Jump to content

dobyk21

Members
  • Content Count

    33
  • Joined

  • Last visited

About dobyk21

  • Rank
    Member
  • Birthday December 16

Recent Profile Visitors

284 profile views
  1. I'm not a fan of necroing old topics, but I just wanted to give an example of how you can sanction an adept with an Ascension package, an experience of mine from last year playing an adept-turned-psyker - just to give you an idea of how I transitioned from adept to "psyker". My character was a voidborn adept who grew up on a rogue trader ship and was a heretical visionary who thought psykers are the next evolutionary step for humanity and that the Imperium should breed psykers so that they can evolve to resist the natural corruptive nature of the warp. She even started as a curious and knowledge obsessed Wyrd, so her entire theme was centered around psykers, psychic potential and knowledge. The way I approached my GM with this is that I asked him for an elite advance package to represent my sanctioning process and my trip to Terra - I proposed to take the "Mind's Eye Opens" general transition package from DH: Ascension, page 48. From the beginning I've told my GM I will pursue the Loremaster advances and that I'm not interested in playing a malefic scholar-sorcerer, and since my theme was consistent throughout the game, he agreed - after all, if I'm to be sent for Sanctioning and miss sessions, and thus experience, why not simply invest the missed xp? Also, our Inquisitor had radical leanings so that helped. So, after I bought Psy Rating 1 and waited until an agreed moment in our campaign, we roleplayed a cool conversation with my Inquisitor and my character was sent off to Terra, VIP express. The package gave me +1 psy rating, one major and two minor psychic powers, increased age by 1d5 and decreased toughness by 1d5. We agreed that I would miss a number of sessions equal to 400 xp, and then my character was returned. I also asked my GM to adjust the last two ranks of my advance to reflect my increased potential and knowledge - he allowed me to purchase Forbidden Lore (Psyker, Warp), Favored by the Warp, Invocation and Discipline Focus, since it made sense for the character to have these, or strive to have them. The costs were equal to or more expensive by 100xp than the relevant Psyker ones. And then we changed the Adept advances "Psy rating 2" and "Psy rating 3" to "Psy rating 3" and "Psy rating 4" respectively. This gave me a slight power increase in the final stages of the game, but it wasn't dramatic and ended up less powerful than pure psykers. Since I focused on Divination and Telepathy anyway, these powers synergized with the adept background very well. So, there you go, a case for using the Ascension package to mechanically transition your character from Adept to Psyker. It just made perfect sense, given the package is explicitly designed for inquisition acolytes who discover psychic power in them and which then go on to become sanctioned psykers. It also ensures the xp you're going to miss is invested somewhere else, since your character will be tutored, indoctrinated and tested while he/she is out of play.
  2. Well.... not that I disrespect the God-Emperor, but..... I still like my eyes xD All those puny and religious astropaths can be proud of their scars. My Adept-turned-Psyker takes comfort in knowing that not only has she received some of the Emperor's immenese power, but she is sexy and exotic enough to screw hot Rogue Traders I mean, just because she's a psyker, it doesn't mean she can't have fun from time to time She is quite sexy, mind you. In her own way. Long, wavy auburn hair, pale skin, large,, violet eyes, a nerdy and innocent disposition All she needs is some nice, violet cybernetic eyes to accentuate her presence
  3. No no, I am quite clear on the difference between sanctioning and soul-binding . Just check Dark Heresy sanctioning side effects, it's there - optical ruptures is one of the possibilities (which is my case). To be honest, I really don't mind the whole "soul-binding is a spiritual and religious experience", but quite frankly - I would rather my Astropath gets some cybernetic eyes just for cosmetics at least. After all, she really likes screwing Rogue Traders and the like (which is in her backstory). And having no eyes.... well, that's not really erotic xD As for the journey - she already was under threat of execution as a "rogue Psyker". I don't think she would mind going back to Terra. Not to mention, all psykers NEED to go through the sanctioning process, while the soul-binding is a completely different ritual for chosen individuals She was a voidborn raised on a Rogue Trader ship, so it's only natural that she would like to become an Astropath
  4. I was just wondering something about Astropaths, soul-binding and the damage done to the eyes. In Dark Heresy, there was the "Optical Ruptures" sanctioning side-effect, which sounds suspiciously familiar to the damage that Astropaths suffer to their sensory nerves, particularly the eyes. In DH, however, your ruptured eyes are replaced by cybernetic implants. Is this viable for Astropaths as well? Or is it that the nerve itself is irrevocably damaged? I've seen some pictures of Astropaths with perfect sight, some with blind eyes, and some with no eyes whatsoever, so I'm getting confused. Can an Astropath somehow regain his/her sight, and does he/she have to lose it in the first place? Would cybernetic implants suffice? I'm asking all of this because I would like to think that my adept-turned-psyker, who lost her eyes already to the sanctioning, could transition to an Astropath and still keep her cybernetic implants and do her duty on a Rogue Trader ship. If not, at least can she keep the implants for cosmetic reasons? I really don't like the empty socket thing, even if it's a "mark of honour" for some. Also, can Astropaths read? Books? I know they can perceive things with their heightened senses, but reading is a bit different than perceiving.
  5. Hey everyone, Recently I've been thinking about Adepts turned Psykers, and how the GM and the player can resolve the situation when the Adept is discovered and sanctioning is impending. The Radical's Handbook, page 149, goes over the different options for the player and the GM, sorcery, nascent psyker, and sanctioning on Holy Terra. The sanctioning option, however, has always felt a bit... incomplete, to me personally, as later on the Adept really doesn't even learn basic stuff like Forbidden Lore (Psyker, Warp) and Invocation, or talents like "Favoured by the Warp", but he/she is still supposedly a "proper" Psyker now. It seems like they wanted to give Adepts a bunch of minor powers late game, in the Loremaster and Magister ranks, but they didn't really have a clear vision of how these Adepts would transition. Then I saw one of the Ascension general transition packages, "The Mind's Eye Opens", page 48, which pretty much is intended for PCs that DO have some psyker power, but have not been sanctioned yet. Pretty much someone who awakens their psychic potential and is discovered (eventually), but his master, the Inquisitor, decides to let him leave and the person goes to Holy Terra for sanctioning. The effects of the package include an increase of the Psy rating by + 1, the gaining of a Discipline power and two Minor powers, and then the character loses 1d5 points of Toughness and his age is increased by 1d5, and you get the Sanctioning Side Effect of course. Essentially, you are discovered, but you are in service of the Inquisition, so they just send you to Holy Terra, you endure some horrible stuff, then come back slightly stronger and sanctioned, and scarred. Now, obviously this is intended for characters who come out of Dark Heresy and go into Ascension, but to be honest - this package just perfectly describes the sanctioning scenario, gives a little bit of extra boost, etc. Not to mention, the Adept would actually lose a lot of he/she doesn't go through this package - if the PC is simply sanctioned without any other benefits, when he transitions to Ascension he will be on the lower spectrum of power actually. So I had an idea in mind. Would you, as GMs, allow the player to basically "transition" from the Adept to the Sanctioned Psyker careers with this package? The only changes would be, apart from the package modifications, that on the Loremaster level, the player can only buy 1 minor power (because he will get 2 from the package anyway), or just change the package so that the player receives only a Discipline power and allow the buying of 3 minor powers. Then change "Psy Rating 2" and "Psy Rating 3" in the Magister rank to "Psy Rating 3" and "Psy Rating 4" respectively. Overall, this will give the Adept-turned-Psyker slightly more minor powers, and a total of, what, 3 Discipline powers (depending on WP bonus)? And a Psy Rating of 4 is STILL lower than what a "proper" Psyker would achieve, which is 5 or 6 depending on career paths. When the player rolls 1d5 for increased age, the number would correspond to the number of sessions the player will miss with the party, while he is being trained, conditioned and tortured on Holy Tera, so the experience he will miss in sessions will essentially go into this package. If you want to make sure the player misses at least 2 sessions (years), just make it a 1d5+1 roll. Also, would you allow the player to purchase, as Elite Advances, Forbidden Lore (Psyker) and Forbidden Lore (Warp) and Invocation? Does it seem like too much? In the end, no matter how powerful these changes may sound (which I fully realize), in the end the PC will still be less powerful than someone who has been a Psyker since day one of the campaign, and will have more talents, more relevant skills with + 10 and +20s, and a higher overall Psy Rating, not to mention a huge arsenal of minor and Discipline powers which the Adept could not really develop in his last two ranks of his/her career. So, any thoughts? Is it too much, can it be balanced, and would you consider it? Personally, I think it perfectly fits the whole transitioning process and really eases the PC into its, well.... new career, while also leaving it slightly more powerful, but still not on par with a "proper" Psyker. Thoughts?
  6. Thanks for the help and advice, doomande!
  7. The Radical's Handbook, page 149: "The Question of Psychic Adepts The Adept Career Path presented in the Dark Heresy Rulebook includes Advances in two of its ranks (Loremaster on page 48 and Magister on page 49 of the Career Paths chapter) that give an Adept character the ability to become a psyker in middle of a campaign. These Advances were intended to represent these characters gaining psychic ability through studying occult mysteries and forbidden lore. It does, however, raise the question of whether these psychic adepts are sanctioned and where their power comes from. Three options for how you may want to deal with these questions are presented here: Sorcery: The psychic powers open to Loremasters and Magisters are in fact knowledge of sorcery gained through forbidden research. Swap the Loremaster’s Psy-Rating 1 Advance for Sorcery and add in Forbidden Lore (Warp) (Int) and Forbidden Lore (Warp) (Int) +10 as two advances for 100 points each. In the Magister rank, remove the Minor Psychic Power and Psy-Rating 2 Advances and swap the Psy-Rating 3 Advance for Master Sorcerer. Sanctioned Psyker: When the Adept takes the Loremaster Psy-Rating 1 Advance, they are trained and sanctioned as a psyker. The character takes a suitable time out from play and gains the Sanctioned Psyker Trait (see page 26 of the Dark Heresy Rulebook). Rogue Psyker: Rather than taking a psy-rating, an Adept who passes through the Loremaster Rank may become a Nascent Psyker (see pages 89-90 of The Inquisit or’s Handbook). If the psychic power involved is suitably ‘discreet,’ the character may not even be aware that he possesses it, (although of course the player does!), and wield it subconsciously, simply believing it to be a ‘knack’ or good fortune, at least at the beginning…" Hope that helps. And yes, I think it's not too far-fetched for an Adept to unlock his psychic potential through contemplation and study. While sorcery sounds very logical and fitting, there's nothing contrary to just plain "psychic" awakening. Some people possess the Psyker gene, but manifest their powers much later into their lives. Most Psykers manifest powers in adolescence, but not all, so the sanctioning option is perfectly viable.
  8. And do you think the buffs I proposed, with a mandatory roll on the table for warp anomalies, is viable and fair?
  9. I thought about healer quite a bit, although a 1d5 really doesn't look that much xD I always thought spasm or spectral hands is more interesting. Can "healer" be used to heal diseases, though? I thought that if I take it, I would remove the challenge of being a medic xD But then again, as you said, with a bit of luck it can easily heal critical wounds, whereas a medicae test would get a -10 per each point of critical damage. Not to mention in only war you can only give first aid to people once every 24 hours.... Although you definitely heal more, which is your intelligence modifier + degrees of success. I don't know, it seems like a good option, but I get the feeling I'm getting too much into the "healer" stereotype xD Maybe I can work out with the GM a way to buff the power? Let's say, if I "push" the minor power, I roll a 1d10 for the damage healed, but I automatically roll something on the table for warp anomalies? Or maybe, I roll a 1d5 and I add my willpower bonus? Does this sound fair and reasonable?
  10. Hi everyone! I'm not sure if the Dark Heresy forum is best for the questions I've got in store, but I reckoned this would be the place where the lore buffs could answers some things I've been wondering for a very, very long time regarding the Eldar and their gods. I really like the Eldar mythology, and the variety of Eldar gods, but I'm mainly informed about them from the wikis and the Eldar Codex 6th Ed. One thing I read recently was about Asuryan and his deeds just before the Fall of the Eldar, and his fate after Slaanesh devoured him. Here it is stated that before Slaanesh devoured Asuryan, he was able to bind most of his psychic might into the Eldar race, so that She-Who-Thirsts would not consume his titanic psychic power. As a result, the Eldar's already potent innate psychic power increased, as did their lifespans, but their fertility sharply dropped. And now Asuryan is in a comatose state, somewhere in the belly of Slaanesh. Can anyone confirm if this story, this great deed of Asuryan is actually cannon for the Eldar? I didn't read anything like this in the 6th edition codex, and most people say only 3 gods survived - Cegorach, Isha and Khaine (sundered, but "alive"). Personally, I would like to think that the there is still hope for the Phoenix King, that Eldrad's theories might have been right and a resurrection of the lord of lords might be possible. Any thoughts? Another myth that intrigued me was the separation of Isha and her children by the Great Barrier, and how her tears turned into waystones. This myth appears to be very old, as it happened before the War in Heaven, as Vaul allowed Isha to secretly communicate with her mortal children through the waystones. Yet, I read somewhere that Craftworld Eldar regard the myth as an allegory of how the leaking warp energies in the Eye of Terror crystalize into waystones on the lost Crone Worlds. Now, the Eye of Terror, as a phenomenon, is relatively new, compared to the history of the ancient Eldar. If we assume the mythological War in Heaven is related to the actual war between the Old Ones and the Necrons, then the Isha-tears myth must be even older, and must be predating the Eye of Terror. So, have waystones existed even before the Fall, or they are a product of the Eye? We don't really know if the ancient Eldar had a specific purpose for waystones, or if they used them at all, whereas they are now central to the lives of Craftworld inhabitants as spirit stones. Can anyone elaborate on this discrepancy between how old the Isha myth seems to be, and how it is used so literally, and how does it relate to the waystones of old? And speaking of the War in Heaven, my last question is - do you believe that the Eldar actually regard their mythic stories as true, or simply as metaphors for real-life events? If that is the case, then can we assume that the Eldar Gods are not real and are instead metaphors for the Old Ones? There is no Khaine or Cegorach or Isha, but simply ideas and metaphors? I know the Eldar are a very psychic race, so if they could create Slaanesh, they certainly could have "created" the Eldar pantheon (or maybe the Eldar pantheon created them?!!). But still, whenever I think about how the Eldar perceive their own gods and whether they even think of the Old Ones, I get confused. Do they conflate the two? How reality and myth connect? If you have any ideas and thoughts I would be more than happy to discuss, this part of the 40K lore is probably one of my favourite parts!
  11. Hi doomande! Well, so far we've had only 2 sessions, but the GM told me he has been thinking a lot of complex and convoluted things for the future, including investigations, political intrigues and warp stuff. So far our regime was deployed to investigate an empty space station, which was unresponsive and out of power. The crew died from a mysterious disease, and my team explored the ship. As my medic was examining the bodies, she received a brief image of the rune of Nurgle, and she threw up. Then the ship was filled with a bunch of warp anomalies, including spectral wolves of some sort, and then when we had to report to the Lieutenant, one of the battle psykers pointed at me, started screaming dire prophecies and basically exploded into tiny pieces in my face. In addition, we had some minor missions with drug dealers and random people on our Hive Planet. So far we've only battled some petty criminals and the medical servitors on the empty space station (which were hard as hell to kill!) Apart from that, the GM promised there will be more political and mysterious stuff coming up, but he didn't spoil me much. I don't know if this helps, but I think he is going for a bit of investigation and mystery, and warp anomalies, coupled with the usual combat-focus that is typical for Only War. My squad is made up of two weapon specialists, an operator, a commissar, and myself as a medic. Hope that helps xD Edit: My GM is the kind who would go for a more balanced approach to the game, not focusing on battle too much (although battle encounters are quite frequent anyway in Only War). He really likes political fluff and intrigues, and is not afraid to add a good dose of warp-related stuff, although again - he often goes for a balanced approach. I'm not sure if he wants to include xenos, but probably not.
  12. Hi everyone! I'm currently in the beginning of an Only War campaign, and because my GM was apparently impressed by the intricate backstory I created for my medic, he wants to grant me background from Dark Heresy's Radical Handbook for free. My GM granted me the Wyrd background, which seem very exciting and dangerous, especially for an Only War game. When I rolled to see what random minor power I get, the result was I could choose any minor power. So, I am baffled xD There are so many useful minor psychic powers to choose from, and I can have only one that will stay with me for the whole game. Deja vu, Forget me, Walk Walls, Unnatural Aim, Spasm, Sense Presence, Chameleon, Spectral Hands and so on. There are so many good utility powers, and some could potentially be employed in combat! Can someone recommend what would be good? Obviously there is no "one trick pony", but still, some of the powers can be very versatile. Ideally, it should be something that doesn't need overbleed to be effective, since Wyrds only roll a 1d10. Any thoughts?
  13. I'd probably go with the Shrouded House Malaspina, from Navis Primer. You roll twice when rolling for mutations, and Shrouded House's +10 to interaction with everyone is better than Magisterial House's +10 to interaction with nobility. True, Shrouded Houses do get better social skills, which could potentially make them better diplomats. But then again, it's not the height of Navigator aristocracy. I really love the Magisterial concept, but they really made them the least powerful in all respects - bonus only with nobility, a small re-roll power for Lidless Stare, and a +20 against mutations. Nomadic houses are superior in navigation AND their fate point power is just OP, compared to the rest. I really wish they gave the Magisterials a little bit more power :/ But if you like the pompous, larger than life aristocrat concept, then you should definitely go magisterial. Shrouded Houses are poor and opportunistic, so their diplomats would probably be quite skilled at convincing people, but would have VERY limited resources. The noble origin really only works with Magisterial, Voidborn for nomadic, maybe Hive World for Shrouded, and god knows what planet works for the renegades.... God, I hate renegade houses xD
×
×
  • Create New...