Jump to content

eltom13

Members
  • Content Count

    192
  • Joined

  • Last visited

About eltom13

  • Rank
    Member
  • Birthday

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , Tyrol, Austria
  1. eltom13

    Learning new Psychic Powers

    That's how I also do it currently. But it feels like the two psykers in my warband get better way to fast. Maybe I should just hand out less XP. That's of course a nice in-game explanation for the hand-waving. So, thanks for your replies, guys. I am still wondering if there is something concrete about this in some of the official publications?
  2. eltom13

    recruiting NPCs

    My players did just that. Strenwell helped them throughout Dark Pursuits. Afterwards they gave him money to establish a new mercenary band at the Void Port. Since then, my warband went into the habit of recruiting the toughest survivors into this mercenary band and use them as redshirts. Some of them are now dear to my PCs and I sometimes use them for subplots and nice role-playing opportunities.
  3. I was wondering from a fluff-perspective how sanctioned psykers learn new powers. Do these powers just manifest suddenly and from that point on are part of their repertoire? Do the psykers learn them from ancient tomes like Wizards in fantasy settings? Or do they have to seek out a mentor at the Adeptus Astra Telepathica to train with them? How long does it take to learn a new power? Is there anything on that in any of the official books?
  4. eltom13

    Intro adventure

    I think the point of the whole replacement character system also is that the acolytes do not have to fight all the battles themselves. Maybe they could request some inquisitorial storm troopers or well equipped arbites and use them as replacement characters?
  5. eltom13

    Intro adventure

    True, my warband (and I) did not even see this possibility. Very nice!
  6. eltom13

    Intro adventure

    When I GMed this one I tried to make the whole fight into a running battle. Like the acolytes encounter the daemonhost while feasting on a transport caravan. The acolytes would get some attacks with the daemonhost basically ignoring them for the maggots they are . Then the monster would just break through a wall or vanish in some other way. Still following the daemonhost (using a psyker, an auspex or just the unnatural things like water dripping upwards the daemon leaves in its wake) they would then encounter the heretek with its entourage, who would make some of his servitors stall the acolytes. After the acolytes had overcome the servitors they would later encounter the heretek while trying to bind the daemonhost and enter the battle. Btw: Some kinds of grenades and sniping rifles proved to be very useful and of course tactics! Use cover, use distractions, use the environment against the daemonhost.
  7. eltom13

    Tech Use and its Use

    As I have written above (some time ago) compare the vehicle repair rules in the DH2 core rule book. They also define what you call "complimentary skill" (although they use some other term, that I don't remember at the moment) that if you have it lowers the difficulty.
  8. eltom13

    Tools as weapons

    Ah, I thought that there was something on that in the Core Rule Book but did not find it. Thanks!
  9. eltom13

    Tools as weapons

    I would go with Primitive in almost all cases, yes. Maybe some exceptions for wielding an arc welder or something like that? edit: Although the correct Talent in DH2 is called Weapon Training (Low-Tech) not Weapon Training (Primitive).
  10. eltom13

    Tech priest

    Seeker alone is just a role not a job description. I think the seeker role is equally well suited to represent someone hunting for artifacts not just a bounty hunter. The character system of DH2 is very flexible in this respect. In the end the only thing that a tech-priesty character definitely should have is the Adeptus Mechanicus background apart from that almost every combination of background and role is conceivable for some kind of tech-priest, I would say.
  11. eltom13

    Tech priest

    I guess something like home world Forge World (DH2 p. 34) + background Adeptus Mechanicus (DH2 p. 52) + role Chirurgeon (DH2 p. 64, for a Magos Biologis), Hierophant (DH2 p. 68), Seeker (DH2 p. 74, for an Explorator), or Sage (DH2 p. 72) should work fine for a Tech-Priest.
  12. eltom13

    Tech Use and its Use

    Well, there are definitely huge overlaps between these skills. I would rule it in a similar way like described for vehicle repairs in the DH2 Core Rule book. There you can use different skills for the same task but with different levels of Difficulty and in addition you have to have some "basic skill set" to be allowed to do a task but if you have additional skills again the level of Difficulty will be lower. I think you could also use this approach for your example of Logic vs. Scholastic Lore (Ciphers). Let's look at a concrete example: If a character only has the Logic skill it will be possible for him/her to decipher an encrypted message but maybe not so easy, say -20 on the Logic test. If the same character only has Scholastic Lore (Ciphers) it will be much easier, say +0 on the skill test. Then again if the same character has both skills he/she may choose which one to use and gets +10 or so. I hope this makes sense. In addition you could also modify the time needed for a task depending on which skills and how many appropriate a character has. This is of course not RaW (but the rules on such things are pretty vague). Still, I think when you use the repair rules from the vehicle section as a template you can easily adapt them to fit other use cases as well.
  13. Wow. This Thread is so cool. I cannot see how I could have missed it for so long. A pity, I didn't find it before GMing Desolation of the Dead ...
  14. eltom13

    Mars Litany Generator

    There are still some "Omnisiah" where it should read "Omnissiah" ...
×