Seeds of Heresy: Dark Heresy Second Edition
Game Master
Decimus Observet
The agri-world of Novabella has drawn the attention of the Inquisition...
WS 40 BS 25 S 50 T 53 Ag 25 Int 25 Per 35 WP 40 Fel 22 Inf 20 || W 13/13 Fate 5/5 || Daemonic T bonus 7 Armor 5 all
Question. Do I count as unbound psyker or Daemon psyker due to change?
Edit: Oh yeah. No extra pilot, laborers, the Free Trader.
Daemon psyker. I found the answer in the v1.2 Errata:
Quote: Daemonic (page 135): Replace the last sentence with the following: “Daemonic creatures are also immune to disease and poison, gain the Undying trait, and gain benefits when using psychic powers as detailed in Chapter VI: Psychic Powers.”
WS 40 BS 25 S 50 T 53 Ag 25 Int 25 Per 35 WP 40 Fel 22 Inf 20 || W 13/13 Fate 5/5 || Daemonic T bonus 7 Armor 5 all
Ok. That works. And I should have enough room as they would probably have given me the same wide berth as any other dangerous object...
Yes she is waiting naked in her room. She may be a massive warp tainted monstrosity larger than any natural born human has the right to be, but at least she is now an attractive warp tainted monstrosity larger than any natural born human has the right to be. I hope this helps to deal with the issues we face ahead.
@Pens: shape-shifting is an approach which could bypass a lot of issues. So I'm fine with that bit of planning.
@All:
For requisitions, you now have the option to engage in an Opposed Commerce test as per DH2 p143, get the results, and then decide whether or not to proceed with the Requisition test. Negotiations can be broken off, after all. This still means subtlety can be lost.
Also, do we still have everyone? Is there anything you're waiting for on my part?
Wounds: 10/10. Fate Points 0/4. Armour: Head 0, Elsewhere 3. Toughness Bonus 3. WS 30, BS 40, S 25, T 30, Agi 30, Int 50**, WP 35*, Per 38*, Fel 30, Influence 30
Xipil Commerce for Flak Armour Parts 45: 1d100 ⇒ 37
Quartermster Commerce for Flak Armour Parts 48: 1d100 ⇒ 26
...worth a shot. No harm done. If anyone wants to get parts for a gun or armour Xipil might be able to put it together for you. The parts are one step easier than that the item itself.
WS 40 BS 25 S 50 T 53 Ag 25 Int 25 Per 35 WP 40 Fel 22 Inf 20 || W 13/13 Fate 5/5 || Daemonic T bonus 7 Armor 5 all
Thank you sure. Having to keep it concentration so I am hampered on other uses, but I can't wait till Daxios comes to collect his charge...
HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions:
I am good with the plan as it is: no extra pilot, laborers, and a Free Captain if that doesn't hold up.

Frontier World Imperial Navy Assassin WS 30 BS 45 S 30 T 30 Ag 45 Int 25 Per 40 WP 35 Fel 20 Inf 30 || W 12/12 Fate 4/4 || Armor 4(7) all
Apologies for the absent weekend. Work got insane and I failed to post an update regarding it.
If our cover holds at all as laborers, it will either cause us to leave our lander far behind (and thus lost as a resource), or be ended when we make efforts to bring the lander along. I think simply claiming to be agents of a free captain from the get go makes the most sense if for no other reason than to protect our mode of transit. That said, my absence this weekend makes me late to the table and the votes are otherwise universal, so I echo the will of the party.
Daxio is switching out of his armsmen (guard) flak armour and into his flak coat. He will have his stub pistol and compact sniper rifle with him.
For future reference and possibly to benefit Targot, guard flak armour stands above other forms of flak protection because of the addition of armored plates of thermaplas and ceramite, as well as its helmet. Would it be possible to remove these plated parts and have it count as standard flak armour (ap 3) or even light flak (ap 2)?
WS (33) BS (31) S (30) T (30) Ag (31) Int (25) Per (30) WP (30) Fel (45) Inf (35) Fate: 4/4 Wounds: 11/11 High born - Imperial Guard - Hierophant
Also does our poor clothing cover our armour or will we have to go without to maintain our disguise?
@Daxio: Understood.
As for removing parts of the armour, that would take a little time but seems reasonable. Actual permanent modifications to the armour's structure would be in the domain of Trade (Armourer).
@Ven: The clothing will cover armour but you will seem bulkier. It's a tradeoff.
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In previous 40k rpgs, there was no rerolling a reroll. I can not find a rule to that effect in the DH2 core rulebook, so I'll leave it be for now.
That said, I recommend that everyone have a look at the bottom-right of p22, about "Roll Dice".
In short, for test:
* A natural 1 is always a success.
* A natural 100 is always a failure.
This differs from some of the previous 40k rpgs.
I will also point to the "Automatic Success and Failure" sidebar on p24.
WS (33) BS (31) S (30) T (30) Ag (31) Int (25) Per (30) WP (30) Fel (45) Inf (35) Fate: 4/4 Wounds: 11/11 High born - Imperial Guard - Hierophant
Cool. Good to know for future.
Wounds: 10/10. Fate Points 0/4. Armour: Head 0, Elsewhere 3. Toughness Bonus 3. WS 30, BS 40, S 25, T 30, Agi 30, Int 50**, WP 35*, Per 38*, Fel 30, Influence 30
I'm not sure why we're standing off nearby, I think the plan was for us to let the more discrete characters go first while we wait well away from the locals. I was examining the flaura and fauna to at least attempt to be useful. I probably should have raised this concern a while back.
Ah.
I got the impression that you weren't just standing around. Since the workers wouldn't be that far from your position, it wouldn't take long for ye to become visible.
Sorry about that. I'll try to better pin down things before moving stuff on.
WS 40 BS 25 S 50 T 53 Ag 25 Int 25 Per 35 WP 40 Fel 22 Inf 20 || W 13/13 Fate 5/5 || Daemonic T bonus 7 Armor 5 all
I am hoping to fix our mistake. What kind of roll are you looking for to try and befriend these guards and convince them I am here for holy reasons? I don't know if it is a subterfuge kind of thing or more of a charm test.
@Pen: Charm or Inquiry would be appropriate for that last post's dialogue.
@Ven: Could you check if Ven has deceive trained? I don't see it there.
@All: I'll follow up tomorrow. Thanks for handling the crossed wires so deftly.
I'll move things on tomorrow.
Apologies for the delay. I'll post tomorrow.
HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions:
Just as a heads up, I am going to be going on a trip tomorrow evening and won't be back until Monday evening. I will have WiFi connection so I will do my best to try and get posts up and working but I can't guarantee it. Feel free to bot me if needed to keep the flow of play up!
I'll move us along tomorrow.
WS (33) BS (31) S (30) T (30) Ag (31) Int (25) Per (30) WP (30) Fel (45) Inf (35) Fate: 4/4 Wounds: 11/11 High born - Imperial Guard - Hierophant
Shall we just go to the holding area in recompense and try out rogue trader disguise?
Ye can be on your way to Recompense in the shuttle unless anyone wants to object. I'll update tomorrow.
Wounds: 10/10. Fate Points 0/4. Armour: Head 0, Elsewhere 3. Toughness Bonus 3. WS 30, BS 40, S 25, T 30, Agi 30, Int 50**, WP 35*, Per 38*, Fel 30, Influence 30
WS 40 BS 25 S 50 T 53 Ag 25 Int 25 Per 35 WP 40 Fel 22 Inf 20 || W 13/13 Fate 5/5 || Daemonic T bonus 7 Armor 5 all
No objections I don't think. Is recompense where they indicated the seed scribe or saints were?
Recompense is the capital where the foodstuffs are going.
Seed Scribes are in every settlement.
You did not get clear information where the Saints or the Harvester-Prelate was.
I'll fill in details of the boat this evening.
I may not be able to post again until Saturday. Just a heads up.
WS (33) BS (31) S (30) T (30) Ag (31) Int (25) Per (30) WP (30) Fel (45) Inf (35) Fate: 4/4 Wounds: 11/11 High born - Imperial Guard - Hierophant
Have we decided who'll pretend to be the free captain?
I think Ven would be well suited for the role unless anyone else would like to volunteer
Wounds: 10/10. Fate Points 0/4. Armour: Head 0, Elsewhere 3. Toughness Bonus 3. WS 30, BS 40, S 25, T 30, Agi 30, Int 50**, WP 35*, Per 38*, Fel 30, Influence 30
I assumed we were just representatives rather than having the Captain with boots on the ground. Perhaps the quartermaster would be more believable... enough influence to turn heads but gives a reason why the ship isn't visible as it's off dealing with other matters.
I'll be travelling this weekend and I won't be posting again until Monday at least.
Well, it does give ye a bit more time to plan. So use it wisely!
Frontier World Imperial Navy Assassin WS 30 BS 45 S 30 T 30 Ag 45 Int 25 Per 40 WP 35 Fel 20 Inf 30 || W 12/12 Fate 4/4 || Armor 4(7) all
My wife has gone into labor with our first child, posting will be limited the next couple of days. Thank you all for the support!
HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions:
Congratulations Oblivion! I am wishing your wife an easy delivery!
Frontier World Imperial Navy Assassin WS 30 BS 45 S 30 T 30 Ag 45 Int 25 Per 40 WP 35 Fel 20 Inf 30 || W 12/12 Fate 4/4 || Armor 4(7) all
After a lengthy battle, we have a son! Heading home with my wife and baby (everyone is healthy) shortly, will hopefully post later tonight.
Wounds: 10/10. Fate Points 0/4. Armour: Head 0, Elsewhere 3. Toughness Bonus 3. WS 30, BS 40, S 25, T 30, Agi 30, Int 50**, WP 35*, Per 38*, Fel 30, Influence 30
Congratulations.
My posting will be near non existent from the 29th til the 3rd, just a heads up.
Congratulations once more, Daxio!
As there have been at least five discrete scenes since the start of the campaign:
1. All fate points refreshed
2. Experience gain of 600xp
WS (33) BS (31) S (30) T (30) Ag (31) Int (25) Per (30) WP (30) Fel (45) Inf (35) Fate: 4/4 Wounds: 11/11 High born - Imperial Guard - Hierophant
I'll be taking +5 to fellowship, (100)
Deceive, (100)
Interrogation (100)
Awareness (200)
and I'll bank the last 100exp
I forgot to say it in my last post but could everyone note here what they've spent xp on?
I'll give a bit more time for planning then move things on tomorrow.
WS 40 BS 25 S 50 T 53 Ag 25 Int 25 Per 35 WP 40 Fel 22 Inf 20 || W 13/13 Fate 5/5 || Daemonic T bonus 7 Armor 5 all
Psynescience
Psynescience +10
Favored of the Warp
As Pens opens up to search for other psyker, the warp smiles back.
Wounds: 10/10. Fate Points 0/4. Armour: Head 0, Elsewhere 3. Toughness Bonus 3. WS 30, BS 40, S 25, T 30, Agi 30, Int 50**, WP 35*, Per 38*, Fel 30, Influence 30
Intelligence +5 250xp
Perception +5 100xp
Willpower +5 250xp
Current:
Skills: Dodge +10 (100xp) Parry trained (100xp)
Stats: WS +5 (100xp)
Talents: Crushing Blow (400xp) Combat Master (300xp)
———
WS +5 (250xp)
T +5 (100xp) +5 (250xp)
Gives me WS(50) and T(50), which pushes wounds up to 15
Frontier World Imperial Navy Assassin WS 30 BS 45 S 30 T 30 Ag 45 Int 25 Per 40 WP 35 Fel 20 Inf 30 || W 12/12 Fate 4/4 || Armor 4(7) all
600 xp
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Ballistic Skill +5 (100)
Talent: Nowhere to Hide (tier 1, 200)
Talent: Precision Killer (tier 2, 300)
A sniper is he......
Wounds: 10/10. Fate Points 0/4. Armour: Head 0, Elsewhere 3. Toughness Bonus 3. WS 30, BS 40, S 25, T 30, Agi 30, Int 50**, WP 35*, Per 38*, Fel 30, Influence 30
We could pretend we're new and say the boss didn't tell us. Xipil is quite bad at Deceive. I am hoping Ven and smooth it over and milk them for information.
WS (33) BS (31) S (30) T (30) Ag (31) Int (25) Per (30) WP (30) Fel (45) Inf (35) Fate: 4/4 Wounds: 11/11 High born - Imperial Guard - Hierophant
I was thinking of bluffing and saying that the last shipment was light, try and keep them off balance
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