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  1. I love this idea. After searching around for information on Kommitzar I couldn't find any. So, I am using your data in my Dark Heresy game because I liked the idea. I am using it as a investigative style game that begins by tracking down where several corrupted servitors originated from. I figure that Kommitzar would be a very dark setting. Almost all prisoners being offered a death sentence no matter where they go. I also see this dark place as somewhere the Empire would send people to fulfill their terms and where Rogue Traders could buy their 'terms' at low cost. I see corruption being all over the place and could make a great setting for a Dark Heresy series of adventures. Here are some of the things I have added: 1. Orbital defenses are all over the place. The only way on or off the planet is from the orbital reception and processing center. No one escapes Kommitzar from the surface, although there have been escapes by prisoners they will not last long in the storms and harsh climate of the planet. The Orbital Processing and Reception Station is where most of the 'higher' citizen live and is suited to serve Rogue Traders and anyone with power to purchase labor. Within the orbital station life is luxurious. 2. Each of the 170 prison fortresses is led by a Warden that reports to the Lord Warden who operates much like a planetary governor. Each fortress is specialized to a specific "rehabilitation" process. All have quotas that must be met in order to maintain the needs of ships that appear needing crew, picking up penal regiments or servitors. 3. If you look for corruption in a place like this, you will find it. The prison population is quick to resort to heresy in attempts to escape. The warp is stable in the area but that doesn't stop the occassional prisoner from starting small heretical uprisings from time to time. In a place like this, even the most resolute are tested. The penal complexes are filled with heresy. 4. The Wardens of the planet are exposed to many that operate outside the reach of even the Inquisition. The Rogue Traders heading to the Halo Stars stop off to fill crew, servitors and what they need here at Kommitzar. 5. The Kommitzar Orbital Reception Station is far more than just a station. It is a trading hub for Rogue Traders, especially those with some shady trades that use "picking up crew" as an alibi to meet. Because it takes a few days to gather necessary crew for trade ships there is down time. Because of the clients being Rogue Traders, this has led to more luxurious accomodations and entertainment. Gambling, partying and politics all have a place in the upper decks of the Reception Station.
  2. Like you said "Avoid Dead Ends" - this is a game killer. The best thing you can plan are a few "Dead End Breakers" some little encounters or mini-scenarios that can break the dead end… don't make it feel like you are throwing them a bone but draw them back into the game with them. I have found only preparing a week in advance is best. Have an outline of the overall plot so you don't deviate with holes in your story but don't plan ahead. Keep it simple and having a few pre-planned 'Dead End Breakers" ready will help a great deal.
  3. The Valkyrie can't travel in space. It can't even reach the speed of sound. At the same hand a Valkyrie is produced in the current era. It's pretty much a simple VTOL transport. It would be my opinion that if Space Marines wanted one once they reached planet side, it would be given to them. A Thunderhawk can drop from a ship in space and is used as a dropship. But for a small unit ship that is a bit smaller than the Thunderhawk that would serve a great purpose is the Storm Eagle.
  4. Zappiel said: just be prepared for the players to go off your flow chart…..(one of) a gm's most valuable skills is being able to wing it….. That's pretty much why I like to keep it simple… my flowcharts are pretty much just a yes/no progression… Playing by ear is truly the only way to GM a player narrative focused game. Players WILL go off your flow chart, you can count on that… in a player narrative they are supposed to. I like to use simple outlines with ideas that can happen. The best thing you can do is have stat blocks for enemies on hand and a general idea of how you want your adventure to progress thematically. I like to think of an adventure theme more than anything else… should the game be a horror/survival type mission? Combat focused? Perhaps investigation? Stick to simplicity and your players will create a complicated game… try to be too complicated and you will have a mess on your hands
  5. Mindforge said: I thought a weapon with the Scatter special quality only generated additional hits at point blank range. I should have read closer, sorry about that. Full-Auto can only hit targets within two meters of the original target I believe. Those targets also cannot be harder to hit than the original target. You still use the multiple hit table and work in reverse. So he could hit four targets for a single 'hit' of damage. Kommisar is right. If all of the targets were at point blank range and within range could you count the additional hits generated from scatter against each target?
  6. I thought a weapon with the Scatter special quality only generated additional hits at point blank range.
  7. Skunk Bottom said: So I am GMing DW games for some of my friends. I have combat figured out. Primary mission objectives, and missions arent too much of a problem. What I am really having a problem with is creating meaingful choices for my players. Im trying to create choices that are neither right or wrong, but have a meanful impact either right then, or at a later time. I also want the choices to cause some conflicts or indecision within the group. I'm trying to also have some of these choices come up in an organic manner. So it doesnt end up being just choice A, or choice B, but instead a whole range of choices that the players figure out instead of just being choice A or B that i present to them. Does anyone have any tips, or suggestions on how to help generate choices for the players? Thanks, Skunk Player driven games are the best games in my opinion. In order to deal with them you need to keep the game simple. Don't try and plan for everything. Here is what I like to do. Create a flowchart and answer simple yes or no questions. I have actually designed a sheet for this. I will start another post about my "Four Hour Frenzy" session design but creating a flowchart can help immensely. 1. Inserting the players into your game. Give them options. Allow them to choose how they will insert themselves into the mission. In the flow chart just ask yourself one question. Do they land at the insertion point, yes or no? Do not overcomplicate it. Come up with an outcome for yes and an outcome for no. What would happen if they didn't land at the predetermined site? If they did? 2. The hardest part is getting players to begin narrating the story by their own actions. Here is one of the hardest things for a GM to do - design your game around the characters. Always find a moment where every character can shine through non-combat. It can be very simple too - a single skill use can get a character involved. 3. Complicate the Mission. Design a simple mission to begin with. Then through choices of the players - make it complicated. All of a sudden through their choices the mission is now a race against time. Also, avoid making them afraid of performing skills. This can kill a game. I never punish skill failure in my games unless it is a really high degree of failure. The skill might fail but I don't create a situation that can kill the player because of the use of a skill. 4. Evolve your game from a simple template as the mission progresses. Again, simplicity is the answer. Keep it very simple and then let the players determine everything about the mission. Literally, let them try and create secondary objectives themselves. Give them a primary objective, that's it. Let them decide every facet of the mission based on intelligence they have, operational reports, etc… Let them do your work for you. They will and they will like it. Player driven games once they pick up steam the players like it. Never control the game. As a GM, you are the world not the storyteller… they are the storytellers. I really try to avoid having the person in charge tell the PC's what to do. My Deathwatch PC's are on their own with a specific overall mission - to locate and destroy the orc supply chain and cripple the orc Waargh! so that Imperial forces can win the war. So, the players basically find their targets by themselves and decide how to approach it. They are on their own with a few servitors, crew and an overall order. They are getting a lot of attention though, so in my head (and with a flow chart) I have started determining how I am going to strike back at the Kill-Team. Even then, they will have to decide everything. Also, don't play a character. Playing NPC's here or there is great but I completely avoid playing a fellow battle-brother in my games as it is too easy to throw the players in the right direction. I think they should expect that some choices will backfire on them and complicate the game.
  8. WiseGuy said: I have been asked by one of my group that he wants to be a Deathwatch Chaplain. When he gets there he asked about Blessing a Undertaking / Person /Melee weapon or a Ranged Ammo Clip and giving out Purity Seals. I looked into it and the closest I could find was details was in Dark Herasy book "Blood of Martyrs" which have details listed for Clerics of a significant level. Any idea about when you learned folks think a Chaplain should be able to do these Services and how to sort out the Requis and game effects? Thanks Well, if you are playing a Rank 4+ (req. for Chaplain) then it should be fine to perform blessings. These should be performed in downtime. There should be material costs that should cut into the Chaplain's requisition for the next mission. Here are some ideas; 1. He needs to roll a skill in order to be successful. (Lore: Imperial Creed) 2. He should have to pay material costs from his requisition for the next mission. You will probably have to make some sort of conversion from the material costs used in Dark Heresy. If the skill roll fails, the requisition is lost for the mission and must be repaid after the next mission if he wants to try again. Performing the rites and blessings should take a lot of time. 3. Be careful when allowing a chaplain access to Dark Heresy and blessing the kill-team. I think the abilities he already has are focused pretty good. His Icon of Duty ability is awesome. Perhaps, just allowing them the same bonuses as an Oath would work well. 4. As a final note, a Chaplain is not a member of the Ecclesiarchy, they do not worship the Emperor in the same fashion. You might not allow him the same powers as one with a Faith Talent, like Pure Faith. If you do allow him to perform the blessings then you should reduce his fate for the next mission. Also, if you are going to combine the books you could make him take the talents. As far as in game effects from the blessings. I would stick to the services on page 126 of Blood of Martyrs. One of the things I am working on is creating Purity Seals that work in my game. The blessings work well. I would keep the material costs the same - a direct conversion to requisition. Sanctifying a weapon would probably be outside the reach of a Chaplain anyway (that would cost 500). I like the blessings because they are temporary shields of faith but I think that is a problem at the same time. Adeptus Astartes don't worship the Emperor as a god and therfore perhaps would not have the faith required to bless an item. Chaplains are a bit different and I would probably allow this in my game if we were able to work out a system that used up requisition (to get the oils and sacred items needed for the blessings) and that reduced the Chaplains fate (through the use of faith).
  9. Cryhavok said: Cryhavok said: From that description, I would treat a players purity seals like a temporary demeanor personally. And the players would get some choice, not just get it assigned. If I were to have them give mission long bonuses it would be more like cyhapter trapping bonuses of two or three points, +10 seems like toomuch to me. To further expand on this thought: when I say temporary, personally I mean "unyil lost or destroyed like any other equipment." I dont see them being written on simple paper, but on some scifi equivalent that is longer lasting. It could even be on a type of cloth. Also while deciding what this demeanor would be would be between player and GM, the character could scribe his own with ghe trade scribe, but would likely work with his chaplain to do so, this seems apropriate to me because of the personal nature of the purity seal. By that same token the character with trade scrimshaw could inscribe it more permanently on to his armor, making it last as long as he wears that suit, and leaving a legacy behind for the next marine to wear it(though it wouldnt have the same meaning to the next guy). Well. When a Demeanor is triggered, there is a lot more than just a +10. It follows the rules of 'Using a Fate Point'. Also, these should be rewarded rarely. You don't normally see a space-marine with more than 2, maybe 3 of them. I think I am going to delve into this more and create a more limited version. I think even allowing the use a fate point is too much, it's a good direction though and gives me a few ideas on where to take them but I will start another thread. I kind of feel like this thread got hijacked by our debate on the topic. Recieving a Purity Seal is a big deal. I think I am going to work on an actual "relic style" basis for using them. I am going to focus more on the fluff within Rites of Battle. Also, it does state that they are coated with protectve sealants or electrum casings in order to protect them. So, I think I am going to work in a more permanent solution to them. I can see how they can remain for some time. I might be revising my idea of them based on our conversation here.
  10. Cryhavok said: From that description, I would treat a players purity seals like a temporary demeanor personally… And the players would get some choice, not just get it assigned. If I were to have them give mission long bonuses it would be more like cyhapter trapping bonuses of two or three points, +10 seems like toomuch to me. I really like this Cryhavok. Not being magical is important as I've stated. I want them to be a mental, personal thing granting confidence because the space-marine believes for his actions the Emperor himself may be watching his deeds. There should be effects granted to the battle-brother, even penalties to act against them because they are so important. Again, I am not trying to convince anyone - I am attempting to create an answer to in-game fluff. "A Battle-Brother can also draw strength from his Purity Seal by reciting its prayer and reaffirming his sense of duty to his chapter and to the Emperor." Comes right out of the book. I definitely agree that +10 on say Weapon Skill is way too much but +1 magnitude damage while in melee with a horde is the way I go with them. They are small bonuses and very situational. Also. In Warhammer 40k (wargame) they had an effect allowing you to roll an extra die. I believe now in the wargames they have no effect. I have not played for sometime but still get the books. Herichimo: I am definitely willing to stand strong on my side of things. I stick to fluff, I stick to what I know. I don't just throw these out there. As far as gaining corruption for wearing them, do relics do the same thing in your game? One of my goals is to reaffirm in-game fluff with mechanics. They don't grant huge bonuses. I think the largest one I gave was a +10 to the Fear Test. The rest are very situational. I might give one to a character that roleplayed their character the best. It might not be the way you like to play. You might not like this one either: I don't reward them to the player that succeeded the most with dice. I reward them for playing in-character. Also… if any of the gamers make me lose it, laughing my ass off, they might recieve one. So, yeah sometimes they are meta rewards. At my table, it's about fun - not remaining so rule rigid that the game lacks the essential element that we gather for.
  11. The Lascannon looks great on paper. You'll miss out on a lot of versatility, a higher chance to hit (adding in a bonus for burst fire weapons) and I'm pretty sure that a Lascannon charge pack is probably huge so carrying around enough ammo should not be easy. In Dark Heresy, a Lascannon is operated by a two man crew. One to lug the ammo around and one to carry the cannon. I would say that the charge pack is probably the size of a backpack. So, you get 6 shots. You would have a hard time carrying around all the power packs you would need for a mission. The damage output is great, don't get me wrong but I agree with pretty much everyone here. The Lascannon is a situational weapon. If you are going into a mission where armored vehicles are going to be your primary enemies - take one.
  12. It's definitely not +10 to a stat (read 2 above). It's +10 to something very specific - such as +10 on a fear test. The players don't get to choose them, I do as a GM. Example: A chaplain gives one of the space marines a Purity Seal blessing. During the blessing and in the text it describes "in fear you shall not waiver". All this does is give the character a +10 on the Fear Test. I'm definitely not trying to convince you to use them at all. Here is where I got the idea (Rites of Battle, 211): Each Purity Seal carries with it a different invocation of blessing as devised by the Chaplain depending on his assessment of the Battle-Brother’s own purity. The exact nature of the blessing depends on the Chaplain (i.e., the GM), and is chosen when the blessing is bestowed. Common blessings include such things as that no xenos blade shall piece the brothers fl esh; once within the brother’s sight, no enemy shall live to see another day; or the brother’s boltgun shall never grow cold from fi ring or his chainsword dry from blood once the enemy has been encountered. The effect of these blessings is mostly to spur the Battle-Brother in an effort to prove his valour to his Chapter and to the Emperor by bringing the blessing to pass, and it may even cause him to change his tactics or become reckless with bravery. A Battle-Brother can also draw strength from his Purity Seal by reciting its prayer and reaffi rming his sense of duty to his Chapter and to the Emperor. In game terms, this can mean the GM giving the player-character a moment of respite or chance to gather his Battle-Brother’s wits before making another great effort. I basically read that and said to myself it should do something. This something is not an enchantment - it's all in the battle-brother's head. I would never give +10 to Weapon Skill. I might give a bonus of +1 damage using a weapon though. Like I said in the other post, they give a bonus in a very specific way. What I meant by that is specific tests. One I just rewarded to the Librarian was a -10 on the psychic phenomena chart. I never reward more than one. It's all in his head… it's not magical - it's confidence in being recognized for something you did. The player never gets to pick it. I do - based on actions in the last game. As far as the "I don't think this idea is appropriate for an RPG, but I can't stop you. I can, though, give my opinions as to why a veteran RPG player considers it a bad idea, for the consideration of other players looking here for ideas or inspiration." that you said, I am a veteran RPG gamer. I'm also a published game designer (Green Ronin and and my own books primarily for d20). Also, every single RPG I have played usually has single use and temporary bonuses - say potions, scrolls and the like in fantasy games… even games that have nothing to do with magic have "masterwork items" that do the same thing and confer better use… (also, relics grant far more than the bonuses I have talked about for my Purity Seals)
  13. herichimo said: Cryhavok said: deploy by drop pod, teleportation or be dropped off in a borrowed thunderhawk that wont stick around to support them. Grav chute or jump pack and reentry coccoon is also an option. Heh, had a kill-team orbital insert from a stealth ship using grav-chutes (they are quiet) to sneak into a dark mechanicum city to rescue a pre-heresy stormbird recently uncovered before the hereteks could send it to the enemy. If I remember correctly I rolled to see which legion it belonged to originally and it came out to be from the XIV. The craft was lost well before the heresy and was just recently repaired to flight status waiting to be transfered to the place it would be modified further. They had to bring along a pilot-serf since none of them could fly the thing hehe. Yeah, that's definitely an issue. I had players doing all this talk about wanting their own ship and what was the requisition to get one… After everything, they had no one in the player group to fly it. Pretty funny.
  14. Relics do the same sort of thing. I wanted to create another type of reward, something that was temporary. I see Purity Seals as the perfect option. In the book 'Rites of Battle' they have the Purity Seals but they say they carry with them 'blessings' determined by the GM. So it seems that they would be offering some sort of in game bonus. 1. They are made of paper, so they are temporary. Rarely, lasting more than a single adventure. I have players track that information on any Purity Seals they may have. Each adventure, I have players roll a d10 - they can keep the purity seal on a roll of 10. 2. A Purity Seal should never confer more than a +10 bonus. Even that much is a lot but given that it is a temporary bonus - it is completely controllable. Purity seals should offer blessings in very specific, class based ways… the leader of an upcoming mission may recieve a purity seal blessing from a chaplain "so that your squad may work as one" offering the leader a +1 cohesion bonus or maybe +10 to Fellowship towards his squad. 3. My players love them. They can't ask for certain ones. I offer them based on the success of their last mission. If they failed in their mission, maybe the chaplain will give one out but don't expect the Company Cpt. or the Squad Sgt. to give them out for failure. They are to honor the success of a battle-brother and bless him in the future. 4. Rewards are few for players of Deathwatch. There is no "loot", there is no "gold". There is Renown, requisition and experience. I like to create rewards that are based around honoring the Emperor and the Chapter. I use the expanded renown in Rites of Battle where renown can be lost and gained. I love the reward/penalty system in Rites of Battle. Most of the new "Honours" introduced in Rites of Battle are roleplaying focused.
  15. herichimo said: According to this answer the Psy Rating used in manifesting a power does translate to a bonus to the focus power test. Yes Psykers are powerful in Deathwatch. Yes, it would be nice if they were reworked a litte. But, I've yet to come up with any method to do it right myself. So, we'll either have to suffer the status quo, or hope FFG fixes it sometime. I think the in game 'psychic phenomena' does a great job controlling psykers. I wouldn't change psykers at all. I have a Librarian in my game that uses power fettered all the time and then resorts to unfettered only if he needs to. He has never pushed, Well, he pushed once - in our first game session. After that, he was always worried. He ended up rolling on te 'Perils of the Warp' - a 25% chance when you roll on the Psychic Phenomena table. Rolling on the Perils of the Warp table is almost always scary for a character. He rolled Psychic Mirror, blasted himself and an ally with smite (he got lucky). Also, I use the corruption rules in Dark Heresy. You spoke of reworking the system, I wouldn't - if anything incorporate rules that allow you to track moral threats - use the malignancy test. I give Space Marines a +10 on the Willpower Test on the Malignancy test because they are more resistant than humans. Space Marines also run the risk of Mutation. In my games if a character falls to corruption, they are mine and must make a new character. So with Corruption being a way to basically lose your character in-game and with no real way to turn the effects of corruption around, psykers in my game need to be very careful. IDEAS FOR USING CORRUPTION IN YOUR GAME Pass notes to players with high corruption. It will create tension at the table. Especially if you tell the character secrets the other characters have - such is the weapon of chaos. Promise +500 experience in return for stealing from another player. I try and force them to gain more corruption once they hit 20-30 CP. I'll promise (and give them) all sorts of stuff for experience. I've even promised players that they can keep their characters (which I will honor) for doing things to get CP… all in all, I try to get characters to fall to Chaos. Those that do, I reward with experience…. those that resist over the long term I reward even more though.
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