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I'm trying to drum into the scruntgame's collective heads that HEY MAYBE USING SCHOLASTIC LORE TACTICS MEANS I CAN TELL YOU ABOUT WHAT YOU'RE ABOUT TO FIGHT but so far it's having limited success. I figure the lores are so specialised that you should take any excuse, no matter how flimsy, to use them. Common Lore: Administratum would be useful for requisitions, for example. Then again, if your group just likes a nice shootmans game then the lores won't be too useful.
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# ? Feb 18, 2015 22:32 |
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# ? May 29, 2024 08:54 |
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NGDBSS posted:...this sounds a lot like aptitudes, if they were all fixed and the pointers got moved around. I'm not a fan of the former considering how much it tends to pigeonhole people, but would you still suggest the latter then? The problem with Aptitudes is that they present you with the illusion of choice. It's very easy to look at the system and think, "Hey, I can make any kind of guy I want and the system will support it!" But then you run the numbers and realize that if you don't choose the correct Aptitudes you're paying out the nose for all of your advances, meanwhile the player who made all the correct choices (getting as many matching as possible for whatever it is they're trying to do) gets very good at that thing very cheaply. Is this better than rank tables? Debatable. Personally, if my PC is going to be shoehorned into a thing, I'd like to know about it from the start. Aptitudes only look freer.
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# ? Feb 18, 2015 22:55 |
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I agree but most of the time the rank tables are retarded and make me cry, so give me Aptitudes everyday
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# ? Feb 18, 2015 23:01 |
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Black Crusade has, in my opinion, the best advancement system. And folding lots of things into Stealth is really good, because having to buy silent move and shadowing and concealment was dumb.
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# ? Feb 18, 2015 23:36 |
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Using lore in a shootmans game can be useful, to identify weaknesses and such. For something completely different, is a novleborn IG hierophant a good idea for an inquisitor-aspirant/officer-type guy.
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# ? Feb 18, 2015 23:44 |
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Question in my CYOA game: as a TechPriest, how do we get more implants? Can we buy items that give stat/roll bonuses, or is it just part of the talent progression tree?
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# ? Feb 18, 2015 23:46 |
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Lores are good for tactics giving a bonus to hit on the first round of a well set up ambush or whatever. War can give you an idea of what weapons an enemy squad is likely to have. All the other stuff is useful too in more obvious ways, but maybe less so in a combat game.
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# ? Feb 19, 2015 00:01 |
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LowellDND posted:Question in my CYOA game: as a TechPriest, how do we get more implants? Can we buy items that give stat/roll bonuses, or is it just part of the talent progression tree? Cybernetics are just gear you acquire, mechadendrite limit is toughness bonus. Presumably, some kind of downtime is needed to get them installed (although that's when you would be making acquisition tests anyway.) Some mechandendrites have a proficiency talent you need to buy with XP.
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# ? Feb 19, 2015 00:11 |
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DOWN JACKET FETISH posted:I'm trying to drum into the scruntgame's collective heads that HEY MAYBE USING SCHOLASTIC LORE TACTICS MEANS I CAN TELL YOU ABOUT WHAT YOU'RE ABOUT TO FIGHT but so far it's having limited success. Im going to charge poo poo and punch the biggest motherfucker in the face Tactics my scruntsack
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# ? Feb 19, 2015 00:15 |
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We can get talents that upgrade the Mechanicus Implants we already have, however. Autosanguine means we have nanomachines in our blood that help repair our body when healing, and Machinator Array is a much heavier duty set of augmetics. There are even talents that let us zap people with electricity from our internal power reservoirs and even pull off a convincing Magneto impression. Adeptus Mechanicus Tech-Priests get /scary/ as they grow in power. A Magos at war should be considered more dangerous than a charging Khorne Berzerker, and a threat to even the most powerful Inquisitors.
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# ? Feb 19, 2015 00:34 |
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Sour Blossom posted:We can get talents that upgrade the Mechanicus Implants we already have, however. Autosanguine means we have nanomachines in our blood that help repair our body when healing, and Machinator Array is a much heavier duty set of augmetics. There are even talents that let us zap people with electricity from our internal power reservoirs and even pull off a convincing Magneto impression. Hokey religions and ancient weapons are no match for a LASGUN AND THE EMPERORS FURY AT YOUR SIDE
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# ? Feb 20, 2015 01:03 |
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Sour Blossom posted:We can get talents that upgrade the Mechanicus Implants we already have, however. Autosanguine means we have nanomachines in our blood that help repair our body when healing, and Machinator Array is a much heavier duty set of augmetics. There are even talents that let us zap people with electricity from our internal power reservoirs and even pull off a convincing Magneto impression. Awesome I hope to hear from you a lot more in thread, we've got a lot of resources to start tanking with. One of my players asked in chat if we could grab some purity seals. My initial googles aren't being helpful. What are they/can a level 7 DH character get one?
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# ? Feb 20, 2015 02:02 |
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Purity seals are funny things. They're available to Deathwatch as non-gear, non-experience rewards, and they're bestowed by Chaplains. They don't have a strict mechanical function in game - if you have a purity seal, the idea is that the GM will give you a second chance or a breather or some other context-sensitive benefit related to what prayer is written on one(such as "My bolter shall never grow cold nor my chainsword dry once the Enemy has been met"). In game, you probably won't see any but those working for the Ecclesiarchy or actual Inquisitors(or at least, trusted Interrogators) with purity seals on their equipment. They aren't purchasable anywhere, they're earned - and it's not always a good thing to get one, because they can literally be a badge of honor you get as a pre-emptive reward for being sent on a suicide mission.
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# ? Feb 20, 2015 02:28 |
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LowellDND posted:Awesome I hope to hear from you a lot more in thread, we've got a lot of resources to start tanking with. A level 7 DH cleric getting sent on a suicidal mission? Probably, through roleplay and the GM making things up. Ohone? Not one with any significant function, barring major shifts in player interests.
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# ? Feb 20, 2015 02:31 |
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Purity seals will do "stuff", based purely on how hard you believe in them. Sometimes a Deathwatch guy has a good marksmanship day, sometimes the Sisters of Battle make a tank blow up by praying at it really hard.
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# ? Feb 20, 2015 02:36 |
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Purity seals are used by the Mechanicus as well, except they're half prayer to the machine spirit, half appliance test tag.
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# ? Feb 20, 2015 03:12 |
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There's rules in Rogue Trader for carrying charms of sorts. Charm A charm is a keepsake, holy relic or good luck token that is intended to draw the benevolent eye of the Emperor to the wearer. They take myriad forms including such things as saintly finger bones, fragments of blessed bolter casings, water from holy rivers, and even corpse hair woven into significant patterns. Throughout the Imperium, there is no shortage of folk who will sell such items, though discerning true relics from the false is an almost impossible task (thus the cost of a charm is entirely up to the GM and how well the Explorer can haggle with the seller). Charms have no tangible benefits. However, when the unfolding plot calls for something bad to happen to a random character, at the GM’s discretion a character with a charm will be exempt. If all the characters carry charms (as all Emperorfearing citizens should) then it is up to the GM to choose which charms are the most potent.
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# ? Feb 20, 2015 05:37 |
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Those have been around since DH1 and they're great because only one or two players per game ever happen to have one.
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# ? Feb 20, 2015 05:57 |
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ABC Always Be Charmed
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# ? Feb 20, 2015 08:50 |
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I think the core rule book for only war has stats for actual purity seals as a regiment gear option. I remember we had them in clanpot_shake's only heresy game, though I forget what they do. I think if put on a weapon it was extra damage to daemons? If I wasn't at work I'd check.
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# ? Feb 20, 2015 16:27 |
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Can Heretics use Sanctified weapons?
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# ? Feb 20, 2015 16:39 |
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Werix posted:I think the core rule book for only war has stats for actual purity seals as a regiment gear option. I remember we had them in clanpot_shake's only heresy game, though I forget what they do. They're in that book as starting regiment options but don't actually have a mechanical effect (?). I houseruled uses for them.
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# ? Feb 20, 2015 16:48 |
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frajaq posted:Can Heretics use Sanctified weapons? Eisenhorn does
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# ? Feb 20, 2015 17:03 |
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Clanpot Shake posted:They're in that book as starting regiment options but don't actually have a mechanical effect (?). I houseruled uses for them. I am full of poo poo then. Your house rule was pretty nifty though.
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# ? Feb 20, 2015 17:15 |
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They're in Rites of Battle, for Deathwatch. I don't know off hand what they do but IIRC it's pretty generic, something like a "minor blessing" that's up to the GM.
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# ? Feb 20, 2015 17:37 |
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frajaq posted:Can Heretics use Sanctified weapons? Yes, one of the Demon Weapons specifically gets Sanc to show it hates the hell out of other demons, and heretics can use it fine.
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# ? Feb 20, 2015 17:42 |
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I figure that blessings should count as much as the efforts taken, I.E. crawling on your knees for a mile to get to a secluded monastery before getting blessed by the monks would count more than purchasing a token from a passing merchant.
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# ? Feb 20, 2015 18:06 |
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The thing is the "I crawl on my knees for a mile" is accomplished simply by the player saying "I crawl on my knees for a mile". Haggling for a charm from a merchant could easily have considerably more player involvement if you play it out, and should receive commensurate reward.
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# ? Feb 20, 2015 19:19 |
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Apropos of nothing, does anyone have a Magos Genetor character sheet lying around?
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# ? Feb 20, 2015 19:31 |
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DOWN JACKET FETISH posted:The thing is the "I crawl on my knees for a mile" is accomplished simply by the player saying "I crawl on my knees for a mile". Haggling for a charm from a merchant could easily have considerably more player involvement if you play it out, and should receive commensurate reward. It's better roleplaying, though, which should always be rewarded. And you can give them a fatigue or something to represent the hardship.
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# ? Feb 20, 2015 19:32 |
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Using character skills to discern a possibly real talisman in a crate full of knockoffs and then roleplaying the 'not alerting the merchant this is rather valuable' phase would work.
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# ? Feb 20, 2015 19:47 |
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Sour Blossom posted:Purity seals are funny things. They're available to Deathwatch as non-gear, non-experience rewards, and they're bestowed by Chaplains. They don't have a strict mechanical function in game - if you have a purity seal, the idea is that the GM will give you a second chance or a breather or some other context-sensitive benefit related to what prayer is written on one(such as "My bolter shall never grow cold nor my chainsword dry once the Enemy has been met"). In my Deathwatch game, we used them exclusively as bragging rights after doing something tactically stupid (but Space Marine as hell) for a mission, like carrying a banner in one hand the entire time, not wearing a helmet or using only a knife. It was a lot of fun once a few people jumped on board after I did it, as everybody started coming up with increasingly ridiculous ideas for unique challenges.
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# ? Feb 22, 2015 06:40 |
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I thought they did something like give you very minor bonuses like a +3 on pinning checks. I may be mixing OW medals and DW oaths though.
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# ? Feb 22, 2015 06:51 |
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Alternate take: every picture of an Inquisitor or even Interrogator that I've seen has had them covered in the drat things, so I assume the Ordos hook you up. In a DH context, I'd have them protect against corruption, and maybe give valuable ones a one-time faith point that you can "break" them to grant? I also seem to recall there being rules for blessed weapons, etc, in The Inquisitor's Handbook.
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# ? Feb 22, 2015 07:10 |
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frajaq posted:Speaking of lores did any of you guys ever found use for non-Forbidden ones? Tactica Imperialis for SL or CL: War is something i've seen rolled when the GM wants to throw the PC a hint about how to handle the situation. I had SL Philosophy in your game because I wanted to try converting someone to Khorne purely on intellectual reasons. (Collecting skulls as your primary purpose is no reason to ignore whats inside your own)
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# ? Feb 22, 2015 07:15 |
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One day I'll actually get to play that tech-priest hacker idea I keep kicking around, and when I do I plan on abusing the hell out of Scholastic Lore: Cryptography.
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# ? Feb 22, 2015 07:21 |
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MilkmanLuke posted:In my Deathwatch game, we used them exclusively as bragging rights after doing something tactically stupid (but Space Marine as hell) for a mission, like carrying a banner in one hand the entire time, not wearing a helmet or using only a knife. It was a lot of fun once a few people jumped on board after I did it, as everybody started coming up with increasingly ridiculous ideas for unique challenges. I suppose the chaos space marine version of cheevos would be getting to pin a new skull to your pauldrons.
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# ? Feb 22, 2015 09:08 |
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Any body part you're fond of really...skulls, flayed skin, the blood of your enemies (or whoever's closest at the moment), etc.
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# ? Feb 22, 2015 09:27 |
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I think the flesh and literal skulls are more a chaos thing. Loyalists go in more for a nice sculptured steel skull look.
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# ? Feb 22, 2015 10:57 |
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# ? May 29, 2024 08:54 |
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Skulls are the common ground that every faction can come together on. Except maybe Eldar and tyranids I guess, but they're they lamest and don't care about flair, respectively.
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# ? Feb 22, 2015 11:01 |