Strength at +20 to force the door open. If there is a surprised baddie behind the door then there are decent odds that he is going to face an improvised melee attack from our charging accolytes in the form of a concrete bench to the chest! Not to panic, there is a weapon listing for "improvised weapon" in the combat charts, in this case I would probably inflict a -20 penalty to WS (and probably a +10 charge bonus) since the characters are not likely to have trained "concrete bench" as a weapon proficiency and it is a bit awkward and unwieldy, but reward them with a nice damage bonus from the thing's sheer mass (say around +4) should they land a solid hit. The players in my game have made more than a few coroners have "what the ****?!?!" moments. FATE POINTS!!! Yes, players have these and most NPCs do not. They allow players to survive the occasional bad idea or stroke of sheer bad luck. They also allow characters that have them to invoke Emperor's Fury on damage rolls from time to time, inflicting brutal hits that less blessed individuals are just not capable of dishing out. If a frustrated player backs themself into a corner don't be afraid to remind them of a few useful uses for Fate Point expendature, especially if the group is new to the game. The other factor here is the Fate Point BURN. Should a character get smeared all over the wall, all is not necissarily lost... If the player can come up with an improbable but POSSIBLE explanation for how they just survived certain death, then they can BURN (permanently remove) a Fate Point from the character. Cool descriptions, creativity and roleplaying are of course encouraged in this. "I burn a Fate Point and survive, so there!" is lazy and more than a little boring. "Jonah is laying on the decking with a smoking hole in the front of his flak vest unmoving. With a groan he slowly sits up and blinks his eyes a few times. Tearing open his damaged vest, he discovers the steel Aquilla pendant that he wears on his dogtag chain has a nasty burn mark right between the wings. With wide eyes Jonah grunts 'The Emperor Protects!' and leans back against the wall." Now THAT is worthy of a Fate Burn! Basically if you and your players are having a good time then you are doing it right! For intro player handouts I made several copies of the standard "It is the 41st millenium..." text that appears in just about every 40K book and novel as well as a handy "actions cheat-sheet" that someone posted on the Dark Reign website. I have not looked recently, but I believe there is also a much more extensive "new player primmer" that someone put together (20-30 pages!) that is probably also available on Dark Reign. If you have more time on your hands before the first session I have found one of the best intros for Dark Heresy is to loan the new player my copy of the Eisenhorn trillogy. One trick I used when my group was first forming: I picked a few of the pre-made Inquisitors from the core book that I was willing to portray as the GM and then allowed my players to pick which one they serve. It allows you to take a basic measure for what overall campaign theme or style your players are interested in (picking Reikhuss vs. Caede for example) while giving the feel that they are making important decisions for the campaign too (which they are in-fact doing). This also helps shape character creation choices and options, since some character concepts are simply BAD ideas depending on who their Inquisitor is. Quite simply, Reikhuss is more likely to recruit that fanatical Cult of the Red Redemption character concept, while Caede is more likely to recruit that "extra-weird psyker" that you dreamed up when you had a 104' fever. This cunning GM trick is designed to get the players thinking of compatible character ideas that hopefully have a chance to form an effective team. A warrior, thinker, investigator and face-man is a MUCH better team mix than four big thugs and an agile killer. EVERY career in DH can very easily be "bad ass!" in the hands of a creative player, so getting some variety is usually a good idea.
  18. I would be a bit hesitant to actually use Protoss in 40k. If it is mostly about the look, substitute Tau (note the physical similarity), possibly of a radical sept. O'Shovah's sept makes for a good example of what might work for your story. The hardest part from a continuity standpoint is explaining how and why the Tau are anywhere near the Calixis Sector (or perhaps your acolytes are not where they think they are anymore?) Way back when I ran Maggots in the Meat for my group I rolled up a few pets for the Slaugh using the charts in the GM screen. One of my critters ended up getting dubbed "Zerglings" by my players, because it was a fairly accurate description of what they were. If there is demand I am pretty sure I still have their stat-block laying around here somewhere. I also ended up with a different critter that was more or less an amorphous tentacle-monster. The point being, if you are hard up for some semi-random xenos menace for a story you could do far worse than to sit down with the GM screen and roll up a few critters until you get what your story needs. There is also a handy "NPC upgrade" random chart in there. If I need to make a few named characters to attatch to otherwise cookie-cutter mook-mobs in a hurry, just roll a few times on the handy chart, add the changes to the basic mook template and then give them a name. BOOM! Veteran Sergeant Jones now has stand-alone stats and probably the skeleton of a personality as defined by his skill and attribute advances.
  19. If you absolutely need this exact Heretech to make a comeback, arrange it so that he had uploaded a copy of his consciousness into a Data Forge prior to his last "field work" (AKA when the characters killed him). He had arrangements that if he did not return in "Approximately 208.437 days" that his colleagues were to build a new cyber-shell for him and transfer his consciousness into the new body (Full Cyber-Rez, Inquisitor's Handbook). Sure, such a storage and transfer of sentience is heretical by Mechanicus standards, but he is a heretech and a very bad person... If you are looking for a less George Lucas solution, the Magos in question was working on a big project that was actually just a part of a bigger tech-heresy. Some of his blasphemous colleagues have been expecting the dead Magos to deliver his part of the plan so that the assorted component pieces can be integrated into the greater device. The only problem is he is uncharacteristically late and his missing component is putting the entire plan and timeline into unacceptable jeopardy. His fellow Heretechs begin investigating what has happened, and eventually uncover his unfortunate fate. What do they do next? Of amusing note: In my game our Magos has been making use of a "proxy body" on the current mission. Yes, that is right: He servitorized a dying Magos and made sure to install lots of wireless MIU links so he could put in "personal" appearances while his "primary" body was somewhere else. His erstwhile rival, a brazen heretech who has been boldly and skillfully corrupting Adeptus Mechanicus cogitators and systems even pulled the same trick recently by baiting a trap with a cyber-shell body that he puppetmastered. One of the perks of being Ad-Mech is that you can pull Motoko Kusanagi style body-swaps if you really need to.
  20. Deinos said: So do Black Templar hate psykers enough that unexpected contact with imperial psykers could result in violence? Such as there being some large scale war, and the BTs burst through a wall to see an imperial psyker incinerating some orks... would they be likely to attack, or just to sneer? Have there been any documented incidents of BTs attacking loyal psykers, or what they would do when encountering a librarian suddenly? The Black Templars do hate wytches to a degree that would be hysterically comical if it was not so deadly serious. That said, they are still fanatically loyal IMPERIAL warriors. A chance encounter would not likely result in the Templars murdering the Imperial psyker and especially not a Librarian, but the Templars would be at best standoffish and disdainful. Under NO circumstances would they cooperate or work with the psyker, instead moving on to continue their mission away from the "filthy wytch". Of course if the psyker is stupid enough to insult or otherwise provoke the Templars then there is likely to be blood, again the notable exception being an Astartes Librarian or an Inquisition psyker due to the political ramifications of such a killing. It is important to note that the Black Templars have been on Crusade for 10,000 years and counting now to prove beyond a doubt that they are loyal to the Imperium, so to initiate a deed that would call this long history into doubt or question is to destroy everything that the chapter has fought and died for. To put it simply, only their strong sense of honour can reliably keep their ire in check.
  21. Would the Adepta Sororitas do such a thing on any formalized and institutionalized way whatsoever: HELL NO!! Would an Ordo Hereticus Inquisitor of less than frothing disposition set up something like this on a much smaller scale, probably keeping the true nature of their master hidden? Oh yeah, very possible. It is likewise possible that a particularly far-sighted Rogue Trader dynasty might set up such an organization to keep tabs on their political and business rivals back on important worlds. The Ecclesiarchy might be secret backers of such a program in certain "morally flexible" subsectors of Imperial space, but I seriously doubt it on any large scale. The Commissariat and Departmento Munitorium have no need of such an arrangement, making use of the black trenchcoats and peak-caps to achieve their ends. The Officio Assassinourum likewise has no need of such resources: By the time they get involved the targets are already identified and condemned by the High Lords of Terra. The Adeptus Arbites might make use of such a program, but they would not use their Troopers and Judges for such demeaning tasks: They would utilize the condemned and then cut a deal under the table to serve as eyes and ears for the Emperor's Law "or ELSE!" No other official Imperial institutions have the authority to set up such a network, although it is quite possible to see individual planetary Enforcer organizations or noble houses operate "courtesan spys", especially on worlds such as Malfi and Scintilla. Doing the same thing on Maccabeus Quintus would likely just get everyone condemned as heretics and burnt...
  22. The developers at Blizzard (headquartered in Irvine CA) took a little excursion to the LA Battle Bunker (Westminster CA) when they were working on Starcraft and dropped alot of money on plastic genestealer/tyranid model kits, then went back to the office and tried to find how many different ways they could put the kits together. Fact. As for your Proto-Astartes: Marines of the Galactic Patrol, Lensman series, E.E. "Doc" Smith. This started EVERYTHING! (1930's-50's) Starship Troopers did have the Mobile Infantry (power armour troops) but other than using drop-pods, the 40K feel is fairly lacking from the book. The abbomination of a movie based (very) loosely on this book of course went for cheesy 40K ripoffs. "Commissar Dougie Hauser" battles the tyranid menace because it interrupted prom-season. *pukes* The Battletech reference is wrong though. 40K predates the release of Elemental battlesuits. Of note: The Adeptus Arbites were developed by GW to replace the original Judges in the 40K universe when GW lost the Judge Dredd license. My original Space Marine strike force routinely deployed with Psy Judge Anderson!
  23. Unfortunately all we have so far is a little sidebar on this topic. Converting DH to the RT system is more or less "roll WP and try to avoid doubles" which is IMO rather DERP. Converting RT to the DH system involves rolling your Psy Rating (or fewer) D10s and trying to beat the power's threshold (converted as best you can based on existing DH powers) and shifting the threshold up or down in increments of about 4 for difficulty changes. From what the designer diaries are saying we should be getting a new psyker rules set in Daemonhunters that is supposed to be designed to "bridge" the DH and RT/DW systems (made suddenly more important by squads of FULL TIME Inquisition Astartes psykers! [Grey Knights]). My best advice is to wait and see what they did in Daemonhunters if you can, or do your best with the DIY conversion if you need it sooner. I am much more a fan of the DH system for psykers, since it does a much better job of showing the difference in difficultiy between using a minor parlour trick and a supremely dangerous and powerful technique (You need to beat a 7 versus needing a 24, for example) than both powers being essentially a WP test ("so using telekinesis to lift a set of keys is just as hard as burning a daemon's soul by setting my own soul on fire with psychic rage and hoping it dies first?")
  24. Necrozius said: Very good points brought up. Thanks for the advice. I think I'm actually gonna scrap the Fate Point replenishing rule. Just too many issues, really. However, I may instead keep using the Party sheet and putting tokens on it for good roleplaying and ideas, but those tokens just count for extra experience which can be dished out at the end of the game as evenly as the players want. Say, each token is worth 10 or 20 Exp or something. And they, the players, can unanimously agree how to dish out all this stuff. I think this is a much better idea, honestly. Having a respawning pool of Fate Points that works under all conditions EXCEPT faith powers would have the long term effect of punishing the player for playing a highly devout character, so I wouldn't endorse that plan. Dishing out token amounts of bonus XP at the end of a session for "Awesome moments" is something that I heartily approve of though! The first few sessions that I ran I handled this myself, but I found I got alot more player interaction and social feedback by involving the players in the process. Essentially I encourage them to nominate any player/character in the group (except themselves!) for having done something particularly awesome/cool/dramatic timing etc... and then state what they thought was so awesome. If the majority of other players agree then the GM awards some bonus XP towards that character. If most of the players think it was lame, bad form or just "fishing for points" then they are not shy about shooting it down instead, at least in my group. The GM's bonus here is that if someone is being a tard regularly or spoiling the others' fun it becomes apparent much quicker and peer pressure often helps mitigate the problem, while the players that are making the game more fun for everyone go home with a tangible reward. And yes, the same player can be nominated for multiple "awesome moments" by their peers if the nomination is for a separate event/moment/deed. One other fun GM trick is to toss in "good RP" bonuses towards skill and combat tests in the game. "Oh bummer, more cultists are coming into the room. I shoot one with my bolt pistol." earns the player a BS test to hit. "Stand fast and hold the line, Brothers! By the Emperor, we shall not fail! I strike a heroic pose on the barricade and snap a defiant shot off at the lead cultist." might earn the player a BS test at +10, for example, because it is just cool! One other idea is to borrow the Demeanor concept from Deathwatch. Each marine gets a demeanor based off his origin Chapter as well as a personal one. Once per game session a player can opt to activate his marine's demeanor (either Chapter or personal) and in effect spend a "free" Fate Point. But here is the magic: If the player is judged by the other players to have roleplayed their dramatic moment well then their "free" Fate Point becomes a SUPER Fate Point (my term) with increased benefits over a normal FP use! It would not be very hard to adapt this over to a DH game.
  25. There might be a licensing issue in the works. Of note, all the old Dark Heresy and Rogue Trader forum icons are GONE! I am really hoping this is not the case, but it would not be the first time (or probably not the last time) that some legal issue caused problems for a game I enjoy. Let us all hope and pray that FFG and the 40K RPG license are on solid ground, for our addictions are strong and craveth books.
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