Jump to content


  • Content Count

  • Joined

  • Last visited

Reputation Activity

  1. Like
    Nath0610 reacted to Pixels The Red2 in Advantages of Telekinesis?   
    Telekinesis is a sustained action. Spectral Hands is not. With Telekinesis, as long as you keep it switched on, you can levitate that object for as long as you like (until you have to roll to sustain it, as per Sustained rules) - Spectral Hands is pretty volatile and you have to manifest it every round, and a round is only a few seconds of real time. Good for pulling a lever or something, not great for moving a vase across a large room.
    As for the lack of overbleed: discuss it with your GM and see if you can House Rule it
  2. Like
    Nath0610 reacted to Visitor Q in ARCANA ARCHIVE   
    These are really good.  I am very tempted to dig out my own notes and post a few things.  As an aside is there anywhere that has a template or other program that can be used to produce fan work with similar fonts, borders and sidebars as the official stuff?  If I coould use that I'd definitly write up all my notes.
  3. Like
    Nath0610 reacted to Adeptus-B in ARCANA ARCHIVE   
    I’m sure every Dark Heresy Gamemaster revels in coming up with epic story arcs and plotting intricate conspiracies. But between the constraints of work, family, and social life, even the most creative GM can occasionally draw a blank when facing a looming game session. To help push through these episodes of writer’s block, I came up with some random charts to jump-start the creative juices. As you would expect, not every combination of random results will be useable; these charts are just intended to trigger imagination, not replace it. The Adversary options tend to be Hereticus-centric, since that’s the Ordo that I’m currently using, but adapting that chart to one of the other Ordos shouldn’t be difficult.
    01-20: ASSASSINATION- The mission is to find and eliminate a specific person.
    21-25: COURIER- The agents must transport a valuable item, keeping it safe from those seeking to intercept it.
    26-30: ESCORT- Similar to Courier, but the ‘item’ being transported is a person whose life is in danger, or a high-value prisoner eager to escape.
    31-50: INVESTIGATE- This most commonly involves identifying the perpetrators of a crime, but it can also subsume such things as discovering the source of an unnatural phenomenon.
    51-65: PSY-OP- The objective is to influence the opinion of a person or group. Typically this involves covertly undermining confidence in a target.
    66-75: RESCUE- Freeing a living target from hostile captors.
    76-85: RETRIEVAL- The agents must acquire a valuable item currently held by an adversary.
    86-00: SABOTAGE- Something must be rendered inoperable before it can be used against the Imperium.
    01-15: APOSTATE- The principal villain is a former member of the Adeptus, who has willingly turned away from the Emperor’s Light and towards a darker philosophy.
    16-20: CRIMINAL- Not all opponents are Disciples of Dark Gods. This individual doesn’t care about ideology- his or her sole motivation is material gain.
    21-40: CULT- The core adversary is an organization, not an individual. Any ‘leaders’ within the cult are merely figureheads or mouthpieces; the cult operates as an entity unto itself.
    41-45: CURSE- There is no individual adversary- the center of the problem is an ongoing malediction.
    46-50: DAEMON- A powerful warp entity is manipulating events toward a sinister objective.
    51-65: DEMAGOGUE- A charismatic leader is the central adversary- but reaching this individual behind his or her many followers will not be easy.
    66-69: EXTREMIST- The adversary is a current member of the Adeptus perusing a disastrous radical agenda, who whole-heartedly believes he or she is in the right and is doing what’s best for the Imperium.
    70: GHOST- The main villain is no longer among the living- but is somehow influencing events from beyond the grave.
    71-80: HERETEK- A former member of the Adeptus Mechanicus, who has violated the sacred protocols of the Omnisiah and become an outcast from the Machine Cult, is the source of the problem.
    81: ITEM- There is no one behind the events- at least no person. The culprit is a sentient item- either daemonically motivated or artificially intelligent.
    82-91: MUTANT- The central nemesis is a powerful genetic abomination.
    92-93: POSSESSED- The true mastermind is outwardly normal in all respects- but he or she is actually possessed by a daemonic entity.
    94-99: PSYKER- A renegade wyrd is responsible for the core problem.
    00: RIVAL INQUISITOR- the Acolytes find themselves in conflict with an Inquisitor with a sharply conflicting ideology.
    01-05: A daemonic incursion will be triggered.
    06-10: A planetary government may collapse.
    11-15: A powerful artifact will fall into nefarious hands.
    16-20: A devastating plague will be unleashed.
    21-25: An alien invasion will occur.
    26-30: An Imperial battlefront or defense system will be undermined.
    31-35: Mutations and insanity will sweep the area.
    36-40: An insurrection will be fomented.
    41-45: A world will be (permanently?) cut off from the Imperium.
    46-50: A planet’s Tithe will be lost.
    51-55: An ancient evil will be awakened.
    56-60: High-ranking members of the Adeptus will be killed.
    61-65: A warp phenomena will lay waste to a region.
    66-70: The dead will rise.
    71-75: A position of power will be subverted.
    76-80: A major temple or other symbol of Imperial power will be destroyed.
    81-85: Weapons of mass destruction will be acquired by enemies of the Imperium.
    86-90: A hive will be plunged into anarchy.
    91-95: Classified information will be intercepted and exploited.
    96-00: A world will be rendered uninhabitable.
    01-15: AGRI-WORLD
    17-18: DEAD WORLD
    19-21: DEATH WORLD
    22-26: FERAL WORLD
    27-31: FEUDAL WORLD
    33-42: FORGE WORLD
    53-78: HIVE WORLD- The action takes place primarily in the (roll 1d10) 1: Spires, 2-4: Midhive, 5-7: Lowhive, 8-9: Underhive, 10: Exterior Wastes
    79-86: MINING WORLD
    91-95: SHRINE WORLD
    96-98: VESSEL (roll 1d10) 1-3: Chartist Vessel, 4: Explorator Vessel, 5-6: Orbital Facility, 7-8: Rogue Trader, 9: Space Hulk, 10: Warship
    99-00: WAR WORLD
    01-05: A key ally turns out to be a traitor.
    06-10: An apparent enemy is actually an undercover operative working for a law-enforcement agency.
    11-15: The mission turns out to be a false alarm. However, during the course of the investigation, the agents discover a real situation that requires immediate intervention.
    16-20: The presumed ‘principle’ adversary is actually working for someone else (roll again on Table 2).
    21-25: An unrelated conflict erupts at the site of the mission- gang war, food riots, alien raid, mutant uprising, etc.
    26-30: A rival team of agents is pursuing the same objective.
    31-35: The Red Redemption has heard rumors of heretical activity in the area, and responds predictably, making it difficult for the Acolytes to find key clues before they are incinerated.
    36-40: A natural disaster causes havoc at the site of the mission.
    41-45: The villain has somehow convinced local law enforcement that the Acolytes are actually criminals in disguise.
    46-50: To avoid disrupting other in-progress investigations, the principle adversary cannot be harmed, and must not learn of the Inquisition’s involvement in the situation (usually requiring either total stealth, or framing a third party).
    51-55: The situation is a ruse orchestrated by an old enemy, to draw the agents into an ambush.
    56-60: It is critical that the central opponent be captured alive.
    61-65: The principle adversary offers a bounty on the Acolytes’ heads, bringing a multitude of killers out of the woodwork, gunning for the agents.
    66-70: A local criminal stumbles upon the investigation and, wrongly convinced that he or she is the target, tries to thwart the mission.
    71-75: The time-sensitive mission is dropped into the Acolytes’ laps without warning, leaving no time to make preparations: the mission must be accomplished only with the non-optimal resources at hand.
    76-80: The target of the mission, or a contact vital to locating him or her, is kidnapped by a third party.
    81-85: An ally has been wrongfully accused of treason, and will be executed if the agents can’t uncover the real culprits in time.
    86-90: A warp storm appears shortly after the agents make planetfall, and leaves the world completely cut off for several days.
    91-95: The central adversary turns out to be an imposter.
    96-00: A local legend predicts apocalyptic consequences will result from someone pursuing the course that the agents are currently on; can they complete their mission without fulfilling the conditions that will make the prophecy come true…?
  4. Like
    Nath0610 reacted to Adeptus-B in ARCANA ARCHIVE   
    Random encounters can be useful in adding to the sense of setting, while simultaneously impressing upon the Acolytes that not everything that happens is necessarily a ‘clue’ directly related to their current mission. Of course, problems can arise when encounters are too random (I started gaming in the era of the AD&D Random Encounter Tables, where you were equally likely to encounter a Dog or a Dinosaur…).
    Here's an example of a Random Encounter Table tailored to a specific location- in this case Port Suffering, capitol of the planet Iocanthos:
    01) ARBITE (1) An Adeptus lawman currently persuing an investigation; 30% chance of being undercover.
    02-05) ASHLEEN WARRIORS (1d10; 25% chance mounted on dustdogs) Native tribesmen; 75% chance they are in town to trade for supplies; otherwise, they are here to drink and fight.
    06-07) BAWD (1) A pimp enticing potential customers to sample the local hedonistic pleasures; 10% chance of working with Muggers, luring prey in a trap in exchange for a cut of the take.
    08-09) BEASTS (2d10) Domesticated animals- either mounts, draft creatures or livestock; 10% chance they have gotten out of control on the city streets.
    10-24) BEGGAR (1 or 30% chance of 1d10; 30% chance of being of Ashleen decent; 20% chance young urchins) Unfortunates begging for coins- they may offer information in exchange (25% chance the information is true).
    25) BOUNTY HUNTER (1) 50% chance he’s currently tracking a target; otherwise likely to be looking for trouble.
    26-28) CITY MILITIA (2 or 30% chance of 1d5+3) Armed soldiers; 50% chance of being off duty, in which case there is a 30% chance they are currently drunk.
    29-31) CREWMEN (1d5+1 or 20% chance 2d10) Voidship ratings, in town on leave and looking for a good time.
    32-35) DRUNKS (1d5) A group of revelers; 30% chance they are Ashleen, 15% chance of being off-worlders. 20% chance they are armed.
    36-37) DUST STORM (*) The wind whips up the all-pervasive dust, reducing visibility to 2d10 meters for 1d10 minutes. Anyone without some form of filter mask must make an Easy (+20) Toughness test or gain 1 level of Fatigue.
    38-40) ENFORCER PATROL (2) Lawmen ‘keeping the peace’; 10% they are corrupt and looking to solicit a bribe.
    41) FORTUNE TELLER (1) A crazy hag offering to ‘see the future’ for a Throne (10% chance of having actual precognitive powers).
    42) FREAK WEATHER (*) The weather briefly takes a surprising turn, typically in the form of a thunderstorm or torrential downpour.
    43-45) GRIFTER (1) A fast-talking con man looking to hustle some rubes out of their hard-earned Thrones. Deceive Skill of 50%.
    46-48) GAMBLER (1) A card-sharp looking for a game. 75% chance of being an off-worlder. Gamble Skill of 45%.
    49-50) KILLER (1) A ‘bad man with a gun’, either ‘laying low’ after trouble (50% chance) or looking for an opportunity to enhance his reputation. 20% chance there is a 1d5x100 Throne reward for his capture.
    51-59) LABOURERS (1d10) Local prols hard at work (60%) or hard at play (40%; in which case there is a 75% chance they are drunk).
    60-61) MERCENARIES (1d5+1) Well-armed and -armoured soldiers-for-hire; 60% chance they are currently unemployed.
    62-66) MERCHANT (1; 75% chance of having 1d5 bodyguards) A trader hawking wares; 5% chance of dealing in illegal goods. Trade: Merchant and Evaluate Skills of 60%
    67-70) MUGGERS (1d5) Criminal thugs looking for potential victims.
    71) OFFICIAL (1-2; 50% chance of having d5 bodyguards) A member of the community’s small Adeptus presence; there is an equal chance of being engaged in business or pleasure.
    72-74) PICK-POCKET (1) A sneaky criminal looking to boost an item (Sleight of Hand skill: 40%).
    75) PILGRIMS (2d10) A group of religious fanatics retracing the steps of a saint or martyr (1% chance they are actually members of the Red Redemption).
    76-77) PRESS GANG (1d10+2) Burly off-world toughs armed with shock mauls, looking to forcibly ‘recruit’ crewmen for service onboard a voidship.
    78) PROPHET (1) A holy man who claims to have divine visions- or he may just be insane…
    79-82) PROSTITUTE (1 or 50% chance 1d5) A ‘joygirl’ soliciting ‘customers’; 10% chance she is working with muggers.
    83) RIOT (*) Civil unrest erupts into violence in the streets, as a crowd of 3d100 people go on a rampage. It takes the local Enforcers 1d5 hours to break up the disturbance.
    84) ROBBERY (*) A group of 1d5+2 criminals are in the process of robbing a local business (01-30), financial institution (31-60), or Ghostfire Pollen warehouse (61-00).
    85-89) ROWDIES (2d5) Local ne’er-do-wells looking for a fight.
    90-93) SCAVENGER (1 or 30% chance 1d5) Either in town with goods to sell (70% chance), or equipping for another expedition into the wastes (30%).   
    94) SORORITAS (2) A pair of Sisters from the Abbey of the Dawn, in town on a specific mission; they are well-armed and usually (75%) semi-disguised under heavy robes.
    95) TRAFFIC ACCIDENT (*) 1d5+1 ground vehicles have collided, blocking off a main road for 3d10 minutes.
    96-99) VERMIN Either a swarm of Miniscule creatures or a pack of 2d5 Puny beasts, all ravenously hungry and looking for easy pickings.
    00) WYRD (1) An unsanctioned psyker living in the shadows (10% chance off-worlder, 40% chance Ashleen).
    20% chance of an encounter; check every half-hour.
  5. Like
    Nath0610 reacted to Adeptus-B in ARCANA ARCHIVE   
    The image of the wizard’s sanctum, shelves cluttered with bizarre implements of the occult, is an enduring archetype of fantasy literature- an archetype that has been transposed into the lore of the Warhammer 40,000 universe. Descriptions of the secret lairs of sinister warp-dabblers in Black Library novels hint at the bewildering paraphernalia used to invoke the favors of the Ruinous Powers. When PC Acolytes locate a Chaos sorcerer’s headquarters and ransack it for clues, though, mere ‘hints’ as to what they find will usually not be enough to satisfy most players’ curiosity.
    To assist in ‘fleshing out’ the minor occult items found in a sorcerer’s lair, I’ve created a chart of several warpcraft items, so that I don’t get caught flat-footed when my players make it clear that vague descriptions of weird  brick-a-brack will not be sufficient.
    Special thanks to IdOfEnitiy, BrotherKane, Faern, Garner, Alekzanter, Askil, and Ranoncles for contributing to this list.
    01-02) 1d5+1 Shrunken Heads
    03-04) Basin filled with razor blades, crusted with dried blood
    05-06) Dried length of umbilical cord, tied into an elaborate knot
    07-08) Defaced brass aquilla
    09-10) Necklace of finger bones
    11-12) Cup full of small tiles inscribed with runes in the Unholy Tongue
    13-14) Carved wooden shaman mask
    15-16) Tiny glass bottle labeled ‘Tears of an Innocent’
    17-18) Jar containing the pickled fetus of a mutant
    19-20) Fetish doll sewn from canvas and stuffed with human hair, pierced with pins
    21-22) Tambourine made from stretched human skin
    23-24) Leather strap tied with 2d10 beast claws
    25-26) 1d10 corpse fat candles
    27-28) Dried lizard
    29-30) Ceramic rattle containing human teeth
    31-32) Dessicated human hands, wrapped in barbed wire
    33-34) Cut obsidian chalice (worth 3d10x10 Thrones)
    35-36) Hangman’s noose (used)
    37-38) Human skull painted with occult symbols
    39-40) Heart of a virgin, wrapped in shroud-cloth
    41-42) Blood-fed root shaped like a man
    43-44) Dried human tongue branded with a rune (‘liar’, to anyone who can read the Unholy Tongue)
    45-46) Large fossilized egg
    47-48) Grave earth, kept in 1d5 miniature coffins
    49-50) Black velvet bag containing 13 coins of outdated denominations
    51-52) Small piece of meteor rock
    53-54) Glass jar full of eyes
    55-56) Jewelry box containing 2d10 feminine ring fingers, with wedding rings still attached (valued at d10x100 Thrones in total)
    57-58) Ornate sacrificial knife (worth 1d100 Thrones)
    59-60) Dried membranous wings in a clay jar
    61-62) 2d10 vials of various forms of animal venom
    63-64) 1d5 pieces of charcoal
    65-66) Brass brazier engraved with unholy symbols
    67-68) Pouch full of fish scales
    69-70) 1d5 scrimshawed leg bones
    71-72) Wreath of razor wire, woven through with dead flowers
    73-74) Small stone idol from a feral culture
    75-76) Astrological charts
    77-78) 2d5 feathers from an extinct species of bird, bound by their quills with copper wire
    79-80) Tricobezoar (a compacted ball of hair, cut from a corpse’s stomach)
    81-82) Carved wooden juju stick
    83-84) Skull of a carnivorous beast
    85-86) Urn containing the ashes of a cremated psyker
    87-88) Cauldron (either stained with various foul substances, or bubbling over a fire, as appropriate)
    89-90) 1d5+2 large dead insects skewered on long pins
    91-92) Sinister portrait
    93-94) Mummified cat
    95-96) Crystal Prism
    97-98) Clay vessel containing a carefully preserved vital organ
    99-00) Torture implements (used)
    If the GM needs to randomize the number of occult items in a particular lair, 1d5 per effective point of the Sorcerer’s Psi Rating works well.
    So, what practical use do sorcerers get out of all this stuff? Since a collection of occult paraphernalia provides damning proof of one’s heretical activities, the benefits must somehow offset the risk. The House Rule that I use is that occult implements are used in a sorcerous variant of a Psyker’s Invocation test. I substitute a Scholastic Lore (Occult) test in place of Invocation skill, with occult paraphernalia also required to make the test. Additionally, if the warp-fetish item being used to make the test fulfills, at the GM’s discretion, the ‘Rule of Sympathy’ (as per The Radical’s Handbook, page 163), it counts as the equivalent of a Psy-Focus, granting a +10 bonus (hence the benefit of owning a wide variety of occult paraphernalia).
  6. Like
    Nath0610 reacted to Adeptus-B in ARCANA ARCHIVE   
    With Dark Heresy supplements grinding to a stop, I thought I would do my small part to try to maintain interest in DH by posting some of the odds and ends that I’ve created for my own campaign. Unfortunately most of my home-made stuff is hand-written in spiral notebooks, so I don’t know how frequently I’ll be able to type stuff up…
    I hope other GMs find this stuff useful- and feel free to post any similar goodies that you have created for your own campaigns. First up is a collection of ‘ancillary’ gear for low-level NPCs:
    “-Now let’s search the bodies!”
    How many times has that statement punctuated a combat encounter in Dark Heresy? Alas, most pregenerated NPC write-ups list only the bare minimum amount of gear appropriate for his or her role, offering players few surprises from a round of looting (and making any scenario-specific clues placed in a dead man’s pockets stand out like a sore thumb). Trying to make up interesting ‘odds and ends’ on the fly to fill out a dead thug’s pockets can also be problematic, bogging down the game and eating into valuable playing time for what usually amounts to trivia.
    The following table is intended to provide some quick ‘pocket filler’ items for minor NPCs. This list is generally ‘hive-centric’ and largely focused on laboring classes; not every result may be appropriate for the individual being searched (in terms of either utility or value), in which case the GM should simply ignore the result. Some items might become useful clues in their own right- or effective ‘red herrings’…
    01) AUSPEX- As per Dark Heresy Rulebook p.150.
    02) AUTO QUILL- As per Dark Heresy Rulebook p.150.
    03-05) BACKPACK- As per Dark Heresy Rulebook, p.146; roll 1d5+1 more times for contents, ignoring this result if it occurs again.
    06) BAG OF BALL BEARINGS- If dumped on the floor, these cover a 1d2 meter radius; anyone taking more than a single Move Action through the covered area must make a Challenging Agility test or fall.
    07-08) BOOK- (roll %) 01-20: Penthrift Dreadful (Inquisitor’s Handbook p127), 21-40: religious allegory, 41-60: military history, 61-80: local history, 81-99: biography of a famous Imperial hero, 00: a Dismal Text (details should be tailored to the current scenario).
    09-11) BOTTLE OF LIQUID- (roll %) 01: This is the Good Stuff- high-end amasec! 02-20: mid-grade alcohol, 21-60: rotgut booze, 61-90: lubricant (mildly toxic; Challenging [+0] Awareness test to tell it’s not booze), 91-00: vermicide (highly toxic; Routine [+20] Awareness test to determine as much). There is a 50% chance the bottle is labeled; d100% of the liquid remains. (See Dark Heresy Gamemaster’s Screen for rules on toxins.)
    12-13) BOX OF METAL FASTENERS- These are basic nuts, bolts, and washers.
    14-15) CANDLES- 1d5 total, plus an igniter.
    16-18) CHANGE OF CLOTHING- 50% chance these are cleaner than the ones being worn.
    19-20) CHRONO- (roll %) 01-02: a very fancy gold-plated timepiece (50% chance with an inscription) worth 10x standard, 03-20: high-end model (water-proof, shock-resistant) worth 2x standard, 21-00 a basic model (10% chance it’s broken).
    21-25) COGNOMEN- As per Inquisitor’s Handbook p.126; (roll %) 01-90: valid identification card of the bearer, 91-99: counterfeit card with alternate identity, 00: the identification card of a completely different individual.
    26-27) COINPURSE- This contains 2d10 Thrones over and above the amount that would normally be carried.
    28-30) CORD- 2d10 meters in length.
    31) CREDIT SCRIP- Issued by many employers in place of wages, these coupons can be used to make purchases at specific businesses owned by the issuer.
    32) CREDIT WAND- a pencil-sized piece of plastek tipped with a datacrystal containing codes to draw from an account at a local financial institution, up to 1d100 Thrones (the amount is also the % chance that a specific cognomen is required to utilize the wand).
    33-35) DATASLATE- (roll %) 01-02: Classified information about the local government, 03-40: mind-numbing technical drivel, 41-60: maps of local environs, 61-80: religious sermons, 81-99: pornography, 00: heretical treatise (reading it requires an Ordinary [+10] Willpower test or gain 1 Corruption Point).
    36-37) DICE- 5% chance they are loaded, adding +20 to Gambling skill; the modification is noticeable on a Difficult (-10) Awareness test.
    38) FILTRATON PLUGS- As per Dark Heresy Rulebook p.147.
    39-41) FOOD- (roll %) 01-75: pre-packaged meal (25% chance it’s half-eaten), 76-00: left-overs of a home-cooked meal (10% chance spoiled; if eaten, make a Challenging Toughness test or gain 1 level of Fatigue per degree of failure 1d5 hours later, and lasting 2d10 hours).
    42) GAS MASK- As per Dark Heresy Rulebook p.147.
    43) GEW-GAW- Something the bearer picked up because “it looked interesting”- a rusted wafer that looks like a face, a bit of congealed chemical waste resembling a gemstone, etc. Usually worthless, there is a 1% chance it actually has some value: roll a d10 for it’s worth in Thrones; on a ‘10’, roll again and add 10 to the result (multiple times if necessary).
    44-46) GOGGLES- (roll %) 01-05: count as Good Quality Photo-Visor (Dark Heresy Rulebook p.147), 06-75: standard darkened lenses (add +20 to Toughness tests to resist damage to eyes), 76-00: simply wind/dust resistant, with no other benefits.
    47) HANDKERCHIEF- 75% chance it’s dirty; if used, a Routine (+20) Toughness test must be made or gain 1 level of Fatigue 2d10 hours later. This cold lasts until a Challenging Toughness test is passed- check every 24 hours after symptoms develop.
    48) JEWELRY- (roll %) 01: highly valuable, worth 2d10x100 Thrones, 02-10: moderately valuable, worth 1d100x5 Thrones, 11-90: costume jewelry, worth 3d10 Thrones, 91-99: fake, requiring an Ordinary (+10) Appraisal test to spot or be mistaken for being worth 100 Thrones,  00: high-end fake that requires a Difficult (-10) Appraisal test to spot or be mistaken for being worth 1000 Thrones.
    49-51) LAMP-PACK- As per Dark Heresy Rulebook p.150; roll % to determine amount of battery life remaining.
    52) LASCUTTER- As per Dark Heresy Rulebook p.150.
    53-57) LHO-STICKS- As per Dark Heresy Rulebook p.147; 2d10 remaining.
    58) LIVE PET- (roll %) 01-35: a tame rodent, 36-50: a not-so-tame rodent, which tries to bite anyone who provokes it (no chance of dealing real damage, but it could be amusing to see how hardened Acolytes try to deal with an enraged rat…), 51-80: a large, harmless arthropod (of course, the PCs won’t know it’s harmless…), 81-98: a small, none-too-smart reptile, 99-00: an exotic species imported from off-world (possibly illegally), worth 2d10x10 Thrones.
    59) LOTTERY TICKET- Illegal in most Imperial communities (but rarely prosecuted), secret lotteries usually sell tickets for a Half Throne. There is a 50% chance this ticket is expired; otherwise, a % roll of 01 twice in a row indicates a winner, worth 1d100 Thrones- if you can find the bookmaker who sold the ticket.
    60) LUCKY CHARM- This can take a number of forms, from an empty shell casing to a preserved rodent appendage; in any event, there is only a 1% chance it works like an actual Charm (Dark Heresy Rulebook p. 146).
    61-62) MAGNOCULARS- As per Dark Heresy Rulebook p.150; 10% chance they are the high-quality version.
    63) MIRKER’S GREAVES- As per Inquisitor’s Handbook, p.125
    64-66) MUD TAPE- As per Inquisitor’s Handbook, p.183 (under Tool Kit entry).
    67-71) PASSKEY- Accesses (roll %) 01-50: a residence, 51-75: a vehicle, 76-85: a business, 86-99: a storage unit, 00: something illicit (such as a mistress’ residence…).
    72) PICT RECORDER- As per Dark Heresy Rulebook p.151; 75% chance it contains previously recorded images.
    73-76) PLAYING CARDS- (roll %) 01-10: missing 1d10 cards, 11-99: a standard deck, 00: Heretic’s Wake Deck (Inquisitor’s Handbook p.122).
    77) SALVATION AUGER- As per Inquisitor’s Handbook, p.127; 10% chance it is a superior model.
    78-79) SCROLLS- 2d5 total; (roll %) 01-05: star charts, 06-15: floorplans of a building, 16-30: legal contracts, 31-50: transcriptions of depositions, 51-94: Administratum records, 95-99: ‘wanted’ posters, 00: occult ritual.
    80) SLITHER BOOTS- As per Inquisitor’s Handbook, p.151.
    81-82) SPOOL OF WIRE- 1d10 meters total length.
    83-87) TOOLS- (roll %) 01: Combi-Tool (Dark Heresy Rulebook p.150), 02-10: fine detail tool kit (cannot be used on anything larger than a chrono), 11-90: 1d5 standard tools, 91-00: one heavy duty tool (+20 to Strength tests requiring torque or leverage; can be used as an Improvised Weapon).
    88-91) TRANSIT PASS- Allows use of local public transportation system; (roll %) 01-20: good for unlimited rides, 21-00: can only be used on a narrowly defined route.
    92-94) TUBE OF ADHESIVE- Sets in 1d5 minutes; requires a Hard (-20) Strength test to pull apart once set.
    95) VOLT GLOVES- Thick, insulated gloves for handling high-voltage cables. These provide 2 AP to the Arms and negate Shock effects to the same location, but impose a -10 penalty to any tests that require fine manual dexterity.
    96) VOX-CASTER- As per Dark Heresy Rulebook p.151.
    97-98) WHISTLE- As per Inquisitor’s Handbook, p.183
    99-00) WRITING KIT- As per Dark Heresy Rulebook p.151.     
  7. Like
    Nath0610 reacted to Adeptus-B in ARCANA ARCHIVE   
    One of the DH missions from my campaign involved the Acolytes discovering an isolated community on a frontier world that had been turned into beastmen as the result of a would-be sorcerer dabbling in Things Man Was Not Meant To Know…
    This is my take on beastmen in WH40KPR. The scenario I used them in required them to be barbaric first-generation mutants; hence, they are depicted as being more primitive here than they are in Warhammer Fantasy Roleplay, where they are portrayed as, basically, people, with intelligence comparable to the human average and- to judge from the miniature figures- fairly advanced metalworking skills.
     WS: 40 BS: 20 S: (8)45 T: 45 Ag: 35 Int: 20 Per: 35 WP: 30 Fel: 15
    MOVEMENT: 3/6/9/18
    WOUNDS: 18
    SKILLS: Awareness (Per) +10, Concealment (Ag) +10, Shadowing (Ag), Silent Move (Ag), Speak Language: Debased Low Gothic (Int), Tracking (Per)+10.
    TALENTS: Berserk Charge, Crushing Blow, Hardy, Iron Jaw.
    TRAITS: Bestial, Unnatural Strength.
    ARMOUR: None.
    WEAPONS: Crude stone axe (counts as Club: 1d10+10 I; Primitive).
    GEAR: Primitive jewelry. 
    WS: 50 BS: 20 S: (8)45 T: 45 Ag: 35 Int: 20 Per: 35 WP: 30 Fel: 15
    MOVEMENT: 3/6/9/18
    WOUNDS: 23
    SKILLS: Awareness (Per) +10, Concealment (Ag) +10, Intimidate (S)+10, Shadowing (Ag), Silent Move (Ag), Speak Language: Debased Low Gothic (Int), Tracking (Per)+10.
    TALENTS: Berserk Charge, Crushing Blow, Furious Assault, Hardy, Iron Jaw.
    TRAITS: Bestial, Unnatural Strength.
    ARMOUR: None.
    WEAPONS: Great Weapon (2d10+10 R; Primitive, Unballanced).
    GEAR: Primitive jewelry.
    WS: 35 BS:25 S: (8)40 T: 40 Ag: 35 Int: 35 Per: 35 WP: 40 Fel: 25
    MOVEMENT: 3/6/9/18
    WOUNDS: 18
    SKILLS: Awareness (Per) +10, Concealment (Ag) +10, Forbidden Lore: Warp (Int)+10, Intimidate(S)+10, Psyniscience (Per), Scrutiny (Per), Shadowing (Ag), Silent Move (Ag), Speak Language: Debased Low Gothic (Int), Tracking (Per)+10.
    TALENTS: Crushing Blow, Favoured By The Warp, Hardy, Iron Jaw, Sorcerer, Whispers From Beyond*.
    *The sorcerer may substitute Perception for Intelligence as a requirement for the Sorcerer Talent.
    TRAITS: Bestial, Unnatural Strength.
    ARMOUR: None.
    WEAPONS: Stone Knife (1d5+10 R; Primitive).
    GEAR: Primitive jewelry.
    MINOR ARCANA: Déjà Vu (10), Fearful Aura (9), Healer (9), Inspiring Aura (8), Lucky (8), Spasm (9).
    MAJOR ARCANA: Gift of Rage (12)*, Psychic Shriek (20), See Me Not (16).
    *Gift of Rage- Threshold: 12, Focus Time: Full Action, Sustain: No, Range: 3m
    The sorcerer’s barbaric chanting dives his followers into a blood-mad rage. One willing ally per point of the sorcerer’s Willpower bonus becomes Frenzied at the end of the sorcerer’s Action. Overbleed: For every 10 points by which the Threshold is exceeded, another target may be effected.
  8. Like
    Nath0610 reacted to ColArana in Advantages of Telekinesis?   
    The power. Not the discipline. The discipline, I'm well aware has some potent abilities, but with regards to the power Telekinesis itself I'm wondering if I'm missing something.
    As far as I can see, Telekinesis is completely and utterly inferior to Spectral Hands. Spectral Hands has a strength equal to your willpower, and looking at the "lifting/pushing/etc." at practically every level of WPB Spectral Hands would be able to lift more than Telekinesis.
    It's also got a lower threshold and superior range. Neither have any overbleed.
    Am I missing something here, or is Telekinesis completely inferior to a minor power?
  9. Like
    Nath0610 reacted to Magus Black in Race Builder Assistance (for the Great Good)   
    Ha! While it might be hell if I suggested it be allowed for the Players to make them in vacuum this is supposed to be a group effort (or just GM effort) so any shenanigans the Players try will have to pass their GM first (and if they miss at this point then they are Lost). The major reason its there is that there are several races that have Unnatural Characteristics already in the game:   Kroot have Perception and Strength Vespid have a high Toughness  Eldar have a high Agility Ogryns  have Strength and Toughness Orks have Strength and Toughness too.   And of course the universe is a big place the and there is no telling if there exists a ‘Superior’ Race out there or not. The idea (hopefully) is that while the stronger races (Kroot, Vespid, etc) will start strong but lack diversity while the weaker races will have more diversity (humans will start with a 1000exp at character creation, while other start with much lower or even none). Of course it cant be flawless since 40k is “sucks to be you” but at least its an effort.     Well that part would be determined more by the other options I plan to make Character Creation based on this format:   Race: Which is what I’m working on now.   Origins: Which will be about all the different starting points, I got most of it down already by using a bit of New Heresy and Only War (using an idea I struck upon in the 2nd Heresy Forum, taking those that granted a + in Toughness and granting them a +2 Wounds).   Trade: Which is pretty much your job, class, career, whathaveyou; I’ve got a system already in mind for making this balanced to the each race (which is where a majority of your Wounds will be from).   Distinguished History:  Which will follow up on your Trade and will determine ‘why’ you’ve become noteworthy (were you may gain, or lose, wounds…amongst other things).     ….still that not a bad idea, especially if one race wants to be trained in a radically different field instead of one their norms (ratlings as Pathfinders, humans as Firewarriors etc.)   Since Wounds are a bit of a standalone thing (and their value is not placed very highly at late-end games), do you think that 50exp per Wound (and the reduction of wounds +50exp) would be fair?  
  10. Like
    Nath0610 got a reaction from Lone Pilgrim in New Homebrew Campaign   
    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. 
  11. Like
    Nath0610 reacted to Lone Pilgrim in New Homebrew Campaign   
    Uhm, sorry for multi-posting, I seem to be a bit disorganised -.-

    What has not been pointed out so far is atmosphere. It's one of the many roles of the GM to create atmosphere that will immerse players and make them forget they are sitting round a table, and one that new GM in particular tend to overlook with their hands full. Since you use a setting that's supposed to be rather creepy, I'd wager that it'd pay off to put some thought into the matter.
    So, my advice on creating atmosphere (mind you, this is all how I like it, not something I'd force on a group if they don't like that sort of thing):

    - Descriptions: Don't tell your players there's "kinda a building", but "there's a dilapidated habblock, grey ferrocrete, in places plastered over with flaking paint that has yellowed. A lone lumenglobe spills dim light over the cracked stairs."
    As has been pointed out before, this can be overdone, so don't drown your players in details, but whenever you want to shine a spotlight on specific ppl, events, environments, or envoke a particular emotion, this is the tool of choice.
    - In Character: Whenever possible, use direct speech when portraying NPCs. That is, don't tell your players "the guy tells you that he has seen the person in question yesterday", but spell it out, adopt the NPC's manner of speech, choice of words, facial expressions, body language, slang, act as good as you can. Is she a noble with windy speech or an underhive scum? It also serves as giving away clues - if you're talking in-character and the character hesitates before answering, players will know that something's amiss (if they paid attention) without the need of a dice-roll.
    Also, encourage your players to do the same. It's weird in the beginning, but it definitely pays off, immersion-wise.

    - No Jokes. There's nothing wrong with good humour at the gaming table! Especially in the beginning phase, we do have a lot of laughs. But if you're trying to build atmosphere, there's nothing more immersion breaking than a joke at the wrong time. Even though it might be brilliant, when you're delivering an emotional scene, a flat joke will destroy everything you've worked for for a few seconds of laughter. Same goes for off-topic discussions, smoke breaks etc., cut those as short as possible, ask your players to focus on the game. That's not being a draconian, humourless overlord, but simply politely getting things on track. Sacrificing a few bits of socializing and laughter every other weekend will gain you something far more valuable: a memorable, immersive story you made yourself

    - Exterior factors: if you can manage, try to shut out the outer world. No persons barging into the room turning on the TV, if at all possible, no kids running around crying for attention from mom (we had that once ~shudder~), or mom peeking curiously into the room to see what her kids are up to. Try to play in a secluded spot and at a time with smallest possible amounts of distractions.
    I prefer a rather dim lighting while playing, further drenching the outer world in shadow, but that's personal taste. Also, I use a laptop with ready-made playlists for background music, generic sountrack collections (games are excellent) with tracks sorted into categories such as "heroic", "sad", "combat", "neutral background", "sacral" and so on. It's a bit of a workload to get your initial playlists, but you can use and extend them for years, and in my experience, music makes one hell of a difference concerning atmosphere.
    We even have been using intro tracks for years (atm Spirits Within by Audiomachine), that we play after having summed up the last session and before starting to actually play. It works well as defining the transition from out-game to in-game, gives players the opportunity to focus on their character for a few minutes and the GM to have a last quick look over notes or get rid of all the reallife-ballast clogging up imagination.
    I'm aware that this is quite a lot for starters, I'm not trying to intimidate you or enforce on you my Golden Standard, truly! These are just my experiences -pick what you like and what works for you, discard the rest
  12. Like
    Nath0610 reacted to Lone Pilgrim in New Homebrew Campaign   
    aaaalso, since Sim mentioned combat encounter accuracy, might I point you to this thread that has helped me enourmously:
    Especially the bit about map design by Covered in Weasels, which I dare copypaste here:
    I try to follow these guidelines when designing combat encounter maps:
    Provide cover for both players and enemies. Ideally there will be multiple different strengths of cover -- for example, a chapel might have many ARM 8 wooden pews and several ARM 16 stone pillars in the main floor area. Interior walls of buildings are usually ARM 8 unless they are reinforced in some way; modern rifles can pierce a typical wall and hit somebody on the other side with enough force to cause injury. Provide routes for combatants to flank or charge each other. A straight corridor shoot-out generally makes for poor tactical gameplay. Have stairs and balconies that pass above or below the main combat floor. Perhaps some routes are faster or safer than others but require a skill check to cross -- instead of walking around the edge of a pit full of hazardous waste, a character could use Acrobatics to cross the narrow girders leading across the pit. Let players interact with the environment in some way. Maybe tables can be flipped to provide cover, or an industrial lift can be raised to give someone a height advantage. Players can shoot pipes to produce a cloud of steam, duplicating the effects of a smoke grenade. Entering the proper code into a computer terminal (Tech-Use) could reprogram nearby repair servitors to attack your enemies. Give the players an objective besides "kill everyone." Maybe an important target is fleeing while minions and traps cover his retreat. Do the players advance cautiously and risk losing their quarry, or do they rush the enemy and possibly expose themselves to serious harm? Maybe the party Adept has to decrypt some vital data and must be protected while a large force of mercenaries tries to stop him, and the Acolytes must hold out against a superior enemy while the non-combat party member makes an extended skill test. If the Acolytes want to take a cult leader alive so they can interrogate him, they will hesitate to use their boltguns and power swords against a potentially dangerous enemy.
  13. Like
    Nath0610 reacted to Lone Pilgrim in New Homebrew Campaign   
    That is sound advice, however I do not entirely agree. I for my share can best think while typing, so I tend to do exactly that: long, flowery descriptions, fleshed-out NPC dialogue. Most of the times, ideas only come to me while writing in full sentences. Granted, I don't use the stuff I write at the game table, for once I've written it down it is commited to memory, and I do make an effort to condense the walls of text into buzzwords to use in game. But in my experience, my players have so far enjoyed my sometimes long-winded descriptions of people and environments which I would not have been able to make up on the fly from a fey keywords. That is probably a rather unusual approach, and yes, it is a lot of work, but I never felt it to be wasted time to flesh out things beforehand...
    But hey, that's just how I like to do it, not how anyone else has to do it. Just pointing out there's more than one approach, and you have to find the one that works for you and your group.
  14. Like
    Nath0610 reacted to Darth Smeg in New Homebrew Campaign   
    Late to the party, as ever, but here are my 2 (euro)cents. 
    In addition to agreeing with everything Simsum has said, I'll add some suggestions to your plot. This warp-cult wants to bring the entire sector into ruin and chaos by destroying its seat of power and those ruling it: Scintilla. The warped Tenebra is just the start, unless the Acolytes can stop this, the tear in the veil between realities will grow, and tear the entire planet in "two". 
    Perhaps not literally, as in blown into tiny pieces, but "two" as in existing in and out of the warp, with all the insanities and horrors that involves. Scintilla becomes a new "eye of terror" and the source of many a Black Crusade. 
    There's your ending, if the Acolytes fail. 
    Now work backwards from that. What will they need to do in order to stop this?
    Find the cult, learn of the ritual, discover how to stop this? Perhaps they need some allies on the way. Time to make friends, earn trust, unite warring factions, etc. Many possibilities here.
    Perhaps they need to recover some specific artefact? A macguffin that can heal the wounds in space and time. Think "quest for the holy grail", with challenges along the way.
  15. Like
    Nath0610 reacted to Tenebrae in New Homebrew Campaign   
    Ofcourse I'd come back with an apology, as soon as I'd slept and realised how rude I'd been
    Learn to improvise. Players will go off your planned track once in a while - if you can make it feel just as real as when they are following your planned trail, even as you're maneuvering back on track, you'll  be an awesome GM.
    And luckily a good way to practice this (I think) is making up details.
    The above mentioned "no-one here wears red sleaves after that invasion 80 years ago!" is an example. Or perhaps one of the characters is not-local, and think the way the locals depict some saint to be just wrong!
    It's not really about giving a lot of description, it's more about being able to give the illusion of a complete world, without actually burdening people with too much info. And details about this thing or that helps that illusion.
    Just piling on descriptions risks overloading your players - some more than others.
    As an example, I love the books by JRR Tolkien, but one of my players complains extensively about how he will spend pages describing the characters' surroundings and what they see. So she needs less description - remember what I wrote about paying attention to your players above?
    As for consistency, it really is that important I think. With rules, and with the world you describe.
    If you make a ruling, make sure you keep to it, regardles of who it favours. On the other hand, don't be afraid to admit you were wrong. - but make sure you tell the players what you did wrong and how, so that they know what to expect.
    Perhaps this is really what's at the heart of being consistent.
    When I drop a ball, I expect it to fall to the ground, every time. If my character drops a ball, I expect it to drop to the ground every time, but I can't actually know, because there are no laws of physics, only the decissions of the GM. If the "rules of reality" change, players can't predict (or even guess at) the results of their actions, and this removes their motivation.
    In my experience, actual rules matter a lot less than that these rules are consistent. But that might depend on the group.
    If you can master these steps, it's unlikely that things will go catastrophically wrong for you
  16. Like
    Nath0610 reacted to Simsum in New Homebrew Campaign   
    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
  17. Like
    Nath0610 reacted to Simsum in New Homebrew Campaign   
    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
  18. Like
    Nath0610 reacted to Tenebrae in New Homebrew Campaign   
    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."
  19. Like
    Nath0610 reacted to Darth Smeg in Not a rules question per se, but I need general opinions (Psyker Powers)   
    He can't shoot you if you Weapon Jinx his gun
  20. Like
    Nath0610 reacted to Magnus Grendel in Exitus rifle customization?   
    Only what's on it already. What's meant by the statement is that the weighting, grip shape, placement of reload controls, etc, have been customised (and for that reason it'd be really awkward for other people to use - albeit not as bad as the spy mask, which is hard-locked to a specific user).
    It's already got a scope, so it can't accept a targeter as well.
    As an observation; you're a vindicere firing exitus ammo. You really don't need a targeter.
  21. Like
    Nath0610 reacted to Adeptus-B in How visible are psyker powers?   
    Welcome aboard, Nath0610. What using psychic powers looks like is largely undefined and subject to interpretation, but I would suggest that your GM is thinking of D&D magic spells. Unless its a power that involves rays from fingertips or deafening screams, I rule that psyker powers are subtle enough to require an Awareness Test to spot the fact that the psyker is making any gesture at all (the "These are not the droids you're looking for..." hand-wave, for example). But, ultimately, the GM has the final word.
  22. Like
    Nath0610 reacted to ColArana in How visible are psyker powers?   
    My own GM has agreed it depends on the power. If nothing is mentioned, then generally nothing is expected. Powers that target the mind, for example, have no visual cues. Honestly, it doesn't even mention that powers HAVE to be accompanied with gestures or vocalization-- unless you're doing an invocation test at least.
    I suppose it's up to GM interpretation, but personally, I would consider it that if the rulebook doesn't state so, the power should be able to be done in a concealed manner-- unless of course you hit Psychic Phenomena. Depends on the power of course. Something like Inflict Pain, Precognition, or Telekinesis shouldn't be visible, in my opinion. Something like Bio Lightning or Firebolt absolutely would be.
  23. Like
    Nath0610 reacted to Darth Smeg in How visible are psyker powers?   
    Some powers specifically state that they can be used "covertly", in such a manner as the target remain unaware of anything happening at all.
    I remember I asked the same question when I was a newbie GM, and the general feedback was that no, they aren't visible. (Unless you're throwing fireballs around, or shaping your own flesh, etc).
    Using Invocation, though, involves gestures and words of some sort, and might be spotted.
  24. Like
    Nath0610 reacted to borithan in How visible are psyker powers?   
    Some powers will be invisible if used the normal way, while others are blatant. This is one of the reasons why Psykers are branded, to warn everybody (and obviously to show they are sanctioned, for their own protection from the fearful reaction of others). Remember that psykers are a known entity in 40k, even if as "wyrds" and "witches", so if weird stuff starts happening around a bald person in long robes they are likely to work out what is happening, even if there are no bolts of magic lightning etc. A guy suddenly being torn into little pieces because he has been drilled with a Force Barrage is a clue something is up. Also, I think it is stated somewhere that targets of the telepathic powers are aware their minds are being violated regardless of whether there is any obvious visual clues, unless the power's description says otherwise.
    Some of the more subtle powers (like the probability altering ones) might take longer for someone to realise something is up and the cause of it. There also might be other subtle clues, like the psyker looking like they are concentrating on on a target, even if they are not doing anything like pointing with fingers etc. Psykers also learn rituals to focus their powers, which is what Invocation represents, and these will usually involve obvious clues that are mentioned.
  • Create New...