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Sigismund

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  1. drxn said: Sigismund said: Note that also the auspex grants the +20 without the Tech-Use test but you need to use it to locate items that, without the auspex revealing them in a "True Seeing" sort of sense, would not be visible under unaugmented human sight and/or through 50m of unshielded material. That was a good example, and the bit I've quoted is true enough - however, I would have suggested an errata entry stating 'a character using an auspex may make a Tech-Use Test to use an auspex to gain a +20 bonus to Awareness Tests to spot things not normally detectable to human senses', as opposed to the more convoluted as-written entry, since as stated an auspex effectively offers no benefit unless detecting things not normally detectable within the human range by their very nature. N0-1_H3r3 said: One thing to note - there's a difference between "no test required" and "anyone can do this". Consider speaking a foreign language - a character cannot speak a language he doesn't know, but if he does know it then he's unlikely to need to test it unless in unusual circumstances. In such situations, "no test required" is essentially synonymous with "you automatically pass the test so long as you're capable of at least attempting it". Tech-Use (and all skills, really) should be regarded the same - while operating an Auspex doesn't require a Tech-Use Test, a character lacking Tech-Use arguably shouldn't be allowed to operate one, as he lacks the understanding needed to effectively operate it. Those are fair points and I would support them, taking into account my above comment about clarification of the entry; though, I might also suggest the inclusion of a small entry detailing exactly what you've just said regarding lack of a need to test vs common usage, as not all of the skills are quite as clear-cut as, say, Speak Language or Literacy, in terms of that relationship. Heck, even a simple addition to the Tech-Use or Armory sections stating that 'any device that requires a Tech-Use test for use in any regard requires the Tech-Use skill for general usage' would be a slight improvement. Again, vague implications < clarity. The point of the Tech-Use test is to locate bio/motion/energy environmental details beyond the ken of unaugmented human visual range though the scanner's indirect sensory suite as that would take it outside the realm of Awareness. The +20 to Awareness is for when an object that's subject to the sensors suite comes into range of your regular visuals as well (as it's a synergy bonus centered on Awareness). On the other quote, that's what an Advanced Skill means. You can't attempt an advanced skill, even if it's guaranteed success, without the skill in question. So one has to at least KNOW how to manage an auspex (even if it's only treated as a basic skill) to get the baseline bonus from it.
  2. Hrm, maybe I got my recollections of it mixed in with the Cybernetic Resurrection (500 XP) elite advance option in the same book. Though my disappointment is salved knowing I don't have that -10 to move silently hanging over my head either now that I compare it fully with Ascension. Considering it's modifying the chapter on worn armor I would venture a "No." in that the traits are outside the relevancy as they're not actual armor (just traits that give you AP). By the wording of "Any armour that offers 7 or more AP", and the inability to truly stack armor for AP, I would venture as well that they're referring to a single piece of armor providing said 7+ AP which would be best-quality carapace and up into powered armor and the nature of it (though, you could possibly house-rule that BQ Carapace is just better shape-designed to deflect rather than better-balanced to incorporate heavier plates).
  3. Example: The cell goes into a known irradiated zone with full protection to "assist the survey team" (read: scrub evidence, recover materials, and have "accidents" occur when certain persons have seen too much). They know the whole place is flooded with RADs and that their suits give them leeway in walking around mild to moderate irradiated zones without fear of corruption and that the heavily irradiated zones are not involved in the survey parameters (the suits can't stand up to that level of radiation anyway). They decide that the multitude of radioactivity detection alerts on their auspex scanners (free of malfunctions) in the mild zone is getting annoying after the first 30 minutes in as they're taking up a lot of the screen space (in width and depth) to see anything useful that they don't already notice with their own eyes (effectively imposing a -20 to counter the auspex's natural +20 and useful range reduced to 5m). Somebody needs to adjust the settings on the auspex scanners to disregard thresholds below what the suits are capable of blocking (to strip away the useless clutter) but to still detect radiation to give a visual warning before accidently stumbling into areas beyond the suit's shielding parameters. The tech-priest in the group takes a look at his auspex scanner, recites the "Intonation of Optical Clarity (62nd Verse)" while navigating the runes on the panel in synch with the recitation (Difficult Tech-Use Check so -10 as the machine spirit doesn't enjoy being tweaked beyond standard detection parameters). (Success) The overlay menu screen fades same as the binary drone from the recitations does with a measured grace leaving the auspex screen free of the cloying alerts that left it useless a minute ago. He repeats the ritual upon each of the cell's auspex scanners (not going to bother having the player roll as the steps are fresh on his memory coils from recalling them from their depths) and now they can use them without impediment. Note that also the auspex grants the +20 without the Tech-Use test but you need to use it to locate items that, without the auspex revealing them in a "True Seeing" sort of sense, would not be visible under unaugmented human sight and/or through 50m of unshielded material.
  4. dosan said: I am sure i saw one art made by John Blanche, one of the oldest ilustrators or WArhammer, in a Warhammer 40000 artbook , portraying one Tech marine Inquisitor. I remember it because was awesome! Maybe should be very difficult for the Inquisition to trust the Adeptus Mechanicus, since both institutions are so secretive, but i believe should not be impossible, after all, an inquisitor benefiting both factions, is a boon for both of them. Maybe if such individual exist, must be distrusted, and probably work alone or mostly with other tech marines and even rogue traders, and i see it as an Ordo Xeno representative, and Hereticus or even a malleus is too difficult to grasp for the machine probably. Even saw an art of a female magus, i believe. Possibly this is the "magus" you're speaking about?
  5. Which NPCs get RF really depend on what the GM wants the overarching "feel" for the campaign and/or specific encounter. The more randomness you inject into anything (which is giving more RF beyond fate-favored) tends to stack the odds against the acolytes whereas less so (limiting it to anything fate-favored) eases the pressure off the cell. Especially rare encounters of a type not usually seen in the game (like the few Xenos you might throw in vs. a lot of human/daemon) a GM might use more RF as a point to make it stand out. A GM really shouldn't chain himself to any constant of policy for how to apply RF as it's distribution to NPCs is another tool towards setting the stage for the acolytes to act upon. Generally, one wants to challenge the players at the end of the day rather than try to totally crush them so if you get too "lucky" with the rolls one should always pack insurance against that kind of thing by hiding your dice rolls to fudge when appropriate. Also, if the cell isn't genre-savvy, the looming threat that ANYONE could possibly be packing RF behind them is just as good or better than having it actually come into play with hidden dice.
  6. Example: Cyrrik Scayl I refer to the bottom two of the 4 mechadendrites that are shown. They're too small for a standard manipulator mechadendrite but there's no rules framework for where they would fit in as those style of mechadendrites show up quite a bit in artwork and lore. I mean, if I wanted to suggest a rule I pulled out of my ass it would just use the standard Mechadendrite Use (Manipulator) talent and the alternative in-the-flesh implant to the classic manipulator (as the hypnomat training for the standard manipulator would have 100% overlap with this one). Would be lacking the improvised weapon use, Strength bonus, the tethering option, and the shoulder-mount requirement in exchange for no-penalties fine manipulation.
  7. Frankly, one should side with the players already present that choose to burn a fate point to survive. Minus 1 fate point at character generation at the minimum as well as reduction of XP or reinstatement of/based on the amounts of Corruption/Insanity the previous characters had or just disallow re-rolling if there was a fate-point to be burned. There's nothing wrong with having a player sleep in the bed that he/she made and following it all the way through to the end. Frankly, their lack of attachment to the character is the problem if an "avoidable death" via fate point burn is topped by a bland re-roll. It kills the gravitas of the acolyte's life/death situations if the character's survival doesn't mean anything but a hassle of generating a new one.
  8. Cyrrik Scayl is a Throne Agent formerly of the Ordo Hereticus, but he is (or, in this case, was) no more an Inquisitor as Seraph or Kane is in that same section.
  9. Firstly, No (but they do become Throne Agents still). Secondly... To quote from Ascension (pg. 29, black box) under The Adeptus Mechanicus and the Inquisition: "The doctrines and dogmas of the Cult Mechanicus demand that the servant of the Omnissiah surrender not just everything he owns, but everything he is and everything he could otherwise have been. The rites of the machine change not only the initiate's body, but also his mind and very soul. It is a route from which there is no return, for once the glory of the Monissiah is revealed to a Tech-Priest, every other strand of faith and every other callling seems frail and hollow. As the Tech-Priest's limbs are augmented with prosthetics of iron, so is his brain matter replaced with silicon. However, despite these physical changes, it is the soul of the Tech-Priest that is altered the most. The truths of the universe revealed unto him are so terrible that without the protective Rites of the Omnissiah, his soul would be shattered. Although the Quest for Knowledge might take him into regions of thought and deed many would proclaim as heretical, it is to the Omnissiah, in all its forms, that the Tech-Priest owes his deepest allegiance. So all-encompassing is the Quest for Knowledge, so total a Tech-Priest's surrender of mind, body, and spirit to the Omnissiah, that he may never espouse any other calling or creed. He may not therefore become an Inquisitor, an Interrogator, or a devout memeber of the Ministorum, for each of these makes equally stringent and mutually exclusive demands on his being." The class or belief doesn't mean the Tech-Priest doesn't stand a chance of acquiring the status anyway. The issue is that it's **** near impossible to maintain that sort of status and still call yourself a Tech-Priest (or Inquisitor) as the requirements to maintaining both will back you into a Sophie's Choice where you will, ultimately, have to determine where your loyalties lie and probably get hunted down by the Inquisition for a general heresy or by the Adeptus Mechanicus as an Omnissian Apostate. Remember that the Adeptus Mechanicus is the other eagle head on the Aquila, they are an empire-within-an-empire and their autonomy is only second to the Inquisition in how they go about the business of THEIR Adepta and they have their own agents to hunt down hereteks. I assume, to avoid a shadow (or real) war between the two Adepta, that the Inquisition just doesn't try to poach from the Mechanicus as the risks are nowhere near worth the gains to be had.
  10. Can I just get an extra **** hand? A claw? What about a set of pincers? Clamps? Something? Seriously, they're all over the tech-priest artwork and lore but there doesn't seem to be much in the way of published rules found for the non-I-crush-your-hand-shaking-it-with-my-manipulator/servo arm-mechadendrite. Did I miss something? Anyone have any ideas on that or would it just need to be house-ruled as another form of manipulator mechadendrite without the STR bonus but can approximate standard arm/grip strength and manual dexterity (but not enough to step on the other mechadndrite's area of optimization)? Otherwise....
  11. LC1984 said: Thanks for the more detailed reply. FL Tech Heresy still seems to encompass only a small thematic. Or does it also encompass such things, like what happened during the Horus Heresy on Mars, or the damage, that can be done by corrupted codes? And yes, I already read Mechanicum And another question came to me, what skills are used to build something like a multikey or other things like stummer and bionics excluding weapons/armour (which are already covered). I wouldn't say it's small (remember, the Phaeonites are big on using tech to harness Warp) but it does have a lot of overlap with regular Heresy and where Imperial Creed does not cover, the original decrees from the Emperor cover all the major areas. Appreciation for just the major/minor points of tech-heresy would probably be found in FL (Adeptus Mechanicus). Of course, this is subject to the GM. IMO, FL (Adeptus Mechanicus) functions similar to FL (Inquisition) for them as Tech-Heresy is very specific compared to Heresy in general. If it's not covered under another trade you probably will have to fudge it through Tech-Use. IMO, bionic design requires Medicae as well (proper understanding of anatomy and neuroscience to program the MIU interface) assuming there's nothing else that would be covered elsewhere (like making a concealed weapon bionic or a direct graft). Multikeys (or the Stummer) would probably desire Security to accompany Tech-Use in design. Aside from design and implementation, the extra skills are not required for fabrication/assembly if you are just following a schematic by rote (but you'd probably get a bonus for having it). Again, these are purely my suggestion for how to pave over these gray areas.
  12. Morkalg said: Where do these references to animal intelligence come from? I don't ever remember reading that anywhere and I'm curious about it. Well, that's as sophisticated as you can get when it comes to machine spirits before you fall off the deep end into making Abominable Intelligence. There are some exemptions to this rule like a Titan or Land Raider's machine spirit being described as having a distinct personality.
  13. Well, the large packs in the Dark Heresy books state one "heavy charge pack" for an MP Lascannon is good for 5 shots and tabletop says that an MP lascannon eats a whole one per shot. It's an attempt at rationalizing it in that the "large charge pack" (roughly 30kg weight) for Dark Heresy is rather 5 (6kg each) of them linked together and hauled by the other conscript in the case of an Imperial Guard 3-man heavy weapons squad (third carries a tripod). Yeah, standard backpacks are 50kg of storage if there's nothing else. Backpacks with space on the frame given over to ammunition only holds half the regular backpack's load (25kg) of anything else you wanna haul around. Usually the ammo containers/capacitor banks could be separate (with the listed weight of 15kg) if one was to strip out the misc. carrying capacity and wear it as is I suppose you'd have to adjust the straps that came with it to make it comfortable to wear.
  14. Yeah. When it comes to rational on how to "develop" the Imperium tends to go for a specialized approach on a whole. It's either big population centers of manufacturing/resource extraction that aren't given over to the Mechanicus (Hive), the ones that are given over entirely to industry of the Mechanicus (Forge), dedicated to food production for the other world-types (Agriworld), or because the nobles thought it's got a great view (Pleasure). As I've said, if it's not Mechanicus, the place doesn't look real nice, doesn't look good for total agri-production, and it's got a lot of good stuff to tear out of it, you're looking at a future Hive world building up around the mining colonies if it doesn't get trapped by native factors (bad politics, nasty environment, etc) that limits technological implementation. If other Hives are any example, they'll eventually start plopping down manufactorums there if it's practical to reduce needed resource transit and the losses that invariably happen from warp/void travel after the mining operations have gathered enough momentum.
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