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TheWorldSmith

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  1. Like
    TheWorldSmith got a reaction from pearldrum1 in List of all Home Worlds/Character Creation Options?   
    Good spot! I shall change it!  Time to actually implement Roles also...
  2. Like
    TheWorldSmith got a reaction from pearldrum1 in List of all Home Worlds/Character Creation Options?   
    I've had this for a while now! Hopefully it helps you out. Should have the Roles tab done soon.
    https://docs.google.com/spreadsheets/d/1-SeiatwZl05792p4re7ofNUQH9u9Bnh3t5Xa27xtQ_4/edit?usp=sharing
  3. Like
    TheWorldSmith got a reaction from alemander in Elite Advance: Maerorus Temple (Officio Assassinorum)   
    Maerorus Temple Prereq: Must have the Assassin Role. Must have the Mutant Background. Cost: 1,000xp   Instant Changes Gain the Maerorus Trait. - When removing Corruption, do not remove the mutation that was gained at the previous tier. You may still gain another mutation if you pass that same tier again (as long as at least ten new mutation points have been gained since the last mutation). You may never gain two mutations, or a mutation and malignancy, at the same time.   Talents Controlled Mutation (Tier 1; Willpower, Toughness)  - May spend 50xp to remove one point of Corruption.   Ordained Evolution (Tier 2; Willpower, Toughness) - May raise or lower his roll on the Mutations table by his combined Willpower & Toughness bonus.   Maeorous Meld (Tier 2; Willpower, Toughness)- Any physical mutation can be melded and un-melded, suffering Blood Loss each time unless you pass a Toughness Test at -20. The mutation is then considered to be hidden from sight and this character does not gain any effects that it grants. It is up to the GM's discretion as to what counts as a physical mutation.   Divine Intervention (Tier 3; Willpower, Toughness) - May spend one Fate point to re-roll a result on the Mutations table.

    -----------------------------------------------------------------------

    I'd initially made this for a Mutant player of mine, as it fitted with his backstory and removed a bit of concern about corruption-growth, as well as the lack of choice in which mutation he gained.
    Let me know your thoughts!
  4. Like
    TheWorldSmith got a reaction from Gregor Eisenhorn in Rollforheresy.net   
    Unrelated, but don't forget to join us on Imperium of GMs too, Gregor!
     
    https://discord.gg/zBF5GFg
  5. Like
    TheWorldSmith reacted to ThenDoctor in Acolytes doing crimes   
    No, not really. We have different ideas on prep. I think you're demanding too much of yourself and not letting the book work for you.
     
    You've no need to make a planet, Askellon has quite a few you could use. No need to craft encounters when the world defines what there is on the planet and you can gauge the number of them with the encounter system.
     
    All the other stuff is just things I tend to come up with on the fly.
     
    Tell the players, "You need to infiltrate this prison. How do you want to do that?" Let them give you an idea of what they will do. Go from there in terms of GMing.
     
    It's ok, you're fine being confused. Don't let it overwhelm you, and let the game system work for you.
     
    Some things you should know before the game:
     
    The prison - Where is it, a measure of it's forces, the general layout, some notable npcs, where the assassin is, how they are being guarded, what will the assassin do if they are released.
     
    The acolytes - Where are they starting? Are they on the planet the prison is on? Or are they to be sent there on a ship once they are caught? Whatever planet they are on have an idea (very rough little seeds of an idea) of what trouble they could cause if they bite and say "We want to do some crime and get sent to the prison."
     
    That's about it, note the page numbers of the enemy stats you think you might need and don't worry too much.
  6. Like
    TheWorldSmith got a reaction from Popdart in force ranged weapons   
    http://imgur.com/a/za40c
     
    From Enemies Beyond.
    You don't want them having the Force Quality, as it can deal ridiculous amounts of damage. What this Psycannon has though is great.
     
    As above, there's also Psybolts and Psyflame which can be used as special ammunition.
  7. Like
    TheWorldSmith got a reaction from Ciurra in Elite Advance: Maerorus Temple (Officio Assassinorum)   
    Maerorus Temple Prereq: Must have the Assassin Role. Must have the Mutant Background. Cost: 1,000xp   Instant Changes Gain the Maerorus Trait. - When removing Corruption, do not remove the mutation that was gained at the previous tier. You may still gain another mutation if you pass that same tier again (as long as at least ten new mutation points have been gained since the last mutation). You may never gain two mutations, or a mutation and malignancy, at the same time.   Talents Controlled Mutation (Tier 1; Willpower, Toughness)  - May spend 50xp to remove one point of Corruption.   Ordained Evolution (Tier 2; Willpower, Toughness) - May raise or lower his roll on the Mutations table by his combined Willpower & Toughness bonus.   Maeorous Meld (Tier 2; Willpower, Toughness)- Any physical mutation can be melded and un-melded, suffering Blood Loss each time unless you pass a Toughness Test at -20. The mutation is then considered to be hidden from sight and this character does not gain any effects that it grants. It is up to the GM's discretion as to what counts as a physical mutation.   Divine Intervention (Tier 3; Willpower, Toughness) - May spend one Fate point to re-roll a result on the Mutations table.

    -----------------------------------------------------------------------

    I'd initially made this for a Mutant player of mine, as it fitted with his backstory and removed a bit of concern about corruption-growth, as well as the lack of choice in which mutation he gained.
    Let me know your thoughts!
  8. Like
    TheWorldSmith got a reaction from Alekzanter in A Discord server for content creators to come together, and share their supplements, as well collaborate on projects and the Community Errata!   
    (Apologies for the cross-post: Just want to make sure that as many people see this as possible. Please remove all but one if you deem it necessary.)
     
    Discord invite code: zBF5GFg
     
    Well, the title says it all, really. The general consensus of the group thus far is to use Dark Heresy 2nd Edition as a base, to create supplements and expansions for. Already some of us have converted over the Rogue Trader ship rules, discussed some Errata additions (which is, of course, still up for debate!), and began the arduous task of creating an Adeptus Astartes supplement!
     
    If you're a GM who doesn't want to be constrained by the official books, a content-creator, or simply an oppinionated player who wants their say; then I think that this is the server for you!
  9. Like
    TheWorldSmith got a reaction from Covered in Weasels in Necron as BBEG   
    Gotta say, I love the plot, as well as how open-ended it leaves it for the party to either leave or return. In my eyes I can see the planet either remaining dormant or awakening, depending on how well you and your players enjoy the Necron twist, and that's made possible by my recommendation:
     
    A single Canoptek Spyder, supported by Canoptek Scarabs.
     
    I'm rusty on my Necron lore, but I'm pretty sure Spyders roam the Necron Tombs during their slumber, performing maintenance and prevent intrusion from unwanted visitors. I'd like to think it was possible that the miners breached the Necron Tomb and Spyders responded in defence - the missing workers maybe being taken to facilitate the production of Pariahs in future.
     
    It's in line with the lore, doesn't mean you have to somehow BS how a Necron Lord can be alone, and should be a good match for your party. It also allows for the tomb to remain dormant, if that's your wish after these initial encounters, and also allows for delay before any kind of awakening happens.
     
    If you like that idea I can provide a stat block for one, and likewise their scarabs? I have the scarabs finished and the spyder in rough, so I should be able to hand you something later this evening.
  10. Like
    TheWorldSmith reacted to Asymptomatic in Excel Dark Heresy Second Edition Character Sheet   
    Hello everyone and happy holidays. Unfortunately a few hiccups came up when scaling up my experimental keyboard changes to the full prototype. I wanted a new build this week, but it may be a few days more before I have the new changes ironed out.
  11. Like
    TheWorldSmith got a reaction from gorthano in Assail + Forboding vs. Molten Beam Subtypes   
    Because... They are?
    What it means is that you can do a Molten Beam, Hallucination, and a Foreboding in the same round. It's how the game is designed.
     
    All the player needs to remember is that you can only do a single action with the Attack and Concentration subtypes per turn, unless there's something that indicates otherwise. Likewise, you may only use one Reaction per round, and never in your own turn.
  12. Like
    TheWorldSmith reacted to AxeSpanna in Assail + Forboding vs. Molten Beam Subtypes   
    Think you'll find that it's meant to be one action of attack subtype, and one of concentration.
    A power that uses both means that, apart from foreboding, you can't then use another power that has either subtype.
  13. Like
    TheWorldSmith got a reaction from MorbidDon in Disposition   
    Discretion.
     
    Would that NPC keep the same thoughts towards the party? If yes, the new, if no... Then I guess the party can go and get $&@$%"!.
  14. Like
    TheWorldSmith got a reaction from eltom13 in Warp Perception > LMFAO   
    I know what senses are... I'm just using a balanced interpretation. There's no necessity for the power to represent all, some, or anything more than one of them. The ways in which you can interpret this power is infinite, but the way that I do it ensures balance while preventing cheese, and additionally still provides worth-while bonuses to players.
     
  15. Like
    TheWorldSmith got a reaction from eltom13 in Psy Rating and Psyniscience   
    Your discretion.
    I'd say that a more powerful psyker, much like a Daemon, would be a much more powerful blip - But that being said... Psykers with Strong Minded and Mental Fortress, much like a Daemon of Tzeentch, may counteract this bonus or even be harder to detect...
     
    It's up to your discretion entirely. How difficult do you want it to be?
  16. Like
    TheWorldSmith got a reaction from MorbidDon in Warp Perception > LMFAO   
    I know what senses are... I'm just using a balanced interpretation. There's no necessity for the power to represent all, some, or anything more than one of them. The ways in which you can interpret this power is infinite, but the way that I do it ensures balance while preventing cheese, and additionally still provides worth-while bonuses to players.
     
  17. Like
    TheWorldSmith got a reaction from eltom13 in Disposition   
    Discretion.
     
    Would that NPC keep the same thoughts towards the party? If yes, the new, if no... Then I guess the party can go and get $&@$%"!.
  18. Like
    TheWorldSmith got a reaction from MorbidDon in Warp Perception > LMFAO   
    Obviously it depends on how you rule it. I thoroughly deny that Warp Perception does anything more than augment your already-present sight, and is still limited by line-of-sight obstructions. Obviously that stems from the fact that humans used sight in order to perceive, typically, so with other creatures it means different things.
     
    The worst thing you can do is take it literally and allow a psyker to look 80 feet away through fifty 10-inch-thick walls and Sunburst an entire room.
     
    Yeah. No. I'm good. Better-sight works for me. I'd rather keep the insane level of broken interpretations out of my games.
  19. Like
    TheWorldSmith got a reaction from MorbidDon in Assail + Forboding vs. Molten Beam Subtypes   
    Because... They are?
    What it means is that you can do a Molten Beam, Hallucination, and a Foreboding in the same round. It's how the game is designed.
     
    All the player needs to remember is that you can only do a single action with the Attack and Concentration subtypes per turn, unless there's something that indicates otherwise. Likewise, you may only use one Reaction per round, and never in your own turn.
  20. Like
    TheWorldSmith got a reaction from eltom13 in Warp Perception > LMFAO   
    That's certainly one interpretation of many. I'm happy you adapated and are now enjoying it, but I've just been blown away by it and can't accept it. It goes well and truly beyond any levels of balance that I find acceptable.
     
    In my games (with my interpretation) it's allows the Psyker to not be inhibited by Darkness and other obscurities, such as Smoke or Blind, effectively giving the psyker both the Sonar Sense and Dark Sight Traits (which I also rule as working on a line-of-sight basis). This prevents challenging issues for the GM, balance-breaking disasters through several layers of bulkheads, and still gives the psyker a potential of significant advantages and fallbacks in many situations.
  21. Like
    TheWorldSmith got a reaction from eltom13 in Assail + Forboding vs. Molten Beam Subtypes   
    Because... They are?
    What it means is that you can do a Molten Beam, Hallucination, and a Foreboding in the same round. It's how the game is designed.
     
    All the player needs to remember is that you can only do a single action with the Attack and Concentration subtypes per turn, unless there's something that indicates otherwise. Likewise, you may only use one Reaction per round, and never in your own turn.
  22. Like
    TheWorldSmith got a reaction from eltom13 in Warp Perception > LMFAO   
    Obviously it depends on how you rule it. I thoroughly deny that Warp Perception does anything more than augment your already-present sight, and is still limited by line-of-sight obstructions. Obviously that stems from the fact that humans used sight in order to perceive, typically, so with other creatures it means different things.
     
    The worst thing you can do is take it literally and allow a psyker to look 80 feet away through fifty 10-inch-thick walls and Sunburst an entire room.
     
    Yeah. No. I'm good. Better-sight works for me. I'd rather keep the insane level of broken interpretations out of my games.
  23. Like
    TheWorldSmith got a reaction from spaceratcatcher in Suvfaeras   
    Suvfaeras was bound using xenos runes and otherwise, so I find its very-likely that races previously-present in the sector could've had strong connections to The Warp, and the alien hand and black orb would support this me thinks. It's all open-ended to allow you some interpretation, but personally I like the idea that Suvfaeras is an ancient being.
     
    After all... The Pandemonium is getting worse... And who's to say this extinction event hasn't been brought upon the sector previously?
  24. Like
    TheWorldSmith got a reaction from gorthano in Some musings on Fate   
    The Errata specifically addresses whether or not you can re-roll a re-roll. The answer is no. A re-roll is always final, no matter how many chances you might think you have.
  25. Like
    TheWorldSmith got a reaction from eltom13 in Crafting High Tech Weaponry   
    I would straight-up ask him how he would justify it.
    How are you getting the blueprints and plans? Okay - Make X test! Awesome, you got it! 
    etc. etc.
     
    Ultimately it's GM discretion, and I don't think that you were unfair, especially if the player didn't explain how he was going to do such a thing. Crafting a Power/Plasma weapon is no easy feat, and from what I know it's also arguably lethal, and should rightfully demand way more than an Influence-Test + Trade (Armourer)-Test.
     
    In my eyes, the exampled-times in the crafting table assume that you have all the materials required, tools, workspace, and etc. - as any forge in the 40k universe would. If he's trying to forge a plasma weapon in a bedroom though... I can see a great number of difficulties in trying to make that work. He may even need to requisition already-completed components of the plasma weapon and assemble it himself, as oppose to just gaining the raw materials to build the components with.
     
    It just depends what kind of game you want to run, and what kind of precedent you want to set for your players. If you feel something is appropriate, I'd say go with it, and of course provide alternatives and recommendations if something is inappropriate.
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