Drubbels
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Drubbels reacted to Therian in Genesys Vehicle Rules and Star Wars
Yeah Phil's snap roll basically got turned into the barrel roll talent in Genesys.
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Drubbels got a reaction from Lynata in Godwyn De'az weapons not that good?
To anyone who"s interested: MarcoSkoll has been working on a fan-made revised edition of Inquisitor for some time now, over on The Ammobunker ( http://s3.zetaboards.com/The_Ammobunker/topic/7642154/2/ ) and The Conclave ( http://www.the-conclave.co.uk/forum/index.php?topic=2387.120 ).
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Drubbels got a reaction from Lynata in Assassinorum Infiltration/Exfiltration?
For what it's worth, I always assumed that they'd be rubber-stamping a bucketload of assassinations every single day, handling it all quickly to get on with the business of actually running the Imperium. But this might just have been because back then I still played 40k TT and was trying to justify the inclusion of an assassin into a 1500-point army.
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Drubbels got a reaction from Alox in Pariah/Blank/Null/Illuminati
Sacrifice, by Ben Counter, part of Victories of the Space Marines.
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Drubbels got a reaction from Lynata in Pariah/Blank/Null/Illuminati
Sacrifice, by Ben Counter, part of Victories of the Space Marines.
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Drubbels got a reaction from Decessor in Pariah/Blank/Null/Illuminati
Sacrifice, by Ben Counter, part of Victories of the Space Marines.
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Drubbels got a reaction from Utherix in Happy Halloween!
I believe the third Eisenhorn novel Hereticus made an off-hand mention of the pre-Imperial Terran 'Eve of Hallowing' and present-day (i.e. M41) offshoot practices, linking them to Khorne worship and blood sacrifice.
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Drubbels got a reaction from cpteveros in Happy Halloween!
I believe the third Eisenhorn novel Hereticus made an off-hand mention of the pre-Imperial Terran 'Eve of Hallowing' and present-day (i.e. M41) offshoot practices, linking them to Khorne worship and blood sacrifice.
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Drubbels got a reaction from Talon of Anathrax in Possible New GM and Dark Pursuits- some questions!
Inquisitor characters in Dark Heresy typically have a very different 'feel' from those in the Inquisitor game, the Eisenhorn novel etc. This is because they are usually the result of lots of character advancement in a long-running campaign with 10,000+ XP. You'll often see them with carapace armour, power swords, bolt pistols, bionics, lots of combat Talents...
If you want to emulate an Inquisitor's cadre from Eisenhorn, you'll probably want to:
Start with an XP boost of a few thousand - enough to give your players some real customizability, but not on the level of ordinary DH characters who have made it to Inquisitorial level (so no 10,000+). Perhaps give out some free knowledge skills in addition. Let the players pick out some reasonably powerful but high-quality gear. The advantage of starting at high level with a group you know you can trust is that you can give some leeway to pick up interesting and characterful equipment without worrying that they'll be greatly overpowered. If you start with enough XP, you might (emphasis on 'might', not 100% sure this is a good idea) want to give out less XP per session to emphasize that these are already experienced characters for who just another mission is not going to increase their skills significantly. You might want to develop such things as a contact network, a hideout/base, personal vehicles etc. with your players before you start. -
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Drubbels got a reaction from Skarsnik38 in Possible New GM and Dark Pursuits- some questions!
Inquisitor characters in Dark Heresy typically have a very different 'feel' from those in the Inquisitor game, the Eisenhorn novel etc. This is because they are usually the result of lots of character advancement in a long-running campaign with 10,000+ XP. You'll often see them with carapace armour, power swords, bolt pistols, bionics, lots of combat Talents...
If you want to emulate an Inquisitor's cadre from Eisenhorn, you'll probably want to:
Start with an XP boost of a few thousand - enough to give your players some real customizability, but not on the level of ordinary DH characters who have made it to Inquisitorial level (so no 10,000+). Perhaps give out some free knowledge skills in addition. Let the players pick out some reasonably powerful but high-quality gear. The advantage of starting at high level with a group you know you can trust is that you can give some leeway to pick up interesting and characterful equipment without worrying that they'll be greatly overpowered. If you start with enough XP, you might (emphasis on 'might', not 100% sure this is a good idea) want to give out less XP per session to emphasize that these are already experienced characters for who just another mission is not going to increase their skills significantly. You might want to develop such things as a contact network, a hideout/base, personal vehicles etc. with your players before you start. -
Drubbels got a reaction from Lynata in The internet in the 41st millenium (help me develop this idea)
Even on this exceptionally progressive world, I highly doubt that individual people will be making their own individual websites for others to visit - seems like an impossibly large investment of time for an Imperial subject; even on a relatively prosperous world. I suppose most of the content would be created by the local government or corporations, with some individual contributions as well.
I imagine flickering green-and-black CRT monitors with no discernible operating system, just lots of text and low-resolution images, and buttons to click on for more text. Content might be news stories, official proclamations, messages of religious import, notices of fugitives from justice, and maybe a few forward-thinking trade combines trying their hand at consumer-oriented marketing and advertising? News stories might incriminate Nobles, weatlhy traders or Adepts, or might be seen as compromising security by the Adeptus Arbites. But the decentralized nature of the system means that it's difficult to limit the flow of information without large-scale purges of the infrastructure.
After this taste of freedom, the citizens might be very unwilling to part with their pseudo-internet and set up backup networks to keep their connections working after purges of the official installations - and might find themselves partnering with hereteks for the required technical expertise. Of course, no proper servant of the Machine God would become involved with this whole plan - it gives individuals outside their order control over machines which are either priceless artifacts or bordering-on-heretical cheap knockoffs of their priceless artifacts; and any follower of the Omnnissiah would balk at this banalization of knowledge by disseminating it to those who lack the clarity of mind to understand it.
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Drubbels got a reaction from Oridaellin in What Roles do we still need?
Defensive classes in D&D 4e had mechanics to incentivize enemies into attacking them instead of other party members. Things like: you 'mark' a single enemy, and all attack rolls he makes that are not directed at you suffer a penalty. Most of this wouldn't fit very well into Dark Heresy, but perhaps there's something to be found.
Also, I suppose defensive classes just work better in D&D because you have more narrow corridors and melee enemies.
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Drubbels got a reaction from Skarsnik38 in Mind Cleansing
There are no rules for the process of Mind-Cleansing specifically, though in the DH 1 Inquisitor's Handbook there is the Mind-Cleansed Origin.
I don't think any instance of Mind-Cleansing has ever been performed on-screen in any 40k fiction, so you'll have to make it up as you go along.
I suggest some special equipment: strap the guy to a chair, shave off hair and stick in some neuro-plugs, hook them up to some kind of IV-drip, get at least one, preferably several telepaths with Erasure, and after a painful, hours-long process you're left with a shivering, confused subject and can begin revalidating. Once they're back up to strength, they should hopefully be the same they were before, just with several hours/days/weeks of memory removed. If something went wrong, they might have developed permanent brain damage.
For rules ideas: choose the length of memories to remove. After a successful procedure (and hours or days of getting their strength back and getting their jumbled memories back in order), the subject has lost all Insanity and Corruption Points gained during the erased period, but not Malignancies and Mutations. Gain a flat 1d5 or 1d10 Insanity Points, or tie it to a Willpower Test or Intelligence Test made by the people doing the Mind-Wiping.
Leaving notes in the subject's brain sounds good - perfectly in line with how mind-scrubbing has been portrayed in 40k fiction.
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Drubbels got a reaction from Talon of Anathrax in Mind Cleansing
There are no rules for the process of Mind-Cleansing specifically, though in the DH 1 Inquisitor's Handbook there is the Mind-Cleansed Origin.
I don't think any instance of Mind-Cleansing has ever been performed on-screen in any 40k fiction, so you'll have to make it up as you go along.
I suggest some special equipment: strap the guy to a chair, shave off hair and stick in some neuro-plugs, hook them up to some kind of IV-drip, get at least one, preferably several telepaths with Erasure, and after a painful, hours-long process you're left with a shivering, confused subject and can begin revalidating. Once they're back up to strength, they should hopefully be the same they were before, just with several hours/days/weeks of memory removed. If something went wrong, they might have developed permanent brain damage.
For rules ideas: choose the length of memories to remove. After a successful procedure (and hours or days of getting their strength back and getting their jumbled memories back in order), the subject has lost all Insanity and Corruption Points gained during the erased period, but not Malignancies and Mutations. Gain a flat 1d5 or 1d10 Insanity Points, or tie it to a Willpower Test or Intelligence Test made by the people doing the Mind-Wiping.
Leaving notes in the subject's brain sounds good - perfectly in line with how mind-scrubbing has been portrayed in 40k fiction.
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Drubbels got a reaction from Oridaellin in Enemy Without Expansion
Really looking forward to this! Enemies Within was alright, but it could definitely have done with less long-winded prose and more material. I hope this one will be better in that regard.
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Drubbels got a reaction from Oridaellin in Eldar villains - campaign ideas
Sounds reasonably plausible. Question: does the Shivering God actually exist, or is he just a myth the Eldar latched onto? If he does exist, have the Eldar overestimated his capabilities?
Exterminatus-level threats are only those things dangerous enough that sacrificing the entire planet is preferable, so:
Large-scale Warp incursions A very large assembled force of xenos (great military threat if they make it to other worlds) either somehow defenseless against orbital bombardment (i.e., lacking ground-to-orbit capabilities) or so incredibly dangerous that the Navy is willing to lose lots of ships just to be rid of them (the xenos tear apart the ships bombarding them with their self-defense weapons, but are still crushed by the Navy's overwhelming numbers). Anything else, it seems to me, would be subjected to harsh military action and/or a complete blockade of the planet, but likely not Exterminatus.
Idea: if the Eldar have such great resources that they can create a threat to the Imperium big enough to make them voluntarily destroy one of their own planets just as a means to an end, then they'd probably be a great nuisance to the Imperium themselves (outside the context of the shivering war), and Eldar usually aren't portrayed as such. Instead (or in addition) they might try to impersonate an Inquisitor, Space Marine Chapter Master, or high-ranking Naval officer to order the Exterminatus directly. The Acolytes might get onto their tail when their Inquisitor sends them to check up on the sudden silence of a colleague who was otherwise in regular communication, only to discover that his spire-mansion/ship/safehouse has been raided (the guards cut apart by shuriken weapons), he is himself missing or dead, and the void-safe containing his Inquisitorial credentials is gone...
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Drubbels got a reaction from Radwraith in How obvious are the effects of Sanctioning?
In my experience, fluff describing how Psyker-recruitment works in general always has all sanctioned Psykers coming from Terra, while backstories of already-established characters who just so happen to be Psykers often seem incompatible with this. In the Eisenhorn novels, for example, the titular character is a reasonably powerful Psyker. Throughout all three books, he is never once specifically described as unsanctioned. Yet several descriptions of his life story rule out the journey to Terra.
The fluff is so inconsistent on this that you'd probably do best to just make something up. In my campaigns, Psykers can get Sanctioned locally, in one of several Adeptus Astra Telepathica bases spread throughout the Sector, while Astropaths have to be Soul-Bound on Terra specifically.
