Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Hard decision, but I'll go with the second option.
The option to form a shield wall or even partially protect a brother (or a VIP) sounds too useful not to take.
I'm done and have spend it all to the last point.


Brother Ulrich Hammern wrote:

What would be the requisition cost for a ready supply of the various types of shotgun ammo?

Also, would you permit a change in the signature wargear items?

Hard to say... I think the option for getting a back pack full I mentioned earlier was good, you could have that to receive 125 instead... Meaning add 8 to any for a larger amount... Otherwise you'll be rolling on renown to get stuff aboard the ship.

As for changing signature wargear, I don't really like how it locks you into something earlier on, I will allow a ONE time change to that for anyone with master level wargear, the first level wargear can be changed when you take the next talent up with more requisition points.


Blood Angel Chaplain Deleos wrote:

Hard decision, but I'll go with the second option.

The option to form a shield wall or even partially protect a brother (or a VIP) sounds too useful not to take.
I'm done and have spend it all to the last point.

It's a tactical option I'll extend to anyone with a storm shield, but you are free to trade the forcefield for the extra AP


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Oh, that's another aspect.
I ... guess I'll go with a 'standard' one then, so with enabled force field.
Always nice to have a backup field.
How would that 'activate if the other fails' work?
Will there be some kind of check involved or can our armourers configure them to activate by themselves if the currently active one fails?


You choose which one is active and probably free action to activate or deactivate... I imagine you want the better one active, should it overload, then you could activate the other, just don't forget to mention it. Manual activation


Also tech skill - 30 to repair an overloaded one or lumin charge from tech priest... Also remember you all can share gear and ammo plus use to trade when rolling on renown to borrow new stuff


Space Wolves Grey Hunter (Tactical Marine 7)

Alright. Here is most of my requisition. Sorry it took so long.

I want to swap out my signature wargear. I will use it to obtain artificer armor. It kind of works with my induction into Wolf Priest too.

10 Great Wolf Pelt
45 Hagelskur (relic assault shotgun)
2 Fire selector for Hagelskur
15 Astartes Jump Pack
5 Stummer
12 Auspex
15 Diagnostor Helmet (to be combined with my wolf skull helm as we talked about earlier, if that is still okay)
40 Mastercrafted Storm Bolter
2 Fire Selector for Storm Bolter
15 Arcane Weaponry (adds Felling(1) to Storm Bolter)
20 Signum Link

181 Spent. I will look at and finalize ammo tomorrow.


Brother Ulrich Hammern wrote:

Alright. Here is most of my requisition. Sorry it took so long.

I want to swap out my signature wargear. I will use it to obtain artificer armor. It kind of works with my induction into Wolf Priest too.

10 Great Wolf Pelt
45 Hagelskur (relic assault shotgun)
2 Fire selector for Hagelskur
15 Astartes Jump Pack
5 Stummer
12 Auspex
15 Diagnostor Helmet (to be combined with my wolf skull helm as we talked about earlier, if that is still okay)
40 Mastercrafted Storm Bolter
2 Fire Selector for Storm Bolter
15 Arcane Weaponry (adds Felling(1) to Storm Bolter)
20 Signum Link

181 Spent. I will look at and finalize ammo tomorrow.

You all are at signature war gear (hero) on your xp tree? Then no worries changing, as long as it's a new skill, you can switch... You have the xp for that? Thought you might be in the negative from wolf priest upgrade? Other stuff looks fine.


Space Wolves Grey Hunter (Tactical Marine 7)

Wow. Nope, don't have the xp for that. I misread the entry on the Armor table; thought it was listed at 40 and that master level would do it. I will adjust requisition and signature wargear.


Space Wolves Grey Hunter (Tactical Marine 7)

Let's Try this again:

Keeping my storm bolter as my signature wargear.

10 Great Wolf Pelt
45 Hagelskur (relic assault shotgun)
2 Fire selector for Hagelskur
15 Astartes Jump Pack
5 Stummer
12 Auspex
15 Diagnostor Helmet (to be combined with my wolf skull helm as we talked about earlier, if that is still okay)
2 Fire Selector for Storm Bolter
10 Arm Mount for Storm Bolter
15 Arcane Weaponry (adds Felling(1) to Storm Bolter)
20 Signum Link

151 Spent.

Most of the ammo I need costs less than 15 requisition. If I understand correctly, requisition of 1-14 will be more or less readily available. So the ammo I need to bring is just the more expensive kinds?

Also, I am curious if there is a better-craftsmanship jump pack and what, if any, the better performance would be.

If we all contribute some requisition, we can probably get and take a thunderhawk with us. It costs a total of 80 requisition.

Depending on the answers above, I will bring some Kraken Rounds or metal storm for the storm bolter.

From what Pardis said, Necrons are vulnerable to haywire effects?


You'll already have thunderhawks, Emp and haywire do have some effect, full extent unknown.. You're correct about the cheap ammo... Better quality jump pack?... Hmm....not sure how it could improve, except maybe increase range or speed?

No one has taken any sort of launcher...Just saying

Saturday my time here in China, going on two weeks of one or two burgers a day, got a huge article I'm writing for an expat media company here reviewing every burger in the city... Due Sunday, gonna be finished. I'll update IC Monday morning my time, Sunday evening for you all. By then all character sheets and requisition will be final.


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

If cheap ammo is free, I had set aside 20 rec for a backpack of stalker ammo (5+15), and we don't need req for a thunderhawk, then I have some req to pick up a missile launcher (which I had been going back and forth on anyway).


Space Wolves Grey Hunter (Tactical Marine 7)
BayouSnowman wrote:
You'll already have thunderhawks, Emp and haywire do have some effect, full extent unknown.. You're correct about the cheap ammo... Better quality jump pack?... Hmm....not sure how it could improve, except maybe increase range or speed?

Gotcha. What about other vehicles, bikes, speeder, etc?

Maybe I will take a techxorcism gun? Might be interesting. Or Melta.

Perhaps the jump pack has a better/longer flyer rating, quieter operation, larger movement multiplier or some such.


There will be other vehicles available as you mentioned, so no need to requisition, you are going with a large force and meeting up with a big force, we are gonna have some epic combat options

If you want a better jump pack throw up some ideas and specifics, sorry I dont have time to think much about it

As


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Ok have decided to play about with my requisition:
Signum 35
Surtur's Breath (relic heavy flamer) 25
Iron Halo 40
Dipole maglock for hammer 5
Omnitool 25
Salamanders mantle 20
Astartes Targeter 25
Auxiliary grenade launcher 15
Arm mounting 10
=200
And to change the clip of rounds I get from being a tactical marine, to Witch Bolts.


I only see a couple requisitions done, you all need more time? Guess it just Sunday morning your time in USA, hopefully you all get it done and new pcs get finished


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Sorry, had a poorly toddler all weekend, just catching up.

Backpack Kraken rounds 30
Signum link 20
Stummer 2
Dipole maglock for power sword 5
Deathwatch Suspensor 25
Stalker boltgun 15
Backpack Stalker rounds 20
Suppression stabiliser 10
Astartes grapnel 3
Astartes missile launcher 10
Plasma missiles x4 50 (I used the same rules for acquiring missiles as you proposed for grenades GM - is that OK?)

Total 190


Space Wolves Grey Hunter (Tactical Marine 7)

10 Great Wolf Pelt
45 Hagelskur (relic assault shotgun)
15 Astartes Jump Pack
5 Stummer
15 Diagnostor Helmet (to be combined with my wolf skull helm as we talked about earlier, if that is still okay)
2 Fire Selector for Storm Bolter
10 Arm Mount for Storm Bolter
15 Arcane Weaponry (adds Felling(1) to Storm Bolter)
20 Signum Link
30 Kraken Ammo Backpack
30 Techxorcism Gun

197 Spent.

I think I will stick with the regular jump pack and grab the techxorcism gun. I really wanted to bring either a melta or the barrage pattern plasma, but I think I will work with this.


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

As our devastator Brother Vartas took care of a missile launcher, I tweeked things a bit and picked up an exceptional quality MIU and added the Inquisitorial Asset: Arcane Weaponry to the meltagun I requisitioned, adding the Accurate ability to it.

Requisition (199/200)
Meltagun (inquisitorial assets, arcane weaponry: accurate) - 35
Power Sword - 20
Combat Shield (exceptional) - 30
Astartes Jump Pack - 15
Backpack Case: kraken ammo - 30
Meltabomb (4-pack) - 24
Cybernetics: MIU (exceptional) - 23
Auspex/Scanner - 12
Astartes Assault Shotgun - 7
Astartes Webbing (medicae pouch) - 3

Random question (and making sure I am clear on the impending gear system), should we even be requisitioning items that are below 14 req if they are going to be readily available on the ship (looking at my last three items)?

Also, to your options proposed for Master of Arms, I was originally hoping for Felling and either Accurate or Blast (as I felt both fit my backstory), but the part that I thought of for blast I edited to fit Scatter, and the Accurate for a meltagun I accomplished as listed above. So, Felling and Scatter it is.


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

Hello again all!

How does this look for requisition?

Remembrance Shield 30
Ex. Conversion Beamer 60
The Plecian Tome 30
Artificer Bionics (MIU) 40
Astartes Omni-Tool 25
Astartes Combat Webbing 3
Narthecium 10
Repair Cement (2) 2

Total: 200/200

Questions:

1. Does a bionic hand give +2 TB, +1 TB, or none to that arm location?

2. Would the Medicae bonuses from combat webbing and narthecium stack?


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Hey Valens, as a fellow new member of the Kill-Team, we only have Renown 50, which means we don't qualify for "Famed" or "Hero" renown items. We are also only allowed one relic if I remember correctly.

An mastercraft quality Combat Shield would cost the same 30 req as the Remembrance Shield, give you a field of 1-25%, but it only fails after on a roll of 1, whereas the remembrance is 1-30%, but fails after on rolls of 1-10 (1/3 of your successful uses). And, the Eldar wouldn't want to murder you.

As for the Plecian Tome, no recommendations there. You already have an MIU and a Combi-Tool, so you should be killing Tech Use checks anyway. And damn, you have a lot of cybernetics/bionics!


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

Ah okay - and hello! I'll revise. And yeah, I went hard on the cybernetics! There was one other deed I could have gotten for even more, but I decided that I had enough already. ;)

MC Combat Shield 40 (original is 20 as it turns out)
MC Plasma Cannon 60
Deathwatch Suspensors 25
Artificer Bionics (MIU) 40 (chapter relic)
Astartes Omni-Tool 25
Narthecium 10

200/200


Tri-flame Vambrace (45)

MC Astartes Psycannon (44)
w/ Motion Predictor (20)

Astartes Assault Shotgun (7)

Flip Belt (21)

Astartes Grapnel: (3)

Bag of EMP grenades x4 (60)....that's expensive, but hopefully worth it.

All spent. Sorry for the delay, had to negotiate a price for the cannon and decide if its worth it.


Ok, requisition over, everyone looks good, new pcs are finished.

Stuff below 14 should be readily available.

Stuff that gives bonuses stack if they are unique and help in a different way, which will be determined generally by your post. Some mechandrites replicate an omni tool and so you would not get both bonuses using them both. Things like medical equipment and narthacium can be the same, but some things are for Marines and others more useful for normal people. MIU implant and the one in artificer armor won't stack. Please let me know which things you are using when you roll and add bonuses.

Iron hand is +1TB.

That should be it for questions, I have one though. What page is the conversion chart for converting requisition points from non DW items? I forgot.

Gonna update asap. New guys can post IC, I'll try to assign you a ship role if you didn't find a suitable one. You'll meet the others soon, but introduce yourself IC aboard and I'll handle you separately for now.

One last thing, on a mission or just aboard the ship you won't have everything you requisitioned, it's too much to carry. We need to eventually decide how much you can reasonably carry at once..

One heavy, one basic, one melee for example... Or two basic, one melee, etc.

Not counting weight or extra items non combat related. You'll have 3 spare clips, some grenades, pistol, knife that'll always be on you during missions, in addition to the above.


Conversion chart pg 139, went back and checked my old post on what I said for getting things aboard the ship.

Ship Roles you've been training for. Each of you gets command skill or +10 /talented if your command is maxed out and and an additional lore skill pertinent to your role on board.

Lord Captain Vartas
Pyros is master at arms and 2nd in charge of ground forces
Hammern commander of DW ground forces and Master of Etherics
Deleos in charge of air support and Master Helmsman aka the pilot
Varryl was first officer, I will likely bot him and keep him aboard when team is off the ship
Xing in charge of pskyers and librarians, including choir
Valens can be Enginseer Prime
Maxim will be master of ordnance firing weapons on board

That gives everyone a place on the bridge and tactical leadership roles of larger forces for the senior members.

Everyone can update alias with your command, chosen lore, and bonus for your position if you have RT into the storm... On my phone so can't cut and paste those, if you need the details just ask.


Space Wolves Grey Hunter (Tactical Marine 7)

Is Varryl still available to do the wolf help/diagnostor upgrade? Or do we want to use the new techmarine?


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Ship role added, +10 Command notated, added appropriate lore skill of Scholastic Lore (Tactica Imperialis), and role bonus.

For all, there is easy access to the roles and their associated notes here.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

@Bayou: We settled on Pilot [Small Craft] rather than a raise in Command for Deleos, right?
I'd lack the skill to pilot the void vessel as of now, so not master helmsman for me, but rather wing commander (if we have a set of fighter squadrons aboard) to lead the smaller attack craft like bombers, fighters and boarding craft from "Into the Storm".


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

@Bayou:
Would it be possible for Valens to take Chem-Use instead of Command +10?

Edit: And I might have missed it, but are we starting with many battle honours? I would assume our characters have at least some at this stage of our careers but just in case I missed a post on the topic.

Currently:

Enginseer Prime

Command +10
Common Lore (Adeptus Mechanicus)
Benefits: The Enginseer Prime gains a +10 bonus to the Emergency Repairs Extended Action.

@Maxim Cheers!

@Ulrich, that would be handy to know.


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

Valens has entered.

I'm happy for information that's already been said IC to be glossed over with something like:

'Brother X recounts what has been discussed thus far to Valens'

If that saves on needless posting. I'm happy to roleplay it out too.

I'm happy to be finally posting in gameplay!


Valens, yes to Chem use. No to battle honors, haven't really done those for anyone.

Deleos, pilot is split between personal, which already have, flyers for atmospheric flyers, and space craft, for void capable flyers like bombers and capital vessels, so I'd rule you can fly the ship as helmsman and a thunder hawk because of your practice and its void capable. You could still lead squadrons if you like, but a high officer would likely be on the capital vessel issuing directions, unless you really want to be out in the thick of it...I'd allow u to switch up when you like, I just like the idea of everyone on the bridge and then going down for missions like a star trek away team, with the helmsman able to take the team down in a craft... Your flying stats will be better than an Npc and regular crew ratings... Up to you, won't force it upon you, but it is within the rules.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

Ah, right, that's different to how Rogue Trader does it.
There it is Small Craft [Atmospheric, Shuttles, Bombers/Attack Craft] vs Void Ships.
Yeah, I'll take the Void Craft with Thunderhawk then, taking the helm.
"Course is set, Captain."


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

Grand job. I'll leave the description generic then.


Space Wolves Grey Hunter (Tactical Marine 7)
Brother Ulrich Hammern wrote:
Is Varryl still available to do the wolf helm/diagnostor upgrade? Or do we want to use the new techmarine?

I would personally be inclined to work this out with a current player rather than what is for all practical purposes and NCP.


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

OOC I see no obvious reason why Valens would refuse to do the task.


Paizo just ate my gamplay post composed over morning coffee... Gonna have to redo at lunch break today.


WS 45 BS 50 S 50 (70)* T 60* Ag 45 Int 60* Per 40 Wp 50 Fel 30 | Wounds 23/23 | Fate Points 4/4 | Init +4 | Protection Left arm 29, others 30 | Iron Hands Techmarine/Forge Master/First Company Veteran/Techsorcist

Ouch! For lengthy posts, I tend to use notepad or similar. I still get caught from time to time though.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

I'm happy with the switch with Ulrich, second in command suits Pyros' character better if not all his talents. I get to be more of a mentor/old man, which was what I had in mind. (Sorry Ulrich, I will try and avoid any 'back in my day, the Ork's were orkier!')
Edit:- Plus Master of Esthetics definitely suits Ulrich better!

In which case, I think that brings me to command +20
And as master at arms, would Tactics (Void combat) be the best option to cover boarding actions do you think? I was going to take Tactics (Orbital drops) as commander of ground troops.


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Oh, I also wanted to say that I deleted the background I had done, when this was on hiatus (annoyingly maybe a month before we restarted!) Am reworking on it.


Space Wolves Grey Hunter (Tactical Marine 7)

Not really sure what Master of Etherics means ..


WS 40 BS 42 S 41 T 40 Ag 43 Int 50 Per 30 WP 38 Fel 32 Infl 30 AP ?? Wnds 15/15 FP 4/4

Master of Etherics:

The Master of Etherics is responsible for the operation of the void-ship’s auspex and vox systems. Without auspex a vessel is blind, and without vox it is deaf and mute; the Master of Etherics stands at the Lord-Captain’s right hand, such is his worth, and to fail in his pledge is unthinkable. Dire regions beyond the Imperium are cloaked with the darkness of the unknown—the Master of Etherics must marshal his resources to overcome these hostile voids and light the path ahead with his vision.

Career Preference Usually Void-master but Arch-Militant and Explorator are possible.
Examples of Immediate Subordinates Lesser auspex vault officers, lesser vox system officers, appointed Tech-Priest of Etherics.
Important Skills Scrutiny, Tech-Use, Trade (Voidfarer).
Benefits The Master of Etherics gains a +10 bonus to the Focused Augury Extended Action.


Space Wolves Grey Hunter (Tactical Marine 7)

Thanks, Maxim.

Sounds like fun...


Brother Ulrich Hammern wrote:
Not really sure what Master of Etherics means ..

Your job is to clean space bugs off the windshield... And man the scanners, figured it suitable for your heightened perception


Pyros V'estian wrote:

I'm happy with the switch with Ulrich, second in command suits Pyros' character better if not all his talents. I get to be more of a mentor/old man, which was what I had in mind. (Sorry Ulrich, I will try and avoid any 'back in my day, the Ork's were orkier!')

Edit:- Plus Master of Esthetics definitely suits Ulrich better!

In which case, I think that brings me to command +20
And as master at arms, would Tactics (Void combat) be the best option to cover boarding actions do you think? I was going to take Tactics (Orbital drops) as commander of ground troops ps.

Yea, void combat sounds suitable..

Our ultramarine is the real tactician though


Male Salamander Astartes Tactical marine 4, Dead Station Vigilant 1, 1st Company vet 1

Oh most definitely and I wouldn't want to step on our Lord Captain Ultra Smurf's toes ;)
(who I am kidding, playing a meddling old 'man' trying to be 'helpful', is exactly that)
Looking at Vartas' character sheet, orbital drop would be more useful to the team, it just wouldn't be as relevant to Pyros' job.
Also with my 'mentor' talent I can actually be helpful to him.
Edit:- Who knew! You mention smurfs, and it changes your image!


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Yeah, being an Ultramarine with Student of the Codex really helps with the Tactics and the Codex Astartes/Tactica Imperialis stuff.


Pyros is definitely taking the first stray bullet from our smurfs heavy Bolter


Tactics to me seem like the GM telling you what to do... Please suggest how I can respond well to tactics..


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I don't have stray bolts!

I'm not sure how best to use Tactics. Maybe a good Tactics roll during the planning phase would show us an advantageous staging point or a better plan of attack. I mainly use Tactics in combination with Student of the Codex to generate rerolls.


Blood Angels Assault Marine (6), Chaplain (1) [Wounds 23/23, TB 10, Armor 11/9/8, FP 5/5, Movement:7| 14| 21 | 42 (x2), WS:75| BS:35| ST:60+20(14)| TO:60(12)| AG:60| INT:40| PER:40+20| WP:50| FEL:42]

@Tactics: Give options.
Option A) Using the high-ground near the enemies position for a fortunate fire position, once cleared of threats
Option B) Full-Frontal assault to prevent enemy squad from setting up their heavy weapons properly.
Both options are sound and the PC can decide which fits the squads combat style/ overall situation better.
Maybe note one of them as Codex approved for a similar situation and the other to be 'devised from concrete situation' or something. Something for our Smurf to bite and gnaw on.
Go on with the 90% matching Codex tactic or another one, that seems to fit the situation better?
If the roll isn't a spectacular success, keep it vague or list a not-equal option and let the PC figure out which of the options he thinks is better.
It's a decision. There is seldom THE solution but rather several possible ones, often there are even several proper sounding ones...

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