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Kbobsky

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  1. Hello, I played one of the PCs in Mr. Sinisalo's campaign, namely the Witch-General Varus. The campaign was perhaps the most interesting, frustrating and in the end, most enjoyable campaigns I've played in. What made it interesting was the sheer number of moving parts in the campaign and the fact that nothing happened in a vacuum (except the things that did... happen in vacuum, that is): all our actions affected the landscape, with the different NPC factions seeing a slightly different view of the events.. After the campaign we got to read the 25 page forum thread the NPC faction players used for their incessant plotting, which made for a highly interesting and enjoyable read. Frustration sometimes came from the fact that our characters started from quite different points, and despite some effort to the contrary, had really very little reason to co-operate. After all heresy is a serious matter, and no matter how many times the suspect-inquisitor tells you to trust him, you're not going to tell him about the Slaaneshi Sexorium you setup in the attic. In the end, it paid off: the good Lector Wartenberger, who my character beat senseless with a stick for being a raving nutjob became a trusted ally. In contrast, the admech Genetor Morbus started as a logical ally for my tech-loving perfectionist, but ended up being public enemy number one, and entombed for eternity for being just too dangerous for humanity. Also, understandably there were times that we had been setting up some plan for a few sessions and when everything was about to go down, the player whose character was most involved couldn't make it to the key sessions. Luckily this didn't happen that often, and for the last two seasons we had pretty much the same players attending each week. It was rather suprising how attached I became to my character in 49 or so sessions we played. When he went over the point of no return on the corruption track, I was left a little disheartened and it wasn't until an hour or so into the next session that me, and my character got things rolling again, a path finally made clear. As his final act of heresy, he revealed the now public Hereticus Terminii characters as what they mostly were: People honestly trying to achieve something they thought as beneficial and good, instead of being the world-devouring madmen the Empire made them out to be. Although I'm sure some world-devouring might have been on cards, as well. All in all, I'm going to be suffering major withdrawal-symptoms while recovering from it all. Signed, Varus Arminius, PDF General, Witch (deceased).
  2. Cryhavok said: Doesnt the deamon get a mastery test any time your willpower is lower than it's unmodified willpower? Wouldnt that put it in a constant state of trying to break free? If so, even with just a 1% chance to break free, Id give acharacter with lower willpower an hour tops before they are deamon chow. Well oops. I guess it's time to put the sword on the mantelpiece and never touch it again. M
  3. Kiton said: ? Because a test can't be at more than + or - 60. Well, it still lands the LoC at rolling against daemonic mastery at -60, whereas I have +60. By the way, not trying to say it isn't so, but does anyone remember the page where it says you can only have a total modifier up to -+60. I know tables have that listed explicitly, but where's the generic case? I'm sure it's somewhere in the book, but I couldn't find it at a quick browse. M
  4. Kiton said: Well if that's what you really want… *Going for Sorcerer with low willpower and downing it further is kinda like making a Havoc/Devastator that refuses to use anything other than his fists. Not power-fists, not mono-fists, and certainly not talent-or-mutation-upgraded fists, just the normal, penalized unarmed damage one puts out. "Then WHY a Sorcerer if that's not what you want to be" certainly comes to mind *If hard to control was a worry [and with those stats it should] and actual weapon power not so important, why a greater daemon, whom even with the binding strength still has a 21% chance; 5% lower than your own base? There's plenty of daemons that'll be completely blocked off with a 0 with half as much binding. Well, it all comes down to power levels, doesn't it? There's lots you can do as a psyker without being a planet crushing megabrain. My character is all about versatility in a manner which serves me in this campaign. Telekinesis and divination for utility, Warp Vortex and Warp Time for other stuff - neither of which I've had a cause to use as of yet. Multiple game sessions will go without anyone having to roll initiative in anger. How do you figure out those percentages? Binding level 16 comes to -80 penalty for the demonic mastery test for the daemon. Even with my lowish willpower, the bonuses I have mean there's pretty much zero chance of me losing control. The reason I went with a greater demon is.. that I could.. and the end product is that much more powerful with everything calculated off the LoC's unmodified willpower bonus. Also, the infamy bonus on the daemon weapon power roll means I could get the sorcerous force -ability for the weapon. M
  5. I guess I must bow my head in shame: I have misunderstood some rules, even after re-reading them a bazillion times. Even though my weapon falls into the "Legacy of Slaughter" -category, I don't think the rules themselves … rule out my approach. It is against the spirit of the thing, though. The force sword was gained through a straight acquisition roll. I think my infamy was somewhere in the high 60s, so it was no problem, especially since I've been using the trading rule to my benefit. I agree that I was let off lightly, and the most obvious reason for that is the fact that there isn't much I can do with the sword to unbalance the game. Our campaign plot covers the whole Malfian subsystem, so a single guy with a powerful weapon isn't that much use, especially since we have a metagamy agreement to keep things that way. Ofcourse I could don my power armor and jetpack, scoot off to destroy the leader of our current opposition, but what fun would that be? As to the 16 binding strength being a waste of a LoC… well, I dunno. I could reasonably have strained out another power for the weapon, but then it would have become very hard for me to control. I mean, I don't really know how it could have been more powerful that it already is. Ofcourse some of the Tzeentchian abilities give non-combat uses, too, which would have been nice. It already does ~25 points of damage with an insane penetration, and a further bazillion points of damage for the Sorcerous Force -ability. My low willpower, I rolled poorly on that stat, and decreased it by a further 5 points with Perfection and Wealth. As I said, my character concept has changed quite a bit. That's not been a problem, really: the low willpower has lead to interesting and amusing situations in-game. Such as my character going sex-crazy in a slaaneshi orgy of my own devising. In my defence I have to say the couch was looking really sexy. As to the psychic powers, with my current PR of 4, a psionic focus etc. I have a pretty decent power score, and I can always use infamy points to re-roll it and increase DoS if I must. I have also used Divination powers, which are ofcourse based off Psyniscience. All in all, it's been a fun campaign, even if the rules and flavor of BC isn't really that well suited to corrupted Imperials plotting in Imperial space. It's more about a chaos wonderland, where warbands traipse around, slapping planets around. This is my defence, and I stand by it. Atleast until you point out more flaws in my reasoning. M
  6. Terraneaux said: Kbobsky said: Too bad Protean Form is beyond my reach, my willpower will max out at 46. My character is a renegade sorcerer. You only had a starting willpower of 26?! Yes. My character concept evolved along the way quite heavily. Quite fitting for a follower of the Changer of Ways, no? M
  7. Cifer said: I'd assume the bonus of the mark includes the devotion bonus - just like you wouldn't say that in ranged combat in the dark (-30) your enemy would also be in shadow (-20 -> -50), those bonuses would likely overlap. Presumably, you combine Boon of Tzeentch and Protean Form (Pushing Protean Form is really, really not advisable). Note, however, that you lose the latter power should you be stunned by the Boon (can't spend the free action to sustain it). Sounds plausible, but since it hasn't been covered in errata etc. I took it as written. To my benefit. Too bad Protean Form is beyond my reach, my willpower will max out at 46. My character is a renegade sorcerer. M
  8. Reverend mort said: All in all, pretty mild work for what a dedicated Tzeentchian bastard can do. Once you reach the mid-game and higher, a Tzeentch Psyker can walk around with unnatural willpower +20 without much issue, for more or less the entire day, every day. Which, for a psyker, is helluva lot scarier than having a +8 damage force sword. Hell, get that guy a regular force sword and he's outdoing the daemon by about 8d10's worth of armor and toughness bypassing death. Hmm, Unnatural willpower(20) sounds interesting. How do you figure that out? The psyphon-power is pretty much capped at +4, if you inflict the maximum 20 points of willpower damage. Any other powers? M
  9. Well, this escalated quickly! Let me do a quick outline of all the stuff I did to convert the demon into a glorified butter-knife. Prior to the session I did quit a lot of research into what I could do to tip the odds in my favor, going as far as emailing FFG about traits and talents that help with daemonic mastery. I soon decided that getting the mastery talent was the best bet, so I went forward trying to increase the degrees of success I'd get from it. My chars stats were something in the region of 41 willpower and 40 int, with unnatural intelligence (2) and unnatural willpower (1), gained from best quality cranial implant (or whatever it is in this game) and the Mark of Tzeentch. So, first come the summoning modifiers, which are ALSO used for the mastery test. +30 True Name known, gained from a book wrested from some Adeptus fools. Got a bunch of corruption reading the book +30 Mark of Tzeentch - Because, we love to mess with our "friends" +20 Devoted to Tzeentch +10 Rules of Sympathy ("Some lit candles" being mentioned as a hallmark of Tzeentchian rituals. I think he/she/it prefers lavender scented ones) +5 For psy rating of 1 So that comes out as +95 total, which, for the summoning bit, gets capped at 60. Then comes the actual binding ritual, which comes directly with a -60 penalty, so before factoring in the nastie we're binding, I had a +35 modifier to the test, as it was also modified by the summoning ritual modifiers. The binding ritual is further modified by the stuff listed in table 5-22: -25 Infamy of the Lord of Change +10 Best quality weapon So the total modifier for this is +15, which with a intelligence score of 40 and a skill level of +50 means I'm eligible to use the mastery talent, which results with a base int bonus number of DoS. Then we begin figure out how we can get the binding level as high as possible: 6 Base number of successes 1 from Unnatural Intelligence 2 from my pals assisting in the ritual So that's a 9 and after rolling a few additional DoS I ended up at my goal level 16. Now, this binding level of 16 might be considered a bit of an overkill, since I'll be using the summoning ritual modifiers (let's call it +60), I'll be rolling against a total skill of ~100, whereas the demon is pretty much out of luck. The final result of the binding is a Demonic best quality force sword with sorcerous force-power: 1D10+21 Pen 16, including my Psy rating of 4 and SB when I stomp around in my power armor. Factoring in the sorcerous force, which gives the force weapon effect using the demon's WP (80), we can pretty much assume that if I hit something, it's gonna have a bad time. As to the GM letting me off easy - that could be. The demon didn't use it's vast array of powers to resist me, in fact we only heard a disembodied voice crying "Just as plaaaanneeeeeeeeeeeeeeeed" as the demon was sucked in to the force sword. The demon has also been strangely quiet, possibly pouting. A few sessions later I've yet to use the sword in any meaningful manner, apart from trying to intimidate some people by chopping their friend in two. As I said the campaign is more about plotting and scheming than action. M
  10. Hi, Assisting in this case was for the bit that mattered - the binding. The rules in BC handle assisting a bit differently from other books, as far as I can remember how they do it: If you have the skill in question, you can give one extra level of success to the binder, without a skill roll. All the characters assisting got to share in the corruption and attribute damage from the ritual, but as we didn't have Tome of Blood available at that time, we used the regular summoning rules. Basically, if you have the right mark etc. summoning the daemon becomes rather easy. Ofcourse the -60 to the binding roll is nasty, but with the Master y talent, it's not really an issue, since you're not even rolling for the binding check, instead you're just spending an infamy point to gain intelligence bonus number of success levels. As to the leniency of the GM, I think it boils down to the fact that our campaign doesn't really hinge on our weapons, or martial prowess of single characters. We're imperial citizens on Malfi, working to bring about a civil war and disrupting the Koronus Crusade supply route. I've often regretted spending any points outside of charm, deceive, fellowship and peer-talents before maxing them out. M
  11. Hello, My character recently created a daemon weapon out of a Lord of Change, with a binding strength of 16, which meant the daemon rolled with -80 to the check. This naturally means the weapon only has one roll on the ability table, but that really didn't matter as the damage and pen bonuses are quite nice already. The ability I rolled was Sorcerous Force, which makes the weapon function like a force sword, but using the bound daemon's willpower (80) to determine the extra damage. I had a bit of an easier time doing this since my character is aligned to Tzeentch, so I made sure I had the mastery-talent for Forbidden Lore Daemonology to begin with, then I had a few assistants who all added 1 DoS per helper, after which I used an infamy point to add a further 1d5 success levels. You should remember that the daemonic mastery test for controlling the daemon uses the summoning modifiers - so, if you are aligned to nurgle, know the daemon's true name etc. you are already rolling with quite a hefty set of bonuses.
  12. I took another look at the the Rogue Trader and Into the Storm -books. Looks like the "mechanical replenishment" might be either the luminem capacitors or flesh replenishment implants. M
  13. 1. I would say the book has a typo. It's been known to happen, so the correct numbers would indeed be 1d10+5, pen 5. 2. Searching through my BC pdf, I couldn't come up with that upgrade. That stuff is probably cut'n'pasted from Rogue Trader without editing and the upgrade for the force field has been left out of the book. Things like that come up every now and then in BC. 3. The former; possession trait gives you a minion that can possess others. I would say the fate of the original body depends on other circumstances. For incorporeal (can you have one as a minion?) minions, it'd just disappear, for other cases the body would remain as it were, in stasis, until the possession ends or the creature is slain. That's the usual case for possession in most genres, I think. Just my 2cents there, though. M TheMouthOfSauron said: 1: Pg 149 of BC states that, when a character with a Psy Rating uses a Force Weapon, "For every point of Psy Rating the wielder has, the weapon's Damage and Penetration increase by +1". In the following example, a Psy Rating 3 character would have a Force Sword that inflicts "1d10+3 (plus SB) and have a penetration of 3". My question is, since the Psy Rating value increases Dam/Pen, shouldn't a Force Sword (which has base stats of Dam 1d10+2, Pen 2) in the hands of a Psy Rating 3 character have a profile of 'Dam 1d10+5, Pen 5'? 2: Pg 178, under the heading Force Fields, states that to repair an overloaded field requires either a 'Very Hard (-30) Tech Use test' or the 'Mechanical Replenishment upgrade'. Can anyone refer me to a page reference for this upgrade? 3: Pg 142, the 'Possession' Trait. Does taking this trait give you a minion who has the power to possess others as a full action, or is the Trait used to allow you to have an existing NPC possessed so you can then use them as a minion? If it gives you a minon that can possess others, what happens to their own body when they possess another? Thanks for any help
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