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eltom13

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  1. Like
    eltom13 reacted to Jargal in The inquisitors handbook weapons   
    If it isn't the thing that any acolyte can just take from the shelf in any desired amount, if it's something that must be provided by someone, and if I understand correctly, it works only once - I don't see any problems. In DH1 any cleric who succeeds in +0 CL (Imperial Creed) test and have 20 thrones worth of materials can make temporary blessing of weapon...
  2. Like
    eltom13 reacted to Techpriest support in The inquisitors handbook weapons   
    20 thrones and an easy roll? ****... 
     I was thinking of inquisition contacts to help players out a little. So they may get a priest contact they go to, give the secret handshake, say the codeword, etc and he helps them as he can. Maybe he can make a number of these seals equal to his WP bonus a day? He might have a few on hand.
    The priest may be blind, crippled, otherwise unable to fight directly but still a faithful servant who only knows he is serving the righteous.
    Maybe the warband needs to make a subtlety roll to visit him without leading enemies to him and the associated consequences.
    Likewise that old woman who gives imperial tarot readings for donations, maybe she's a low level sanctioned psyker who is no longer fit for active field duty. Approach her, give a certain subtle sign and she can try to do a low level psy reading for you. Just minor aids here and there. It adds to the idea that the inquisition is all around but the acolytes are actual combat agents, the rest are more like support staff. Very limited aid you need to be careful using, and there's always the risk they've been compromised .
  3. Like
    eltom13 reacted to Techpriest support in The inquisitors handbook weapons   
    Again I agree pretty completely.  As a matter of personal preference I like to at least start the players off with a published adventure to get THE mood down.   But when the published intro adventure involves fighting a daemonhost that is terribly powerful and they almost are forced to rely on bad guys showing up and fighting THE monster for them I think it's kind of screwed up.  Now people here made suggestions that we're helpful,  like accurate weapons but how many are listed in the dh2 weapons book?  
    Yes fire would help too,  especially if a priest blesses some promethium to give to the players. 
    Still,  looking at that daemonhost and the heretek gang I can't help thinking some flak armor and basic weapons are called for as a 'welcome to THE holy inquisition' gift bag. 
     
    BTW I just had an idea for a piece of gear.  People say what you think: a blessed seal that can be affixed to a clip of ammunition,  a melee Weapon,  or a bottle of promethium oil.  Affixing the seal to one of the above blesses it.  The clip counts as blessed ammunition,  a melee weapon counts as blessed for the duration of THE combat,  THE promethium oil counts as blessed flames.  At the end if THE clip,  the end of THE melee or when THE fire Burns out the seal is ended. When one is used a player must roll d100.  If he rolls his current corruption or lower the seal fails to work unless he spends a fate point. 
     
    These might be available to some Inquisition agents if daemonic activity is suspected.  Does anyone think this is bad? 
  4. Like
    eltom13 reacted to Techpriest support in Smelt rat hunt!   
    I was thinking of a scenario written more or less just to give the PCs a chance to grab some decent gear and in fact mostly be paid in gear. 
    The idea is the players encounter smelt rats on a mission and one of them realizes (or I hint to him)  that the local AM base will likely be very interested in these creatures as they could represent heretek activity or other issues the omnissiah may wish dealt with.  So if he makes a report to THE local magos and,  even better,  drops off a dead smelt rat,  he gets called back to the factorum temple and asked to investigate further.  The temple is currently busy and has little personnel to spare just now so be is asked to recruit a party to accompany him.  The am is willing to offer some material inducement to non members,  with even more if they accomplish all goals. So he likely taps THE other PCs and they get some ammo and maybe a few other items.
     
    The goals are to find  more smelt rats,  record a battle with them via a pict servo skull provided,  get more specimens, try to retrieve an example if a smelt rat king to study their ability to merge,  and 'tag' some smelt rats with irradiated powder so they can be tracked to their lair.  (Don't worry,  the irridiated dust is harmless,  of course it is,  but some filter masks are available if requested.) 
    Possibly a worn out servitor scheduled for recycling would be provided as the smelt rats will be drawn to it. 
    If the PCs do well they may be given more gear as payment.  Then of course when tracker skulls trace the irradiated dust to a source,  maybe the players get tapped again.  Hereteks?  Some bizarre self replicating archeotech? Xenotech? Chaos? More risks,  more tasks,  more gear. 
     
    Any critiques on this? 
     
  5. Like
    eltom13 reacted to Techpriest support in Movie plug.   
    If you like dark heresy or THE 40k universe in general you might,  just might, like a cheap little movie called 'mutant chronicles ' which is based on a game with a bit of a 40k theme. 
     
    It's a dark, war torn future with humanity under assault from demonic like monsters. Very Gothic and steam punk feel with lots of darkness.  It has some acting talent like Thomas Jane, ron perlman and john malkovich. 
     
    It's a very cheaply made movie but I think if you like. 40k you might like it.  It could almost be like a mission in dark heresy.  One character is a monk\priest. 
    http://www.imdb.com/title/tt0490181/
     
  6. Like
    eltom13 got a reaction from Techpriest support in 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.
  7. Like
    eltom13 reacted to Adeptus-B in Wrath & Glory   
    The new 40K RPG has been announced:
    http://www.ulisses-us.com/in-development-wrath-glory-for-warhammer-40000-roleplay/
  8. Like
    eltom13 reacted to Gregorius21778 in Gregorius´s Dump of Ideas   
    As a fellow forum user asked me about a re-post, I take the chance to add my old Alternate Psychic Phenomena Table as well.
     
    Enjoy!
     =======================================================================
    With kind regards: Gregorius21778
    My blog
    P.S: Hey, Asmodee! We want our signatures back!
  9. Like
    eltom13 reacted to Jargal in Enemies within Rules Questions   
    German 8-wheel musket with matchlock. Each chamber has a separate shelf, closed with a sliding cover. Specifically, this musket was made in 1580.

  10. Like
    eltom13 reacted to Magnus Grendel in Enemies within Rules Questions   
    It's basically a "Puckle's Defence". Those things were pretty crude and heavy. 45kg sounds a bit on the heavy side, but definitely 'heavy weapon' mass sounds more appropriate than 'basic weapon'.
    As a rule, if you can't make anything better than a flintlock musket, you haven't the materials tech/craftsmanship to make a well-sealed moveable breach. So the 'revolver cylinder' ends up being bloody massive and held in place by something looking like an industrial clamp, rather than the spinning pepperpot of a colt-era and later design.

     
     
  11. Like
    eltom13 reacted to Redarion in Tech Use and its Use   
    I have some problems determining the difference between a few skills that all have simiral uses.
    Tech Use: Use, Build, Understand and Maintain.
    Trade (Armourer): Design, Upgrade and Build.
    Trade (Technomat): Maintain and Repair.
    Common Lore (Tech): Soothe machine spirits.
    Forbidden Lore (Archaeotech): Understanding complex tech
    Logic: Understand complex tech.
    Security: Bypassing locks wether they contain machinespirits or are normal mechanical.
     
    Security i can see the obvious difference but it still falls under tech use for me. So for me the only actual skills something like a tech priest needs are Tech Use and Trade (armourer). You can add Forbidden Lore (Archaeotech) for special macguffin-tech, Security for BnEs and logic for Ciphers and random cool techpriest stuff. But if you ever get any skill in tech use Trade (technomat) and common lore (Tech) is worthless right?
     
    Got the same problem with Logic and Scholastic lore (ciphers) if you get logic you never need the scholastic lore.
     
    Sorry this got kinda ranty...
     
    Any thoughts?
  12. Like
    eltom13 got a reaction from Gregorius21778 in [Provided] Additional scenes for "Desolation of the Dead"   
    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 ...
  13. Like
    eltom13 reacted to Douglasrad in Overwatch Issues   
    I may be engaging in a bit of necromancy here but I wanted to put in my two cents on this topic.... I had a thought to implement Overwatch RAW (allowing multiple attacks), but adding a cumulative penalty to each extra attack taken in a single turn. 

    I'm thinking either a cumulative -10 or -20 per extra shot. My thinking on this is that in the span of a turn you can really only feasibly change targets and remain accurate so many times. Sure, you can change targets and pull the trigger 10 times in the span of ten seconds, but how accurate is that 10th shot gonna be? The Pinning functionality would remain the same.
     
    I think that's a solution that makes sense realistically, and also curbs the overwhelming power of Overwatch without defeating its intended purpose.
  14. Like
    eltom13 got a reaction from MorbidDon in Lets keep this FORUM Going   
    Also here ...
  15. Like
    eltom13 got a reaction from vichn in Mars Litany Generator   
    Just noticed a typo (unless its a pun I don't get) on your Litany Generator:
    "Without  the  Pmnisiah,  there  is  nothing,…  And  we  would  have  no  purpose."
  16. Like
    eltom13 reacted to TBeholder in Warp Perception > LMFAO   
    This opens several questions, starting from what exactly one perceives. It probably have to show inanimate objects, because it's a generic sense like a sonar, not Soul Sight or something like this. Conversely, a sonar does not show exactly what vision would - telling a guardsman from a chair or identifying someone already perceived this way, but things like written text or even colour of the uniform may well be unavailable.
    And there's "line of sight" question, yes.
    But even if it's supposed to work, the psyker tries to open a forceful Warp connection through an existing Warp connection. For me, this sounds much like he paws his way in the dark, and then whacks whatever is found with a club without removing the feeling hand first. Which may have certain downsides.
    I'd allow it, but with a WP test. Adjustments equal to the initial invocation of Warp Perception, updated as relevant. Perhaps with penalties for extra maintained powers plus one (since the psyker tries to do two things at once).
    Pass - the attack breaks the initial connection, but there are no side effects other than being "blinded" for now. Fail - not only Warp Perception breaks, but the psyker is stunned (basically, self-inflicted mental flashbang). Phenomena - oh well, that's what you get for messing with Warp some more while already messing with Warp. In DH1 armour with Hexagrammatic Wards gives 2x AP and +20 to opposed tests vs. psychic powers (and negates effect of Warp Weapon), we may assume the effect is the same with larger wards of the same type.
    Null-field rooms are null, complete Warp no-go zones.
  17. Like
    eltom13 got a reaction from Vorzakk in Acolyte identification   
    I don't know about rules or official fluff about that. In my campaign all acolytes wear featureless silver rings that have the inquisitorial =I= worked in the inside and additionally incorporate some kind of small machine spirit that can be checked with a special device that some of the more important servants of the Imperium posses (again only in my campaign).
    But I would also be interested in how other GMs handle this and if there are some official statements about that.
  18. Like
    eltom13 reacted to Gridash in Acolyte identification   
    This thread from 2009 also discusses the same, perhaps it will bring some insight/inspiration:
    Personally I'd just give something similar to a rosette to trusted Acolytes, perhaps only purely to identify the acolyte to be part of the retinue of an Inquisitor (thus creating the link). Optionally add some lower level inquisitorial perks, such as accessing cogitator systems that require the correct authorization level (but make their level lower than the one a full Inquisitor would have).
  19. Like
    eltom13 reacted to Lynata in Armour Max. Agility and it's application   
    I think the ruling in the book is pretty explicit: "the maximum value a character wearing this armour can count their Agility".
    Agility is the Characteristic alone; Skills are a separate thing that during Tests are added on top of this. If it were otherwise, such as with eltom13's example, a Skill like Dodge would be negated entirely, and I can't believe that a character trained in Dodging attacks should have absolutely zero advantage over a character who doesn't know anything about it, just because armour pushes their Agility Characteristic to the same value.
    I agree that the caps are rather high, but in my opinion the solution here would be to houserule the caps rather than the application of the rule.
  20. Like
    eltom13 reacted to Lynata in Ways of Chaotic corruption   
    Sort of, yeah. Ultimately, any and all actions are meaningless unless they affect the psyche of either the perpetrator or a victim -- because the Warp functions based on and reacts to thought and emotion, not because of some physical thing on the material plane. Flesh or steel matter naught, it is the mind that is both sustenance and manipulator of the Immaterium, including its creatures. As such, faith truly is one's best shield, as aptly demonstrated by the records of the Sisters of Battle. Or, to quote a Thought for the Day: "Ignorance is bliss."
    Taking the above example, burning an NPC in the name of the Emperor would leave the attacker unharmed as they are convinced by the righteousness of their action. On the other hand, the victim may well fuel the power of the Dark Gods because of the fear or hatred they feel at the moment, or because his or her death makes others (friends, relatives) feel despair or hatred. Of course, such minutiae of Warp cosmology would be utterly unknown to the characters themselves, unless they are an extremely well-versed Inquisitor in possession of forbidden knowledge.
    Of course, the same action may still yield an emotional response later on if a character re-evaluates it and comes to the conclusion that they have committed a wrong -- triggering a crisis of faith.
  21. Like
    eltom13 reacted to Lynata in Warp Perception > LMFAO   
    Besides, I would hope that any good group would appreciate that things that seem clearly OP may be subject to "fixes" even in an ongoing campaign. Ultimately, it is for everyone's benefit. The GM isn't the players' enemy, after all. Hopefully.
    I also like Popdart's reasoning in regards to the "Superman rule". Perhaps a good compromise would be that thicker objects can still be penetrated, but that it increases the Test difficulty if you want to perceive anything useful? Psykers who grow too curious and pull the sort of stunt as mentioned in the opening post all the time will eventually just have to deal with psychic phenomena. As a bonus eltom can just shut up his critics by telling them that in the past, the walls simply weren't thick enough. 
  22. Like
    eltom13 got a reaction from Lynata in Warp Perception > LMFAO   
    Actually I allow things like that for the psykers in my campaign. I initially allowed it and now I'm stuck with it   Like TheWorldSmith said it is really, really overpowered. One psyker in my group has Warp Perception and Dominate, and let's put it like that, the suicide-probability in rooms adjacent to him are pretty high. In the beginning I as the GM had a hard time with presenting challenging encounters but I adapted and now I manage  .
    Rule-wise Warp Perception gives the psyker the Unnatural Senses trait and there (on page 139) it clearly states "the creature can perceive its surroundings using senses other than sight or hearing ..." so I would claim it does not just augment the already-present sight. Also in the description of Warp Perception it says "His flesh no longer limited, he casts his gaze wider and hungrily scents prey from farther afield." I interpreted this as being able to somehow sense through walls and whatnot, maybe I'm mistaken. I'm interested, how do you actually rule this "better-sight"  WorldSmith? I think it really sucks that some of the descriptions of Psychic Powers are so vague and for some other the general description at the start outright contradicts the effect description at the end ...
  23. Like
    eltom13 reacted to Lynata in Sister of Battle Influence Requirement   
    I believe the Rogue Trader and Only War games have both attempted to insert mass combat rules via some of their supplements (I don't recall which ones in particular right now, but it should be easy to find out). Needless to say, those are other game lines, but as they all use similar d100-based mechanics, they should be easy to adapt to Dark Heresy 2.
     
    Don't shy back from looking at other players' homebrewed rules or even coming up with your own stuff, though! Part of the fun and one of the biggest advantages of P&P over videogames is the ability to change or expand the rules with your own ideas. This can be especially important with a setting like 40k, where lack of a uniform canon can result in some material running in opposition to your preferred interpretation from other official sources.
     
    This is probably more of a possibility for your friends, as you yourself are still in the process of discovering the setting without previosuly established expectations. However, even then it may just be that some fans (or you!) come up with something that simply works better than what's printed in the books, and as long as everyone on your table agrees on it, there's no reason you should feel bound to RAW just for its own sake. The rules-as-written are, in the end, a standard and a common ground, but not gospel. The people at FFG themselves kept experimenting on those rules, too, which is why they change and evolve from one book to the next. No reason that you shouldn't get creative as well. It can be quite fun, especially with a system that is as open as DH2!
     
    And I think combining the RPG with the wargame could be a great way to increase interest among your friends. Games Workshop once did something similar when they published campaign rules that add a sort of strategic layer on top of the battle scenarios -- your approach would just be the other way around, by adding an indidivual RPG element below the battles.
     
    Example:
     
    The party requisitions one or two squads of troopers from the governor's security forces. As the mission objective is attacked by enemy forces, the game briefly switches to 40k tabletop rules as every player gets several soldiers to command in an attempt to repel the attackers. The player characters do not participate, but the outcome of the miniature battle will decide if the attackers break through the perimeter or not -- the former would then trigger a traditional RPG battle vs the PCs, its difficulty based on how many enemies are left alive.
  24. Like
    eltom13 reacted to Lynata in Disposition   
    I have little experience with "Social Combat" in DH2, but on a hunch I'd say: it depends.
     
    If we consider Disposition like opinion, it's safe to say that it wouldn't just reset over just a few weeks. On the other hand, it is also entirely plausible that Disposition may "decay" over time -- perhaps not to the default level, but that new best friend you made may just treat you like an amiable acquaintance if you haven't kept in contact with them for months or years. Take a page from The Sims as an example.
     
    Ideally, you could keep track on just how an NPC's Disposition was established, as different actions may yield different durations (short-term impressions from simple personal interaction vs lasting impact due to heroic stunts or feelings of gratitude/indebtedness), but this is probably only doable if you manage your NPCs in some sort of card or file system where such minutiae can be recorded. Highly optional, of course.
  25. Like
    eltom13 reacted to ThenDoctor in Sister of Battle Influence Requirement   
    That or the NPC in question spent Influence on something else after attaining the rank. You don't have to keep 50 Inf or anything after becoming a sister.
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