[QUOTE=Mellowbloom;50178255]hey it was geas
those suck[/QUOTE]
you SUCK
you LIAR
[sp]i still love you[/sp]
[QUOTE=UzumakaiPatch;50150918]Except you can just burn fate.[/QUOTE]
I'm a few days late, but my group has been playing Black Crusade and the book for that explicitly states you can't use infamy (i.e. fate in BC) to get out of it.
"Annihilation: The psyker is immediately and irrevocably destroyed, burned to nothing by the screaming fires of the Immaterium or dragged into the deepest maelstrom of the warp. [B]The psyker may not spend Infamy to recover from this death, he is irrevocably destroyed.[/B]"
I guess it would be up to the GM's discretion though in the end. But it also has the effect of summoning a daemon which may or may not end up being a greater daemon depending on the psyker's willpower. Our psyker managed to summon a daemon prince of [sp]Malal[/sp].
[QUOTE=Anderan;50179384]I'm a few days late, but my group has been playing Black Crusade and the book for that explicitly states you can't use infamy (i.e. fate in BC) to get out of it.
"Annihilation: The psyker is immediately and irrevocably destroyed, burned to nothing by the screaming fires of the Immaterium or dragged into the deepest maelstrom of the warp. [B]The psyker may not spend Infamy to recover from this death, he is irrevocably destroyed.[/B]"
I guess it would be up to the GM's discretion though in the end. But it also has the effect of summoning a daemon which may or may not end up being a greater daemon depending on the psyker's willpower. Our psyker managed to summon a daemon prince of [sp]Malal[/sp].[/QUOTE]
One of the splatbooks introduces a class that can reroll their psychic phenomena though
I don't remember if there's some clause that says they can't do anything about that shit, but I think they can probably get out of it.
You can only do that for the phenomonae themselves, not if you get a phenomonae roll of perils. So if you get the 75+ you're basically fucked, IIRC
Which is how it should be, honestly.
[QUOTE=Anderan;50179384]I'm a few days late, but my group has been playing Black Crusade and the book for that explicitly states you can't use infamy (i.e. fate in BC) to get out of it.
"Annihilation: The psyker is immediately and irrevocably destroyed, burned to nothing by the screaming fires of the Immaterium or dragged into the deepest maelstrom of the warp. [B]The psyker may not spend Infamy to recover from this death, he is irrevocably destroyed.[/B]"
I guess it would be up to the GM's discretion though in the end. But it also has the effect of summoning a daemon which may or may not end up being a greater daemon depending on the psyker's willpower. Our psyker managed to summon a daemon prince of [sp]Malal[/sp].[/QUOTE]
It never said that in Dark heresy though... in fact I was a REALLY unlucky psyker in Dark heresy, managing to land demonic possession and being eaten by the void in the space of about three sessions.
[QUOTE=UzumakaiPatch;50167334]In my defense I had no idea subdual damage was so piddly unless you had troll arms.[/QUOTE]
Subdual for damage is pmuch worthless unless you got some kind of touch damage, like elemental aura, death touch, zappy gloves etc.
[QUOTE=SiberysTranq;50181407]You can only do that for the phenomonae themselves, not if you get a phenomonae roll of perils. So if you get the 75+ you're basically fucked, IIRC[/QUOTE]
well fuck
[QUOTE=SiberysTranq;50181407]Which is how it should be, honestly.[/QUOTE]
deffo not
[QUOTE=Crimor;50181442]Subdual for damage is pmuch worthless unless you got some kind of touch damage, like elemental aura, death touch, zappy gloves etc.[/QUOTE]
Depending on when I get a chance to initiate, auras are totally possible. For now I'll just have to prioritise casting improve strength over improve reactions.
[QUOTE=elowin;50181379]One of the splatbooks introduces a class that can reroll their psychic phenomena though
I don't remember if there's some clause that says they can't do anything about that shit, but I think they can probably get out of it.[/QUOTE]
I think that is a thousand sons sorcerer ability
[QUOTE=elowin;50181489]deffo not[/QUOTE]
Don't want to die as a wizard? Don't be a wizard.
here's my latest illustration
[url=http://www.redbubble.com/people/menter/works/21628956-medieval-owlbear][img]https://40.media.tumblr.com/4103d6f3f2c0d4a17068db6a138deded/tumblr_o6206kfRVd1snm6fco1_1280.png[/img][/url]
Okay so. I got a insane Lich kind of hounding the player group. Because he's insane, he pretty much trolls the group whenever he talks to them. He 'possesses' NPCs they're with to mess with them, and when they ask whether the NPC he's 'possessing' is still alive, he tries to troll them and say 'no she's dead', the Cleric of the group has enough of the Lich's shit and decapitates the body. But I figured they'd be familiar enough with this character not to trust him with anything, and didn't expect them to do anything like that.
So, they decapitate their companion - who was still alive. So the cleric and mage of the group are traumatised and the companion is dead. Yikes.
guys, i'm thinking of starting a new adventure featuring owlbears. basically what i have so far is a rough idea:
---
a local elf druid died, and she was the owner of 4 owlbears, they served as guardians of a [I]magical grove/forest/small village/whatever[/I].
each of these owlbears had very specific characteristics/personalities/quirks/habits. once the druid died, they became lost in purpose and guidance and parted ways. two of these became rivals to eachother.
now that the owlbears aren't united anymore, the (location) they once guarded is now open to invaders and looters. it's up to the party to reunite them.
---
what i want you guys to give suggestions on: the personality quirks of each owlbear, their preferred habitat, their pointers to where they could be, and why two of these owlbears became rivals. (maybe they both had pack leader personalities, and the druid would settle this, and once she died they fought for territory and one of them won?)
also i was thinking, maybe their personalities could be based on certain aspects of the dead druid's personality.
so yeah! shoot me with suggestions if you guys can think of any and i'll be extremely glad <3
when it comes to owlbears I'm personally a fan of screaming and dead party members
[QUOTE=gufu;50182968]Don't want to die as a wizard? Don't be a wizard.[/QUOTE]
more like don't play 40k tabletops
which I already don't
my team's warlock makes great use of dancing lights by putting them right in the enemies eyes which the DM says makes them attack at disadvantage. It's a good way to make use of an otherwise crummy cantrip
[QUOTE=Hey I'm Grump;50184430]my team's warlock makes great use of dancing lights by putting them right in the enemies eyes which the DM says makes them attack at disadvantage. It's a good way to make use of an otherwise crummy cantrip[/QUOTE]
Sure, but that's a very "GM judgement" kind of situation. I don't think most GMs would allow something like that, for numerous reasons.
dancing lights is great because it's a light spell that you can easily manipulate to provide light over a large area, and it's also light you can constantly move
it giving disadvantage to enemies is pretty abusable and also makes other effects that do that weaker by proxy
[QUOTE=MenteR;50183981]guys, i'm thinking of starting a new adventure featuring owlbears. basically what i have so far is a rough idea:
---
a local elf druid died, and she was the owner of 4 owlbears, they served as guardians of a [I]magical grove/forest/small village/whatever[/I].
each of these owlbears had very specific characteristics/personalities/quirks/habits. once the druid died, they became lost in purpose and guidance and parted ways. two of these became rivals to eachother.
now that the owlbears aren't united anymore, the (location) they once guarded is now open to invaders and looters. it's up to the party to reunite them.
---
what i want you guys to give suggestions on: the personality quirks of each owlbear, their preferred habitat, their pointers to where they could be, and why two of these owlbears became rivals. (maybe they both had pack leader personalities, and the druid would settle this, and once she died they fought for territory and one of them won?)
also i was thinking, maybe their personalities could be based on certain aspects of the dead druid's personality.
so yeah! shoot me with suggestions if you guys can think of any and i'll be extremely glad <3[/QUOTE]
Why just owlbears? Why not.. a mix? An owlbear, a hawkwolf, an eagletiger, a parrotjaguar, other silly mixes like that!
For personalities, well.. they are generally animalistic in intellect, so animal personalities would work.
So, since one of my Demon players shows up infrequently enough that only running when he's around would probably turn what's intended to be a weekly game into a bi-weekly game, I'm trying to find a fourth player, so I can still have a decently sized group without having to cancel every other session because one person is missing.
If you're interested in playing a game about bio-technical monsters masquerading as normal people and rebelling against the God-Machine, and you're good for Sundays(currently 10am MST/PDT, but might end up changing it to a later time, who knows) send me a PM. :dog:
[QUOTE=MenteR;50183981]guys, i'm thinking of starting a new adventure featuring owlbears. basically what i have so far is a rough idea:
---
a local elf druid died, and she was the owner of 4 owlbears, they served as guardians of a [I]magical grove/forest/small village/whatever[/I].
each of these owlbears had very specific characteristics/personalities/quirks/habits. once the druid died, they became lost in purpose and guidance and parted ways. two of these became rivals to eachother.
now that the owlbears aren't united anymore, the (location) they once guarded is now open to invaders and looters. it's up to the party to reunite them.
---
what i want you guys to give suggestions on: the personality quirks of each owlbear, their preferred habitat, their pointers to where they could be, and why two of these owlbears became rivals. (maybe they both had pack leader personalities, and the druid would settle this, and once she died they fought for territory and one of them won?)
also i was thinking, maybe their personalities could be based on certain aspects of the dead druid's personality.
so yeah! shoot me with suggestions if you guys can think of any and i'll be extremely glad <3[/QUOTE]
[t]https://i.imgur.com/EQNVios.jpg[/t]
This seems like it would fit quite well.
[QUOTE=kiloy;50181832]I think that is a thousand sons sorcerer ability[/QUOTE]
The next character that our psyker rolled was a Sons character, IIRC it doesn't actually let you reroll psychic phenomena, instead you roll an extra d10 and can replace one of the other two rolls to get a better result. Another character type can re-roll for psychic phenomena, but not perils. I guess the whole thing would feel less "Chaotic" if you could avoid super terrible warp shit too easily in BC.
[QUOTE=Anderan;50185482]The next character that our psyker rolled was a Sons character, IIRC it doesn't actually let you reroll psychic phenomena, instead you roll an extra d10 and can replace one of the other two rolls to get a better result. Another character type can re-roll for psychic phenomena, but not perils. I guess the whole thing would feel less "Chaotic" if you could avoid super terrible warp shit too easily in BC.[/QUOTE]
Phenom/perils is vital to the psyker experience, every push -should- be a dance with death
[QUOTE=No Party Hats;50185576]Phenom/perils is vital to the psyker experience, every push -should- be a dance with death[/QUOTE]
Problem being that unless you cut your power in half, it's not just every push, it's [I]everything[/I].
You could be trying to open a door that you're too weak to open by hand, using Telekinesis, without pushing, and end up summoning a bloodletter or disappearing from existence, unless you weaken yourself to the point that it might be better to just keep trying by hand.
I've had an Only War campaign take an entirely different direction as a result of psycher rolling on perils of the warp. We had to investigate this bunker in the middle of bumfuck nowhere and our psycher somehow managed to spoil all the food in a massive radius. Twice. So when we get stuck in the bunker we realize that we have no fucking food. Later when we're fighting against some weird zombie things we found inside the bunker, our psycher rolls a DEMONS on the perils of the warp table, resulting in half the party dying.
So yeah, psykers are fun.
[QUOTE=Rats808;50185634]Problem being that unless you cut your power in half, it's not just every push, it's [I]everything[/I].
You could be trying to open a door that you're too weak to open by hand, using Telekinesis, without pushing, and end up summoning a bloodletter or disappearing from existence, unless you weaken yourself to the point that it might be better to just keep trying by hand.[/QUOTE]
Again, the truly player endangering results are about a 2% chance, and the ones that actually kill you even lower
And psychic or magical powers shouldn't be frivolously used anyway. You have an extremely powerful toolset that most classes can only hope to emulate with something from the extreme ends of the gun spectrum, or could never attempt. The fact there might be some downsides to telling reality to sit down and shut up while you work should be there, because without that there are no checks on what you can do
Magic/psykery is a power that needs to be respected because it's dangerous. If there's no risk, there's no reason to play the other classes
[QUOTE=SiberysTranq;50186749]Again, the truly player endangering results are about a 2% chance, and the ones that actually kill you even lower
And psychic or magical powers shouldn't be frivolously used anyway. You have an extremely powerful toolset that most classes can only hope to emulate with something from the extreme ends of the gun spectrum, or could never attempt. The fact there might be some downsides to telling reality to sit down and shut up while you work should be there, because without that there are no checks on what you can do
Magic/psykery is a power that needs to be respected because it's dangerous. If there's no risk, there's no reason to play the other classes[/QUOTE]
No one is saying there shouldn't be a risk to magic. In fact personally I'm kind of peeved at fettered powers being a thing, I generally dislike magic that you can just spam everywhere with no limitations whatsoever.
The problem is that it isn't a controlled risk. It's pretty much completely random if you aren't fettering it.
Drain in Shadowrun is an controlled risk, because you can predict it to some degree. Low to Medium force spells might hurt you to varying degrees, but there's only a risk of it straight up killing you at very high force ratings. And at that point it's consistently dangerous instead of having a tiny little risk of instantly killing you.
A similar system could easily be made to throw increasingly more dangerous phenomena at you instead of just damage like drain is. In fact I know multiple systems that already do that, the best one probably being the Threshold-Limited Magic in GURPS Thaumatology. A more well known example would be paradox/scourge/backlash in any given World of Darkness: Mage game.
I'd also argue that most psychic powers aren't nearly as powerful as you describe them. In most of the 40k RPGs you'll generally have access to some pretty large firepower when you need it, and it has significantly less chance of randomly killing you.
The exception being many divination and a few of the other buff type powers, which combined with regular mundane ability are in some cases absolutely retarded.
[QUOTE=SiberysTranq;50186749]Again, the truly player endangering results are about a 2% chance, and the ones that actually kill you even lower
And psychic or magical powers shouldn't be frivolously used anyway. You have an extremely powerful toolset that most classes can only hope to emulate with something from the extreme ends of the gun spectrum, or could never attempt. The fact there might be some downsides to telling reality to sit down and shut up while you work should be there, because without that there are no checks on what you can do
Magic/psykery is a power that needs to be respected because it's dangerous. If there's no risk, there's no reason to play the other classes[/QUOTE]
Psykers only outclass people in utility. If you want to deal high amounts of damage, ramp up your Strength and carry a two-handed melee weapon; you'll be doing more damage than your Psyker, and you won't have to risk killing yourself and the party to do it.
Like Elowin said, there are much better ways to add risk.
Paradox in nMage? Only comes into play if you're doing something obviously magical in front of a totally mundane human, or trying to pour more power into a spell than you're capable of. In both cases, it's a controlled risk. In neither case is it going to kill you because you didn't gimp your spellcasting ability; it can still kill you, or the rest of the group, but only if you're going too hard and being an Unwise(read: Evil) motherfucker anyways.
[QUOTE=IrishBandit;50185072][t]https://i.imgur.com/EQNVios.jpg[/t]
This seems like it would fit quite well.[/QUOTE]
:)
[QUOTE=Chronische;50184549][B]Why just owlbears?[/B][/QUOTE]
that's why i'm open for suggestions!
[QUOTE=Chronische;50184549]animal personalities would work.[/QUOTE]
aye, but i'm thinking like... animals have their own quirks. IRL dogs for example have really varied behaviors according to their breed, this is kind of what i was thinking.
again, if anyone has any suggestions before i start writing this down, let me know. THIS is the quest i'm working on, by the way:
[quote]
a local elf druid died, and she was the owner of 4 owlbears, they served as guardians of a [I]magical grove/forest/small village/whatever[/I].
each of these owlbears had very specific characteristics/personalities/quirks/habits. once the druid died, they became lost in purpose and guidance and parted ways. two of these became rivals to eachother.
now that the owlbears aren't united anymore, the (location) they once guarded is now open to invaders and looters. it's up to the party to reunite them.
[/quote]
i was also thinking maybe one of these creatures could've been captured by a hunter's guild/poachers. and maybe have the the party do some sort of quest for this faction so it divides the group's interests regarding the rewards:
if they worked alongside the hunters:
they'd wipe off the druid's magical companions, rendering the land open for invaders, poachers, etc
- thus making the production of magical items that use these components more accessible
- therefore, in the very long run, making these magical items cheaper in the local region
- granting trust among the hunter's guild and respect among mercenaries
however,
- this would allow for bandits, orcs, goblins and other hideous creatures to flock into the land. attacking caravans, invading settlements, etc.
- in the long run, the land would be oppressed by those with power (contrasting to its actual state of peacefulness)
- the fine druidcraft from this land would slowly become lost among the production of cheaper, simpler magical items.
- this would be seen as a severe misdeed to druids, elves, and other folk who lived peacefully in this land.
or
if they worked alongside the druids/elves/whatever, they would be working to preserve the magical nature of the land, saving the druid's companions and leading to a final encounter with the hunter's guild.
granting them access to the ulterior scrolls and books of the land's fine druidcraft
granting them free, permanent stay in whatever druid/elvish settlement there is there
blablablabla you get this
this is for a level 4-5 party so it's really supposed to be sort of simple. i just want to kind of give the group some moral choices that will lead into something bigger.
that's why i'm accepting suggestions, i just want to flesh this out more so it isn't as linear (but i guess really it's a simple quest so linear is good sometimes).
[QUOTE=MenteR;50187824]
Owlbears[/QUOTE]
You could think about/research different types of owls and their behaviours to differentiate the owlbears. One could be a snowy owl, fully white, speckled, wholly nocturnal. One might be like a burrowing owl and have its lair in a buried pit rather than a natural cave, or, depending on your environments, could prefer snowy high mountains.
As far as animal behaviours I'm not too sure- there's differences between a curious, exploratory personality, a purely aggressive territorial animal, or a mother defending its young, but those are all pretty standard.
The owlbears that have been in captivity might have differentiating scars, they might have learned to hate anything magical (which I'd allow for bears being able to smell/detect on a person) or other strange learned behaviours.
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