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About player546410

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  • Birthday 03/31/1983

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  1. Yeah, I've come to feel that Random Warp Encounters should be like traps in a dungeon. There to shave off a few resources and add variety, not derail the game and send everyone packing.
  2. Tooga the Hutt Tooga is an old (into his late 800s) Hutt who lives in a 'working retirement' on Nar Shadda, where he is the owner-operator and host of a very high class club and restaurant. (Dress code strictly enforced.) He's particularly fond of our party doctor (backstory) and so has been very congenial and generally helpful towards us. We've done more than a couple of totally legitimate cargo runs for his club & restaurant, usually involving express delivery of fresh meat and produce. As a 'retired' Hutt, he doesn't have a lot of the pull or criminal resources that are typically associated with Hutts, but he does know people, and on more than one occasion has "asked a friend" for us.
  3. Even then, WP would only determine how well you could hold it still, I'd still require BS to actually hit anything with it. In addition, "Far to slowly to be used as an attack" could also be argued to include tracking speed of the weapon, meaning you'd never keep up with a moving target.
  4. Nitpicking note, they're probably repulser rather than maglev.
  5. This is coming from mostly a Rogue Trader perspective, but here it goes: I assume by characteristic bonus points, you mean the characteristic bonus (ie, the tens place). The short, no duh answer is "its applied when it tells you to". More helpfully it's generally used in two ways, to calculate related values (like speeds, which are based on Agility Bonus) or it's used to add/subtract to relevant d10 rolls. Insanity and Corruption are a more difficult issue. The rate of handing them out is isn't fixed, nor is there a 'perfect' rate. A lot of it will come down to what kind of theme and atmosphere you want the game to have. Handing them out more freely plays up the horror aspect of Dark Heresy, and reinforces the idea of things Man-was-not-meant-to-know. Characters in these games are as likely to be retired (or put down) from corruption or insanity as they are from being killed in the field. This is particularly good for very investigation heavy games with a bit warp component. Handing out fewer will instead make the game more 'heroic' and shift the focus to solving investigations effectively/quietly/quickly. Threats to the character will come from physical danger (combat, environment) rather then psychological danger. This is often better for more adventurous games, and games that are human/xeno, rather than warp, focused.
  6. I very much like Lyns, so I will simply add this little tidbit - there are suggestions in some of the lore that humans, or at least modern humans, are also engineered - and likely by the same Old Ones. (Ancient Aliens anyone?) This theory suggests that humanity may have been designed as an attempt to strike a balance between the strengths of Orks and Eldar. Of course, this same theory puts out that humanity may have been, at least in part, designed to be a test bed for a superior combat form (Emperor/Primarchs/Space Marines) which proved to be highly effective, until it was discovered that such individual power gathered so quickly made them weak to Warp corruption. There is also relatively little to suggest that Eldar are more powerful psykers then humans. (Indeed we see many exceptionally powerful human psykers) Rather, the Eldar are more reliable psykers, able to use the warp in such ways that they can be counted on for routine and daily occurrence. Couple this with the fact that the baseline psychic potential of any Eldar is well above the baseline psychic potential of humans, and you generate a psychically gifted race that still doesn't produce the planet-destroying psychic apocalypse that can occur from an Alpha+ human psyker.
  7. (Let me note that we often use personal perception checks as well, just for familiarity, but for the sake of argument) That's all true, if your following the principle of 1-check = 1-action. The same principle that has lead in some D&D games to have the player with the highest perception in the group to ask for a list of what's in the room, then go down the list and search it for secret compartments/treasure/etc, or has led to each person sequentially saying "I search the room." Neither case is particularly representative of how a group of people actually search a location, nor is it expedient, nor does it solve the issue of probabilistic sample size (with enough rolls, every roll will occur) This changes, however, if you consider the check to encapsulate the entirety of the activity, such as "the team searches the apartment." In this case each boost die is a rough representation of the general benefit of having more people involved. A blank on the dice indicates that they provided no real assistance, a success indicating that they may have spotted something otherwise overlooked by virtue of double checking or the endurance of having someone with you, and advantages (usually representative of time taken) demonstrating the ability to divide up work and cover areas simultaneously. Furthermore, it addresses the probabilistic issue by increasing the chance of success in the way the system was designed to operate under (inclusion of boost dice) rather then specifically seeking an outlier. Ultimately, although they sound independent of each other, they actually are not. One doesn't look at something, or search an area the same way if they are aware that an ally just looked at or searched it. One instead tends to look specifically for things or areas they guess that the other person may have missed. In the case of splitting up to search two separate areas, they are advantaged by the knowledge that they have a smaller area to search, and that they do not need to consider searching the other area, because they are trusting another to perform that task. Moreover, people tend not to give up as easily, because they can tell others are counting on them, and also performing the same labor. (not to mention embarrassment of giving up, then having another find it where you searched). In essence, this is no different then providing a boost to another in a combat attack. I doubt many of us think that we are aiding another in combat by grabbing their pistol hand and steadying it. Rather, our characters are creating a favorable circumstance (covering fire, driving into the open, distracting, etc.) that our ally is reacting to. Aiding another in perception is the same thing, creating a favorable circumstance, though which, our ally is boosted.
  8. The college student in the apartment next to one of the players was killed last night, and the local authorities suspect the PCs. Do you make a run for it or try and prove your innocence? How do you keep it from escalating to an Imperial Case? What about the real killer? The Empire is holding/studying the <relic/jedi/mcguffin> on a remote planet. You receive a tip that the guard will be low as troopers are pulled for Empire Day parades, giving you one night to strike. Upon touching a force-powered object, the PCs all fall into a Force-linked dream... The PCs have reason to believe that deep in this ancient ruin is a force-powered device that will help them locate a teacher, but the ruins are not what they seem.
  9. Solo Mode is when the Marine is acting as an individual, using his personal strengths. Squad Mode is when the Marines are working as a unit, using the strengths of their team training.
  10. And so much contradiction, particularly if you start looking at specifics. I'll outline the most important parts: +++ Post Redacted by the Order of the Holy Inquisition +++
  11. "Did you check behind the painting?" "You check that corner, I'll check this one." "Hey, did you see that? Na, it was nothing."
  12. Also, don't restrict your loss/damage to weapons, all kinds of equipment can be lost or damaged. I'm also a fan of punctuated rewards - you have an adventure that provides money, than one that might just pay down a little obligation, then one where just surviving is success. (So in effect, the initial money has to last three adventures) Bribes, information, docking fees, abandoned material and more can all take money away. Also, if you're just starting (and in particular if you don't have a lot of legitimate business downtime) establish the pattern that the group bank account dwindles between adventures to represent survival expenses and standard of living.
  13. This is true - I used to do this all the time in D&D, create problems/traps/obstacles that I had no idea how could be bypassed.
  14. Also, if your players go completely left field (which happens to the best of us), don't be afraid to say, "alright, um, one minute." and walk away from the table for a little bit to think about what just happened and where you're going. In many cases you'll find you can come up with a path that gets you to important story points, or otherwise logically flows. Trying to just run right through can often result in either breaking the illusion of (or real) choice by forcing players back on to the previous methodology, or the story falling apart because of being unable to generate a reasonable path and challenge.
  15. Yo. Though my time's pretty much filled up with my current gaming group and other hobbies.
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