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MorbidDon

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Everything posted by MorbidDon

  1. Unnatural Senses tho is Humans have a multitude of senses. Sight (ophthalmoception), hearing (audioception), taste (gustaoception), smell (olfacoception or olfacception), and touch (tactioception) are the five traditionally recognized. sight hearing taste smell touch To me if it doesn't fall under one of those five categories > its not a "sense" Thoughts / Advise (this is very very critical to my player and I don't want him thinking I am nerfing him) Good descriptor on the senses (plus "super" senses) http://www.d20herosrd.com/6-powers/effects/effect-descriptions/senses-sensory/ Visual Auditory Olfactory Tactile Mental (sixth sense) Morbid
  2. Warp Perception + Crush = Win Can my character be in one room > use warp perception to view a wholly other room and thusly using say crush in that other room to indirectly attack foes from afar thus keeping my character safe from harm for the ultimate win every time? LMFAO - what if there are doors and thick walls between me and my targets > i.e. I can't feel their vibrations (if that's the "explanation presented") > otherwise this should include closed doors / portals between me next said "next room" > I'm thinking this is like a magic invisible third eye (aka wizard eye) I can fly around thru walls and stuff? Warp Perception The psyker opens his senses to the Warp, allowing unnatural tendrils of energy to augment his own perceptions. His flesh no longer limited, he casts his gaze wider and hungrily scents prey from farther afield. Value: 100 xp Prerequisite: Willpower 35 Action: Half Action Focus Power: Challenging (+0) Psyniscience test Range: Self Sustained: Half Action Subtype: Concentration Effect: The psyker gains the Unnatural Senses (X) trait, where the X value is equal to the psy rating multiplied by 10. Unnatual Senses The creature can perceive its surroundings using senses other than sight or hearing, such as special organs, fine hairs, or some other disturbing ability. This trait always includes a range in metres indicated by the number in parentheses (X). Crush Rather than using his abilities to turn inanimate objects into weapons, the telekine focuses directly on his enemy to squeeze him in an invisible fist of power. Unless the target can repel the psychokinetic assault, he is bludgeoned horridly. Even should he survive, the overwhelming psychic force nonetheless pins him in place under a tremendous weight. Value: 300 xp Prerequisite: Willpower 45 Action: Half Action Focus Power: Challenging (+0) Opposed Willpower test Range: 10 metres x psy rating Sustained: No Subtype: Attack, Concentration Effect: The psyker nominates a single target in range and line of sight who opposes this power with a Toughness test. If the target fails to resist the power, it suffers the attack below. In essence I'm trying to mimic this ability from another roleplaying game... INDIRECT (FLAT 1-4 POINTS) A ranged effect with this modifier can originate from a point other than the user, ignoring cover between the user and the target, such as walls and other intervening barriers, so long as they do not provide cover between the effect’s origin point and the target. An Indirect effect normally originates from a fixed point directed away from you. In some cases, an Indirect effect may count as a surprise attack (see Surprise Attack). Indirect 1: the effect originates from a fixed point away from you. Indirect 2: the effect can come from any point away from you or a fixed point in a fixed direction (not away from you). Indirect 3: The effect can come from any point in a fixed direction (not away from you) or a fixed point in any direction. Indirect 4: The effect can originate from any point and aim in any direction, including towards you (hitting a target in front of you from behind, for example).
  3. OK > the powers are... For Attacking assail The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. Value: 200 xp Prerequisite: Willpower 40 Action: Half Action Focus Power: Ordinary (+10) Willpower test Range: 20 metres x psy rating Sustained: No Subtype: Attack, Concentration Effect: If the psyker scores at least three degrees of success on the Focus Power test for this attack, the target is also thrown 1d5 metres away and knocked Prone. Certain especially large targets such as battle tanks, Greater Daemons, and Titans are immune to this effect at the Game Master’s discretion. Crush Rather than using his abilities to turn inanimate objects into weapons, the telekine focuses directly on his enemy to squeeze him in an invisible fist of power. Unless the target can repel the psychokinetic assault, he is bludgeoned horridly. Even should he survive, the overwhelming psychic force nonetheless pins him in place under a tremendous weight. Value: 300 xp Prerequisite: Willpower 45 Action: Half Action Focus Power: Challenging (+0) Opposed Willpower test Range: 10 metres x psy rating Sustained: No Subtype: Attack, Concentration Effect: The psyker nominates a single target in range and line of sight who opposes this power with a Toughness test. If the target fails to resist the power, it suffers the attack below. For defense... telekine shield Using the energy of the Warp, the psyker erects a wall of tangible force that moves with him. The shimmering barrier stops bullets and deflects blades, but as more and more kinetic energy is directed at him, the psyker’s mental shield wears down. Value: 200 xp Prerequisite: Intelligence 40 Action: Half Action Focus Power: Routine (+20) Willpower test Range: Self Sustained: Free Action Subtype: Concentration Effect: For the duration of the power, all of the psyker’s Hit Locations count as being protected by cover with an Armour Value equal to half this power’s psy rating. This shield can be damaged just like normal cover by damage that exceeds the shield’s Armour Value (see page 229). If the shield is reduced to 0 Armour points, the power stops, and is no longer sustained.
  4. My player asks - Why are Assail and Foreboding concentration subtypes while molten beam isn't? I just noticed assail, shockwave and moreover foreboding are classified as concentration. Foreboding lets me use powers to dodge as a reaction. if I have a telekinetic shield up can can't use anything with concentration even the non-concentration part of oh crush? I know I can concentration on multiple powers I just take a loss on power but according to the forum is sounds like you can't use two concentration powers in the same turn... assail The psyker reaches out with his mind to pluck up whatever objects are available and hurl them at his target. If there is nothing suitable nearby, the psyker can direct his mental energies directly at his foe, pounding him with bolts of invisible force. Value: 200 xp Prerequisite: Willpower 40 Action: Half Action Focus Power: Ordinary (+10) Willpower test Range: 20 metres x psy rating Sustained: No Subtype: Attack, Concentration Effect: If the psyker scores at least three degrees of success on the Focus Power test for this attack, the target is also thrown 1d5 metres away and knocked Prone. Certain especially large targets such as battle tanks, Greater Daemons, and Titans are immune to this effect at the Game Master’s discretion. foreboding The psyker gains an unnatural sixth sense. With this inexplicable insight, he knows how and where his enemies will attack, dodging blows and lasblasts with contemptuous and frightening ease. Value: 200 xp Prerequisite: Psyniscience rank 1 Action: Reaction Focus Power: Difficult (–10) Perception test Range: Self Sustained: No Subtype: Concentration Effect: In any situation where the psyker would be called upon to make an Evasion test, he may instead attempt to use this power. If the power is successful, the psyker avoids the attack exactly as if he has passed an Evasion test with the number of degrees of success he scored on the Focus Power test. molten beam The pyrokine projects from his hands a blindingly bright beam of sun-hot energy. At the touch of this blazing ray, plasteel liquefies and flesh bursts into ash. Value: 400 xp Prerequisite: Psy rating 4 Action: Half Action Focus Power: Challenging (+0) Willpower test Range: 5 metres x psy rating Sustained: No Subtype: Attack
  5. Thank You for the clarification Covered in Weasels > something this simple is very critical > ! Stay GAMING Morbid
  6. Just to throw this in the bag > I award Fate Points back to players after every 2 combat encounters "before" they get to rest (i.e. you kno that thing humans do for 8 hours every 24 lol)... Its called a "milestone" a concept I stole from pitiful 4E D&D Stay GAMING Morbid
  7. From Dark Heresy 1st Edition > Inquisitor's Handbook I find many of our forum questions were answered in 1st edition > they had many facets of play not tied to character development directly aka MISC stuff per say... Check this bunk out... LOL
  8. I like mapping myself but find Hives are way too big to map properly > so I just take some sort of geo-morph (i.e. a city silhouette map) like say from GTA5 or whatever your pleasure > erase all the names and text on the map then put down "flags" for interesting or important places > viola map done... Now this is done in the vein of abstraction over exactitude - I wish I could draw and do graphic design better tho
  9. Let me see if I can find the file and edit that out... OK those are basic skills everybody gets in the game no matter what Those bubbles are actually graphics placed on the sheet directly > it was something I did at the beginning of the whole project In all honesty I dont see them as a mistake but rather a feature of the sheet Going in an working on this is a multi-faceted affair I'm not too sure I want to get into just to be fair Even though you would figure > hey just put some new boxes in and > viola done The process is much more involved > firstly the box spacing (I went all in and made sure down to the pixel my stuff was perfectly sized and aligned / followed by the fact the boxes therein are "linear" > they are named in the PDF's code so to speak) Out of curiosity why would you want to remove those?
  10. Can I get a link to Inquisitor > I'm intrigued by that melee system you've described > plus its wound system...
  11. Well between Inq & DH2 > I'm sure a good team of people at GW can't spit out something that better than both... Heck they have all this material to pour over and use towards that something "better"
  12. Here's an updated TABLE It now includes the Vanilla info for Damage & Range...
  13. Are the Astartes weapons in this system? Yeah if you look to Black Crusade or Deathwatch... On average their bolters do an extra d10 damage per hit > granted Lynata pointed out in another post how the game designers did that and why > mainly to do with the "Foes" power creep being too creepy (i.e. the enemies they published were so OP they had to "up" the Astrates weapons) I divorced myself personally from purism of canon in luie of just rocking the game with what it has and then expalining AFTER why something is the way it is in the publishing by backing it with my own lore / fluff > its something I tell my players in line with old D&D's idea of campaign settings > much of which were worlds and in some cases systems unto themselves > on top of that I make a joke how the Emperor enables the "tech" in the human's hands to function (ala the propaganda > look to Hell Pistol pls) via consensus magic > aka Human Waaaag Unless Gamesworkshop itself does the publishing of a 40k RPG > I dont think anyone will ever realize the fluff/canon for what it is/was
  14. Interesting > I figured WHFRP would have came out first - it was like D&D's competitor for a short minute. I do remember Body Type Mod never being able to reduce a hit below zero points of damage > you had to take at least 1 point of damage per hit (i kinda liked that rule)... I need to look at their gun codes and math (aka game mechanics again) in terms of your example of BT 4 & 5 not being able to take X amount of damage... I forgot how lethal that game was > though I recalled its legality being tied to its burst/full auto firing rules LOL (basically you could pump bullets into people like the old Logo comics LOL) I used to love Cyberpunk's legality > tho I will say character generation was very simple in that game so a character death wasn't so hard to recoup from - albeit outside of story context of course for said player. I have a PDF copy of the old Talsorian version and the d20 2020 version as well > will look at both > granted the d20 version doesn't hold as much weight with me.
  15. OK I found where the FFG people got this system from... Body Type Modifier is a Cyberpunk RPG metric that works EXACTLY the same as Toughness Bonus (Soak) Wounds are just Hit Points > ok Critical Hits & Effects > aren't these a throwback to old school Warhammer Fantasy RPG?!
  16. My bad on my math (did it at work while working > lol) Yes > in this suggested method First combine all soak to see if you did more than that value > if so > then only apply the armor to the END soak value / damage on the character (not the whole total > I just used that as a foundation / basis) When you get hit > first compare the damage to the total soak value (TB + AR) If the damage is greater than that combined soak value then Only apply the AR and implement the damage to the character FIN Just an idea.... Keep in mind this idea technically does do away with Toughness soaking and only uses Toughness as an initial metric but not in the final conclusion to the damage dealt (think of it as sort of like "health armor class" > for a lack of a better term)... Anyone else have any new ideas or fresh perspectives on this?
  17. Just to play Devil's Advocate... Lets say someone gets hit in the arm in RL with a 22 > that bullet can hit a bone in the arm and ricohette into the torso killing the victim... So in the spirit of I "barely" rolled a hit but my damage was high even perhaps Righteous Fury? There's your explanation
  18. F-around and I might just make DH 3rd Edition > LMFAO
  19. So I have a copy of the DH2 Core Book I bought > question is > what would it involve to "edit" the book so that A. All the errata can be applied in the Core Book's text B. Fixing Typos C. Adding in Custom Content (granted I know how to add pages to a PDF) Firstly the PDF is locked... Second > how would you go about this > what software would you use outside of a copy of Acrobat Pro? Third > If not then perhaps the whole book then needs to be copy and pasted into a new PDF and that PDF becomes my new Core Book... LOL Thoughts? Morbid
  20. From Reddit; Something you could do is all or nothing Damage reduction. Basically, if damage is below a threshold, none is taken. But if damage is above a threshold, ALL is taken. (To add to this idea above; supposed you compare the damage rolled to total soak TB+AR and if that value is higher > the character takes all the damage but that is only SOAKed by armor not the tougness > toughness in this case is only used initially to but not in the final SOAK outcome after) In 40k this would be very deadly > and I could see it speeding up the game tremendously... CON to this is > we have no Character Generating App (I mean one that can "auto generate" a well balanced or role focused character > ATM they all just randomly assign whatever to the character and you end up with a jumbles character who isn't optimized for jack LOL) Example / Math: Say I got a Total SOAK of 9 (TB 4 + AR 5) Now I get hit for say 12 damage... OK > 12 from 5 = 7 > this is the damage i took! Second attack at me only does say 8 then it does no damage of course... In essence at attacker by the math would have to do 10 or more points of damage in this case (10 - 5 = 5 damage minimum this character takes based on the math > in our example) By this math > the character either takes minimally 5 or 0 points of damage per attack... Just another idea....
  21. Another idea > no automatic TB soak > roll a Toughness Test after a hit > for each success reduce the damage by 1 point... Granted I don't "personally" like adding new rolls to the game system > but think of this like a "damage savings throw" so to speak... This idea would be in the vein of how Shadowrun has you roll to SOAK damage after the attack hits... I am still thinking of other solutions Morbid
  22. I wish I knew more physics and science > then again for 40k > I'mma just chalk it up to Omnissiah / Emperor / Propaganda "Human Waggg Magic" that makes the tech work the way it does > i.e. breaking any notion of science LOL Everywhere I go and read or listen people go one about how the 40k tech doesn't work in the vein they were hoping (i.e. game mechanics herein) or is impossible tech according to science in RL > sounds like consensus magic to me Here's a good reference of what I'm talking about LOL https://www.youtube.com/watch?v=Gv5ZAX8SdBs&t=18s Not my favorite channel but hey > she does the math and explains the pseudo science in great detail > so hat's off to tank girl!
  23. Just remember Lynata > I did submit a DoS damage system that got rid of rolling for damage... On a side note > please take down my email address in my profile guys if you're ever looking for another player > I'd like to hang up my GM's hat for a bit and try to be a player again > hasn't been a "player" in any game system for over 15 years now LOL
  24. Just a thought in regards to "great" DoS rolls > maybe you could apply each "success" as minimum 1 point of damage to the roll... I am only mentioning this to remedy both TB soak + really good "hit rolls" as Lynata pointed out about using a sniper example. Morbid
  25. A player of mind asks... Can he use two psyhic powers during his turn? One is a sustained power (some sort of force field thingy > I don't know what its called LOL) The other his TK Crushing ability (think "attack" power) Please Advise?> "You can only make one Standard Attack per turn, as you can only take one Action with the Attack sub-type and one Action with the Concentration sub-type per Turn" Morbid
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