HPLustcraft 1 Posted November 22, 2010 Hello! Newbie GM here with what is the first of likely many silly questions I should probably already know... The advantage that allows an Astropath Transcendent to roll an 'additional 1d10' when rolling on the Perils of the Warp table(s), how exactly does that work? Does the player roll 3, and choose two, then choose which is ones and which is 10s? Or does it work differently than I thought? For instance, last night my player rolled a 1, 8 and 4. Should he then be able to say '14' is his base Perils table number? Oh, and he Pushed, so obviously he had to add 15 to whatever number is rolled. Thanks for any help...I am a bit overwhelmed! :-) L- Quote Share this post Link to post Share on other sites
Bilateralrope 144 Posted November 22, 2010 It's badly worded. I'd say: - The astropath rolls a d100 as normal. - Then he rolls an extra d10, which can replace either the tens or ones die in the d100 roll. Quote Share this post Link to post Share on other sites
HPLustcraft 1 Posted November 22, 2010 Bilateralrope said: It's badly worded. I'd say: - The astropath rolls a d100 as normal. - Then he rolls an extra d10, which can replace either the tens or ones die in the d100 roll. Whew! OK, thank you! My Astropath thanks you as well...He loooooooves to 'Push' his powers (Currently Force Bolt for the most part) but the rest of the party is getting freaked out by what results (i.e. Darkness within 3d10 metres) and what MIGHT result (i.e. Face eating Daemons)... Of course, it's only a matter of time before he rolls and all 3 are above 6-7...*WICKED GRIN* L- Quote Share this post Link to post Share on other sites
Alox 107 Posted November 23, 2010 You can also roll 3 dices as a d1000 and then he can remove one dice to get a number between 1-100. Quote Share this post Link to post Share on other sites
Netherek 0 Posted November 24, 2010 Wow that makes perils of the warp useless, I really prefer DH psy rules Quote Share this post Link to post Share on other sites
Bilateralrope 144 Posted November 25, 2010 Netherek said: Wow that makes perils of the warp useless, I really prefer DH psy rules Go look at the trait Soul-Bound in the DH core rulebook. You will find it behaves identically in reducing the danger of perils, the only difference is that in DH the PC psykers don't (usually) get soul bound. Quote Share this post Link to post Share on other sites