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Just a note, Farrukh is not currently flying off the ground, though he does have flight active. I'm staying close to everyone so I can chuck out AoOs or Counters if I need to.


Whatever you're most comfortable with. It seemed like you were leaning towards the "narrative fast track" solution?


Welcome back! Enjoy your vacation?


Skiff takes up a lookout, ready to cause a distraction if it looks like Vittoria might get made.


SO how big is the house we're casing BTW? The one big flaw I see in our plan currently is that "shack" evokes like a little one-room affair. Even if we can get in without the pigs alerting them, it's going to be kind of conspicuous for even one of us to start creeping around these guys' New York apartment.


I'm around, though I definitely think we could use 1-2 more players to b0ounce ideas off of and keep things moving. Maybe bump the Recruitment thread?


I'll have a post tomorrow, busy weekend lol. Had a bit of an impromptu family reunion.


Yo, Angelo!


Doing good! I think we're waiting for an "Guard turn/end of encounter" post, unless I'm mistaken?


I think they can, but I figured that's a waste of our and their time TBH.

Also, are there even any mods left on this site?


Only the GM can shut the game down, but you can go to the Online Campaigns page, filter down to ones you've posted in, and click the little circle with the line through it to hide the game.


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This seems goofy, I'll think of something to throw together.


Yeah. Hopefully the GM is okay, given how he completely disappeared with no warning.


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I will have a post up later today, just figured I'd check in.


Thanks! Posted in Gameplay as well.


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Alongside the other spoilers in the Campaign Description, would you mind putting the link(s) to the ruleset and pregens for easy reference?


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GM BrOp wrote:
Speaking of the players, are the folks other than Sir Longears and G-unit still around and interested in playing?

Yep! I've just been lurking.


Vigilante has some neat stuff in it. If 3rd party is allowed, Spheres of Power has a couple of REALLY cool Vigilante archetypes I've always wanted to try that you might like.


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Never heard of this system before, but the concept sounds fun. I was interested in both Gemma and Ratter, but as we already have a Gemma I will gladly take Ratter if you're looking for a 4th.

Not a fan of the name, so I'll be changing it...likely to one of my currently defunct aliases since this is supposed to be a short campaign. Khatef would be the closest fit thematically but you'd have to overlook his eponym as he was from a Godbound game.


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Cuetzpalli wrote:
Life happens, no worries. New baby about to drop here, so I've been quite busy myself.

Do NOT drop the baby, bro!


TBH I've never really seen why people ban Synthesist. it is literally worse in every conceivable way than baseline Summoner. Summoner is strong because of action economy. You get two fully fledged characters for the price of one.

Synthesists trades half your actions for...slightly better physical stats. It's an awful trade.

It's like building a Fighter who gets +4 to attack rolls...for the cost of being permanently Staggered. It ain't worth it if you're actually optimizing.

I do agree though that base Summoner is essentially a full caster in disguise, which is problematic. The usual compromise I see is to run the OG Summoner but with the Unchained Summoner spell list. This brings them in line with other 6-casters.


My only other offensive Maneuver is what I'd have to use, and it would just give me a flat +32 (and some healing), so let's say I used that.


It doesn't change my bonus, though I can't charge at an adjacent target. I could swap that to a different Maneuver though, if the base weapon damage is already enough to kill.


I'd be down.


LIAR! The recipe CLEARLY says it is a no bake pie! =p


I'll throw out a wild card and say that having a rotating cast of characters works better for a system with a progression curve with less vertical, more horizontal growth.

In Pathfinder (especially at low levels), CR matters a lot. Given when/how unlucky a player is they could be stuck with characters that are pretty much completely useless for multiple delves, if those characters even survive the inevitable AoEs that kill them even if they save.

Playing a system like Savage Worlds (which does conveniently have a Pathfinder add-on) might work a lot better for having a rotating cast. It also has built-in rules for sanity and permanent injuries, so you get the "grim and gritty" feel with less homebrew. It makes it easier to justify a character sitting out a mission if they get their arm broken (or lopped off) on a mission.


Just doing a quick check-in, you doing okay GM?


Keira Tarrix wrote:

Storm Dragon Has Wrath & Glory come a long way from its initial release? I spent a small fortune for some kind of pre-order (maybe it was a Kickstarter?) and the system I received was a total mess. I know that Cubicle 7 has it now, but after spending so much to receive a really messy, chaotic system, I never got back into it.

They did a full "Second Edition" of the game, yeah. The Core Rulebook is completely overhauled. In addition to a lot of the rules being polished, it's also now...readable. The formatting of the 1st edition was awful.


Man, I WISH this was Wrath and Glory. I have no doubt this game is gonna be fun but that system is so much easier to do stuff in lol. So much simpler, but somehow feels even more flexible.


Yeah, it's a raw stat check once it's trained and then you get a +10 for every level it's trained after that. So if you had a 40 in Ballistic Skill and were Experienced (Rank 3) in that skill, you'd have a check of 60.


Oh yeah, equipment. I should probably look in the book. I wish there was an equivalent to Electrostatic Gauntlets so I didn't have to spend so much XP mimicking the base function of my weapon.


I will update my character in just a little bit and I'll be good to go then.


Dotting in, didn't see this until just now and don't have time for a full post. The tossing of Aptitudes makes me rethink some things; I actually primarily picked Warrior because it gave me the right Aptitudes for most of my Talents.

Real quick as well, what do you mean by "3 points from Characteristics?" literally 3, or 3 "advances" (i.e. 15 total points)?


@GM: Do you remember what general stats the game expects us to have at this stage? Like is a 45 in Weapon Skill considered good at our "level", bad, or average?


Yeah. The languages are basically Low Gothic (English), High Gothic (mangled pseudo-Latin), Binharic (Tech-Priest machine speech; not always actually binary, could be any programming language), and "Xenos".

Most characters would not know specific Xenos/alien languages, but some might.


It's pretty much what you wanna be better at. Think of it like any other RPG's level up system, except instead of getting +1 skill point every level and a Feat every other level you can get those things in any configuration or proportion you want.


TheLastGhost wrote:

I will by no means claim to be the foremost authority on 40k lore, which itself is a convoluted mess of inconsistencies. From my understanding, Yes, a rogue Aeldari helped to resurrect Guilliman, but even he doesn't trust them. Most of the Aeldari are still at odds with the Imperium, just as most of the Imperium think all xenos should die. But comparing them to pretty much everything else out there, they can be an ally of convenience.

Of course the meme-verse has Guilliman and Yvraine madly in love, making hybrid eldar-marine babies!!!!

As I mentioned before, you serve an Inquisitor who is neither a hardliner, nor a wild radical. A couple psykers, some others who dance in the grey, sure. But Xenos and Daemonhosts might be across his line...

People who work outside of the Imperium's normal rules (Rogue Traders and Inquisitors primarily) often have xenos in their retinue just as a matter of convenience. Kroot, Orks, Aeldar, and Sslyth are probably the most common. And that was before the new stuff with Yvraine etc.

The new 40k RPG, Wrath and Glory, explains a bit more about the Ynnari (Yvraine's splinter faction). They're sort of like an Aeldar version of the Farsight Enclaves, and pretty explicitly allied with the Imperium at least when it comes to combating shared threats.


For posterity though, Dark Heresy does have rules for xenos in the Enemies Beyond supplement. I believe they had rules for Aeldari, Kroot, and Ork mercenaries.

If this game takes place in the "modern day" (post Rowboat Resurrection) an Aeldar wouldn't be out of place for an Ordo Xenos Inquisitor's retinue, though that would of course vary. It looks like our GM wants us to be working for more of a hardliner or traditionalist.


@GM: I'm dumb lol, they're not separate traits they're just the sub-Traits included in the Mechanicus Implants Trait. So everything I want is already provided, no homebrew needed.

Just need to figure out if I can get some approximation of Electrostatic Gauntlets.

Edit 1: oh, Luminen Shock and Luminen Blast will do that for me, neat.

Edit: Did you say 1e material was kosher? From what I can glean, The Lathe Worlds has some Electro-priest themed talents that synergize with the other Luminen-related Talents.


From what I could tell there are Traits for Electoos and all the stuff you'd need to be an Electro-priest, but they're only available at GM discretion. Would you mind if I drew up a modified Tech-Priest background that gave access to those Traits?


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I just realized you asked for next steps, not just encouragement lol. You'd want a good Weapon Skill; WS determines your melee attack rolls, so re-rolling that 1 is a good idea.

Strength also determines your melee damage, so I would simply swap that with one of your better rolled stats

Willpower determines your Psyker abilities, so you'd probably be best swapping that with your Perception; Will should be your highest ability score as a Psyker, regardless of other specialties.

These three plus Toughness should probably be your primary starts that start at 25.


The extra-swole Biomancer-specced Psyker has always been one of my favorite archetypal characters.


I forgot all the other stuff you have to roll for lol.

Hokay.

So:

Home World is Forge World, which provides:

Intelligence: 1d10 ⇒ 1 - Int stays the same.

Toughness: 1d10 ⇒ 9 - Tgh increases to 18

Fellowship: 1d10 ⇒ 3 - Fellowship is reduced to 7. Yowch.

Fate Threshold: 1d10 ⇒ 4 - Fate remains at a 3.

Wounds: 1d5 ⇒ 3 Character has 8 wounds.

Background is Adeptus Mechanicus, which requires no rolls.

Role is Warrior(?)

Now that I know we cans wap a couple of stats, I'll probably switch my Weapon Skill and Ballistic Skill, as I want to be more melee oriented.


Oh are we allowed to shuffle stats around? I thought we were rolling in-line.


TBF these old FFG RPGs are extremely dense and hard to learn in a short timeframe.

Edit: I should probably roll my stats. Let's see what they say before picking my "tagged" stats.

Characteristics:

Weapon Skill: 2d10 ⇒ (4, 10) = 14

Ballistic Skill: 2d10 ⇒ (10, 10) = 20

Strength: 2d10 ⇒ (3, 5) = 8

Toughness: 2d10 ⇒ (7, 9) = 16

Agility: 2d10 ⇒ (5, 4) = 9

Intelligence: 2d10 ⇒ (10, 7) = 17

Perception: 2d10 ⇒ (7, 3) = 10

Willpower: 2d10 ⇒ (2, 5) = 7

Fellowship: 2d10 ⇒ (10, 4) = 14

Influence: 2d10 ⇒ (1, 1) = 2

The Strength and Agility scores definitely leave much to be desired, as does Influence. Hm. But everything else is pretty damn good.

I would like to reroll the 3 in Strength first.

Strength: 1d10 ⇒ 9

Then the entire Influence roll.

Influence: 2d10 ⇒ (6, 7) = 13

Much better for a Tech-Priest of some sort.

I think I will "tag" Intelligence, Weapon Skill, Ballistic Skill, and Strength most likely. I'm gonna see if you can put together an Electro-Priest in Dark Heresy because I don't remember if they have any of the mechanics needed for that.


Let me mull something over. I'm less familiar with Dark Heresy than Deathwatch, but Rogue Trader did give me the bug to play a 40k RPG again.

My live group(s) have actually been playing Wrath and Glory, which is definitely worth a look. It's a much rules-lighter way to play 40k but without going too deep into being just "storytime". It plays a lot like the wargame (10th edition specifically) in terms of combat, but has an actual skills system and such to back it up.

As we already have a bunch of Psyker applicants, I'd probably think about rolling up a Tech-Priest of some kind.


This is a move Paizo should have taken years (we're talking close to a decade) ago, so it's good on that front at least. Their explanation for never updating the forums has always been because it is, for some godforsaken reason, intrinsically linked to the storefront instead of being its own separate thing.

Any update to any of their online infrastructure would necessitate overhauling the forums as well.


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Yeah, as long as I'm GM people should be able to access via mobile. Then I can give KC GM privileges as well.


Been super hectic at work, but not for much longer. I also somehow missed that this was for the Merc game, not the Slave game so mulling over whether I want to retool my Bio-borg's backstory or make a different guy real quick.


EltonJ wrote:
Storm Dragon wrote:
I don't have an alias yet but it'll take like 5 minutes to make one whenever Gameplay kicks off. Been a busy week for me, but I've been checking this thread every day.
Well I've been sick this week, so I haven't been able to start yet.

Not an admonition, just a statement. Take your time and feel better!

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