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Hermes1705

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  1. Concerning the same role bonuses i have two other questions that come to mind. 1 - As per the rule the Chirurgeon can only use his role bonus to change a failed medicae test into a successful test. However potentially this once failed test will be better than the successful one. A close result on a successful medicae test would heal the patient for Int Bonus + DoS, but in this case the DoS probably will be 1 or 2. Meanwhile a failed test can be turned into a success with a high number of DoS, most likely 4 or 5. I wonder if this power was supposed to work both on a sucessful and a failed roll equally and was poorly worded. 2 - The Sage bonus role is meant to allow the player to get an automatic success on any Logic or Lore roll. However i realized now that since all lore skills are specialist skills he needs to be trained to be able to do the test. Thus the Quest for Knowledge role bonus can only be used on Lore skills which the character already have trained. Is this right?
  2. My group have a doubt regarding use of fate on some of the Role abilities. The hierophant, the seeker and the sage have abilities that grant automatic success on certain tests. The question at hand is if these roles would be able to spend a fate to turn a failed test into a success. I am the DM on this game and my interpretation of the rule is that they can’t. The rule states that you can spend a fate to have an automatic success on a test, that implies that you are actually doing a test at that moment. If the player rolled the dice and failed this test is concluded, he can either accept the result of the test or use a fate to reroll this test. During the reroll would be acceptable that he spent another fate to use his role ability since this is another roll on that previous test, as long as he do not roll and choose to use the ability instead. To corroborate with my point of view I reference the Chirurgeon role, which allows you to change the result of a failed test by spending a fate point. Thus demonstrating that if the game developers wanted failed rolls to be turned into success they would clearly state it. My players defend that the automatic success would allow them to change the result of a successful or failed test by simply using a fate, because otherwise those abilities would become too weak. For the sake of this argument we are talking about tests that would not allow the player a second chance to try again. What you guys think about this? Which interpretation you consider correct.
  3. My group have a doubt regarding use of fate on some of the Role abilities. The hierophant, the seeker and the sage have abilities that grant automatic success on certain tests. The question at hand is if these roles would be able to spend a fate to turn a failed test into a success. I am the DM on this game and my interpretation of the rule is that they can’t. The rule states that you can spend a fate to have an automatic success on a test, that implies that you are actually doing a test at that moment. If the player rolled the dice and failed this test is concluded, he can either accept the result of the test or use a fate to reroll this test. During the reroll would be acceptable that he spent another fate to use his role ability since this is another roll on that previous test, as long as he do not roll and choose to use the ability instead. To corroborate with my point of view I reference the Chirurgeon role, which allows you to change the result of a failed test by spending a fate point. Thus demonstrating that if the game developers wanted failed rolls to be turned into success they would clearly state it. My players defend that the automatic success would allow them to change the result of a successful or failed test by simply using a fate, because otherwise those abilities would become too weak. For the sake of this argument we are talking about tests that would not allow the player a second chance to try again. What you guys think about this? Which interpretation you consider correct.
  4. Why no one considered a Sitcom with Space Marine? Imagine the jokes made in the name of the Emperor! Now seriously. I think a DH kind of TV show would be very interesting. However i doubt something like that will be ever made. The cost would be way too high.
  5. The demonhost at the end of Dark Pursuit is the deamon prince summoned at the end fo Forgotten Gods. When a deamonhost is destroyed that usually can free the deamon inside, depending on how the destruction happens.
  6. What i learned in the past about horror is that it's not about making the players scared or spooked, this never works. I learned that what really scares the players is the isolation and the lack of sense of control. When they can't go back the way they came from (thus isolating them from their landing ship) and unable to ask for help the hardest part of the trick is done, or have the wrong tools for the job ahead. Well all of this make them afraid for their characters and sometimes for the NPCs they care about. I personally plan to bring a few NPCs to be used to build tension, but most of them should matter to them otherwise it would be useless. But i don't want to bring a bunch of people to be killed in order to demonstrate how scary the adversary, this usually that builds the sensation that only NPCs die to the big scary monster. Gonna check the RT book you mentioned. I imagine it is Koronus Besteary right?
  7. I personally considered creating a homebrew creature, but i was thinking about sticking to the lore for this one. My players are pretty knowledgeable in 40k and they enjoy meeting the big bads. Never considered using a Dark Elder, might be interesting. Also a Genestealer would be a cool choice, but wouldn't they apply genestealer kisses on the relay station crew instead of killing them?
  8. I am in a horror mood recently. The scenario i will be putting my players thru is the following. Their Inquisitor will notice of an astropathic message saying that the facility X on planet Y is under attack by an unknown life form and requesting assistance, the message will be filled with distress and desperation from the Astropath last words. The station itself will be an astropathic relay station on a Icy planet, very cold to the point that being outside will freeze you to death in a matter of minutes. When they arrive at the station they will find that everyone in there is dead (maybe not everyone, maybe i will leave one or two survivors) and they should be isolated from their landing craft. Communication with the ship that brought them here will be impossible due to atmospheric interference on their vox system (maybe possible if they get the antenna up and running again). The thing is, i need a big and scary monster. Something that can lurk in the dark and that can kill one man with ease if it gets to him isolated, and that can scare a group of 4 experienced players. I considered using a Lictor, however i don't think Tyranids fit Askellon for some reason, also i don't really see the motivation for the Lictor to slaughter all the base. Suggestions?
  9. At the start of the game the best way to deal with this is to give the players a general direction of how the campaign should play out, either puritan or radical. Maybe even choosing one of the subfactions. I personally show my players, in game, how their inquisitor behaves in certain situations. That way they get to know him and what he thinks is right or wrong. If they decide to follow that is another thing. Bear in mind that your players personalities will evolve thru play. An acolyte that started a pure Amalathian might move towards other doctrines over time, perhaps even turning radical or puritan over time due to events in game. In my current game i have a player that is on the brink of going radical because he feels that the means that the Imperium gives him are insufficient (Yeah i know, HERESY!). This character started as neutral and decided overtime and as he grew more knowledgeable in the ways of the Inquisition to become an Amalathian, but as things went down he is losing his faith that the enemy can be defeated without using the same tools they use. On the other hand i have a player that also choose to become an Amalathian (probably due to the views of the Inquisitor) and that is starting slowly to become a Monodominant. In my opinion, if things develop organically in a Dark Heresy campaign you will never have a group that will be completly set in one puritan or radical Doctrine. You just need to be careful to notice when the opposing ideas are about to clash, because in this case there is a good chance that one of the players will die, maybe even at the hands of one of their friends.
  10. Unless your player is way more powerful then he should be for this adventure he will not be all that strong against the Deamon Host. Personally i don't think you should do anything special, the fact that the player powers will come to help in this situation will probably make him feel happy and useful. However, i think the presence of an Untouchable probably will piss the Deamon Host off, i would not be surprised if he becomes his prime target. At least until the Heretek begins to do the bidding ritual.
  11. Ah, on Desolation of the Dead my players were very wounded at the end of the adventure and they simply decided to ask for outside support and bombarded the place where the end battle was going to take place. They lost a bunch of influence for that, but saved their own skins and completed the mission (somewhat).
  12. I realized that this encounter had the potential to wipe the party when i was reading the adventure before GMing it. Since my party had only three people i reversed a bit the order things happen in the encounter and make my inquisitor implant tracking devices on the players at the begining of the adventure, if he ever needed to find they quick. First right after the players discovered the Deamonhost they decided to contact the Inquisitor via Vox and asked for reinforcements. The Inquisitor ordered them to follow the Deamonhost in order to make sure they didn't lose his track. That allow me to make the players slowly progress thru the access tunnels and the Inquisitor cut the ground between them. I also started the encounter by launching the heretek´s party upon them ( they actually stumbled upon each other) and started fighting, the deamonhost joined mid fight and started by attacking the Heretek party. My ideia was for them to maybe kill the heretek and hold the deamon host long enough for the Inquisitor to arrive. I also made sure that as soon as they started fighting the inquisitor began to communicate via micro bead that he was getting close to them. This way they realized they had to just hold for a few moments and survive. However things never go as planned. The players managed to kill the heretek (i decided that he survived by burning his fate point, and later was taken by one of his minions to safety), and i thought "ok, now they are going to try to defend themselfs until the inquisitor arrive, just holding the deamonhost back. However they players managed to get a few very luck shots with psyker powers and a sniper rifle and did slain the deamon host right after the inquisitor arrived. One of them however lost and arm and had to burn a fate point to survive a killing blow. The Deamon Prince at the end of Forgotten Gods seems an inbalanced opponent. Looking at his threat a group of 3 players would need to have about 10k+ experience each to be a balanced encounter. I am still debating what to do with it. I think it can crush my players if they make a mistake during the fight with him, or at least make someone burn a fate point. I have been debating about making the encounter harder, with smaller deamons coming in and involving their Inquisitor and his personal cadre in the fight somehow. I also dislike the ideia of the acolytes facing a Deamon Prince and beating it because of the repercursions of that. Deamon Princes are enemies that can scare an Inquisitor, they should make mice meat of the acolytes alone.
  13. From the fluff in the books i always pictured that there is no internet present in the 41st Milennnium. The ability to disseminate information that comes with a planet wide network tecnology would **** a planet pretty quickly in my opinion. However this is one thing that my players always joked about, how can a society that spawns across the universe not have internet. With that in mind i am considering doing an adventure where a planet develops a form of internet and allows free flow of information. The players would need to come to this planet and see the consequences of not hiding knowledge and probably try to bring down this global network, in extreme case even declare an exterminatus on the planet if things get completly out of hand. What you guys think would be the consequences of the free flow of information on the 41st millenium. For this scenario i am assuming a hive or forge world? And what would be interesting challenges for the players to face when dealing with this problem and trying to bring down the net? Finally remember: Knowledge is power, hide it well.
  14. One of my players was questioning about Senechal Seeker of Lore special ability. According to him he understand that his ability would allow him to have success in any Cypher, Lore or Logic test, even if he does not have the appropriate skill, at the expense of one fate point. I told him i disagree because the rule clearly states that you can a success in a test, which implies that he need to be able to roll. Since most lore skills and cyphers are advanced skills he can only roll on those if is trained on them, thus he can only spend a fate point to have success if he can try the roll. On other hand he thinks if the skill is like i just described it would be weak in comparison to the rest of the skills from other classes, which i disagree. What is the general opnion on this topic?
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