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Cut out of an old ork warboss Shaped from an Emperor-class hull shavings Recovered from a Hrud temple Tempered in the reactor heart of a Warlord titan Made from a fused collar of a battle psyker Made from the dental fillings of Black Ship inmates Crafted from the hull of a Leman Russ that had crushed a Farseer
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# ? Jan 9, 2017 05:50 |
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# ? May 29, 2024 11:35 |
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Jack B Nimble posted:Awesome weapon names, I'll put them in the sheet, thanks. The Betrayal at Calth Marines have old-style missile launchers. Plugging "betrayal at calth missile launcher" into google gives you plenty of good pictures from varying angles. I'm too lazy to figure out how to link to a google search properly/concisely without using lmgtfy and being a condescending rear end in a top hat at this hour.
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# ? Jan 9, 2017 07:22 |
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Or you can go Forgeworld
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# ? Jan 9, 2017 07:27 |
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That takes me back to playing space crusade as a kid!
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# ? Jan 9, 2017 09:22 |
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Pulled from a stone Foraged by hereteks on a Death World Horked up by a Mauler Fiend Ripped from a Chaos Titan's leg Forged from as many different Xenos weapons as we could find
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# ? Jan 9, 2017 22:48 |
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Pulled out of a skip Found in a bin Pulled out of a corpse pile Covered in dried blood Covered in dried vomit Made from stolen street signs by a guy named Keith in his basement A Chinese Kalashnikov (only kidding, it's an even cheaper Somali knock-off)
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# ? Jan 9, 2017 22:56 |
"Borrowed" from some guy named Reg Scrap-built and totally reliable Smells faintly of burnt meat Covered in bright yellow, white and black checkers with a partially legible "--rgue" logo on the side. Bears the legend "to Milford, have fun at work. Mum"
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# ? Jan 9, 2017 23:08 |
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"Awkward to have written on a character sheet or to shout out in combat"
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# ? Jan 9, 2017 23:15 |
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I'm choosing short ones or shortening them myself yeah, but I do want to point out this doesn't replace the weapons normal name, it's two different cells. So it would say "Bolt Pistol" and "Chapel 8 Kraftwerks" or "Stub Revolver" and "Guttersmithed". I want to add some fluff to our weapon lists which are almost entirely "I have a best quality Carnadon and really like it" but I don't want to go the total other way to "I pull out my War Drum. No not the instrument, the drum magazine that settlers of Ithaca IV load onto their hunting shotguns when rallying as a militia, a ritualized event marking-what do you mean my turn is over?" And actually finding the perfect wording to convey, in like two words ideally, the origin of the weapon, is hard. Like a flamer could be a "Repurposed Agri-Tool", which is hopefully a dense enough description to do the job. So more help with that would be fantastic. Still, this cell probably needs to go at the end of the stat block though, so it can run off to the end of the sheet Jack B Nimble fucked around with this message at 02:09 on Jan 10, 2017 |
# ? Jan 10, 2017 02:03 |
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Why not go further and start allowing small modifications to statted weapons? Say increasing the clip size of your autopistol from 15 to 18, or increasing the range of a rifle to +10 meters? Something less powerful than a normal modification.
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# ? Jan 10, 2017 21:59 |
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Go whole-hog and just re-purpose the Dwarf Fortress artifact generator. This is a scrap iron Sword. All materials are of the lowest quality. It is encrusted with vomit and blood. On the sword is painted an image of a phallus. The phallus is screaming. Schizotek fucked around with this message at 23:32 on Jan 10, 2017 |
# ? Jan 10, 2017 23:29 |
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Don't dox me
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# ? Jan 11, 2017 03:12 |
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SardonicTyrant posted:Why not go further and start allowing small modifications to statted weapons? Say increasing the clip size of your autopistol from 15 to 18, or increasing the range of a rifle to +10 meters? Something less powerful than a normal modification. OW has a bunch of these with the restriction of only being able to do it to regimental weapons. Just neat little mods that aren't as incredible as full blown ones, but still a nice bonus to customise your thing.
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# ? Jan 11, 2017 16:11 |
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We're going to make armor mods like more pockets, padding for fall/crash damage, extreme weather lining etc, and say you get to install one at normal quality, more at good, etc. We could do the same with guns but I'm wary of improving damage or absorption. One mod I like is the idea of a trauma plate, which doesn't reduce damage but does lessen crit. Maybe only once? Or maybe by five points, either all at once or two then three, like that. Jack B Nimble fucked around with this message at 17:13 on Jan 11, 2017 |
# ? Jan 11, 2017 17:07 |
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Jack B Nimble posted:We're going to make armor mods like more pockets, padding for fall/crash damage, extreme weather lining etc, and say you get to install one at normal quality, more at good, etc. We could do the same with guns but I'm wary of improving damage or absorption. Have the trauma plate something that activates once and negates all damage from an attack that does over X damage after armor and Toughness, so it is designed to lessen that one big hit that would nuke all a player's wounds or something. Some sort of kinetic/heat reactive gel that stiffens/absorbs in the presence of a sudden shock and dissipates the energy, but needs to be replaced each time. Negating crit is what Stimm is for.
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# ? Jan 11, 2017 17:39 |
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Ablative armor that starts with a high rating, but loses it to attacks and needs repairs? I think they're called Comrades.
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# ? Jan 11, 2017 17:45 |
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Who here used to think the Palladium books weapon glossary was really cool? Click for the full size.
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# ? Jan 16, 2017 06:51 |
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I need your help, warhams! So I ran with the "5 metre statue plot"( I'm sorry goatface, your idea was simply too amazing to not steal!). They have arrived, and are being told the full and embarassing story of why there's a huge-rear end navy coming to invade the system. They were really insistant on learning who brought up the rule about statue sizes, and having not thought about that, I quickly made up a story about a petty lawyer in the sector government being envious of the shrine worlds income. Now they're thinking solutions, one being the installment of a magnifying glass in front of the statue( which, as they themselves pointed out, may not stand up to scrutiny), taking a cast and making a bigger statue from a material resembling the agate it's made from using Mechanicum connections( much better!) or attempting to bargain with ordo Hereticus for a "gem-psyker", if one such exists( a delightfully insane option!). Now I'm kind of stuck on what kind of challenge to provide for the next session. The players, having heard about the lawyer, is treating him like an adversary and are concerned that, whatever they come up with, he will make their result pointless by superior legalese. I didn't mean for him to be a character at all, and I'm wondering how, if it all, to integrate him. Perhaps going to see the Mechanicum, and then running back through a fleet embargo, would make for a good challenge, but it seems rather abstract how to put it in rolls. Any ideas on how to run this would be much appreciated!
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# ? Jan 16, 2017 20:38 |
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This isn't a matter of law, but politics and heated emotions. Let your characters engage in some realpolitik to solve the issue. Your players are Acolytes, and can operate outside the laws of the Imperium. Let them do so. You could easily expand the lawyer to be a puppet of some nefarious plot that may or may not revolve around the statue as well. SardonicTyrant fucked around with this message at 23:33 on Jan 16, 2017 |
# ? Jan 16, 2017 23:30 |
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Put the lawyer on one of the ships, being brought along to witness his glorious plan come to fruition. That should get them to make sure their successful result is only discovered in the middle of a planet-wide broadcast with him on stage. Alternatively, counter lawyer with judge. Encourage them to involve the Arbites about someone dicking with pax. Bonus points if they convince them to arrest the incoming fleet for intent to cause a serious affray.
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# ? Jan 16, 2017 23:32 |
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The Arbites do have their own space navy, so they can arrest space criminals.
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# ? Jan 17, 2017 02:01 |
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Other than the Game Room, where is a good place to find play-by-post for Warhammer 40k Roleplay? I'm particularly looking for games that are friendly to beginners. I'm open to any of the systems, but in order of preference it'd be: Dark Heresy (2e), Deathwatch, Only War, Rogue Trader or Black Crusade.
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# ? Jan 17, 2017 05:57 |
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goatface posted:Put the lawyer on one of the ships, being brought along to witness his glorious plan come to fruition. That should get them to make sure their successful result is only discovered in the middle of a planet-wide broadcast with him on stage. Hmm, that might work. Let's see, three-pronged approach. If they're happy with just teching a new solution, they can do that and attempt to convince the adeptus administratum jobs a good un - If they want to consider the lawyer adversary a primary focus, they can either confront him and strong-arm him into dropping the claim, or if they're clever, dig through his skeletons and blackmail him out of it( or have the arbites gently caress him up). How does that sound? Disclaimer: My players are new to the setting, and I'm worried what I can do to make the options clear to them.
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# ? Jan 17, 2017 09:59 |
Tias posted:How does that sound? Disclaimer: My players are new to the setting, and I'm worried what I can do to make the options clear to them.
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# ? Jan 17, 2017 10:20 |
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Zereth posted:Don't make them roll for it, in case they fail horribly at it, the point is to feed them information. For real. GM's gating stuff behind skill checks is starting to get to me. In one game I have a 20 awareness (perception?) after putting a point in it, and every. single. time. I ask the GM if the dead guy has loot, he tells me to roll search and tells me no when I fail. The act of my character patting someone's pockets teleports their contents to another dimension. I should start searching bad guys during combat to deprive them of grenades and stuff.
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# ? Jan 17, 2017 21:18 |
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Jack B Nimble posted:For real. GM's gating stuff behind skill checks is starting to get to me. In one game I have a 20 awareness (perception?) after putting a point in it, and every. single. time. I ask the GM if the dead guy has loot, he tells me to roll search and tells me no when I fail. The act of my character patting someone's pockets teleports their contents to another dimension. I should start searching bad guys during combat to deprive them of grenades and stuff. The first chaos mutation everyone gets is a prison wallet.
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# ? Jan 17, 2017 21:22 |
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I don't think that is how skill checks are meant to work in any case, things like Search and Perception are intended to see if you can find something that is concealed or disguised, not to confirm you can perform the basic task of empying someone's pockets. Maybe you make someone take a check to find a concealed pocket or notice that something has been hidden in the lining of a coat, but that's it.
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# ? Jan 17, 2017 21:54 |
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Ashcans posted:I don't think that is how skill checks are meant to work in any case, things like Search and Perception are intended to see if you can find something that is concealed or disguised, not to confirm you can perform the basic task of empying someone's pockets. Maybe you make someone take a check to find a concealed pocket or notice that something has been hidden in the lining of a coat, but that's it. Also I need to emphasize this because people get it wrong constantly playing rpgs. If there is no consequence for failure or no particular time restraint, DO NOT ROLL. Just have them do whatever they were trying to do and find whatever they were trying to find. This is especially important if they need to find something to keep the plot going forward and/or to keep momentum in the game session.
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# ? Jan 17, 2017 23:38 |
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Jack B Nimble posted:For real. GM's gating stuff behind skill checks is starting to get to me. In one game I have a 20 awareness (perception?) after putting a point in it, and every. single. time. I ask the GM if the dead guy has loot, he tells me to roll search and tells me no when I fail. The act of my character patting someone's pockets teleports their contents to another dimension. I should start searching bad guys during combat to deprive them of grenades and stuff. If you're looting a body I might call a roll if there's something concealed or non-obvious on it or you're in a particular hurry or something. Otherwise it's not something that should take a roll.
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# ? Jan 18, 2017 00:07 |
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A Challenging (+0) roll would be to find the documents hidden inside their coat lining. Finding the grenade on their belt would be a non-roll.
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# ? Jan 18, 2017 00:45 |
kingcom posted:Also I need to emphasize this because people get it wrong constantly playing rpgs. If there is no consequence for failure or no particular time restraint, DO NOT ROLL. Just have them do whatever they were trying to do and find whatever they were trying to find. This is especially important if they need to find something to keep the plot going forward and/or to keep momentum in the game session. My old GM used to fake rolls behind his screen sometimes so it didn't seem too handwavey.
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# ? Jan 18, 2017 01:21 |
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I hear you, but he's a new GM and there are some more important issues with his game - pacing, attention, etc, that I'll worry about before this loot thing. But yeah, I'm going to bring it up later. It's actually a good game, I just wanted to vent about that pet peeve. I think mostly he's using it as a way to be random/improvise which isn't what it's made for.
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# ? Jan 18, 2017 02:14 |
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Roll Perception to see if your GM is bad.
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# ? Jan 18, 2017 04:02 |
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I rolled a 96. That's 6 degrees of failure.
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# ? Jan 18, 2017 04:05 |
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Remind your GM that test difficulty modifiers exist for a reason. Skill tests are cool and make character building options other than I shoot gun feel meaningful, but goddammit do people use them poorly.
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# ? Jan 18, 2017 08:14 |
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Jack B Nimble posted:I think mostly he's using it as a way to be random/improvise which isn't what it's made for.
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# ? Jan 18, 2017 12:02 |
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40k rpg kinda falls apart with borderlands loot systems, despite any sort of setting similarities.
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# ? Jan 18, 2017 14:26 |
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Thank you guys, you're right; I'll wait for a tactful time to bring it up.
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# ? Jan 18, 2017 14:42 |
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I definitely think you should bring it up, because not understanding the way that skill checks work is incredibly frustrating for a GM as well. Like he wants to feed you some information for the plot, and figures 'Oh, ok, I guess that is a Lore check?' but he forgets the difficulty slider, so everyone is failing the check. Now he's frustrated - he thought that someone would pass, he didn't want to just give you this information but it makes things a lot easier for you, what does he do to get it to you? Does he just hand it to you? What was the point of the check? If he realizes that those checks are supposed to be done at +20 or something, it helps solve this problem - suddenly players aren't flailing around at basic tasks! They can get some stuff done, and the challenging checks actually feel tense because its not just 'You failed to wipe your rear end' for the tenth time that session.
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# ? Jan 18, 2017 15:10 |
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# ? May 29, 2024 11:35 |
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Jack B Nimble posted:Thank you guys, you're right; I'll wait for a tactful time to bring it up. Ashcans posted:If he realizes that those checks are supposed to be done at +20 or something, it helps solve this problem - suddenly players aren't flailing around at basic tasks!
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# ? Jan 19, 2017 03:15 |