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TorogTarkdacil812

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Everything posted by TorogTarkdacil812

  1. Actually, couldnt mechandrites be hidden under the robes (coiled around the body/limbs)? And for face, I swear Mechanicus Factor has some sort of prosthetic face, and Radical´s Handbok has bionic called Twitch-Mask, which is especially made for masking? Much will depend on qualitty of bionics in question (I think it is one of the most common perks of Best Quality). I would be more concerned with masking the heat/energy signature. Or go completly other way and mask your Mechanicus character as servitor. Ordained techpriests could have some theological issues with it, but Skiitaris, tech-dabblers or Infiltraitors would be more accomodating.
  2. I must say I really like that each discipline has its own Perils, altough I wouldnt bind them to the Discipline Mastery talent. Even if not using the whole supplement, I think about using them at the very least. Variety of bad things happening (everybody loves Critical Damage Charts) is one of the funniest things in whole 40kRPG
  3. Actually, I am playing with the concept of undercover Tech-priest, in way of "hi, I am from maintenance, we got noospheric heads up, that your power-conduit machine spirits are erratic". It really depends on your take of 40kverse, GM and place (much easier done on Forge- and Hiveworlds, than on Feudal planets), but these things were something I liked on Factors and Mech-Assasins from DH1 Lathes worlds (when everybody went mad about Venatorii).
  4. ......Both are, of course, empty....and always have been. I hear aural humming of Sarcosan Wave Generator in the backround
  5. "Bob" pattern: http://www.servantsoftheimperium.com/comic.php?comicid=57
  6. Some nice ideas Oridealin! I also like, to create more complex enviroments, rather than just classical combo of mooks and traps. There are few things that cant be improved with dense poisonous fog, for example Another idea, how about making the tomb mobile, like massive mausoleum on the back of Titan or Ambulon-style walker? Endlessly wandering the wastes of some peculiar death-world? And make the whole mission styled as Shadow of the Collosus wandering. Survival and Navigation are, in my experience, badly underused skills. EDIT: and make it hidden with stolen/heretek Shadowfields, to prevent simple scan and lift by guncutter. EDIT2: and add dense poisonous or hallucinogenic fog on the whole surface. EDIT3: and cannibal cultists and techno-mummified lunatic-children
  7. It also has fanatical worshippers of insane Rogue Trader. Also some imprisoned aliens called Children of the Kingdom. And sadistic choice-trap.
  8. Thousand eyeless, canibal Ghilian-cultists worshiping and maintining the most over the top golden Rogue Trader crusier-turned-tomb. Commanded by Rite of Setesh-ised (and thus, driven insane) lesser progeny of the Rogue Trader in question, allowing the acces only to the gene-print of true Heir.
  9. This. Also, many Alternate Career Ranks (despite not really liking the career system, ACR were bit of a fetish for me *pokerface*) could be done by 2ed-ing the relevant talent, or the right combination of Aptitudes, Skills and Talents. At most, Elite Advances save all. On the topic of Sisterhood, rather than Celestians and Seraphim, non-militant Orders got slightly shorters stick in 2ed, but nothing that couldnt be rectified with houserule-fine tuning.
  10. I wonder, if there would be any problem implementing the new Critical Charts and Damage Types (seriously, Impact for autoguns was stupid as was in my humble opinion Energy for coldguns* and coldgrenades) to Second Edition. Is there any difference in Critical Damage Tables across the 40kRPG lines? I have never noticed. * *
  11. Does it count towards mechandrites? Or wait what? I also live from too many leftovers of DH1
  12. Classic Administratum clerk-Apostasy. If proven of course. What with the Imperial Tithe of resources and Psykers I ask you, perhaps worthy of Inquest or Explication.
  13. I wonder, has anybody ever used Toxin rules from the DH1 GM Screen booklet?
  14. Usage of non-personal/enviromental threats. If it has stats, Players can (and most probably will try to) kill it. Rather than solving the problem by creating non-stated NPCs, challenge them with likes: - booby traps, from old good spikes and explosives, to more esoteric ones - contaminated enviroment like irradiated areas of Hive, nerve-gas pumped to root the Acolyte infiltrators, or toxic sump under the cults refuge, also I do second Hallucinogen grenades - all the range of "wireless" Mechanicum attacks, calling it malefic machine spirits to intrusiion gremlins, inclouding the old good haywire, to hit acolytes equipement or bionics (or let your AM strangle himself with mechandrite, Creatures Anathema and other supplements present some nice ideas) - use Warp Phenomena, Perils and similiar tables (Hadex anomaly from Deathwatch for example), to create a truly bewitched and scary areas - hit players senses, let the fight in dense fog, or unnatural complete darkness (ideally unpenetrable by artificial light) created by Tyrant Star or Sunkiller engine Start using them gradually to avoid "Rock falls, everyone dies" and ALWAYS let players to be prepared somehow for them, but do not make it easy.
  15. Slightly off-topic, but Slaanesh and Genestealer Cults are very good combination to keep players on edge/red-herring them, especialy if they are at least if they know the 40k universe. It was done to me and my group by our DH1 gamemaster and with all the purple robes, hairless bodies, strange sigils and crab claws/pincers/tendrils we were not really sure how will it turn out
  16. I rather like combination of player and GM material in one book, so I would like to see combination of Disciples of the Dark Gods and Radical´s Handbook (in my humble opinion two very best supplements in all 40kRPG lines), to focus on, well, Radicalism and varrious subversive organizations, conspiracies, cults and such. That could be followed by hypothetical Puritan´s Handbook and Servants of the Imperium merge, covering the non-daemonweapon wielding members of the Inquisition, overt operations, various lesser known Adeptus organizations and also the non-Adeptus ones, such as Noble families, sanctionated sects, Trade Guilds and other intrest groups. Enemies That Will You and Will Kill You (Ordo Sicarius sourcebook) or Enemies Wibbly Wobbly Timey Wimey (for Ordo Chronos) are less possible, but could also be funny
  17. Cogniczar, you are truly an Emperor´s Blessing for us starved for more Dark Heresy content. Are you going to use new stuff from Enemies Beyond, namely Astropath Elite Advance and spliting the Daemonology between Sanctic and Malefic?
  18. I wholeheartly agree, as I wrote, I can understand why some of them have to go, to de-empasize the combat and "easy" Insanity/Corruption/Fear protection (Dark Soul was also no-brainer for example), but some of the more flavourful ones, which could be well used during investigations, such as Mimic or Heightened Senses are gone. As rule of thumb, I would allow almost any Talent from Only War (and supplements) if consulted beforehand. Combat Formation and Combat Sense got rolled into one Talent, but for example OW version of Hotshot Pilot could also be useful, it just need fluffy rename (and probably bump to the Tier 3, as Infused Knowledge) as it is different from DH2 Hotshot Pilot from Enemies Without. I also consider using Talents from older, pre-Aptitude lines, as they could very elegantly represent various rather specific Alternate Career Advances.
  19. Between the Only War and Dark Heresy Second Edition, there was some serious cull in Talents section. I understand, that some of them were "broken" since their inception in DH1 (Fearless and Paranoia are probably the wordt offenders) and especially Fear, Insanity and Corruption reducing talents were lost, but many of them doesnt seem to be cut for any other reason than lack of space for new, Influence and Investigation Talents. I just wonder, would any of you have problems with players using Talents from Only War (for simplicity sake, as it has Aptitude system)? Do you have any old favourites that didnt make it but you still use them? And which ones should never be revived under any circumstances?
  20. Really a lot depends on group and Gamemaster. It could be intresting campaing, but rather than "regular" PC, it should be more focused on character itself. What it means for herself to be a potential Living Saint (could be some interesting roleplaying) and complications from the sides of various intrested parties, be it Ecclesiarchy, Thorians, or Chaos cultists looking for some nice sacrifice to the Dark Gods. Valarion, you should probably check Blood of Martyrs for DH1 for Faith Powers. I personally dislike them (Faith Healing, like seriously?), but they could very well represent Living Saint. They would need remake to the aptitudes system and if used in DH2 I would make them Elite Advance Talent "tree".
  21. Faith Powers in original Dark Heresy were almost working like D&D divine magic and that didnt felt right. Few of them were really cringeworthy (higher powered ones, faith healing), but I think that making them more ambigius, maybe miracle maybe mundane, as presented in Battle Sister Elite Advance iN EW, is a step in the right direction. I wouldnt have a problem to give some of them to a player playing "fanatic". Problem with Living Saints is, that there is not enough fluff on them, and that they are really in the tier of Lord Inquisitors, Lord Sectors and Chapter Masters. Heck, Faith&Coin in RT, game about insanely OP characters, just give ability to play as their dedicated followers. It depends on on your game and powerlevel, but this is even above Ascension. You can start with best-quality Thunderhawk for that matter
  22. I have a little list using mainly older 40kRPG Lines Homeworlds: Fortress World Post-cataclysmic World Mining Station Imperial World Schola Progenium Blighted Schola Tainted Bloodline Famulous Protegé (or should this be a Backround?) Darkholder Battlefleet (would definitely separate this from Imperial Navy Backround and represent naval aristocracy) Mind-Cleansed (aslo, an Elite Advance, along the lines of Exorcised from Enemies Beyond) Backrounds: Lathesmaster (or generic modified AM menial, as Mutant is also Backround it seemed fitting) Death-Cult (for me, a rather glaring omnision) Militarum Tempestus Cult of Red Redemption (yes, frothing fanatics, but almost a classic of 40k "civillian" line) Kasballica (or equivalent of "Mafia", rather than lowly outcasts) Missionaries Galaxia (I always saw them a step apart from regular Ecclesiarchy, just like Sororitas) Ordo Praefectus (yeah, the new name for Commissariat, if one can remember that there is a more to the job than just shooting deserters...) Cult of Pure Form (could be an elite advance as well) ... Many specific organizations warrant their own backround package, depending on your campaign. I would also like to see "variant backrounds" (various Sororitas, or Mechanicus orders), similiar to the variant homeworlds. Roles: Pathfinder/Scout (this archeotype is rather missing) Tech-Operator (along the OW lines of Operator, but also to represent, well techpriesty Techpriest/member of Mechanicum) Senechal (probably most intriguing archeotype from RT, mixing the spymaster and buisnessman, definitely something that could be put to use in Dark Heresy) Elite Advances: Well, this is actually rather hard and broad. It could be used for several things, first replicate rather unique elite advances from past supplements, re-creation of more specific alternate career ranks (most of them could do with one talent, often the generic one and some pick of skills) and for creating Ascened (Inquisitor from CRB) like advances, to restrict the more OP talents (for example Imperial Stormtrooper Elite Advance could very well represent many imperial special forces, I would definitely use Interrogator as Elite Advance, as watering down the Inquisitor) And some random musing:. Other stuff I would love to houserule into DH2 are Influence talents from Ascension, minions from Black Crusade and Social Combat specificaly from Tome of Excess. Also I miss the Sorcery as it was presentedd in DH1
  23. IIRC (dont have a book right with me, so I cant quote the passage), during character creation you can automatically aquire amout of items of (max) Scarce Quality up to you Influence Bonus. And since Mechanicus backround makes all implants two tiers of availibility "cheaper", so heeeell-ou mechandrites, autosanguine, logis implants, subdermal armour... EDIT: page 81 of the Core, "Equip Acolyte". Replace the Weak Flesh works even on this aquisition
  24. I really like Scu... ehm Recividist and rather sensible Commissariat backround. Officio Medicae as well, but I dont feel their Backround Bonus feels right. Rather than making them Super-Medicae, I imagine something more social/beaurocratic, like +10 bonus to Charm tests against recievers of medical aid, or two-level easier ability to requistion medical aids and/or drugs.
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