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![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() Keira Tarrix wrote:
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. ![]()
![]() 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)? ![]()
![]() TheLastGhost wrote:
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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() EltonJ wrote:
Not an admonition, just a statement. Take your time and feel better!
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