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Simsum

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  1. Like
    Simsum reacted to Kainus in Soooooooo..... How'd Dark Heresy Turn Out?   
    To be perfectly honest, I have two copies sitting on my shelf and I doubt I'll be running it again. I ran a single session a few weeks ago and rediscovered all of the reasons that I don't like the 40kRPG system- including most of my modifications to Living 2.3. 
    I was planning to work on a 40kRPG in which the players were members of a noble house, taking inspiration from ASIOF RPG and Houses of the Blooded, but I don't have the drive anymore. I've really had to challenge my game design philosophies in the past couple months and I found that the DH2e system really doesn't match any of that criteria- like, at all. 
    The 40k community is really massive, potentially even larger than the D&D community, so I'm not surprised that we all have very different mechanical ideas on what we want from an RPG. There's a great Penny Arcade comic out there that sums it up. In the end, I guess it's great that we disagree- but when Dark Heresy 2e emerged from the Council of Nicaea, a large amount of us did feel alienated. 
     
    But also, I seriously think that we need to talk about the relationship between game designers, as artists, and their corporate interface- particularly in relation to this absolutely bizarre artform called "roleplaying games," in which it is implied that the player group has complete agency over themselves- not the company whose product they're using. Why do we want strictly defined rulesets from an authoritative source if the artform is about celebrating collaborative agency and expression? Could it have something to do with the structure of the GM-Player relationship which is the standard model for roleplaying games? 
    Because, really, any system inherently involves social power-dynamics- which begins to look really strange with a GM at the table. 
  2. Like
    Simsum reacted to Radwraith in Character Creation/Abhumans/System Failure   
    Nim: You're trolling... I think better of you than that!
  3. Like
    Simsum got a reaction from Myrion in Character Creation/Abhumans/System Failure   
    I'm all for random chargen in old-school dungeon crawls, but in games where roleplaying is centre stage and characters are meant to survive for a while, I find random chargen to be wildly inappropriate.
     
    - That, however, is just me. You definitely don't have to agree
  4. Like
    Simsum reacted to LordBlades in Leadership?   
    Actually in a coperative game I think it's good if options are as equal as possible or the premise that some options are stronger than others be made clear.Many people enjoy building and playing underdogs on purpose and yet very few from my experience enjoy ending up with an underdog by mistake because they picked some trap options.
    IMO, when a game offers you a choice (like Fieldcraft or Leadership for Imperial Guard background) the default assumption should be it's a 'valid option A or valud option B' kind of choice and not 'strong.option A or weak option B', which is often the case in practice.
  5. Like
    Simsum reacted to Alox in two weapon wielder, 2 attacks with half action?   
    yeah, and you dont have to set both attacks on the same target, the off hand attack can go to another target engaged in melee with, and dont forget to aim your main attack if you dont have anything else to use the other half action on
  6. Like
    Simsum reacted to Alox in two weapon wielder, 2 attacks with half action?   
    That is not true, in DH1, Rogue Trader and Deathwatch multiple attacks is a full action.
     
    In DH2 the attack with the main hand is a half action and the attack with the off hand is another half action, total a full action. At least that is how I read page 228.
     
    However, reading the talent "Two-Weapon Wielder" on page 133 it becomes clear that the off hand attack is indeed considered to be a free action, so in conclusion: It is total a half action. :-)
  7. Like
    Simsum reacted to Keffisch in Mechanicus Implants Trait   
    Page 52.
  8. Like
    Simsum reacted to Ripplo in Campaings for share   
    Hello everyone,
     
    as the subtitle of this section suggests, I will post my campaign here or at least I will start with the first adventure and look from there if I want to go on Maybe other GMs want to share their adventures or campaigns, too or help with constructive critic.
     
    Some notes before I start:
     
    English is not my mother tongue, so please indulge occuring mistakes. Best example the title of this topic...it should say to share...
     
    I do not intend to post the whole worked out adventures in every detailed facet, this would be too much work for me and the posts would be several pages long I will post my intro and afterwards the course of the adventure.
     
    My campaign was constructed for a fresh start up group and the first adventure tells the story how the acolyties meet each other and their inquisitor. Notice: My players wanted the campaign to be hard and dark.
     
    If you find flaws in the consistency or fluff, feel free to tell me.
     
    The goal of this adventure was to introduce the new mechanics (as few as what really has changed) and especially to build up all three primary arch enemies of my PCs. (More at the end)
     
    -------
     
    Seeds of Heresy
     
    Intro
     
    We find ourselves in the dark future of the 41th Millennium and there is war in the Imperium of Mankind. It is threatened by from within by heretics and traitors, from outside by xenos and from beyond by the foul forces of the Warp.
     
    Our story begins in the eastern spiral arm of the Milky Way, in the Segmentum Obscurus on a transport spaceship, which glides through the void of the Askellon Sector.
     
    Askellon … an ancient and mysterious region of imperial space filled with secrets and lies, tainting many generations. When you pass between the worlds and look out, you feel that dark forces gather just behind your field of vision, conspirating against the good people of the Imperium.
     
    You are on Bord of the named ship, the wing of life. Your reasons for the journey are your own and thoroughly different. Nevertheless destiny united you in the same passenger category. You travel in a middle class compartment, which fits your Throngelt purse, your employer pays it for you or you might as well just have won the cards while gambling. One way or another everyone of you has his own small cabine. Maybe you have met in the lunchroom or at least you know everyone in the compartment by looks.
     
    The journey leads to Desoleum, one of the biggest and oldest hive worlds of the sector. To date your trip was a quiet and relaxing one, you had a lot of time to debate with others, read or meditate. In the night you wake up, when the drumming signal for the warp transit sounds. Your muscles flex, while you prepare yourself for the sickness that accompanies every transit in the Empyrean. Shortly after the transit you doze of.
     
     
     
    Until you are violently ripped from your slumber by screaming sirens and terrified yelling form the corridors. You do not know this particular alarm signal. What's the meaning of this? Is the ship under attack?...Or could it be worse than that? Are you still in the Empyrean?!
     
    Before you find answers to your questions, sickness and dizzyness take hold of you. The walls start to deform, the floor feels like raw meat and the sounds you hear are terribly wrong. Reality itself seems to collabse around you, while you cry out in pain and everything becomes black.
     
    Nothing, blankness, silence...than you feel something. You keep your eyes closed, but you can feel hungry glances aimed at you. Fearfully you open one eye. Immediately the world around you explodes. Your senses are flooded with vile colours and shapes, high-pitched screams from sensual ecstasis to painful madness hammer down at you.
     
    You are no longer in your small cabine. You are stray around driven by panic. You recognise some fleeing people around you. They scream in dreadful fear or fall abrupt silenent all trying to escape. With every look back over your shoulder you see demonic grimaces getting closer to you. They gape and drool, while they try to grab you...to grab your soul. You run, you stumble...you fall. Certain of your death, you lie on the sweating ground. But nothing happens.
     
    You look up and you lie in front of a 100m high wall made of some kind of red leather, all the demons behind you are gone. You rest against the wall, take a deep breath, while your heart threatens to explode.
     
    While you listen to your pounding heart, you have a strange sensation. Then you can determine what it is. You feel another pulse. Stumbling away from the wall you fall down again. Then the giant wall rushes up in the air and uncovers a giant eye. Paralyzed by pure terror you look into the giant black pupil in which you see a maelstrom of colors and emotions...and the eye stares back on you.
     
    It pulls you in, you try to escape, but you have nothing to counter this might. You simply fall down in a neverending abyss filled with pain and madness. After an eternity it finally gets dark around you and the little spark of you soul.
     
     
    (Yes, I guess many might think this is a little much for the beginning or at all but i ran this twice
    so far and both groups found it quite amusing and exciting)
     
    The beach - Part I
     
    The actual adventure starts on a beach. Around the PCs the wrack of the ship, crushed, destroied and on many areas still burning. I started with one PC, chosen randomly by dice, who gained his senses first, finding the other PCs one by one. Partially they were in need of help, so that a reason to stay together was directly given. This way the Players could describe their characters again to the group and the play is a little dynamic.
     
    I let every player make an WP and TH-test, if they suceeded they gained 1D5 Cor and Ins, if they failed 1D10. Afterall their characters just had a real encounter with the warp. On the bright side I also gave them the skill psyscience, but this is more optional and had to do with later plot requirements.
     
    Anyway they were all naked, except the techpriest, he had some kind of bed linen to cover him...nobody ever sees whats under the cloak of a techpriest;)
     
     
    - PCs have to find a way through the wrack
    - PCs have to get equipment and provisions
    - PCs meet certain NPCs
     
    NPCs in the wrack:
     
    - Ihen, a young chirurgeon, trapped under a steam beam, his leg has to get amputated, has a good medkit. (If you take him with you, he should be a constant liability due to his critical condition, but Ihen is a good soul and he would still try to help others)
    - Matellus, looks like a crewman from the engine department, wound himself a big wrench and some security clothes for workers, an awarness-test might show, that he seems to be a little too lean for a hardworking engine worker.
    - Jaquobeaux, imperial guardsman, fully clad in armor, holding a laserrifle in his hands, still very nervous and needs to be calmed down, before he will follow the PCs and help them
    - Ekatharina, a young girl (about 14 in my plays) looking for her mother, she should be played quite charming, resistant and has to survive. It is very good, if a PCs tries to help her and maybe poses as a friend to her.
    - Lord Ignatius Draco Rasputin III (short IDR3), found in a compartment with many tech and medical equipment, near a burning fire, which threatens to spread. He is also trapped and needs help.
    After helping him, he introduces himself and gives orders as to what is to do, he also has some bandages around his head
     
    Obstacles
     
    - Fires, collapsed corridors, the rising tide
    - A chirurgeon servitor gone mad, killing people in an ex apothecarium
    - Tainted people gone mad trying to kill
     
     
    Finding help
     
    I let my PCs get creative or let a NPC work on an still intact Vox-transiver in combination with an Auspex. They are unable to call for help, but can detect energy readings which suggest a settlement in the east...about 150km (you can vary as you seem fit).
     
    Short overview
     
    A small group (about 100) considering the size of the ship gathers somewhere away from the wrack. IDR3 takes over the command, like he feels entitled to by his noble rank. They meet Ekatharina's mother Baroness Lucinda Flavia de la Severine, old nobility but thankful to see her daughter again. Night falls people go to rest after a disturbing day to say the least.
     
    The morning begins with a scream. As surreal as it seems, some has died. Depending on the success of the PCs it will look like a poor victim, who has fallen pray to nature, while anserwing nature's call or that he has been killed by a blunt instrument and his body was mutilated by knife.
     
    IDR3 keeps in the middle of the group afterwards, holding Jaquobeaux close. I build in some trouble with Matellus trying to steal some provisions for himself, but bowing down when he was caught.
     
     
    The journey to saftey? - Part II
     
    The group had to travel through 150km jungle (10km per day), full of poisnous plants, aggressive animals and not much food. A very nice stylistic device was to repeat constant, that it rains...the demoralizing effect was felt by the Players.
     
    I let every now and then some people of the group die to intensify the danger. Additionally every couple of days an other human is found dead (murdered). IDR3 tries to gather people around him, for protection and power. Jaquobeaux at his side, lulled with the promises of a rich reward.
     
    Matellus shows some troublesome behavior and tries to steal again, a logic test with 3 DOS could reveal that he steals technical components. He tries to use them to repair a signal device, which he succedes in and activates just a week away from the settlement. It is some sort of warp signal device to call for his masters. I let it radiate a bright light and the PCs go check it out. They will see Matellus standing over a dead body (someone was there before the PCs). Matellus will try to convince the PCs that it was the dead one who activated the "thing" and then attackt Matellus (a not too hard awareness test should reveal clues as who started the fight).
     
    If the PCs interrogate Matellus successfully they can gain certain information:
     
    - he works for the masters, who will come now that they know, where the thief has gone to
    - Matellus sabotaged the geller field reactor
    - He is a slave of the Dark Eldar (in a later adventure it will come to light, that he is much more; if he gets killed, he will get ressurected by a haemonculus)
    - when people hear just one point of the above, their build up frustration breaks out and they want and will kill him (if he should be burned let it rain strongly...)
     
    If you want to accelerate the journey at this point and feel the players had enough suffering, let them come upon a road through the jungle. I build in this option, if it would get monotone.
    Following the road they find a little outpost or supply station. If you feel like it, everyone inside might be dead, either way through mother nature trying to fend of the invaders or something else...something that was summoned a few nights before.
    Either way the group can find a transportation vehicle and fasten the journey to a few hours.
     
     
    Impentra - Safety - Part III
     
    The group leaves the jungle behind and passes through fields, cultivated on cleared jungle terrain. Then they see an imperial town, 10m high concrete walls and the promise of good food!
    The players are usually quite happy as the fights are over and the end is in sight...good rpg moments can occur now.
     
    If you feel like giving the PCs one more hard time, do not let them just into the city walls. After all they are a caravan of peaky, dirty and wounded people. Should the PCs fail due to too low stats or bad luck, let IDR3 step in and intimidate the guards with his rank and possible backlashs.
     
    The town is not too big and more an small imperial fortress developed for more civilian needs. In front of the walls are houses build, too. It's name is Impentra and it was original the first fortress of the planet, when it was colonized. The planet is called Argun IV. The town holds a very small space port for about 4 ships, a communication centre with an astropath, an exotic market and usual town institutions. The main traffic from other planets are hunters. They come here to kill or capture dangerous jungle creature's for well paying nobles.
     
    IDR3, the baroness and her daughter go in the palace of the gouverneur. When they return they are outfited with new clothes and seemingly an bigger amount of throngelt. IDR3 still owes his life to the PCs, he offers them to buy for their accommodation and transfer off planet in a few days, to "even his dept".
     
    The PCs have time to explore the town, maybe find the some exotic goods or befriend themselves with hunters in the biggest tavern the hunter's lodge.
     
    On the last evening IDR3 invites the PCs to get a drink in named tavern. The baroness is present, too. It is the first time IDR3 loosens up a little bit. He talks about the PCs life before the crash, their view on the Imperium and is not niggardly with his money and buying them drinks.
    The baroness is interacting with the PCs as well, but posing some let's say difficult questions which could be answered wrong in the eyes of a puritan. For example: Don't you think in the war against evil it would be wise to fight evil with evil? Also her views on psionics are quite liberal.
    All in all they should drink to the endured horrors of the past view days and be glad that is over.
     
    When they leave it is raining again. Lightning strikes the black sky, short memories of the overcome horros plop into memory...and the memory of the eye...something you might want to emphasize from time to time. (As you might already think, the PCs catched a "glimps" of their nemesis right in the intro)
     
    Soon their is more thunder than there could be lightning strikes. It is weapon fire. The dark eldar answered the call of their minion and launched a full scale attack on the weak defenses of the town. They were effective to hold the wildlife of the jungle out of the town, but were no match against a small xeno army.  If not the players have the idea, IDR3 will propose to get to the communication hub and hail the approaching ship to get here faster and send help. The baroness will hurry off to save her child Ekatharina.
     
    Feel free to build in encounters, and scenes where Dark Eldar catch civilians with their gliders etc.
     
    I build in the destruction of the main generator of the town. The com tower did not work. The PCs had to go out again and repair it, while of cource fending of some attackers, if you feel real DE enemies would be too mighty or you do not want to outfit your PCs before in the market accordingly, replace them through slaves or grotesque mutants, failed experiments of the heamonculli.
     
    I also let it open, if the transmission was send and / or received, before the com station was destroied for good. Despair was filling the air.
     
    After that the fight for the town does not favor the imperial forces, the forces and many survivers gather in the space port or gouverneur's palace. Either way the PCs and IDR3 (maybe the baroness and her daughter too and any NPC you want to include, it is a good time to show that they are still alive) find themselves in a hopless retreat battle. One barricade after the other is taken by the foul xenos and forces the PCs and guards back, till the last stand seems inescapable.
     
    But there comes no attack directly, but a xenos which tries to reason with the guardsmen. Her name is archon Lelith Araquir. She promises free passage and no harm to anyone more, if they give her the soulstone Aragul Rakarth. (Yes, a relative of Urien Rakarth, and yes I know that DE usually don't have the technology to use or manufacture soulstones...which maybe makes it so desirable)
     
    The PCs might want to try to hold her off as long as possible. I decided that it would not come to a fight anymore, usually the PCs were beat up bad enough and so threat remains more mysterious and yet they know it is out there and will come back. The PCs and the rest of the town will be saved by attacking aircraft of the ship in orbit. A contingent of troopers lands later and helps cleansing the town.
     
    The Outro
     
    When the first transport ships with soldiers touch down, IDR3 goes up to them. The PCs can see it from afar. They supervising officer wants to get rid of him. Then he suddenly stands as straight as a soldier stands, when he gets a surprise control of his private chambers. IDR3 dismantles the bandages around his head, while talking to the officer. He gestures towards the survivers of the crashed ship, while he does that you see the sanctioning symbol of the schola astra telepathica on his shoven head. You can see the reason for the tension of the officer, too. A big and golden I hangs in front of his breast. The old aristocrat is an Inquisitor of the holy God-Emporer.
     
    Inquisitor Ignatius Dracor Rasputin III gives the order to round up every survivor of the crash on the fore court of the space port. The PCs get within earshot and are ordered to get closer. "This is my ruling, officer. You will kill everyone who survived the crash. They had all direct contact with the warp and are potentially tainted. Everyone except these (PCs). I will personally take care of them." The officer looks into the crowd of wounded, women and children. You see pity in his eyes, but also the knowledge, that you don't defy the orders of an inquisitor. He salutes, relucantly.
     
    IIDR3 then turns towards the PCs: "You have proven yourself to be capable and of a nature I can use.(The talk in the tavern was an inoffical interview) Additionally I owed you my life. This dept has been repaid now. You will follow me and step into my service, if you are found not tainted by the warp." He turns around and enters the cabin of the shuttle.
     
    The PCs look in shock to the crowd of people, they see their newly won friends and allies. Jaquobeaux, Ihen, the baroness de la Severine and even Ekatharina, the little girl with the untamable will to survive. They all get lost by the surrounding troops blocking their field of view. The PCs have to decide if they want to wait and watch or enter the shuttle and only hear the opening of las fire.
     
    ... end
     
     
    I set up three enemies for my PCs in this adventure.
     
    - The eye - of course as it can't be any different a chaos demon...he will often resurface. Mostly only as a hint as in the activities of a cult called Servant of the bleeding Occulus or similar. I plan to let him be the ultimate end enemy when the PCs reach the XP top level.
     
    - The archon Lelith Araquir in her hunt for the soulstone... IIDR3 has stolen it away from her grasp, she send Matellus behind him to gather it back or to prolong his journey so she could attack him
     
    - Last my personal favorite, as it most of the time, hits the players cold...Ekatharina. As through travle between planets time goes by quite far it is no problem to get her back into play as an adult a few years later. The little girl was touched by the warp, her forces first erupt when she gets surrounded to be shot. She then uses her Psy-abilities to either fake her death through an illusion or force an guardsman to rescue her. Betrayed by her "saviors" (PCs) who have abandoned her and left her behind to die, she will grow stronger and plot revenge on the now acolytes. Beginning with attacks on their reputation etc. but only after 3-4 other adventures
  9. Like
    Simsum reacted to Nimsim in New Psychic Powers and System   
    I posted about this in the beta forum, but I've gone ahead and added the last two disciplines and changed up the introduction. Some of these powers still need some editing or changing, but I'd like to throw them up for people looking for more interesting psychic powers to use. Let me know what you think.
     
     
    Discipline Themes
    Psychic powers represent literal raw chaos being shapes into the desires of man. The way this chaos is shaped is based on the desires of man. Man desires pain and destruction (Khorne), man desires mastery of life (Nurgle), man desires control and knowledge (tzeench), and man desires experiences and success (Slaanesh). Every time that a psychic power is invoked, it does so through tribute to one chaos god or the other. The needs that man shapes the warp for are the same needs that feed the chaos gods. I don't want the psychic powers to just feel like a risky magic system. I'd really like to see them reflect these themes at a deeper level than "melta gun that may cause a daemon to show up".
    Here are my proposed themes for each of the Disciplines:
    Biomancy: This represents human desire for mastery over life, and mastery of their own body.
    Divination: This represents the human desire for knowledge and knowing what is to come.
    Pyromancy: Pyromancy is both destruction AND creation. Fire or raw energy is the universal human tool used for both, and powers almost all technology at some basic level.
    Telepathy: Telepathy is the desire for closeness to others, and secrets. This differs from the knowledge of Divination, as secrets are those things that another consciousness has deemed worthy of protection whereas knowledge is the raw state of facts.
    Telekinesis: Control. This is mans desire to project himself into the world, to control his surroundings through will AND machine.

    New Rules for Psychic Powers
    So here are my basic ideas. First, assign every discipline a characteristic aptitude in addition to psyker. Biomancy is Toughness, Divination is Perception, Pyromancy is Strength, Telekinesis is Intelligence, and Telepathy is Fellowship. The psyker may choose a single discipline at character creation and can change one of his existing characteristic aptitudes to that of the discipline.
     
    Using a psychic power is a roll of willpower, +5 per point of Psy Rating used.  Psychic powers are divided into 3 categories: Minor, Major, and Pushed. Each power within a discipline has Minor, Major, and Pushed manifestations. Using one kind of manifestation for a power does not give you the benefits of another kind, unless specifically stated.
     
    Minor manifestations are mostly narrative powers that add some story detail and grant bonuses or penalties of 10 or 20, depending on how specific their use is. Minor manifestations ALWAYS cause a roll on the psychic phenomena table, but never roll for perils of the warp. However, if a minor manifestation is used during combat, it will cause a roll on the Perils of the Warp table if doubles are rolled.
     
    Major manifestations are typically for combat usage. They ALWAYS cause a roll on the psychic phenomena table or will cause a roll on the Perils of the Warp table if doubles are rolled, even if the power is not used in combat.
     
    Pushed manifestations are usually powered up versions of major manifestations and will cause a roll on the psychic phenomena table if doubles are rolled or a roll on the perils table if anything else is rolled.
     
    These rules are a bit harsher to psykers, but it helps to corral in their use of powers. I’ll also probably modify the phenomena and perils tables a bit to eliminate the chance of the party just being completely destroyed by the psyker.
     
    BIOMANCY

    Perfect the Flesh
    Minor: the character may gain a +10 bonus to a roll involving strength, agility, or toughness by perfecting his existing bodily processes at the precise moment. This can be used successfully once per scene.
    Major: The character may add his Psy Level to the bonus of Strength, Agility, or Toughness for the remainder of the scene. This power can only affect a single trait at a time.
    Pushed: The character may add his Psy Level to Strength, Toughess, AND Agility for the remainder of the scene.

    Reshape the Flesh
    Minor: The character may gain +10 to a roll involving his appearance, whether that involves disguising himself, influencing someone with his appearance, or other uses. This may not be used to copy features of another character. This lasts for one scene.
    Major: The character may gain one Trait from the list below (I'll have to see what the traits are before I could make a list). The player may keep this trait for a number of rounds equal to his Psy Rating.
    Pushed: The character may choose up to three Traits from the list. The player may keep these traits for a number of rounds equal to his psy rating.

    Corrupt the Flesh
    Minor: The character may mark a target human such that they are now detectable by psyniscience due to the mild corruption of their flesh. The target also exudes an air of unease that causes them to gain -10 to social rolls meant to make a positive impression. This power lasts for 1 day and can be used on one target at a time.
    Major: This power causes a target's body to warp and deform. Choose strength, agility, or toughness and reduce its bonus by 1 for every 2 Psy Rating. If this reduces the bonus to 0 or less, the target suffers damage to the body equal to the Psy Rating, ignoring toughness and armour.
    Pushed: The same as above but reducing all three characteristics. Deal damage for each characteristic bonus reduced to zero or below.

    Reflect the Flesh
    Minor: The character may copy the appearance of another human. The character keeps all of her characteristics and traits. This power lasts for one scene.
    Major: The character may copy the appearance and body of another human (non-space marine). The character may copy the strength, agility, and toughness characteristics of the target character but not traits. Characteristics increased in this manner may increase a maximum of 10 points for every two levels of Psy Rating. This power lasts for a number of rounds equal to psy rating if characteristics are copied, or one scene otherwise.
    Pushed: The character may copy the body of any target of size one or less greater than herself. The character may gain the strength, agility, toughness and traits of the target. Characteristics increased in this manner may increase a maximum of 10 points for every two levels of Psy Rating. If those are copied, this power lasts a number of rounds equal to 1/2 psy level, otherwise it lasts for one scene.

    Destroy the Flesh
    Minor: The character is able to stimulate the nerves to inflict a brief moment of excruciating pain on a target. This does not inflict wounds but can be used to gain a +20 bonus to intimidate. The target must make a willpower check or suffer -10 to his next action.
    Major: This would be your basic psychic attack. Have it be the lightning. 1d10 + Psy Rating, +1 Pen per 2 Psy Rating, Tearing.
    Pushed: This attack can target a number of characters equal to Psy Rating divided by 2.

    Mend the Flesh
    Minor: The character can diagnose the number and nature of a target's wounds, as well as any poisons or diseases. Gain +20 to any attempt to treat the target or for aiding treatment.
    Major: The character can heal damage based on his Psy Rating. I'd have to see the wound system to know what values to give this.
    Pushed: The character may may revive a dead target that has less wounds over his death total than the characters Psy Rating. The target must burn a Fate Point or will die again at the end of the scene.

    Control the Flesh
    Minor: The character may cause a single part (head, body, limb) of a target to spasm. The target takes a -10 for one round to any test made using that body part.
    Major: The character may choose a single limb of the target. The target may not move that body part for a number of rounds equal to Psy Rating divided by 2. Tests made that require that body part for assistance are at -20.
    Pushed: Make an opposed willpower test with the target. On a success the character may cause a target to not be able to move her body at all for a number of rounds equal to Psy Rating divided by 2. On a failure the target may choose 2 limbs that cannot be moved for a number of turns turns equal to Psy Rating divided by 2.

    Know the Flesh
    Minor: The character is able to detect all living things within a 10m radius. The character knows the exact location of all living things within 30 yards.
    Major: The character chooses a target and reduces the damage number needed to roll a Righteous Fury against the target by 1 for every 2 Psy Rating.
    Pushed: The characters next hit against a target will be a Righteous Fury.
     
    DIVINATION

    Knowledge of the Past
    Minor: If the character is touching a person or item, he may learn about a single event from the target's past. This knowledge can provide a +10 bonus to relevant rolls in which it is used. If the past event is something that the target person or target items owner considers a secret, the character only learns a single sense (touch, taste, smell, sight, sound) of the event. This power cannot be used repeatedly to gain each sense.
    Major: The character briefly gains instant knowledge of the entirety of a target's past. Due to the sheer volume of input, this knowledge is almost instantly all forgotten. The lingering knowledge allows the character to gain +5 for each level of Psy rating to all rolls made against the target for the remainder of the scene. When used with an object, the character gains +5 for each level of Psy Rating to all uses of that object for a number of uses equal to Psy Rating. The GM should tell the player information about the person or object each time the bonus is used. This cannot be used for attacking with weapons.
    Pushed: The character's connection to the item or person's past is permanent, though specific information is murky. The bonus from Psy Rating becomes permanent. This cannot be used for attacking with weapons.

    Knowledge of the Future
    Minor: Whenever the character is surprised, he may use this power as an immediate reaction. If successful, the character knew that this was coming, and gets a +20 bonus to his next roll if that roll uses his lack of surprise. This power cannot prevent the effects of being surprised in combat but can still grant the bonus to a roll.
    Major: The character's knowledge of the future allows him to predict the actions of others. A number of targets equal to the character's Psy Rating take -20 to all rolls made against the character for the remainder of a scene. This power may also be used as a reaction to being surprised in combat in order to avoid the effects of surprise.
    Pushed: The character may choose a number of rolls made against him for the remainder of the scene equal to his Psy Rating divided by 2 and reduce their degrees of success by his Psy Rating divided by 2.

    Knowledge of Space
    Minor: The character knows the location of any item or person whom he has previously touched (the character must specify the target), although his knowledge of the location is limited to the immediate surroundings and not necessarily a direction or place. This power grants +20 to rolls made to find the object or person.
    Major: The character may choose any location to which she has been or seen in person within a number of km equal to her Psy Rating. The character may perceive this location as if she was actually there, although only visually. The character may also view locations she has not been within ten meters for every level of Psy Rating. The character may use this to blind fire without penalty.
    Pushed: The character need not have visited the location personally, although she must know its exact location.

    Knowledge of the Weapon
    Minor: The character may choose a single one-handed weapon when this power is acquired. It must be a weapon that the player considers to be his own. The player may use this power to gain knowledge of where the weapon is at all times/+20 to finding this weapon when it is not in his possession, knowledge of how to maintain the weapon/to ignore when this weapon jams, and knowledge of exactly how to keep the weapon safe to prevent this weapon from being damaged. The chosen weapon may be changed by meditating with another one for one hour.
    Major: The character may increase the degrees of success of any attacks he makes by half his Psy Rating. This lasts a number of uses equal to half his Psy rating or for one scene.
    Pushed: The character's next attack cannot be dodged and succeeds with a a number of degrees of success equal to half his Psy rating.

    Knowledge of Self
    Minor: The character is able to perfectly recall a personal experience of her own. The character gains +10 to rolls affected by this memory.
    Major: The player may roll a number of d100 equal to his Psy rating and record the results. For the remainder of the session, whenever the player makes a roll, he may choose to substitute one of these rolls. Each roll can only be used once. At the end of the session, these rolls are lost. This major/pushed power can only be used once per session.
    Pushed: As above, but the player may instead roll against his Willpower and record the degrees of success or failure. If you have previously used the major version of this power in session, you may use the pushed version and roll a number of times for each roll that is left from the major power, replacing those rolls with the degrees of success or failure from the pushed power.

    Knowledge of the Battle
    Minor: The character learns his opponent's technique for battle. This gives the character +10 against his next opposed roll with the target.
    Major: The character gains perfect insight into an ongoing battle. He may add his Psy Rating to his initiative and may choose what order anyone with initiative less than his goes in.
    Pushed: The character may add his Psy Rating times 2. If the character has the highest initiative, he gains 1 AP/action that cannot be used for an attack.

    Knowledge of the Present
    Minor: The characters situational awareness allows him to discover a part of his surroundings that may have otherwise been unnoticed. Have the player describe this surrounding. It will give +10 or -10 based on what it is and is being used for.
    Major: The character is able to determine exactly how to navigate his surroundings. The character ignores any modifiers for movement or his attack related to the environment.
    Pushed: As above, and the characters attacks ignore cover.

    Knowledge of Time
    Minor: The character with this power is able to time actions perfectly. The character may gain +10 to a non-attack action requiring timing.
    Major: The character is able to plan things well ahead of time. Once per session, the player may use this power in order to retroactively state that his character or another performed an action. This action must had taken place within a number of hours equal to the characters psy rating and cannot be an attack against another character. Some example actions may be acquiring a particular item, setting up a trap, contacting another character. If this action could not have been done by the character himself, it can be performed by another character. This other character can be an NPC who just happens to come across the character at this point. If the action requires a roll, use the character's stats for it. This can only be used once per session.
    Pushed: As above, but the timespan is equal to Psy rating times days.
    PYROMANCY
     
    Forge the Flesh
    Minor: The character can add a +10 bonus to healing a target as he uses flames to seal up and cauterize wounds. This power can also be used to instantly extinguish a fire on a single living target.
    Major: The psyker's body becomes a living flame, lashing out at anyone nearby. The psyker becomes immune to flame weapons. Any time the psyker is hit by a melee attack, regardless of if the attack causes damage, the flames around him lash out at the attacker, causing Psy Rating damage that ignores armor and toughness.
    Pushed: As above, but the psyker is also immune to energy damage and any attacks within visible range of the psyker, melee or ranged, will be struck by the flames for Psy Rating damage ignoring armor and toughness.

    Burn the Flesh
    Minor: The psyker can manipulate the flames of passion within those around him. Whether it is biological or spiritual in nature, the end result is that the psyker can choose a single target who will take a +10 to his next roll to make an aggressive act, or -10 to his next roll to make a non-aggressive act, whichever comes first.
    Major: The psyker shoots a jet of fire from his hands. The attack deals 1d10 + Psy Rating Damage, +1 Pen per 2 Psy Rating. The attack has the Flame Quality.
    ranged attack based on pr
    Pushed: The attack ignores cover and armor.

    Forge the Tool
    Minor: A player may temporarily smooth and repair all of the imperfections of a single target item that he or she can see. The item can be treated as Best Quality for a single use, after which it reverts to its previous quality or common quality, whichever is higher.
    Major: The psyker may utilize metal materials in his environment to create a simple tool (no mechanical or moving parts). The use of these materials does not cause any damage to objects within the environment or the environment itself. The object itself, if a melee weapon, deals 1d10 + X damage with Y penetration; X and Y can be any numbers equal to or less than the Psy Rating of this power. Shields created with this power add 1/2 Psy Rating Armor points to a single target area (Torso, Limbs, Head), stacking with existing armor. Other objects give a bonus to their use equal to +5 for every two Psy Rating, to a minimum of +5. These objects count as weighing 1kg and can be held with one hand. They last until the end of the scene.
    Pushed: As above, but the item becomes permanent.

    Burn the Tool
    Minor: The psyker may target a single object being wielded by a target. The object is heated up to nearly unbearable heat and must immediately be dropped, and cannot be used for the remainder of a scene, or for one round of combat. If the object cannot be dropped, it causes no damage but still cannot be used.
    Major: The psyker may destroy an item with a rarity equal to or greater than his (1/2 Psy Rating + Degrees of Success) * -10. The item cannot be repaired.
    Pushed: As above, and the psyker may target a number of items equal to 1/2 his Psy Rating at once.

    Forge the Soul
    Minor: The psyker can create a single source of flame within his hand that is the size of his palm. The psyker may manipulate this source of flame to move and wane if he desires, although he may not increase it in size. If the flame is placed near a flammable object, however, it can catch fire or combust, at the psyker's choice. Uses of this flame grant the psyker +10 to applicable rolls.
    Major: The psyker creates a living creature of flame, roughly humanoid sized, taking any form the psyker wishes. The creature is Incorporeal, although it maintains the vulnerabilities of fire, such as needing a source of oxygen to burn. The creature has toughness and wounds each equal to the psyker's psy rating. The creature is able to manifest any pyromancy abilities as if it were the psyker him or herself. The creature uses the psyker's skills and characteristics for any rolls. It cannot directly cause damage, but if it succeeds in striking a target the target will automatically be On Fire. The creature can block attacks directed at the psyker through parrying. The creature has no will of its own and the psyker must use his own actions and reactions to direct the creature. The creature can be within 10 yards per Psy Rating of the psyker, and the psyker can perceive anything within eyesight of the creature. The creature lasts for one scene or until it is destroyed.
    Pushed: The construct gains the full number of actions and reactions of a basic character to be used in addition to any extra actions given by the psyker.

    Burn the Soul
    Minor: The psyker's eyes burn bright red with flames. The character is able to detect the heat signature of anything within eyesight of him, even through barriers. This power lasts for one scene and grants +10 to any applicable rolls.
    Major: The psyker wreaths his surroundings in a gout of flame, one which licks and stretches toward those around him. Any character attempting to approach the psyker or look directly upon him must make a successful willpower test with a penalty of -5 per Psy Rating, although characters may fire or attack blindly if they fail this test. This power lasts for one scene.
    Pushed: The psyker may include any number of characters within eyesight in addition to himself in this ability.

    Forge the Light
    Minor: The psyker can produce light that he chooses who can see. This light can illuminate an area and give +10 to a relevant roll.
    Major: The psyker creates an armor of pure heat that can melt anything attempting to pass through. Any attacks toward the psyker have their degrees of success reduced by the psy rating. Energy weapons ignore this ability.
    Pushed: The psyker may cover a number of additional characters equal to his psy rating.

    Burn the Light
    Minor: The psyker can create a blinding flash of light in the area that causes a -20 penalty to all actions involving for anyone not protected from the bright flash.
    Major: The psyker can increase the damage of all energy weapons within his eyesight by 1/2 his Psy Rating.
    Pushed: The damage of all weapons within the psyker's eyesight is increased by his Psy Rating.
     
    TELEPATHY
     
    Touch the Fear
    Minor: The psyker may learn one fear of a single target, and can use this information to gain a +10 in interactions with the target or cause the target to suffer a -10 penalty.
    Major: The psyker gains a Fear Rating equal to ½ his Psy Rating rounded up. This Fear rating only affects targets the Psyker chooses.
    Pushed: The Fear Rating is equal to Psy Rating.
     
    Touch the Desire
    Minor: The psyker may learn one desire of a single target, and can use this information to gain a +20 in interactions with the target.
    Major: The psyker may use this power as a reaction. When a character within eyesight of the psyker makes an attack, the psyker may cause the target to instead target another eligible character. If the new target is an ally, the target of this power may make a willpower roll to resist, with a penalty equal to Psy Rating * 5.
    Pushed:  The target of this power will not stop attacking that target until the target is dead.
     
    Touch the Hate
    Minor: The psyker can choose a target to instill hatred in. This hatred must focus on an object or person to which the target has neutral or negative feelings toward. This can grant a +10 bonus to interactions with the target.
    Major: The psyker may choose a number of targets including himself up to his Psy Rating. The targets all gain Hatred (Psyker’s Choice) for the rest of the scene. Characters already possessing a Hatred Talent (even one not of the Psyker’s choice) gain +20 to melee attacks against the new Hatred target and +10 to ranged attacks.
    Pushed: The psyker may inflict the Frenzied condition on a number of targets of his choice.
     
    Touch the Memory
    Minor: The psyker gains access to a single memory from the target. If this memory involves the investigation, the psyker can use it for a +10 bonus to interactions with the target. If the memory is unrelated, the psyker can use it for a +20 bonus.
    Major: The psyker may ask if the target remembers something and then have it described by the GM. This may be done a number of times equal to Psy Rating. If the target does not remember something, this counts as one of the questions.
    Pushed: The psyker may ask as many questions as he wants, but the target will know that his mind has been read.
     
    Touch the Mind
    Minor: The psyker may read the surface thoughts of the target. The GM will tell the psyker’s player in one word how the target perceives the psyker or whomever the target is talking to (e.g. “threat,” “inferior”), and one word what the target’s current emotion is. This information can be used to gain +10 to a relevant roll.
    Major: The psyker is able to read the surface thoughts of every character in the scene, but is only able to process so much information at once. For the remainder of the scene, the first attack made against the psyker each round suffers a penalty of -10 times PR.
    Pushed: The psyker is able to read the minds of a vast area, perhaps even an entire city. The psyker may automatically gain the one-time benefits of any Minor Telepathy power with everyone he meets in the area.
     
    Touch the Senses
    Minor: The psyker may choose a target within eyesight and rolls this power then. If the power is successful, the psyker has the one-time ability to choose one of the target’s senses (sight, hearing, touch, taste, smell) and perceive through it for the duration of one minute or until ended. This power can be used no matter where the target is. Only one target can be active at a time.
    Major: The psyker may use this power to appear invisible to a number of targets equal to his Psy Rating. This power lasts for one scene, and persists even if the psyker takes action against the targets. Attempts to target the psyker suffer the same penalty as shooting blind.
    Pushed: The psyker may also make a number of targets equal to his psy rating invisible as well.
     
    Touch the Bonds
    Minor: The psyker may communicate telepathically with one or more characters at once within eyesight. This ability can be used to grant a +10 to a test when appropriate.
    Major: The psyker may use his connection with a target’s mind to blast him with psychic feedback. This attack deals 1d5+PR damage and ignores armor.
    Pushed: The attack gains the Shocking quality and the target suffers an additional penalty to the roll to resist equal to PR*5
     
    Touch the Will
    Minor: The psyker is able to immediately determine the short-term goal of the target and can use this information to gain +10 to interactions with him or her.
    Major: The psyker may gain control of the target for the rest of the scene. The target makes an initial Willpower – PR*5 test to resist, and may make an additional willpower test for any actions made to harm the target itself. Any actions taken by the target are shared with the actions available to the psyker himself.
    Pushed: The psyker and the target each have a full amount of actions they can take.
     
    TELEKINESIS
     
    Control of Matter
    Minor: By concentrating on an object, you may instantly separate all non-attached matter, as though blasting it with strong winds. This can be used to instantly clean an object or person, remove makeup, clean wounds, or other uses. It grants +20 to relevant rolls.
    Major: Can move non-creature item of huge size or less
    Pushed: Can move a massive item
     
    Control of Space
    Minor: An item that is owned by the psyker may be attuned to him over the course of an hour and can then be teleported to his hand. The psyker may also teleport a single unattended handheld object within eyesight of himself to his hand.
    Major: Teleport self to attuned area, or to area within eyesight
    Pushed: Teleport all within radius to attuned area, or to area within eyesight
     
    Control of the Machine
    Minor: You may reset the loyalty of a machine spirit such that it becomes loyal or disloyal to a single target. This grants a +10 or -10 to the target for the rest of the scene.
    Major: A single pistol-sized weapon possessing a machine spirit may be floated around your person. You may make an extra attack each turn with that weapon as a free action using all  normal modifiers and rolling against your Psy Rating times 5 . You do not suffer a penalty for being untrained with the weapon,
    Pushed: You may use any size of weapon
     
    Control of Gravity
    Minor: The psyker can ignore damage caused by falling for a single fall or may walk on walls or ceilings using his normal movement for a scene.
    Major: You may inflict zero gravity in a fixed area around you equal to 5 meters times half your Psy Rating. You are able to move in all three dimensions with no difficult. You can instead grant yourself Flight (PR)
    Pushed: A number of allies equal to ½ your Psy Rating can also move with no difficulty, or you can grant yourself Flight (PR * 2)
     
    Force of Matter
    Minor: By concentrating on an object, you may instantly separate all non-attached matter, as though blasting it with strong winds. This can be used to instantly clean an object or person, remove makeup, clean wounds, or other uses. It grants +20 to relevant rolls.
    Major: Your mind picks up every loose hand-held dized object in the area and creates a storm of them surrounding you. The storm stretches 5m times your Psy Rating from you. Anyone caught in the storm counts as being in difficult terrain and takes a -20 to any rolls using vision. The storm only picks up non-living matter.
    Pushed: Any objects the size of a human are also picked up by the storm, still only affecting non-living objects, and not affecting attended or held objects. The large objects in the storm mean that at the start of a character within the storm’s turn, you may choose to make an attack against them as a free action using the same modifiers you used to activate this power and dealing 1d10 +PR damage. This attack can be dodged normally.
     
    Force of Space
    Minor: You may completely silence a fixed 10 yard area around yourself or choose an area within eyesight of yourself and increase the sound to allow you to hear it. This grants +20 to relevant rolls.
    Major: Psychic Attack. 1d10+PR, ½ PR Pen, can be single, semi, or full auto.
    Pushed: As above, but the attack gains the storm and blast qualities.
     
    Force of the Machine
    Minor: Choose any nearby object of a size equal to or less than handheld that possesses a machine spirit. You may command the machine spirit within to activate the function within the object, although the machine spirit cannot act to harm its true owner in this manner.
    Major: You may target a single object and enact a haywire effect on it.
    Pushed: The haywire effect targets an area the size of 2 times your Psy Rating in meters.
     
    Force of Gravity
     Minor: You may drastically increase the weight of an object making it impossible to lift for a single attempt. The object is held in place and does not exert any downward force. This grants +20 or -20 to applicable rolls.
    Major: A target becomes burdened and must make a strength check minus your Psy Rating times 5 to act. Regardless of success, the target suffers 1 fatigue.
    Pushed: You may target an area equal to your Psy Rating in meters.
  10. Like
    Simsum reacted to Robin Graves in So what do you think would happen?   
    I wonder how the other 40k races would react, tough.
     
    The Orks: Wot? wo dat? da emprah iz da ummies bigboss? roight lads, i smell a Waaaagh!!! Ere we go...
    The Eldar: Oh not him again! wait why didn't we see this comming?
    The harlequins: I swear, if he tries to build another off-ramp on our webway i'm gonna kick his mon-keigh ass!
    The Tau: Yeah sure, gu'ela, pull the other one! Your god is alive now huh? keep your propaganda believable, amateurs!
    Necrons: We followed the C'tan aeons before your fledling emperor was born, this means nothing to us...
    Tyranids: omnomnomnomnomnom
     
    Chaos:
    Abadon: Awww maaaan! and i haven't even conquered Cadia yet! Throw me a frikkin bone here people!
    Kharn the betrayer: burn maim kill burnmaimkill burnmaimkill burnmaimkillburnmaimkillburnmaimkill....
    Lorgar: Hi dad! welcome to the 41st millenium, "mighty emperor"! bwahahaaa!
    Alpharius: Wait which side am i on again?
     
    primarchs:
    Guilliman: t h i s  h u r t s  s o b a d o h l o r d i t h ur t s s o b a d     s   o       b    a    d       h     u      r     t    
    The Lion: hooo boy, i wonder if pater knows what I was doing during the heresy?
    Lema Russ: Woohooo! wolf time baby! let's do this: Leeeeeeeeemaaaaan Russss!!!
  11. Like
    Simsum reacted to Mikmaxs in Advanced Skill Summery   
    If you want it to be summery, then you'll need it to be warmer, more birds would help, perhaps children who are enjoying a break from school.
    As a summary, though, it looks good.
  12. Like
    Simsum reacted to craftomega in Advanced Skill Summery   
    ***Summary not summery, I cant edit the title!***
     
    So I made a skill summery, before I go any further, I am wanting some feedback. The goal is to include all the advanced skill uses in a small easy to read document.
     
    http://www.mediafire.com/view/22p1q9ps97baai2/Dark_Heresy_1st_Edition_Adv_Skill_Summery.pdf
     
    Thoughts? Suggestions?
  13. Like
    Simsum reacted to javcs in Question about Advanced Skills   
    Basic skills can be used untrained. Advanced Skills cannot be used untrained.
  14. Like
    Simsum got a reaction from Felenis in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  15. Like
    Simsum got a reaction from ultrashake in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  16. Like
    Simsum got a reaction from Robin Graves in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  17. Like
    Simsum got a reaction from Snowman0147 in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  18. Like
    Simsum reacted to TorogTarkdacil812 in List of material worth porting from other 40kRPGs WIP   
    I am a bit procrastinating from more pressing things, so I made a little list of stuff that can/should/would be ported from first edition of Dark Heresy and other 40kRPGs. I am making this WIP, as I am listing Origins and Elite advances right now. If any gets treatment in other books I just list it first time it appears. I also do not list Backround Packages and Alternate Career Ranks, as their conversion would not be straight fit into the backround/role, some of the could even be open to discussion. I also do not list non-human non-mortal options.
     
    I guess some of them will be covered in DH2 supplements (Mind Cleansed and Schola Progenium), some are less likely to do so (and I really like my Sionphia, Blighted Schola and Rite of Duplessence). When/if I convert some of the list I will post them, in the meantime, I hope this list will be a good reference for cool stuff in need of converting. Probably I am going to list many cool talents present through the 40kRPG sourcebooks transform them to the DH2 aptitudes as well, sometime later...
     
    Dark Heresy
    Core Rulebook
    Origins
    Imperial World
     
    Inquisitors Handbook
    Origins
    Mind Cleansed
    Schola Progenium
    Battlefleet Calixis
    Dusk 
    Gunmettal City - Scintilla 
    Maccabeus Quintus
    Sinophia
    Volg Hive
     
    Elite Advances
    Cybernetic Resurrection
    The Cult of the Red Redemption
    Nascent Psyker
     
    Radicals Handbook
    Origins
    Blighted Schola
    Darkholder
    Hive Mutant
    The Tainted Blood of Malfi
     
    Elite Advances:
    Sworn Radical
    Daemon Vessel
    The Exorcised
    Mark of the Phaeonite
     
    Blood of Martyrs
    Origins
    Famulous Protégé
    Monastic Upbringing
     
    Lathe Worlds
    Elite Advances
    Cistron
    Discordant
     
    Rogue Trader
     
    Core Rulebook
    Origins
    Death World
     
    Into the Storm
    Origins
    Frontier World
    Footfallen
    Fortress World
    Penal World
    Child of the Dynasty
     
    Elite Advances
    Agent of the Throne
    Gilmpse from Beyond
    Rite of Duplessence
     
    The Navis Primer
    Elite Advances
    Hexicar
    Void Mad Prophet
    Cog Whisperer
     
    Only War
     
    Core Rulebook
    Origins
    Penitent
    Krieg
    Tallaran
     
    Hammer of the Emperor
    Origins
    Agri-World
    Feudal World
    Mining Colony
    Armageddon
    Atilla
    Last Chance
    Tanith
     
    Shield of Humanity
    Origins
    Lathe World
    Post-Cataclymic World
     
  19. Like
    Simsum got a reaction from Lexdamus in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  20. Like
    Simsum got a reaction from Myrion in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  21. Like
    Simsum got a reaction from Keffisch in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  22. Like
    Simsum got a reaction from Vaeron in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  23. Like
    Simsum reacted to LuciusT in Starting acquisitions   
    Common is a better availability then Scarce. Common items are more available than Scarce items, so their availability is better. Rare is a worse availability, it is less available.
  24. Like
    Simsum got a reaction from LordPasty in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  25. Like
    Simsum got a reaction from TorogTarkdacil812 in Problem Reigning in a Game   
    Oh wow...
     
    I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group.
     
    I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework.
     
    I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
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