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I played one game of this and now I've got horns and a tentacle arm. The voice in my head says this is normal but I don't know. Should I be worried?
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# ¿ Feb 6, 2012 03:52 |
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# ¿ May 15, 2024 23:32 |
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There's also this one, which allows you to save characters and spend XP. I can't speak to its rules adherence. http://malleus.dk/Ordo/NpcGenerator/Default.aspx
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# ¿ Feb 6, 2012 20:16 |
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MOnion: maybe put this in the OP? It's a fairly comprehensive wiki for official WH40k and WHF lore. http://wh40k.lexicanum.com/wiki/Main_Page#.TzWAl_k9Uqk
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# ¿ Feb 10, 2012 21:41 |
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Mr Fahrenheit posted:So far, the team has no idea that they are being tracked by the rogue Inquisitor, or even why he is here in the first place. They also don't know how Tyrnaids got here, or why they'd attack a place known for having body shops instead of hospitals, but thankfully they haven't asked that question yet. Gives me some time to think up some story, but all in all, they had fun, and it is always fun watching newbie tabletop folks have their first game .
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# ¿ Feb 21, 2012 17:33 |
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Mr Fahrenheit posted:Our little group is going to meet again on Sunday, and if all goes according to plan, I'll have another interesting tale of the Deathwatch kill-team "Bonum Decuriae". It's a rough translation of "The Good Guys" in Latin, apparently.
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# ¿ Feb 22, 2012 23:00 |
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Post once for yes and twice for no.CroatianAlzheimers posted:Allow me to refer you to my fifty page Non-Disclosure Agreement that's dense with legalese and festooned with the sigils of the Ruinous Powers...
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# ¿ Mar 14, 2012 19:20 |
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Wikipedia Brown posted:And it don't stop.
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# ¿ Apr 4, 2012 17:45 |
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Ze Pollack posted:This is why you give Apothecaries Chem-Use, Demolitions, and that poison special ability, turning them into a horrifying corpse McGuyver.
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# ¿ Apr 4, 2012 21:18 |
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I may get the opportunity to run a DH game, which would be a first for me. Is there a list of changes I can make to the rules to bring them more in line with the improved BC system? I'm definitely making shooting +10/0/-10 instead of 0/+10/+20, but is there anything else I should do? Nobody involved has played DH before, except me on PBP.
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# ¿ Jul 23, 2012 14:40 |
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kingcom posted:I personally love the income system your a pack of nobodies with no equipment and nothing to count on but yourselves. Your paid very little (mostly during your mission's downtime) and need to scavenge what you can to keep going. Nothing is more awesome than having an acoylte contemplate shooting the alien monster eating his leg because of the cost of that bolt pistol ammunition.
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# ¿ Jul 23, 2012 16:27 |
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Get swole, punch swords
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# ¿ Jul 24, 2012 18:43 |
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I'm running the Illumination adventure for some friends and I expect we'll finish it in our next session. The second half of this adventure has a lot of combat, the final combat in particular seems pretty hard. This next session there will only be 2 players as one guy is out of town, the psyker and the tech priest, neither really built or equipped for combat. I'm wondering how to do this while keeping the action going but not overwhelming them. I considered bringing out some background characters (pre-gen sheets I had made anyway) to help them, but then they'd either have to run two characters each or I'd be rolling for them and I'm worried combat would be a little boring for them. Another option would be to 'open up the armory' and give them whatever guns they wanted, but I'm not sure they have the talents to use much. Any advice? This is my first time DMing.
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# ¿ Aug 7, 2012 13:56 |
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So my players finished Illumination last night. I gave them Kos'ke and 2 Ashleen for the final fight, but they didn't need the help at all. The psyker player was suspicious of Aristarchus basically from the start and they had a great rivalry going and he was able to talk Aristarchus back to reality through good RP and very hot dice, ending the ritual in a flash of light. Skae didn't get to rip anyone in half which I was a little sad about (NPCs, of course). One thing that happened that I'm not sure if I should feel bad about. One player is playing a tech priest and from what he's said only ever plays tech priests. During the Voicer assault, he hit feedback screech to stun the last combatant, then ran up to him intending to tackle him and take him prisoner. He couldn't reach him in one round, and I told him this. The next round the Voicer comes to his senses and unloads his lasgun on the tech priest at point blank, putting him from full health to crit 2 (he spent a fate to regain health but rolled poo poo), effectively removing him from the game for the rest of the night. The player played a guardsman pregen I had for the remainder, but seemed genuinely saddened by the near-death of his character. He later said he should have known better than to run straight at an armed madman. I said I would hand-wave away any damage from this arc (characters 'on call' for 3 months), which I was going to do anyway just to give them some cash. Am I a dick for playing it out like this? I don't want to be an antagonistic groggy DM, but combat in this game is unforgiving and he did a dumb thing.
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# ¿ Aug 9, 2012 17:58 |
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I put one of my players' character out of commission for a session (half a session) and told him I'd hand-wave away any long term consequences and I still felt like a dick about it. What I'm saying is you should feel like a dick.
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# ¿ Aug 15, 2012 20:08 |
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MaliciousOnion posted:
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# ¿ Aug 16, 2012 13:21 |
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Bump your BS as high as it will go, take Unnatural Aim, and get a rocket launcher as soon as possible. Explode bitches from forever far away (and maybe accidentally summon a demon). If you spend a round of combat not psyking you're doing it wrong. (this advice may or may not be terrible)
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# ¿ Aug 21, 2012 12:32 |
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Why did the dark eldar let him keep his pimpin' daemon weapon? I'd think they'd be all about a Slaaneshi daemon weaopon.
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# ¿ Sep 6, 2012 17:52 |
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Oh, okay. I honestly know almost nothing about dark/whitemeat eldar. Anyway, to your point of what to do about the geneseed, maybe have the RT sell it to some xenos/heretics involved in genetics research. Maybe somebody trying to build their own personal clone army to take over the
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# ¿ Sep 6, 2012 18:43 |
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I recall there being generic beast stats in the DH core book.
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# ¿ Sep 7, 2012 12:47 |
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Remember, this is 40,000 years in the future and they they just don't make bears like they used to.
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# ¿ Sep 7, 2012 15:14 |
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How do you guys deal with critical damage and healing when playing on the tabletop? Last session, two of my players got pretty hosed up, one in critical damage. RAW, he's healing 1 point a month which basically puts him out of the campaign (given in-game events will come to a head long before that). The other is heavily wounded but can function, he just has to not get hit again. The player whose character is in crit is pretty emotionally invested in his character, so it feels cruel to make him sit out the rest of the action, but simply handwaving away horrific wounds feels cheap. They sought medical attention, but I was generous with the time required to heal and number of wounds they got back.
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# ¿ Sep 14, 2012 19:01 |
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There have been hints that the BBEG's plan will go into effect within the week (in game time), but nothing concrete. He's planning a bombing, and they players have modified 2 of his bombs and detonated one of them, so he will need to build a new one and unfuck the ones he has, so there's some flexibility there. I don't think these players see failure as an option, and to be honest I hadn't considered them just giving up. Everyone just kind of expects this thing to come to a head. Initially, I offered up another character (I have pregens on hand for whatever) and he wasn't at all into that. He said he didn't want to play the finale with a character he hadn't invested in or developed and have his main character miss out. This is the same guy who's main character sat out the final confrontation in the Illumination campaign after taking several lasgun shots to the chest, so I can kind of see where he's coming from. I keep trying to highlight that DH is a high-lethality game and that everyone will probably die a horrible bloody death at some point, but this guy seems legitimately sad when his character gets hurt. He's also said he only ever plays tech priests, so I suspect there's some attachment to past characters who are basically the same.
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# ¿ Sep 14, 2012 20:28 |
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He lost his nose. He got an Austrian model welded on and started talking like the terminator (this gimmick was dropped in short order). Maybe it's a problem with my pacing. They've mostly been investigating, but it's only been about a week in-game since they arrived on the planet so a month sounds like a long drat time. If I spread things out over longer periods it wouldn't be as hard a hit.
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# ¿ Sep 14, 2012 21:17 |
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Southern Heel posted:I'm playing my first ever RPG tomorrow, as a DM for a Dark Heresy game. I'm going with Shattered Hope (the demo campaign) for ease. I've brushed up on the rules and i've got campaign notes and cheat-sheets for combat, relevant tests and NPC stats. Is there anything I should, or shouldn't take with me in regards to reference material 'on hand' in shortform? As someone who was in your shoes ~2 months ago, I hope you're good at improvising. We spent hours doing poo poo that wasn't covered at all in that adventure, but was reasonable for the players to do. Have a handle on the important characters, how they'd react to things, and what their personalities are like. Have some no-name people around the cathedral ready, because they will ask to talk to random people. Also, the tests in the book are harsh, and if the players fail or can't attempt them, they have no idea what the overall plot is. Give them enough information to keep them investigating. If none of them have read the adventure before, don't let on how much of it you're making up and how much you have scripted. Let them wonder.
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# ¿ Sep 17, 2012 01:16 |
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My players have screwed the pooch with regards to their original mission and will likely not be able to carry it out. They're largely responsible for the hive they're in being under brutal martial law and don't really have a realistic prospect of stopping the man they're after (another Inquisitorial acolyte who used his authority to get them arrested as heretics) while simultaneously dealing with dissidents clashing with PDF forces there to keep order. In short, the political situation in the hive has gone to poo poo, they're all wanted men, and it's unlikely they'll be able to stop their target's plot before it's too late. Two of my players have said they'll just quit while they're behind. So the situation is escape from a city under martial law. How can I make this interesting?
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# ¿ Sep 25, 2012 16:44 |
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They've already made contact with and worked for the city's crime boss. In their last meeting, they used their Inquisitorial authority and some creative lies to get some support in the form of personnel, but the plan went to poo poo when the guy they're after called in the cops, which led to events sparking the mass uprising and martial law. Given the appearance of incompetence and being indirectly responsible for the city's lockdown (making it much harder to do organized crime stuff), the crime boss wouldn't hold the players in high regard and wouldn't be inclined to help them.
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# ¿ Sep 25, 2012 20:16 |
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For serious artists, requests for unpaid work are almost always ignored. If you can find an illustrator with an interest in 40k who doesn't completely suck, an offer of $50/piece would be looked on as charity work but may be considered if they do that kind of thing anyway. Don't ask for free work. It's a very common request made of artists and most just find it insulting.
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# ¿ Oct 17, 2012 22:00 |
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I'll be running a horror themed adventure this week for my acolytes and I'm looking for some last minute ideas. The setup is they've unexpectedly crash-landed on a planet and due to adverse weather conditions will be holed up in a Imperial Guard communications station staffed by a skeleton crew (pun not intended), then poo poo gets all spooky. Per all the usual horror tropes, I'm going to limit their resources, isolate them even further, and have them encounter all manner of spooky stuff (they might be reading this so I don't want to get too specific). I've got some ideas for messing with them, but this is my first time doing a horror thing and I'd like to hear what other people have used successfully.
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# ¿ Oct 31, 2012 18:20 |
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What are the rules in DH for using psychic powers in melee? As far as I can tell there aren't any. It came up where my psyker player wanted to use Force Missiles in melee. After some deliberation we decided to treat ranged psychic powers as basic weapons for the purposes of use in melee (i.e. you can't use them). What's a good house rule for this? Also, for any effect that says -10 to all tests (e.g. fatigue), there is no effect on the use of psychic powers. I've heard later games change how they're used to involve a WP test, but for DH, what would be a good rule to use?
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# ¿ Nov 14, 2012 18:19 |
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Hodgepodge posted:One of the Rogue Trader books is set on a Maiden World and has defending Wraithguards and Craftworld Eldar showing up to claim the place. Some of the later books have good options for increased-power DH characters. Book of Judgement and Daemon Hunter are good.
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# ¿ Nov 16, 2012 13:53 |
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Inquisitorial Animal Health and Safety inspectors to ensure no live animals are harmed orally decapitated during the performance. Also some sort of audience participation. Possibly live crew and past dead crew in a mosh pit. Crowd surfing on ghosts.
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# ¿ Nov 26, 2012 17:09 |
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It sounds like you want to play FATE. FATE has a fun system of inflicting stress and taking consequences and rewards rolling better on attacks. What you're doing seems... complicated. Since when does righteous fury need to be confirmed? (note: I've only played DH)
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# ¿ Dec 6, 2012 22:35 |
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Mechafunkzilla posted:You have to test WS/BS before you are allowed to add the extra d10 when you proc Righteous Fury. It's always been that way, check page 195 of the core rulebook. Personally I prefer that, since rolling a 10 is exciting but if you then fail the second test it's a big letdown. Pathfinder has confirming crits and it's a huge disappointment.
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# ¿ Dec 6, 2012 23:30 |
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I just want to point out that literally no other mechanic in DH (and probably all of the other 40k games) uses a d20.
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# ¿ Dec 13, 2012 18:08 |
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My only experience with the pre-published adventures is Illumination in the DH core book and after they got to the settlement with the cathedral we spent two hours doing poo poo the adventure doesn't even mention in passing. I had been dropping subtle hints about Aristarchus (GMNPC co-acolyte who leads the players there and is subtly being corrupted by a daemon without his knowledge) and one of the players latched onto him like a box turtle. I had read the adventure and prepared notes on some stuff that I didn't use and basically had to just wing it the entire time. It was a good introduction to GMing.
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# ¿ Jan 10, 2013 19:31 |
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Daeren posted:Considering most ships in 40k are about a kilometer long with gun batteries the size of city blocks, I gotta wonder how the hell something that size even has a warp drive, let alone any chance surviving against raiders. You can just ignore this part of the lore and pretend large ships are closer to the size of aircraft carriers. You're allowed to do that.
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# ¿ Jan 28, 2013 15:21 |
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Cynic Jester posted:They're getting the guy who wrote FATAL to do it. Please don't make inappropriate jokes.
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# ¿ Feb 8, 2013 20:22 |
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How about the idea of ascending to the perfect form of sentience - completely free of the limitations of one's physical body, living as an all-knowing, all-seeing, all-experiencing entity in the Warp. The Imperial cult holds the human form sacred and this idea runs completely counter to it. You'd have cultists committing suicide to free their spirits into the warp and maybe coming back to convert others (by which I mean possess them).
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# ¿ Feb 8, 2013 22:50 |
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Kharol posted:I'm running into the same issue in my Only War campaign right now. Between the Storm Trooper and Heavy with TB 6 and Storm Trooper Carapace, and the Psyker with TB 4, UnT 4, and a Good Quality Carapace Chestplate, most conventional weaponry is bouncing right off them. They're on a world that's been cut off from the Imperium for a thousand years, regressing to a nomads with autoguns situation. I could be using Accurate weapons to really lay on the hurt, but that ends up skirting dangerously close to a TPK (say, an opposing squad, prone, with cover and sniper rifles? That is seriously a Quality in need of rebalancing.). Of course, the situation is going to turn around when the nomads begin tapping into their lost-to-history Imperial weapon caches.
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# ¿ Feb 14, 2013 16:31 |
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# ¿ May 15, 2024 23:32 |
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PST posted:Having just wrapped the latest arc on a 2 and a half year L5R campaign, I'm burned out on Rokugan for a while. My players expressed the preference for 40k and as my other campaign is an occult horror investigation game we decided on Rogue Trader over Dark Heresy. I'm starting a game using the OW system with the DH setting, here. OW makes some assumptions about the players being in the Guard (e.g. Logistics tests to get gear, item availability) and you just need to find a way to work around or justify them in your chosen setting.
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# ¿ Feb 22, 2013 20:28 |