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Spieler975099

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  1. Greetings, fellow acolytes! My players complained about the rather limited impact of the leadership aptitude on character advancement. Looking over the skills and talents, there seem to be a lot less based on leadership than for example on fieldcraft. Is there anything I have failed to notice about that special aptitude? I have told my players that there might be more talents based on leadership coming in future releases, but from the present point of view it seems a poor choice. I also recommended having a look at the talents from Only War, which offers some more choices based on leadership, but we are just dabbling with the house rule area doing this, aren't we? I'm looking forward to reading your opinion and suggestions on the matter.
  2. Greetings, fellow puritans and radicals! After receiving my copy of DH2 and running a larger group of players through a brutally abbreviated version of Damned Cities, I'm now getting my regular band of players together to start off with a new campaign in venerable Askellon. Now, I'm looking to you for advice. The Group will include three Players with the following characters: Void-born Adeptus Astra Telepathica Mystic Highborn Imperial Guard Assassin or Desperado Seeker (the player has not decided on Background and homeworld yet, though the most likely Options are Arbites, Ministorum or Outcast) I'd like to start with the old and trusted Edge of Darkness from DH1, as Coscarla should be portable to Hive Desoleum without much trouble. The Logicians are to be replaced by somewhat more generic hereteks, offering a plothook for the next adventure - the one contained in the new rulebook. To stay in Desoleum for some more time, I`m looking forward to receiving the new GM screen. Any advice on including its scenario into the campaign? A trip offworld should follow. Seeds of Heresy from the old beta should make a fine diversion from all the Hive World action up to that. I'm considering swapping the antagonists from chaos cultists/renegade psykers to a genestealer cult, however. I really love the idea of the fast and deadly 'stealers pursueing the characters through the dense corn fields. Are there any suggestions for additional adventures or interludes? We have been through most of the published material for DH1, having left out only Jurisdiction and Shades of Twilight so far. Thank you for your support!
  3. But at PR/2, the effect should be quite limited. If you want stronger effects, you still have to take the risk of psychic phenomena. Essentially, it's just the way it works in OW, or am I wrong?
  4. I see your point. I would have liked a 'showcase' of character illustrations with three or four illustrations per role like in some kind of '40k-Osprey book', but then again that would probably mean a huge sum of money invested in commissioned artworks. It would, however, give some more insight into the typical dress of iconic homeworlds and social backgrounds, which I would find valuable when introducing the setting to new players.
  5. I think the use of fettered powers should be brought back by houseruling... Do you think there would be any problem if sanctioned psykers would be able to manifest powers without the danger of psychic phenomena at PR/2? Of course the bonus for reduced PR wouldn't be applied.
  6. I agree that the overall look of the book is really nice. Layout and design convey the mood of the setting. I'm a bit disappointed with the art, though, as I had hoped for more new pieces. Most artworks featured are really dynamic, seemingly drawing the viewer into the action. Sadly, several pieces have appeared before, albeit in other lines like Deathwatch and Black Crusade. So, collectors of the other game lines will stumble upon some familiar pictures. There's lot's of new stuff, too, though, so maybe my expectations were too high. As the artworks are blended into the general layout, it is not possible to use them as character portraits or for illustrating npcs, which is really quite a shame. To my surprise, the roles are missing portraits entirely and are illustrated with various 'themed' skulls instead, which is funny, but should have been abandoned in favour of more illustrations of human characters. Content-wise, the book appears well rounded. Personally, I would describe it as the most 'complete' core rulebook. The armoury section is filled with a real host of options, and there seem to be nearly endless approaches to creating different characters. I'm also quite amazed with the npc section that appears to be bigger and more diverse than in the other lines.
  7. I'm really looking forward to receiving my package tomorrow. As far as rules are concerned, I'm happy to see another installment of the OW rule set. Those worked fine for me. The main reason I'm excited is new art, the new Sector and the different Approach on character creation. I'll be gamemastering in my first DH2 scenario over the Weekend, running a bunch of new players and my DH1 Group through a rerun of Damned Cities.The guys are excited as well...
  8. I like the idea of an 'appealing' cult. I'd change the leader to be a Tzeentch cultist, however, as Tzeentch with its 'freedom of thought' and 'pursuit of wisdom and knowledge'-agenda seems more suitable for a freedom cult to me. After all, his greater deamons are the Lords of Change, and change has become a byword for democratic tendencies in our world. Slaanesh - in my humble opinion - is rather focused on the individual, without any regard to society apart from regarding it as playground. Slaanesh stands for hedonism, for dominance and submission.
  9. Based on Saldre's suggestions, you could also try o change the setting for a fight from the rather normal back-alley, abandoned warehouse or underworld bar to an environment that poses challenges (and opportunities) itself.Two examples: A laundry complex: A genestealer has based his cult in the vast halls of an imperial prisons laundry complex. The whole area is divided by pipes and walkways, leading to and from large kettles where the laundry is being washed. Sight is severely limited due to insufficient lighting, hot steam and piles of clothing lying around on the floor or in wheelcarts. The pipes and walkways provide a three-dimensional maze with lots of cover and hiding places. Cultists and genestealers could attack from nearly anywhere, including the sewage system under the floor. The sound of vast machinery and eerie echoes will also work towards disorienting acolytes. A crowded highway: Every good action movie has a car chase or helicopter scene. Try working those into your games. The acolytes might either be in pursuit of fugitive heretics or be attacked themselves while travelling from one place to another. You will obviously need a 'driver' (who will have enough to do avoiding collisions with the traffic all around), but the other characters will be free to do anything to eliminate the opposition - which might prove difficult if said opposition is a flying beside the highway in a well armed valkyrie, peppering them with bolter fire. I also suggest throwing in the odd 'escalating battle'. When the acolytes are assaulting the enemy base of operations (say an abandoned warehouse where the local Kasballica is keeping its drugs) they might be confronted with a gang of thugs guarding the place. If they don't eliminate them rather quick, one of them might be able to call in reinforcements (or those might have been alerted by the gunfire anyway). These reinforcement might be better armed, better trained and well aware of the acolytes' assault. The acolytes' on the other hand, could receive some reinforcements as well after a given time, for example an enforcer patrol or a platoon of PDF whose service they secured earlier.
  10. Maybe you could send a kill-squad after them? A dedicated unit of professional soldiers (household guards, enforcer SWAT-team or underworld bounty-hunters) that work together as a team, support each other with different weapons (covering fire from a heavy stubber or sniper, specialist with a grenade launcher to drive your acolytes out of cover), preferably trying to take out the PCs either by ambush or in a surprise assault on their base of operations. Of course you really need to give your PCs a fair chance to uncover the ambush/assault just in time so it will become a fierce shootout, not a massacre.
  11. Greetings, fellow acolytes! As a longterm GM who has led his gaming group around some of the rather unpleasant regions of the sector, I've always been confronted with the problem how to present differences in setting, style etc. between the more 'civilised' worlds of the Calixis Sector to my players. One of the most obvious fields of variety would of cource be the appearance of planetary officials, the military, enforcers and the like. So for all the 40k-fashionistas out there: What do you imagine certain regiments, household guards, enforcer organisations etc to look like? Maybe we could compile a small list that could serve to inspire each other... I'd like to start of with a small contribution concerning Malfi. I've always seen Malfi as an amalgam between the merchant towns of renaissance italy and modern-day megacities like Rio de Janeiro. That means a rather baroque outfit for the nobility and their guards, while other aspects of everyday life would appear rather 'modern'. To play along that theme, I've leaned heavily towards the look of the Sardaukar from the Dune TV-miniseries when describing household guards: Broad velvet berets, puffy sleeves, breastplates... All fitted out in the respective house's colours and equipped with high-technology weaponry (hellguns and the like). The enforcers and PDF in comparison would appear rather mundane and toned down. I picture certain regiments to be loyal to certain noble houses, stating their allegiance by wearing scarfs or sashes in the house's colours, combined with a plain uniform in brown or olive colours. Berets and caps would be favoured over helmets because of the hotter climate and for aesthetic reasons.
  12. @MalikCarr: A revised edition incorporating the new equipment from The Book of Judgement and Hostile Acquisitons would make you, sir, become my personal hero. I really appreciate the work you put into compiling the handbook.
  13. @Luthor Harkon: I always imagined the Mortiurge to be some kind of sanctioned killer, while the suffering marshal might be a 40k-version of Wyatt Earp or the myriad of western movie characters inspired by the likes of him. A wandering lawman, essentially. @Topic: Sadly, there don't seem to be any new homeworld options included. I was hoping for penal world characters being introduced to DH... :l Seems like we'll still have to convert them from RT, along with the fortress world inhabitants. Do you think FFG has abandoned the idea of publishing new homeworld options for DH? I was quite disappointed when Daemon Hunter didn't bring up any new options and now BoJ failed to do so, again...
  14. Luthor Harkon said: My acolytes are servants of Vownus Kaede, who recently survived an assassination attempt on him (by the Libricar, though he does not know) within the Tricorn in my campaign. Since then, Kaede keeps a low profile and is considered officially dead (only Marr, Ahmazzi and his acolytes and interrogators know of his survival). He became more withdrawn and austere and less jovial because of the attack on him and the acolytes already wonder whether something is wrong with him. They furthermore start to realize that the Inq is more heterogeneous than they always assumed and that it is not one nice big family. Kaede in turn does not know of the Tenebrae Collegium, which is subverted by the Phaenonites in my campaign and wants to use the Tyrant Star for their own vile ends. I really like that storyline nad would also like to know how this will turn out over the course of your campaign. In my campaign, I've drawn a line between the Collegium as a conservative (not exactly puritan) force on the one hand and Marr and his associates as obsessed outsiders on the other hand. The acolytes' original Inquisitor Astrid Skane has been caught up in the middle of this without knowing what she gt herself into when she contacted Marr before "The House of Dust and Ash" and put her acolytes under his command temporarily as a favour in exchange for valuable information on the Serrated Query. Since then, Marr has used the acolytes to further his own agenda, endangering and nearly killing them twice. Skane rushed in to save her servants after "Tattered Fates", getting into an argument with Marr over the inevitability of fate ("You can't keep them away from their destiny, stupid girl!"). She is trying to protect her acolytes from Marr's influence and has sought the advice of other Inquisitors in the meantime. Our last session of play contained the finale and aftermath of Damned Cities. After defeating the demon and splitting the 13 shards between themselves and Cell 17, the acolytes were picked up by Skane and taken aboard a ship that took them to an unknown location. When informing Skane about the Collegium's involvement by the mentioning of "Tenebrae", the acolytes found their ever courageous and fearless mistress to become pale with shock and trembling with fear for them. Skane now wanted them as isolated from the events as possible. She introduced them to Inquisitor Thaddeus Hakk (from Deathwatch's "Mark of the Xenos") whom I decided to be a former associate of Marr and now, after his splitting up with the Ocularians, one of Marr's many enemies. He shared some (possibly false) information with Skane and the acolytes, denouncing Marr as a madman and dangerous renegade. The acolytes were taken to a paradise world whose name and exact location remained unknown to them. They were made to stay in a hotel-like facility - from which they were extracted by a force of mercenaries under Marr's personal command a couple of weeks later. Marr took them with him to "meet their destiny" once more. The next session will see them being taken to Maccabeus, where they will meet Inquisitor Bray and gather information on Haarlock as one of the seven devils of Calixis. Marr and Bray will then send them to explore Lythea Haarlock's tomb, where they will obtain the information needed to guide them to Mara and the Blind Tesseract in "Dead Stars". There, they will meet the Collegium, embodied by Inquisitor Herrod and his retinue (and posibly the surviving members of Cell 17) once more.
  15. I must admit that I somewhat forced a peaceful agreement between the cells to keep my already weakened and wounded acolytes in the adventure. The group's militant tech-priest had ben severely wounded in the events of the massacre in the Clockwork Court and had lost a leg when fighting against two of the Risen. The group's gunslinger did not play a part in the events and had been paying a visit to the rag-queen Hesul while the massacre was taking place. Because he had appeared earlier as an inquistorial acolyte in the presence of General Khan, he was captured by theEnforcers when the surviving members of the Quorum put Sinophia under martial law on Khan's request. He awoke from unconsciousness after being exposed to choke gas, finding himself in one of the torture chambers in the basement of the Enforcer's headquarters. Him being the scion of Haarlock, I granted him a dream sequence while being unconscious, revealing a little more about Haarlock's story and having him experience one of Haarlock's happier moments in life - meeting his future wife at a ball on Scintilla, but also confronting him with Mathias Haarlock as well as a suspicious looking young Inquisitor, who the gunslinger was later able to identify as Silas Marr from his own memory. The events in the torture room turned out much less plesant than the dream. Effectively, Khan threatened to kill the 'dangerous double agent', only turning down a little when Hellos stepped into the room and revealed that he had ensured the loyalty of the Enforcers to Spectre Cell 17, yet that he was unable to free the gunslinger from captivity. He was all: "I'm really sorry, but you and your friends have made this mistake all by yourself. We warned you twice. Now you will experience the consequences." Khan had one of his Enforcer's bring in a bucket with something vicious inside. It soon turned out to be a Sinophian Boreworm, whrithing and snapping when held before the gunslinger's eyes by a enthusiastic torturer. Hellos once more stepped in, declaring: "I won't get you out of here, but I can tell them to stop this and spare your life. Tell me everything you know about the Haarlock matter. And better tell me quick." The gunslinger gave up all relevant information and was placed in Khan's custody. When Khan later mounted a command Chimera to 'take the fight to the gutter scum', he took the blindfolded gunslinger with him. Khan's column of armoured vehicles then was attacked by Risen and resurrected Arbites, who killed Khand and stole the last mirror shard. Cell 17 freed the gunslinger from the wrecked Chimera in an intense fight with the undead arbitrators, taking him with them as they figured that his Haarlock blood might prove worthy against the creatures that were now confirmed to hail from the Folly. After that, it was just the two cells rushing to confront Skarmen and the demon. Nobody complained about this outcome, so I figure it was quite allright to set it up like this.
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