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Reverend Hobo

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  1. Kasatka said: On small criticism on your description of Fate point burning. Our group has always been of the belief that if you burn a Fate point, you are survive the killing blow, but are unconscious or otherwise out of the fight. However we also rule that it's unfair to constantly cause burning of Fate on subsequent turns, so we come up with ways for the characters to be removed from the danger. In this instance, have the Guardsmen thrown back into a ditch of water by a fire-bomb going off and leave him there for the duration. The player is down a Fate point, and will lose some Fel through scarring, but isn't drastically penalized by removing all of his Fate over the course of 3 or 4 turns. I understand your stance, but I like the way we do it. Just because he survives the first assault, if his friends and teammates don't have the presence of mind to make sure he's okay then he may full well die. Also, I should add some more detail I left out. The group's Biomancer was able to cast seal wounds on him and bring him out of critical damage and up to 5 wounds. The group then stood next to the guardsman without moving and shot at the marauders, who threw their firebombs. The bombs set the guardsman on fire, but didn't kill him. The rest of the group just stood there and let him burn to "death" again. That said, if a character is incapacitated in some way, an enemy won't continue attacking him. For all they know, he's already dead, so as to avoid forced fate point burning as you said.
  2. I GM'd a game last night that had my party defend a small town from bandits and marauders at one point. They knocked their way through the marauders pretty easily, until they came upon a group of 9 chucking fire-bombs everywhere. They opened fire and killed two of the marauders, which caused the rest to run towards them. Next turn they only managed to kill one and wound another, and the marauders half-moved into range and started chucking fire-bombs. Four of the bombs landed squarely in the center of their tight group and set 2 of them on fire, dealing heavy damage. One of the immolated characters was a guardsman who is the longest running character in our group. He was already wounded, and so lapsed into critical damage and fell unconscious. The other player put himself out and continued fighting along with everyone else. Unfortunately, no one thought of the guardsman, who couldn't put himself out, and he burned to "death". After a burned fate point his skin blackened and his body fat began sizzling and he lost half his fellowship (we bump critical damage to the next non-lethal result upon burned fate points). Once he died, the others realized they should probably put him out. Unconcious and horribly scarred, but alive, the guardsman laid motionless on the ground. Next turn, the marauders chucked more fire-bombs and promptly set the group (including the guardsman) on fire once again. Our guardsman ended up burning all four of his fate points on that one game. The first from being bum-rushed and grappled by a pissed off beast with a barbed tongue, two from the fire, and the last from being punched to crap by a daemon.
  3. Recently I've been interested in writing short stories chronicling the adventures and such of my Dark Heresy group, mostly for my own enjoyment. Lately we've been between overarching campaigns (mostly doing one-shot adventures that only last a session or two) so I decided to write a quick story detailing what my Tech-priest was doing immediately before being assigned to the group's acolyte cell. I sent it to a friend of mine, who's a literature major and serves as my "editor" of sorts, and he told me that he liked it and that he was interested in seeing some more stories featuring the Tech-priest, so I decided to do a series detailing his life and times. I'm pretty well versed with a majority of the fluff, but one thing that I've never really come across (aside from a few blurbs here and there) are details of the early life of the average tech-priest. But I figured that someone had to know, so here we are. My questions are thus: How are potential TPs recruited? As in, what makes a person (child?) stand out to become a member of the AdMech? Is it aptitude with tech? Chosen at random? Volunteer? Does family pedigree factor into it? Etc. And How are beginner TPs taught? Are they taught in college style classes, with a number of other recruits being taught by a single "teacher"? Or is it an apprenticeship style thing? Thanks in advance.
  4. I had another good game with my group tonight. We were sent to investigate a small town, long story short, there was a Genestealer cult. After clearing out a series of underground tunnels and barely killing off the broodlord of the cult, our heroes made their way, haggard and beaten, to the surface. With all of us heavily wounded or very close to it (and one of our members dead), we exited the tunnels and walked over to the old beat up truck we commandeered. As soon as our driver opened the door, a genestealer jumped out and pounced on him, miraculously not killing him. our arbitrator clubbed it and did a bit a damage, and the tech-priest calmly walked over and after quipping, "Oh, I am SO sick of this." used luminen shock and stunned it for a few rounds. The guardsman then got up and angrily placed the barrel of his autogun (with man-stopper rounds) on the 'stealer's head and full-auto'd while shouting, "DIE DIE DIE!" killing it. He then got behind the wheel and shouted, "Get in the f**king truck!" and slammed the door.
  5. Bam, reviving an old thread. (I couldn't care less about the previous argument) I just played the first game I've had in quite a while, and there were plenty of funny moments. Our group was tasked with salvaging some high-priority cargo from a cargo ship that had just recently dropped out of the warp after a long disappearance. While navigating the oppressively dark corridors we began experiencing some odd phenomena. After losing contact with the shuttle that brought us, we headed for the Comms-array to contact him. When we got there we found the remains of a Tech-priest at the console. We found a record that he made before death saying that the Gellar Field had somehow been lost while the ship traveled in the warp, and daemons began slaughtering the crew. The last record was the TP desperately trying to restore the field and send a distress beacon. After hearing this, our team's TP reverently walked up to the corpse and began giving a sort of Last Rites for the dead priest. Upon finishing, he placed his boot on the corpse and roughly shoved it off the console. Our GM sighed, shook his head, and said, "You know, for a second there I was surprised at your thoughtfulness and reverence... But then you ruined it." The TP player replies, "He got last rites dammit, if he wanted more he should've fixed it!" Our psyker (who was playing the game for the first time) also had horrendous luck with Psychic phenomena. No joke, he rolled at least one 9 every time he tried to use a power. At one point he tried to use premonition, a minor power, and rolled his three dice to manifest. Three 9s. The first psychic phenomena roll peril'd and he rolled a 100. One spent fate point later, it was changed to 90 and gravity was turned off. Thankfully, we were on a low ceiling'd ship and thus couldn't fall very far. His second roll opened the warp for a second and gave two of us 1d5 insanity points, and the third gave him daemonic mask. After being thrown in the air, glimpsing hell itself, and seeing that our psyker looks horrific for a few seconds caused our guardsman to blurt out, "Did you see THAT coming?!" The psyker rolled more perils of the warp in his very first game than I've ever seen. Poor guy just couldn't win. He also made enemies with our TP when he rolled Tech Scorn on the phenomena table. "You son of a *****..."
  6. I dunno, I'd say keep the damage high. In Tabletop the Dreadnought CCWs are S 10 and ignore armor. And if you think about it, it's a massive mechanical claw crashing down on your head with tremendous power. If that thing were to catch you, you'd be dead. I'd say make his WS to around 30 or so and maybe give a small bonus to dodging his attacks, as their massive size make them a bit slower. Either way though, it'd be a massive incentive to avoid him in close combat at all costs. Force them to surround and attack the rear armor.
  7. We had another game monday and it went pretty well. After our talk about how psykers are received by the general populace, my player cut way back on the superfluous power use. I also managed to get over my coddling a bit and had 3 people burn fate points and few spend some. Given, one of the burned points was from the overzealous psyker using firestorm and misjudging just how close he was to the daemonette he casted it on, but I'm glad I finally managed to make combat a life-threatening thing. The scum also took it upon himself to be our psyker's choke-chain and doesn't hesitate to pull a gun whenever there's some witchin' about.
  8. In a recent game, our group was sent to a bar to meet with our informant, who was the bartender. While waiting for the bar to close so we could talk in private, our assassin found a woman sitting alone, and so tried to chat her up. After failing his charm test, she snickered and walked away. Dejected, he walked up to the bartender and ordered a drink. While enjoying his drink, he passingly asks the bartender about "All the frigid whores in the place". The bartender informs him that the "frigid *****" was his daughter. After a short pause the assassin replies, "So did you raise her to be a frigid *****, or did that just kind of happen?" He had to dodge a few flying bottles.
  9. Well, I talked to the pskyer player and I think it's been resolved. He knows a little about the 40k universe, but most of his knowledge was based around the warzones and the different races. He didn't really know much about average civilian life in the imperium. What he thought was that psykers were like mages in DnD, in that they inspire awe and mystery. I explained that psykers are highly distrusted and that the average citizen has had it beaten in their head since birth that the witch is something to be feared and hunted. He said he understood, and I think he'll restrict his power usage to combat and moments where he really needs it. I can't guarantee that he'll become any less argumentative when things don't go his way, but I got a recording of a crying baby to play whenever he starts complaining.
  10. The more I've thought about it, the more I feel I should've let it happen. I didn't really factor in that even if one of the group members got killed by his poor decision, they all have fate points to fall back on. And now I feel I should've let him put everyone in danger, and let the other players take care of him. Although, there's no guarantee that would've done anything. This player has always been a bit of a hassle to deal with. He argues with me whenever something doesn't go exactly his way, one example being when the group met up with an arms-dealer that would sell them weapons and ammo. He wanted a melee attachment for his shotgun, and the dealer gave the outlandish price of... 15 thrones. He tried haggling, which wasn't a problem, to no avail. He then tried intimidating him. I told him to put a -30 on his check and he started complaining and asking why the experienced arms dealer that deals on a daily basis with surly gangers and other undesirables would be difficult to be intimidated. When I eventually had to throw down the "I'm the GM, shut the hell up" card, he pouted for the next 10 minutes. He also acts like he's entitled to things. At the beginning of this session, he was 100 xp away from a major psychic power and asked me if he could have it so he could get his power. I told him no, because he hadn't done anything. He then asked me every 30 minutes for the entirety of the session. He later asked me if he could change one of his minor psychic powers to a different one. When I told him no, the game already started, he pouted.
  11. I know what you guys are saying, but the thing is, the psyker player is one of the experienced players. LuciusT was correct in that he plays DnD pretty regularly as well, and maybe expects to be able to waltz through combat. However, he's played a few games of DH with us and has himself been on the receiving end of a few critical woundings, and has even lost a character. As for the desire to have something exciting happen, the team had already planned to raid the hideout with a team of arbites, but first the psyker and the scum had to make sure the gang leader would be there when it happened. When they overheard the leader shouting, he says that he'll be back later on in the week, thus giving the players a time to commit the raid. Maybe his overconfidence is my fault though. I'm really hesitant to kill off characters, and it's hard for me to bring myself to really stack the odds against the players.
  12. I've got a question for you guys. Today I GM'd a game with seven players. We're all somewhat new to DH, 4 of us have played a few games before (And are experienced players of other RPGs), while 3 were completely new. It was going pretty well and everyone was having fun, but I have one player who tends to get argumentative. It wasn't a problem until he nearly got himself and another player killed (perhaps even the whole party). The group was tasked with taking down a hive gang that had connections to heretical artifacts being smuggled into the city. The player in question (a psyker) and a Scum had gotten in close with a few members of the hive-gang and convinced them to talk to the gang leader and let them join. The gangers led these two to the gang hideout and found the leader. The rest of the party followed behind them and set up outside the hideout just in case. The hideout itself is an abandoned office building that's 4 stories tall. When they entered they were led to the second floor. The first floor had 8 gang members milling about with various weapons, and the second had 9. One of the gang members talked to the leader, they went into another room. The Psyker overheard the leader berating the member, obviously not pleased about a low-level member recruiting random people off the streets and bringing them to their hideout. When he finished the ganger leaves sporting a new black eye and tries to usher the two out of the building. I expected them to leave with no problem, but the psyker started causing problems. He immediately starts insulting the gang-leader (who is in another room) and the gang members just sitting around (who are armed). The Scum (Who's face was, admittedly, priceless) desperately tries to get the psyker to leave with him, but to no avail. As the psyker continues, the gangers start getting agitated and the psyker decides to make the wonderful decision of using wall-walk to "mess with them". After successfully using it, he hops on a wall. The gangers panic at the sight of witchery and attack. The scum starts asking me if he can burn a fate point to prevent the fight, which I reluctantly declined, as it was the psyker's decision to instigate it. At this point, the entire party starts offering to burn one, and trying to get the psyker to burn one. The psyker stubbornly refuses, stating that "We can take 'em", and refuses to listen to reason that two people armed only with pistols and other concealable weapons have a slim chance against 9 guys packing shotguns and autoguns. He says that the team outside the building will run in to help (they have microbeads and were listening to the whole exchange), but then doesn't realize that it'll take a while for 5 people to go through 8 and get to their floor. After roughly 5 minutes of shouting, the pskyer finally relented and burned his fate point, and the Emperor pressed rewind. After that lengthy explanation, my question is this. Should I have let them "take back" his mistake? If it was just the psyker's ass in the fire, I would've let him die. But the fact that he was dragging the Scum player down with him, and relying on the rest of the party to fight 17+ gangers (not counting the guys on the third and fourth floors) to save him made me really hesitant to let it happen. Should I have just let it happen as it happened?
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