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About Kainus

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    Palm Springs, California, United States

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  1. Argh, I was kind of wishing for a role that would take advantage of the social combat and/or Subtlety mechanics or the new Investigation mechanics. Really happy to see those new Backgrounds, though- especially mutant.
  2. Yeah, I've used FATE pretty extensively in my DH games as a way to add character to what is typically considered a very rote setting (it's amazing how people can make the 40k setting trite through a verbatim repetition of its tropes.) Fate Points become a lot more interesting when they're incentivized in a way that makes them play more like FATE Points. it's also a nice way to abstract a lot of the tiresome circumstantial modifiers that can occur in combat, and can be used to make social combat much more interesting. As far as "bolt-on" rules are concerned, Diaspora has always been a favorite of mine, as it's system generation can be a great method for giving players agency to flesh out aspects of a very cool setting. For assistance in this, I've also used the lovely Traveller rules for planet generation. Also, in my EK's Beta modifications, I drew extensively upon much of the work happening over at Grim and Perilous with Zweihander- the +/-d mechanic also streamlines a lot of things and solves the typical DH problem of even experienced characters succeeding at Challenging tests half of the time. You might also want to look at how I handled influence and organizations within those rules, as they were designed to be a hybrid of Green Ronin's ASIOF organization rules and DH1's Ascension. I never felt like I had it exactly where I wanted it, though. I also remember my initial work on the wound system for that edition was inspired by 7th Sea's wound system, but with slightly more prescribed narrative description (Gotta use those charts somewhere!). Also, ohmygod, I love Houses of the Blooded. I don't think the tone fits DH, but I admire Wick's work on subverting the standard success-failure mechanics in traditional tabletop roleplaying games. Esoterrorists and the GUMSHOE system may also be something to look into, as I feel that it aces the investigation style game. Needless to say, my ideal DH system would be a hybrid between DIaspora FATE and GUMSHOE (which I'm actually kind of working on at the moment anyways, once I get a much larger kickstarter project out of the way, haha).
  3. Very nice! Your Photoshop skills always amaze me and your mastery of roll20 is noticeable. I'm excited to see how you carry out the "sandbox" nature of DH, which can be accomplished a number of ways- my favorite being giving the acolytes a small area of dominion and tasking them to quell heresy within it (I used Reason's Discaterium Invisibilis setting, which is marvelous). You can definitely do a sector-wide sandbox, but I've always seen that as more of an Ascension level feat. Color me interested!
  4. I used this for the 1st Dark Heresy Beta, but I think it should work for 2E: https://drive.google.com/file/d/0B896JcFx0XlKcGY1akdNSXg0RWc/view?usp=sharing Aside from the Hit Locations and minimal RoF locations, that is.
  5. I just got one of the reprints, and it seems to be better bound. If I were you, though, I'd order from FFG and ask them to send you a book from the most recent printing.
  6. I like this a lot. Most of my hangups with Hordes/ Formations comes from using them to alleviate complexity during combat, but resulting in a completely different kind of complexity. It's also a pain to explain to players how the rules work, since it goes against most of the typical combat rules already listed in the book (which are lengthy enough without adding an entirely other category of enemy). I particularly like the consolidation of necessary information into a single sheet, without completely eliminating the individuality of squad members. Also, removing random damage results allows the GM to understand exactly how challenging they'll be in combat against certain players. If you've ever run a horde and accidentally killed the party's Adept with 24 Critical Damage, you'll understand why this is important.
  7. I always thought Cell Directives were merely a way to expand the advancement options available to characters- which were previously limited to tables within that character's career. I'm not sure if they would be useful anymore, aside from potentially giving the cell an aptitude and perhaps another special rule.
  8. I'm very excited- Hereticus has always been my go-to Ordo and I think it'll work very well in the Askellon sector. Even if the material has been published in the previous edition of Dark Heresy, it looks like they'll be taking a new spin on it. It's actually bizarre, I had an inkling of a notion that I would see a new sourcebook for Dark Heresy today. Personally, I'm very excited to see new content from the Dark Heresy team- we've been stagnating with the same material for quite a while (about a year and a half- I think?) and it'll be nice to have some new discussion over new content. Also, hoping we'll get more skullduggerous Subtlety and Influence rules!
  9. Hi there! Sorry that this took so long- it lingered on the back burner for a while. School has been relatively difficult this semester and I haven't been running a Dark Heresy game- so motivation has been lax. Although I've been working on completing a Kickstarter project, the rote transcription of psychic powers has been a nice break. As with the Talent Reference cards, these are meant to be directly printed onto 3" x 5" blank double-sided index cards. However, I've also included a link for an 8.5" x 11" print, which will require some craft work cutting the cards into shape (I'd reccomend cutting the page in half, folding the blank side of the page behind the text, and gluing it. Finally, cut them out- they should have a thicker stock this way.) The link to the Index cards are here: https://drive.google.com/file/d/0B896JcFx0XlKZkRjSTZOVmpRTDA/view?usp=sharing The link to the 8.5" x 11" print is here: https://drive.google.com/file/d/0B896JcFx0XlKOFVjQnNiWDN3OWc/view?usp=sharing As usual, the text has been modified to use the singular "they" in reference to characters within the game. If you notice any errors, drop me a PM!
  10. I've been lurking in this thread for a while, and I haven't wanted to comment, but: At the end of the day, we're all going to be playing Dark Heresy, using whichever ruleset that we like (Hell, I ran a Gumshoe Dark Heresy that was a lot of fun). The existence of a rulebook is not going to make us hate Dark Heresy, as a concept. So let's just focus on what a cool concept Dark Heresy is and proceed from there. It's perfectly fine if we throw out (or keep) the latest rulebook because with the existence of a second edition, it's proven firmly that Dark Heresy is not a singular rulebook. It's Inquisitors being badass in space- something which numerous fan conversions of other systems have noted and have titled their games respectively- "FATE: Dark Heresy", "Savage Heresy" or some other variant. I'm not saying that discussing the shortcomings of second edition is a moot point because criticism is its own bizarre form of love and FFG kinda needs that for their future as a game company. All I'm saying is: After all these years, Dark Heresy is still ******* cool. I know this is incredibly sentimental, but I don't really know what else to say.
  11. Thanks for your insights into the industry- I've enjoyed reading them.
  12. How many people's replacement copy has begun coming apart? I pulled it off the shelf for the first time since I got it, gave it a quick read, and the glue is already coming undone. Granted, it lasted longer than my first copy, but not much. Does anyone know if I'm entitled for a replacement for my replacement?
  13. Seriously dude, you are overthinking this. It's a game. With rules. As GM, pick from them what you like and discard what you don't like. Like with every other RPG out there. From Designer X's satirical Violence: A Game of Egregious and Repulsive Blooshed
  14. Aptitudes: That was one of my main motivations for the change, actually. However, it really only negates that excessive penalty for taking skills or talents which you don't have an aptitude for. Subtlety: It's effectively the same amount of times that dice are rolled- the player just picks an extra one and keeps the highest or lowest result. I do agree that it is too much calculation. Perhaps using the Subtlety rating in an Opposed test is its best use?
  15. 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.
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