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  1. Hi. I'm looking for an issues that might interest secret society allied to Inquisition for a session. Like those things that people say Illuminati do. Any ideas?
  2. Nope and nope. According to RAW you can exchange stuff only after successful Commerce test. Even without it it's quite tough to use: usually you wouldn't exchange rarer item for more common one. Besides my rule doesn't apply to all items, just valuables like cash, precious stone, etc. How did it go, Morbid?
  3. Changing the core of mechanics usually causes more trouble than it solves. If you really want to speed up the combat you should just prepare accordingly and keep it simple.
  4. Here's an idea on how to make loots more interesting for your players and grasp better feeling of what character's influence is. It's valuables. Cash, precious metals and stones, jewelery, treasures and more exotic kinds of stuff that people keep mostly as condensed wealth. Normal way to handle them in DH2 is to allow to trade them with commerce skill according to RAW. You, GM, give this piece of wealth an availability type, a buyer and there you go - it can be exchanged for anything. But this isn't always logical or fair. Bartering is very random in this game. One trinket can be worth null or fortune, depending on a dice roll. What about currencies? They're usually stable and don't change their worth every five minutes. You can't expect someone to agree on exchanging 5 euros for 10 euros, you wouldn't certainly do it, would you? That's why I think that there should be simpler rule for using valuables. Mechanically it works like this: First of all, when does the "valuable" start and when it remains irrelevant? Basically it's a treasure. A suitcase filled with money, a golden idol, rare precious stone found on an exotic planet. It's not what was left of your wage at the end of the week, it's more than your Bar Mitzvah or Confimation cash presents. It's substantial and worth sinning for. When character finds a trinket and evaluates it (if the currency is known to character it's automatic success on test, if it's unknown xeno precious stone, more difficult test is needed), game master tells him how big of a bonus he can add to his chosen Influence roll. Let's say the treasure is a pot of gold stolen from space leprechauns and the bonus is +10. Now it can be added to any influence test that character makes, but only once if succeeded (character buys whatever he wants to get with this gold). If the test was a failure, the gold is not expended. But if character is far sighted businessman or woman, he or she can turn that cash straight into assets by investing, lending the money, buying some friends etc. The treasure is removed from equipment and the character receives influence points equal to the tens digit of it's influence bonus. In case of the pot o' gold - one influence point. What do you think, chaps?
  5. That would be a good idea were it not for the possibility of whichever of the protagonists has the better techpriest being able to subvert the servitors and turn them on their enemy! Given enough time, you could end up with a character having a retinue of several MegaCredits worth of servitors! Well you don't have to provide legions of them. Or allow them to hack servitors so easily. Or just put automated turrets there.
  6. ...when player character sleeps with military crate full of plasma flasks under her bed, waiting for a better market to trade it.
  7. Yeah, loud and dumb servitors would make good guardians.
  8. Do you allow requisitioning whole units to your players? Like sniper teams, sentries, sentinels, artillery (in form of barrages)? What are their rules? I've been allowing to requisition artillery and mortar barrages. They're the same availability as ammo for them, but require Navigation Surface test to indicate the position of barrage to the artillery commander. Then he makes BS test and shoots at the target. But I was also thinking about requisitioning of NPC's and taking them on a mission, in Mission Assigned Equipment (don't wanna invent all the availabilities for them). Especially when the task at hand is very demanding. On the battlefield they would be under squad leader's command and issuing orders would require Command test. They would receive penalties and bonuses to tests depending on whether the Command test was a success or failure.
  9. I think they could get sentinel with a pilot and a lascannon. It can die after one shot from ork kannon and it can deal significant damage if used with caution. Characters won't be able to use it freely, though. Squad commander will give orders by using Command skill and it's test will reflect how well the order was performed. I was thinking that every DoF or DoS grants -10 or +10 to all tests made by sentinel.
  10. Ok, so I can add my own. Availability for all the new bionic senses is the same as for classic ones. Of course Good and Best quality augmetics have also all the properties of the worse ones. Bionic Sense: Thermoreception These are thermal detectors located in nanocavities in augmented's cheeks. They allow him to detect differences in temperature between surfaces that he can draw a line of sight to. It gives a character a Dark Sight trait. Good quality ones allow to fully "see" the surroundings with the sense, even with eyes closed. If the character had the Blind trait, he loses it thanks to this augmentation. Best qualty ones when used with humans allow to judge their attitude and emotion, comparing temperatures of different body sections. Perfect resolution of this sense allows it to help in tasks requiring great attention to detail. It grants +20 to the scrutiny tests when the temperature can provide valuable information or clues (character still requires adequate knowledge to make use of the data he acquired. For example he can judge time of death of the body by measuring it's temperature, but he still needs Medicae skill to do that). Bionic Sense: Electroreception Called also "Shark's Tears" are microampulae covering augmented's face. They allow to detect electric discharges in the environment and therefore be aware of nearby electric instalations if they're on. Their placement and whether they're being used can also be noticed. Good quality ones detect even the slightest discharges, like those forcing heart muscles to pump blood in living beings. Character with this augmentation can detect living creatures as if with an auspex, though without the need for Tech-Use test (only Awareness test required). Best ones allow to some extent "read" the data that cogitators or machine spirits are processing. Character still requires Tech-Use skill test to succeed, though. Bionic Sense: Canine Olfactorial Lobe Actually two implants: one is the olfactory detector mounted inside (or instead) of the augmented's nose, the other is a brain implant. Together they allow to detect smells and to draw complex conclusions from them. It obviously requires atmosphere to function. Basic model gives +10 bonus to detect smells and track living creatures. Good one allows to retrograde the olfactory profile of the environment. For example if there's a smell of blood in the room, the sense allows to tell when the blood was spilled and what other smells were present during this time. Movement of smells and their spacial relations can also be registered this way. Best olfactorial lobes can be used in all tests to Chymistry tests to detect, identify, craft and research various substances. It grants +20 bonus to them.
  11. Ok, I think I'm gonna make it looted Leman Russ and give it to the orks to drive. They'll turn Battle Cannon into Kannon (the same as mounted atop of Squiggoth Howdah, main difference is that it shoots once for two turns), because the latter does moar dakka. Besides it needs some weak spots. One of the sponsons will be gone - there'll be a nice minigame to try to remain on the left side of the tank at all times. The tank should receive Ramshackle trait (1d10 Critical Damage roll instead of 1d5 when RF). Or maybe not... No, it doesn't make the fight easier, it makes it more random. Also the battle arena will be stacked with walls to hide for PC's. They'll give them AR, but will perish when shot at, forcing them to change position quickly. But there could also be one display of power, one shot from da Kannon, that should tell players that one shot can be all that is needed to kill them. Any ideas?
  12. Hey guys. I'm planning a sneaky session in Only War and I wanted to outline some basic rules, that would make it smooth and dripping with ambience. Feel free to post yours. First of all, the setting. PC's are infiltrating ancient bunker and discover xeno lurking in the dark. They're free to act as they wish, though the alien chooses to fight from the shadows, for it was spawned for this by the hive mind as a lictor (from DH2:Enemies Without book). Players will be provided with tactical map of the bunker complex. Here are my ideas on how to make sneaky session possible: 1. Draw venting system in a bunker. Be clever though. Don't try to draw separate "floor" for it, cause that will make the whole map messy. Draw only vents and group them into separate systems, by indicating them with a symbol. Then assume that it's possible to move between vents with the same indication if the navigation (or tech-use, fairly easy) test is done. Vents marked with another indication may not be accessible or should require more difficult test to pass (tech-use if it requires messing with machinery or strength-athletics if it requires some climbing for example). 2. Introduce multi-level awareness. It means that success in awareness vs stealth test shouldn't automatically allow to see the sneakee clearly and be able to recognize and/or shoot him. Up to 2 degrees of advantage in this test in favour of the one who's testing awareness should mean that he's merely suspecting intruder's presence and therefore isn't fully sure of it. This will allow the sneakee to hide or silently escape, not forcing him to fight right away. If you want to grasp this idea mechanically, I might have appropriate tool for you: alertness. Every time the character gains advantage on awareness vs stealth test, it gains alertness level. Number of those levels that can be tolerated depends on couple of factors. Basic number of AL is 3. When the last level of alertness is reached, the character is assumed to be fully aware of the sneakee and may take actions against him. It becomes lower or higher in different situations: - if character has Paranoia talent -1 AL - if character is on guard duty -1 AL - if character is relaxed, intoxicated, exhausted +1 AL - if character is fooled by sneakee's successful Deceive test (and he decides that the noise he heard was probably a rat or something) +1 AL 3. Allow for sneak attacks with a simple house rule: Point Blank (or Melee) Attacks that are also Surprising attacks make the target Helpless. 4. If the NPC's like to sneak, provide some clues that they do. Think of how they should behave when the fight starts: run away to the shadows, to prepare a new trap? Fight back until death? Do you have your own ideas?
  13. When you give the squad an opportunity to pet an animal, kitten to be exact, which was going to be burned alive by bunch of cultists. First thing they do after killing cultists - hack the little fuc*er in half. Now that they're thinking about it they want to have a servocat.
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