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Nath0610

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  1. This is awesome thanks for the tools
  2. yeah lol never really noticed this, but it is very true.... you only gain a .5 kg weight bonus per point of willpower from telekinesis in terms of lifting.... this seems a very silly trade-off for higher threshold, lower range and the fact that you have to take it as a major power... I guess the only difference is that it is a half action focus rather then full, and if you got discipline mastery it would have 4 lower threshold, however this seems utterly worthless considering how rare major powers are for psykers. That is a pretty sad realization.... oh well, guess this is why house rules are important
  3. One definite thing which I advise, is do NOT allow players to get unnatural characteristics. It will make your life hell as a gm. Also maybe consider putting in an ability to have extra starting wounds, that would be cool. kinda like how feral has better wounds then void. Good job thus far though
  4. I assumed that if it was being converted it wouldn't be used as standard exp but as throne gelt, but i thought wrong.
  5. I do like this idea, however, I have two major issues with the concept: Firstly what rate of exchange would be used, because too much and the people who opt into doing this will become incredibly overpowered, or too little and it would make them feel useless. Secondly the concept of allowing people to be at different ranks would hurt the flavor and roleplaying of the game. I mean having someone who has taken down daemons and cultists still be at first rank whilst everyone else is at rank 4 or 5 might be a bit strange. Especially because of how important the ranks appear to be in terms of description and reputation. If you could figure out a way around these two issues it would be very viable and interesting, however it is hard to think that there is a way. It would spice up the choices and not restrict people to the same old builds, so I am excited to see if other posters have ideas on the subject. Hope this doesn't come off sounding arrogant or rude, it is just my two cents on the idea.
  6. No worries, I want every little bit of advice I can get. Thank you for taking the time to respond, and the points you made about immersion are especially good. I agree 100% that immersion is necessary to have a proper roleplaying session and that it will likely be much more satisfying for everyone involved if they actually get sucked into the story. Just wanted to say as well that thus far I am very impressed with the people who frequent these forums as they have been very kind and intelligent in their posts. Again, thank you all for helping me with my striking out as a new DM, and any more advice which anyone has to offer is very welcome.
  7. I like this I hope you don't mind if I take it and change it around a bit I was thinking of having friendly mutants (Think Fallout 3) as basically townsfolk for limited shopping purposes, and whatnot. Thanks for the ideas they are definitely interesting
  8. Yeah, sorry about that. I need to learn to stop going to forums when I should be in my bed. I can only offer my apologies for that. OK; as a GM, about the most valuable thing you can offer to your players are choices. The more you dictate the story, the less involved they will feel. To engage them in the story, make the story depend on their own decissions. This is also (part of) the reason why fate points are so valuable. They are the mechanic players have to affect the story and invoke cinematic luck (that is, luck just when they need it). Don't give them out willy-nilly, but don't arbitrarily take them away either. This btw is also why I disagree with those GMs out there who deny their players some the uses of Fate Points. The setting it dark and gritty, but over the top and driven by the Rule of Cool. To achieve this mix you (as players) need cinematic luck, which is what Fate Points are there to provide. Too few and you go into overly grim-dark. Too many and you might as well be playing Exalted. Otherwise Simsum has a lot of excellent advice - and is probably better at phrasing it than I ever could be. So I'll try to throw in a few thoughts: Try to write open rather than closed stories. published scenarios are limited in that they cannot make many assumptions about the GM no the group. If you're just writing to your own group, take advantage of this! Use recurring NPCs! Re-use locations. Use the specialties of the characters, rather than having some NPC come in from the sideline with the skills to solve things. Focus the story on the PCs. Make the world around them feel real. Details are good. Sensory input makes the world seems like somethign that could really be there. Make the world around them consistent. Walking down the same road takes you to the same place every time - if it doesn't, there should be a reason for this. If you've established that something works the same way every time, you can make a plot hook out of that thing changing. "Why is that fellow wearing a red sleeve? No-one here wears red sleeves since the invasion 80 years ago! And even wierder, why isn't anyone commenting on it?!" NPCs that don't matter for the story itself can re-appear again and again. They can become a fixture and a story tool in and of themselves. When I ran a lot of shadowrun some years ago, I had this element called Jamie's All Night Guns and Liquor Stor. Always open, always on the same corner in Seattle. The owner and proprietor would have been a rip-off of Abu from the Simpsons if I'd actually seen an episode of the Simpsons back then.He was always there are helpful and had a bit of extra ammo when the PCs needed it. Then one day, he mentioned having noticed something odd. I was surprised to see how fast the players jumped at this - I had to re-plan the entire evening just because my planned foreshadowing was so much stronger than my actual planned hook. Pay attention to your players. What stories do they want? A lot of action? Deep emotional drama? Horror? Try to work out how this can be combined with the stories you want to tell. Surprises are the spice of life, To quote: "I have players so that they can come up with things I'd have never thought of. If I didn't want to be surprised, I'd be an author, not a GM." Firstly thanks for the apology, no worries. I appreciate the explanation, and it is very good to know. I want to be a good GM not a sh*tty one so it was good to read that about fate points and choices. The advice you gave looks very sound and I will definitely learn from it. Any advice on how to make a setting realistic but fantastical at the same time? Should I just include a lot of description and keep it consistent? Thanks for the help, and bothering to come back and look again.
  9. Commercial modules are written the way they are, because they don't have the advantage of being written by the people who're supposed to run them. You do have the advantage of writing for yourself, so you automatically have the feel for the module. You don't need a long and flowery description of a scene, just a couple of keywords to help you remember what you imagined it to be. This is actually very, very important and with the exception of combat, applies to All Things Prep. Because otherwise you're going to drown yourself in work and slow yourself down at the table. And just to add frustration on top, most of your work you'll never actually use. To be a little bit fair, messing with Fate Points is probably the biggest No-No in a Dark Heresy game. They really, really need to be something that only your players control. Along similar lines, be very, very careful about attaching negative consequences to successful rolls. This can work. But it's the sort of stunt you do not pull unless you have a fantastic narrative reason, and you are 110% certain your players won't end up feeling like you're arbitrarily punishing them. I love the overall concept. I'm afraid I'm drawing a blank when it comes to concrete suggestions on how, but it would probably be a good idea to foreshadow the current state of Hive Tenebra. If you're running a game now, maybe you could work in an urban legend hinting at its fate or something? The Shripwrecked Into Madness is brilliant. Like I said above, don't be afraid to really play up the divine intervention. The idea that the longer-conscious Acolytes could have clearer and clearer visions of, for example, Saint Drusus, carrying them to safety springs readily to mind and would please the hell out of me if I was one of your players Generally speaking when designing modules, it's a good idea to start with the end. Though normally this applies to plot, not environment. I bring it up mostly because I'm not clear on what you intend with the three stages of Wrap'edness of Tenebra you mentioned in the OP. You may want to start by defining the extreme and work your way backwards. In case you were unaware or hadn't considered it, working the plot backwards is one of better and definitely one of the easier ways to go about it. Start with what would happen if the Acolytes were never there, then work backwards and throw in opportunities for the Acolytes to upset things. Also, once you've got everything nailed down, it's a really good idea to create a flowchart of the scenes. It's an amazingly helpful reference to have at the table, especially when things go off track - and they will. Count on it. There's no such thing as predicting what a bunch of Acolytes are going to do Good luck, and don't let one grumpy reply stop you from asking all you want. Being a good GM who has fun is in large part a skill, and as is mostly the case with skills, it's a lot easier to learn when you have people you can learn from Well thanks again for the amazing response, you certainly seem to know what you are talking about. I have played a fair amount of dark heresy however I guess my gm is too nice, as I never found fate points to be as instrumental as has been stated. I apologize if it sounded like undue bitching about them. The advice about beginning at the end and working my way back is great, however for this current module I have the premise but no ending or middle part. lol However I feel that once I really get into it, it will show itself, at least I hope so.... The idea of establishing the worst possible level as you put it is a great idea though, as then I will have a much easier time figuring out the other two based on it. I do intend to establish the fact of why/how hive Tenebra is what it is and is very much the reason for why I chose to base it in Tenebra in the first place. (unexplained phenomena, mixed with conspiracy theories = perfect location for a story, at least imo) I appreciate the advice about not attaching negative things to successful player rolls, unless as you stated it is a very dramatic and narrative time. (I likely would have screwed up with that and caused contention between me and the players). I will definitely create a flowchart, and was intending on creating a gm only map too, just for easier reference. Thanks again for all the help, I feel much better and relaxed about creating this module, (with the idea of using notes instead of writing a full story) as it will likely be 30 pages instead of 300. lol
  10. Yes! Embrace the cliché, love it, own it and use the hell out of it. They are what they are for a reason: they work. Perhaps most of all in RPGs. So throw in the ghost of Saint Drusus, and dial it to 11. Don't ever be afraid to ram it home that they're on a mission for the God-Emperor. But don't do the FP loss. Fate Points are partly a last resort (which you always want them to have because it's very easy to destroy them, and for them to destroy themselves), and also their only authorial tool (their way to take narrative control). You'll find the game runs better when your players have a few of them, and when players can rely on them as a strictly meta resource that you never screw with. ... The vegetation with individualised stench is a nice touch, but it's the sort of thing you shouldn't just hand to players. Save it for if/when they make a roll to investigate their environment. Things like this are much more effective used like that. ... If you're going to Warp Shock your players, make sure to foreshadow it properly and give them a chance to get the hell out of there first. From a player perspective, doing otherwise comes across as you being unfair. From a campaign perspective, if this is much more than a one-off, you need to be very careful with Insanity & Corruption Points, because they're an inevitable doom and they can be a very quick one if you're not careful how you dish them out. ... Combat encounters need more fleshing out. You need to to figure out what exactly the environment is, and where everything is located. And include at least 5 things that can impact the fight. Right now you have lighting conditions. That's good, but you need another 4. - Fine, you don't necessarily need 5 things, but it is a very good rule of thumb. Think verticality, utilities, vulnerabilities and cover, cover, cover. ... You're not writing a play or a novel, so unless you plan on actually rehearsing everything you've written down for a wordperfect recital at the table, your method of writing is terrifyingly inefficient. Use keywords and short sentences. FX: Blood-like lighting, twisting images, spooky ****. Then riff off of that in actual play. It'll make the game flow far more naturally than if you read out 10+ lines to your players. Especially because you are - I guarantee - going to go off script at times, and make stuff up you hadn't planned for, which you'll then have to edit-on-the-fly into the blurbs you read aloud for your players. That's really, really not a good way to handle things. Also: don't bury things like rolls into descriptive text, or you'll miss it when you get to the table, or worse, remember but need time to find the details. It's disruptive and annoying to everyone. ... All that said, I love where you're going with this Wow.... thanks for this I appreciate all the info, I was coming at writing the module in the wrong way. I was trying to write it like a fully fledged play/story but what you said makes a lot of sense. I really appreciate the optimism and the positive tone you used in telling me the info, and will be sure to use a great deal of it. This is exactly what I was asking for as again I am new to home-brewing games, and was not expecting the hostility of being told that my first idea was crap and thus the rest weren't worth reading without any real explanation. One question if you would be so kind, in terms of the ideas I wrote for the hook of the campaign and the stage setting, how are they? just from your perspective. Thanks again
  11. Agreed I find that with anymore then four you get a lot of distraction happening as well, where two (or more) players will start talking about something random, as they get bored of not being involved.
  12. Fair enough, I wanted to emphasize that they are saved by the God Emperor in order to fulfill the greater mission, which they are entering into. Do you have any ideas about how I could emphasize that without being overly cliche'? Not trying to be snarky or anything. I am a new gm writing a homebrew for the first time, so any help is appreciated. (the style issues are just a result of me not fine tuning it as I have only just started writing it, I will improve the dialogue and whatnot later, but again any suggestions on improvements are welcome)
  13. Hey everyone, I just wanted to see if anyone here would mind reading over the beginning three pages of a module which I have started writing, and let me know how it sounds. It is a horror based campaign, with inspirations from H.P Lovecraft. It will be focused on investigation and puzzles with an emphasis on picking ones fights wisely. I am intending for it to be taking place in the hive Tenebra, where a terrible accident took place involving a psyker/sorceror cult which displaced the hive city from reality and into a warp infested version of reality . I want to incorporate three separate levels of corruption. The first will be essentially normal, the vast majority of the citizens are living quite happily however they are timeless and immortal. The second has some minor corruption and the warp is quite present all around, and the third will be an absolute horror where only the most evil and brutally corrupted things live. I am intending to have the Pcs forced to navigate between the levels of reality, (though I am not sure what mechanic I am going to use for that), in order to escape and prevent the ultimate destruction of Scintilla. Thanks regardless, constructive criticism is welcome and appreciated. Anyways here it is: Start: (Isaac Maisinkov, 6 ft 2 brown thinning hair, large amount of scars and he carries a notched power sword on his back which no longer functions) Begins on a massive carrier ship, Inquisitor Isaac Maisinkov has summoned the acolytes for their first mission. Introductions blah de blah de blah (as they are customized to player's attitudes and responses) Your first mission is to investigate possible missing ships around Lachesis, Scintillas' moon. I suspect that the reports are just the cause of common piracy and thus feel that I can entrust it to you, the newly enlisted. Your mission, investigate and eliminate the threats. I will provide you with a pilot, and a scout ship. For the God Emperor! (Gestures for acolytes to follow.) Leads them to ship and then leaves. Female pilot Quintilla Venria comes up, you can see that she is a veteran just by the amount of scars she has covering all her visible skin. She grimaces after the style of a grin and asks reduntantly "coming?" whilst boarding the ship. The ship is cramped, without many amenities but thus is life. After a short while the ship takes off and begins the 3 day trek to Scintilla. Shortly the acolytes can see the massive hive world growing bigger in the windows/view screens. The ship begins to turn a bit as it skives past Scintilla towards the moon Lachesis. A few minutes pass, when suddenly a shuddering is felt throughout the ship, it slowly intensifies until it is impossible to not fall over. Amongst the shuddering, one can hear the ship groaning and creaking as it begins to break up. The pressure of the ship suddenly disappears and everyone makes Toughness to prevent themselves from passing out. On failure they go unconcious, on success they stay awake one round, and must make a new Toughness test at the beginning of each round. Those who stay awake see the ship buckling and breaking around them, surrounded by a greenish, purple aura. Everyone loses 1 fate point. Everyone awakens at about the same time in pitch blackness. Eerily there is no sound. The air is hot, humid and a stench of sulphur taints it. Suddenly a great wrenching shock rocks the ground, and a distant boom signals the cause. The shock causes some of the debris overhead to fall, and the acolytes are bathed in a reddish light coming from the night sky. They can see that they are inside of a building of sorts, a ship sized hole has been punched through the upper layers. The night sky is like nothing anyone has ever seen before and upon looking at it, must roll -10 Willpower or roll on the shock table after which they gain d5 insanity. The stars seem to roil as if they were in a constant state of flux; the light they give off is a deep bloody red, and it feels completely wrong. (The light on ones skin causes a feeling like bugs crawling over it, and it shortly causes a headache. Psynicience to detect the warp tainting the light.) Looking around the acolytes see that they are inside the now destroyed ship which they were travelling in. The ships hull has been rent in in-numerous locations, and it has an odd bend to it. It looks like a giant grabbed it and bent it with his hands while someone took an infinitely sharp razor and carved at the hull. It appears to have been painted red with blood. It is deemed irreparable by anyone with any tech-use. The pilot is not present and the on-board servitors appear to be completely dead as their head casings are cracked open and brain matter is oozing out. All valuable tools and devices on-board have been destroyed and are beyond salvaging. Outside the ship is a nightmarish scene, the buildings around are cracked and decaying. Where the light shines on them seems to ooze blood but upon closer inspection there is none. The walls and ground seem to crawl a little bit as if they were alive, however they stop when someone is standing on, or touching them. There is vegetation is growing all around, a smell (It is the smell that everyone individually hates the most) comes off them, and they look as though they are on the verge of death. A great many buildings are collapsed, however there are three which still have more or less open doorways: one is to the north, one to the northwest and one to the south east. The door to the north opens into a small building which has mostly collapsed allowing the ghastly red light to make it appear bathed in blood. There are almost no practical things in here but there are quite a few pieces of memorabilia. Photos of a happy family with two kids, one boy one girl. When looked at the faces twist and mutate until they look monstrous even though one can tell who they used to be still. Upon twisting they move up to the front of the picture and the picture bends as though they are trying to get out, after a few seconds an angry scream issues forth. Willpower to avoid shock table. Other things include a stuffed animal with bleeding stabs. Ripped clothing. The door to the northwest looks odd and opens into a house which feels odd. Light is limited. Perception to notice the entire house is seated with irregular angles. The door is canted 18 degrees to the left and the living quarters are canted 24 degrees to the right. There is a staircase to nowhere, indeed the door it leads to does not open and there is nought but solid wall behind it. On top of it all after a short amount of time within the house the feeling of being watched starts bothering the party. But the feeling is not a normal being watched, it feels like the gaze is one of unimaginable malignancy and anger watching them. Found amongst the wreckage of the house, is a poor quality bolt pistol with 2 shots in it. Within the house to the south-east is nothing, but pitch blackness. Indeed it is so complete that light sources do not light even a meter in front of the bearer. Upon walking further in, the light becomes more dim but heavy breathing begins to emanate from the far side of the house. Walking towards it causes it to increase in speed, until it is fevered. After a small amount of time a beast rushes towards the party and it is initiative. This battle is fought in the dark and therefore the party suffers -20 to hit. (unless they increase the light by leaving.) The beast is very humanoid and yet looking into its warp twisted eyes makes it very clear that it is not. Its’ skin is sloughing off revealing greenish black muscle and thus causes a fear test. Upon being struck by this being one must make agility or suffer d5 corruption as its fluids sink in any exposed skin, burning through armor and clothing. Upon dying the beast melts into a puddle of black ichor which, gives off a smell much like the vegetation outside does. After about 2 hours of in-game time, players start to feel itchy and painful even under what they are wearing, and nothing helps. Every minute after and every minute after that, everyone suffers a level of fatigue. Once everyone passes out roll d5+7 corruption.
  14. True that lol But in all seriousness I try to avoid it as inner party conflict causes real issues to enjoyment.
  15. My biggest issue with Weapon Jinx is that we always have a tech priest in our group So if I use it, he shoots me in the head for tech heresy.... Knack and Lucky are absolutely amazing powers for just about everything, combined they allow a psyker 40 - 50% chance to pass any test with a free reroll, which can be rerolled again with fate. They are my favorite powers, as I find most groups go combat heavy already. Anyways just my two cents
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