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JeRiko2

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  1. Like
    JeRiko2 got a reaction from Decessor in You know you're playing Rogue Trader when…   
    -When black holes are not a threat, but a good way of disposing of things you dont want.
  2. Like
    JeRiko2 reacted to bl4ckjack21 in Lightning Attack and Dual Wielding   
    Hey everyone, first thread here so I hope everything is in order.
     
    I'm GMing a Deathwatch campaign right now and my buddy is playing a Space Wolf Assault Marine with dual Power Swords. If he takes the Lightning or Swift Attack talents, how does that play into dual wielding?
     
    Does he get 2 (or 3 for Lightning Attack) attacks with one weapon and 1 with the other, totaling 3 (or 4)? 
    Or can he use the talents with both weapons, totaling 4 (or 6 for Lightning Attack) attacks per round?
    Or since Swift and Lightning Attack are both Full actions, does using one eat up his entire turn for that round, allowing him only 2 (or 3) attacks per round and only with one weapon?
     
    Thanks for the help. 
  3. Like
    JeRiko2 reacted to Avdnm in Lightning Attack and Dual Wielding   
    Using Swift or Lightning Attack ends in the combat action "Multiple Attacks". Two weapon fighting adds another attack to multiple attack, so you get a total of 3 / 4 attacks. See core rulebook page 241 and page 246.
  4. Like
    JeRiko2 got a reaction from Cogniczar in Truth Seeker   
    It is a rather interesting ability to be sure. I have never been a DM in a campaign where a player takes it, and only seen it played once. First off, you have to remember that this is only a minor power, with a threshold of 6, so its very easy to get off. It is also sustained, so you do not have to spam use it when talking to someone. In short, it is very cheap and easy to use. That is why I think that it is acceptable for it to have flaws. Yes, people can stay silent or mislead, but for such a cheep power, if they could not, it would be all kinds of broken. 
     
    The major problem with it is that it is called truth seeker, so you assume it will get you the truth. In truth (), it lowers the likely hood that you are being lied to. If you want to use it effectively, you will likely have to work harder then simply activating it. Try making the person angry, so while it is active they may blurt out something they would have lied about, or find a way (torture is always good) to lower their willpower. It looks as if it would work well in an interrogation setting.
     
    I have only ever played one campaign with it, and it was actually way more harmful then helpful. It had major impacts 3 times before our psyker stopped using it. The first was early on, before our DM became warry of it. The psyker got a target of our investigation mad then used it, causing the target to accidentally spill the beans. Was useful, except the DM was not prepare for that to take place, and the campaign was abruptly ended way to early when we found the culprit one the first day. The second was in a later campaign, when we were looking through a hive city for a sister hood of witches. We asked a high ranking member of the church if he knew anything, with the power active. The priest though, was an overly proud man and got incredibly offended we would even suggest he would allow witches to live here under his watch. he refused to answer and kicked us out. With the power active, we assumed this mean he was hiding something, although he was actually 100% innocent. This lead to a string of unfortunate events which put our cell in the bad books of the church, eventually making us get chased off the planet by sisters of battle. The third time was ironically in the same campaign, vs the same priest. We confronted him again and openly accused him of knowing. This time, he did know, having done his own investigation and having found the witches. The problem this time was that he passed the willpower test to lie, and the power does not state the DM has to give any indication on if the test passed or not. The priest openly lied to our faces, saying he knew nothing, and we believed him. In the end we got chased of the planet, only barely managing to plant enough info for the church to find so they would accurately deal with the witches.
    TL:DR: The power can really screw you over, and sometimes piss off the DM.
     
    In short, the power is not going to simply give you the answer you seek, and is probably not intended to with the ease at which it can be cast. It also can be somewhat dangerous to trust. That said, it is from the radicals book, and I do noy believe it is actually meant to be super useful, as it is not a core power, and is instead just there to add some flavor, should you grow tired of the core rule book powers. I am not sure if I actually answered your question, but I hope that helps somehow.
  5. Like
    JeRiko2 got a reaction from Fgdsfg in Is it worth playing a Psyker?   
    Psykers have a fairly large pool of non-psyker skills and traits that they can draw upon if they so choose to. This allows them to not have to rely on powers 100% of the time. Even the strongest class is greatly out scaled by a players ability to role play well. Guardsman are not generally considered (at least in the circles I play in) to be hugely strong, yet I have seen players pull of amazing and entertaining feats with them many times. Psykers are a strong class, and more importantly, fun, so they are 100% worth it in my books.
  6. Like
    JeRiko2 got a reaction from Librarian Astelan in Is it worth playing a Psyker?   
    Psykers have a fairly large pool of non-psyker skills and traits that they can draw upon if they so choose to. This allows them to not have to rely on powers 100% of the time. Even the strongest class is greatly out scaled by a players ability to role play well. Guardsman are not generally considered (at least in the circles I play in) to be hugely strong, yet I have seen players pull of amazing and entertaining feats with them many times. Psykers are a strong class, and more importantly, fun, so they are 100% worth it in my books.
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