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Techpriest support

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  1. Like
    Techpriest support got a reaction from Gamiel in Bizzarre character contest.   
    I don't know if this is "bizarre" but my intro to dw had an inquisitor who was handling our team that was a former marine librarian.
    Basically an inquisitor needed a small party including a warrior and a psyker. He was assigned a librarian and the two had remarkably similar views to his own. They worked together for years and fought a great threat. Near the end the inquisitor was mortally wounded and as he lay dying he pressed his rosette into his marine's hand and used his psy power to transfer to the marine a lot of secret inquisitor knowledge.  The librarian completed the mission,  saved several worlds ,  defeated a major chaos plot and then returned to face the inquisition. 
    He "knew too much" to go back to his chapter but was too useful and had done to well to discard,  so he was inducted into the inquisition. He became quite an inquisitor and was naturally good at working with kill teams.
  2. Like
    Techpriest support reacted to Jargal in Better crafting rules?   
    And, after all, in Dark Heresy game your best weapons are Awareness, Charm, Deceive, Inquiry, Interrogation and Scrutiny at +30 and DH1 Psychometry and Mind Scan Psychic Powers.
  3. Like
    Techpriest support reacted to Jargal in Better crafting rules?   
    Take hand cannon, add Man-Stopper bullets and there is 35m 1d10+4I pen 5 weapon against 30m 1d10+5X pen 4 of bolt pistol.
  4. Like
    Techpriest support reacted to Jargal in Calling in aid.   
    I imagine now a party that fabricates evidence of the presence of a heretical cult by committing murders that look like ritual, because they don't have enough real evidence or authority to command local forces... grimdark, yes.
  5. Like
    Techpriest support reacted to Jargal in making sacred unguents.   
    I think FL (AM) is necessary to know how to bless sacred oil, and while FL (Chymistry) can let you know all the ingredients, the actual skill to make sacred unguents is Trade (Chymist). Personally, I would also allow to use Trade (Armorer) with -10 modifier.
  6. Like
    Techpriest support reacted to Jargal in Dark Heresy fanmade bestiary   
    Just for training, let's try...
    Slaugth Infiltrator (Elite)
    WS 38, BS 32, S 48, T (9)58, Ag 53, Int (9)50, Per 40, WP 62, Fel 21
    Movement: 5/10/15/30
    Wounds: 27
    Armor: 3 (All)
    Weapons: Necrotic grasp (1d10+4 R; Tearing, Toxic[1]) / Ripper Ray (Pistol, 20m; S/–/–; 1d10+6 X; Pen 4; Clip 15; Reload Full; Reliable).
    Skills: Athletics (S), Commerce (Int), Deceive (Fel), Dodge (Ag), Intimidate (S) +20, Logic (Int), Medicae (Int), Parry (WS), Security (Per), Stealth (Ag), Tech-Use (Int)
    Talents: Ambidextrous, Exotic Weapon Training (Ripper Ray), Fearless, Leap Up, Rapid Reaction
    Traits: Dark-Sight, Deadly Natural Weapons, Elasticity *1, Fear 3, Psychic Null *2, Regeneration [1d5], Stuff of Nightmares *3, Toxic, Unnatural Intelligence (4), Unnatural Toughness (4)
    *1 Elasticity: The Slaugth can flatten their bodies down or stretch them out to over three times their normal length, increasing their reach and providing a +20 bonus on Grapple attacks and Athletics tests while climbing.
    *2 Psychic Null: They cannot be contacted, perceived, influenced or controlled telepathically, and all Psychic Powers and warp abilities targeted directly at them receive -20 penalty to Focus Power tests.
    *3 Stuff of Nightmares: Being xenos, Slaugth have no special weakness against psychis powers, force weapon or holy attacks, so they ignore all Critical Effets other than one that would destroy them outright. On the other hand, they can't survive without air.
    Gear:
    Shroud Cloak: In order to pass unseen and conceal their horrific nature, these multi-layered robes and mantles absorb light and seem to move and twitch of their own accord. They provide 3 Armour Points on all locations, and increase the Difficulty of detecting the wearer on auspexes/scanners by –30, and grants them a +10 bonus on Stealth Tests. By constraining their bodies and commanding the shrouds to conceal them, the Slaugth can pass for misshapen humans.
    Enunciator: Held in front of the creature’s many-tendrilled mouth, this jagged metal orb translates its gurgling rasps into audible speech using sampled fragments of the voices of its many victims, as well as using tailored sub-harmonics to work upon the emotion centres of the human brain. The device lets them speak any language at will, and adds +20 bonus on any test to influence, frighten or interrogate humans.
    Parasite Eyes: Numerous glowing implants, studded into the writhing clump of worms that compose the creature’s head, allow it to see with Dark Sight, as well as see into the electromagnetic spectrum. These eyes give the Slaugth a +40 bonus on tests made to resist blinding attacks.
  7. Like
    Techpriest support got a reaction from Lynata in The inquisitors handbook weapons   
    Again I agree pretty completely.  As a matter of personal preference I like to at least start the players off with a published adventure to get THE mood down.   But when the published intro adventure involves fighting a daemonhost that is terribly powerful and they almost are forced to rely on bad guys showing up and fighting THE monster for them I think it's kind of screwed up.  Now people here made suggestions that we're helpful,  like accurate weapons but how many are listed in the dh2 weapons book?  
    Yes fire would help too,  especially if a priest blesses some promethium to give to the players. 
    Still,  looking at that daemonhost and the heretek gang I can't help thinking some flak armor and basic weapons are called for as a 'welcome to THE holy inquisition' gift bag. 
     
    BTW I just had an idea for a piece of gear.  People say what you think: a blessed seal that can be affixed to a clip of ammunition,  a melee Weapon,  or a bottle of promethium oil.  Affixing the seal to one of the above blesses it.  The clip counts as blessed ammunition,  a melee weapon counts as blessed for the duration of THE combat,  THE promethium oil counts as blessed flames.  At the end if THE clip,  the end of THE melee or when THE fire Burns out the seal is ended. When one is used a player must roll d100.  If he rolls his current corruption or lower the seal fails to work unless he spends a fate point. 
     
    These might be available to some Inquisition agents if daemonic activity is suspected.  Does anyone think this is bad? 
  8. Like
    Techpriest support got a reaction from eltom13 in The inquisitors handbook weapons   
    20 thrones and an easy roll? ****... 
     I was thinking of inquisition contacts to help players out a little. So they may get a priest contact they go to, give the secret handshake, say the codeword, etc and he helps them as he can. Maybe he can make a number of these seals equal to his WP bonus a day? He might have a few on hand.
    The priest may be blind, crippled, otherwise unable to fight directly but still a faithful servant who only knows he is serving the righteous.
    Maybe the warband needs to make a subtlety roll to visit him without leading enemies to him and the associated consequences.
    Likewise that old woman who gives imperial tarot readings for donations, maybe she's a low level sanctioned psyker who is no longer fit for active field duty. Approach her, give a certain subtle sign and she can try to do a low level psy reading for you. Just minor aids here and there. It adds to the idea that the inquisition is all around but the acolytes are actual combat agents, the rest are more like support staff. Very limited aid you need to be careful using, and there's always the risk they've been compromised .
  9. Like
    Techpriest support got a reaction from eltom13 in The inquisitors handbook weapons   
    Again I agree pretty completely.  As a matter of personal preference I like to at least start the players off with a published adventure to get THE mood down.   But when the published intro adventure involves fighting a daemonhost that is terribly powerful and they almost are forced to rely on bad guys showing up and fighting THE monster for them I think it's kind of screwed up.  Now people here made suggestions that we're helpful,  like accurate weapons but how many are listed in the dh2 weapons book?  
    Yes fire would help too,  especially if a priest blesses some promethium to give to the players. 
    Still,  looking at that daemonhost and the heretek gang I can't help thinking some flak armor and basic weapons are called for as a 'welcome to THE holy inquisition' gift bag. 
     
    BTW I just had an idea for a piece of gear.  People say what you think: a blessed seal that can be affixed to a clip of ammunition,  a melee Weapon,  or a bottle of promethium oil.  Affixing the seal to one of the above blesses it.  The clip counts as blessed ammunition,  a melee weapon counts as blessed for the duration of THE combat,  THE promethium oil counts as blessed flames.  At the end if THE clip,  the end of THE melee or when THE fire Burns out the seal is ended. When one is used a player must roll d100.  If he rolls his current corruption or lower the seal fails to work unless he spends a fate point. 
     
    These might be available to some Inquisition agents if daemonic activity is suspected.  Does anyone think this is bad? 
  10. Like
    Techpriest support reacted to Jargal in The inquisitors handbook weapons   
    Well, it all depends on what games your group prefer. If adventures with a lot of combat is something that your players like - it will be logical movement.
  11. Like
    Techpriest support got a reaction from eltom13 in Smelt rat hunt!   
    I was thinking of a scenario written more or less just to give the PCs a chance to grab some decent gear and in fact mostly be paid in gear. 
    The idea is the players encounter smelt rats on a mission and one of them realizes (or I hint to him)  that the local AM base will likely be very interested in these creatures as they could represent heretek activity or other issues the omnissiah may wish dealt with.  So if he makes a report to THE local magos and,  even better,  drops off a dead smelt rat,  he gets called back to the factorum temple and asked to investigate further.  The temple is currently busy and has little personnel to spare just now so be is asked to recruit a party to accompany him.  The am is willing to offer some material inducement to non members,  with even more if they accomplish all goals. So he likely taps THE other PCs and they get some ammo and maybe a few other items.
     
    The goals are to find  more smelt rats,  record a battle with them via a pict servo skull provided,  get more specimens, try to retrieve an example if a smelt rat king to study their ability to merge,  and 'tag' some smelt rats with irradiated powder so they can be tracked to their lair.  (Don't worry,  the irridiated dust is harmless,  of course it is,  but some filter masks are available if requested.) 
    Possibly a worn out servitor scheduled for recycling would be provided as the smelt rats will be drawn to it. 
    If the PCs do well they may be given more gear as payment.  Then of course when tracker skulls trace the irradiated dust to a source,  maybe the players get tapped again.  Hereteks?  Some bizarre self replicating archeotech? Xenotech? Chaos? More risks,  more tasks,  more gear. 
     
    Any critiques on this? 
     
  12. Like
    Techpriest support got a reaction from eltom13 in Movie plug.   
    If you like dark heresy or THE 40k universe in general you might,  just might, like a cheap little movie called 'mutant chronicles ' which is based on a game with a bit of a 40k theme. 
     
    It's a dark, war torn future with humanity under assault from demonic like monsters. Very Gothic and steam punk feel with lots of darkness.  It has some acting talent like Thomas Jane, ron perlman and john malkovich. 
     
    It's a very cheaply made movie but I think if you like. 40k you might like it.  It could almost be like a mission in dark heresy.  One character is a monk\priest. 
    http://www.imdb.com/title/tt0490181/
     
  13. Like
    Techpriest support reacted to eltom13 in Tech Use and its Use   
    As I have written above (some time ago) compare the vehicle repair rules in the DH2 core rule book. They also define what you call "complimentary skill" (although they use some other term, that I don't remember at the moment) that if you have it lowers the difficulty.
  14. Like
    Techpriest support reacted to Jargal in Dh1 weapons?   
    DH2 weapons are closer (up to full copy-paste without thinking) to OW tables, but difference is not very great.
  15. Like
    Techpriest support reacted to Jargal in Tech priest   
    Have you tried reading a corebook? Page 52, Background: Adeptus Mechanicus.
  16. Like
    Techpriest support got a reaction from Marcus102 in You Know You're Playing Deathwatch When...   
    None of the characters you're playing have the slightest problem with seeing this poster as a public service message.  
     

     

  17. Like
    Techpriest support got a reaction from InquistiorCalinx in You Know You're Playing Deathwatch When...   
    None of the characters you're playing have the slightest problem with seeing this poster as a public service message.  
     

     

  18. Like
    Techpriest support got a reaction from Magnus Grendel in You Know You're Playing Deathwatch When...   
    Your GM shows you something like this and you say "Who called in a kill team for that?"

  19. Like
    Techpriest support got a reaction from Robin Graves in Bizzarre character contest.   
    I don't know if this is "bizarre" but my intro to dw had an inquisitor who was handling our team that was a former marine librarian.
    Basically an inquisitor needed a small party including a warrior and a psyker. He was assigned a librarian and the two had remarkably similar views to his own. They worked together for years and fought a great threat. Near the end the inquisitor was mortally wounded and as he lay dying he pressed his rosette into his marine's hand and used his psy power to transfer to the marine a lot of secret inquisitor knowledge.  The librarian completed the mission,  saved several worlds ,  defeated a major chaos plot and then returned to face the inquisition. 
    He "knew too much" to go back to his chapter but was too useful and had done to well to discard,  so he was inducted into the inquisition. He became quite an inquisitor and was naturally good at working with kill teams.
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