• D&D 5e: Nobody Talks about D&D
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[QUOTE=GlebGuy;48932396]So first session of my high-mortality Dark Heresy 2nd Edition campaign. The warrior from a feudal world just critted with his laspistol and blew the head off of a Night Lord marine. Yep.[/QUOTE] wow so is that just how default dh2 rules handle it or did your gm do some fuckery
[QUOTE=No Party Hats;48932746]wow so is that just how default dh2 rules handle it or did your gm do some fuckery[/QUOTE] I think it's been done legit. To be fair he would have odds stacked against him in insane ways to actually do this. Yet he did it anyway. Edit: He did it again. This time a Night Lord who tries to jump on top of him. This was supposed to be an introductionary session where our characters die. Yet, they managed to survive. Edit 2: So apparently, it wasn't any regular Night Lord, but a First Raptor with a Storm Bolter and a Force Sword. [I]Yeah.[/I]
[QUOTE=GlebGuy;48932866]I think it's been done legit. To be fair he would have odds stacked against him in insane ways to actually do this. Yet he did it anyway. Edit: He did it again. This time a Night Lord who tries to jump on top of him. This was supposed to be an introductionary session where our characters die. Yet, they managed to survive. Edit 2: So apparently, it wasn't any regular Night Lord, but a First Raptor with a Storm Bolter and a Force Sword. [I]Yeah.[/I][/QUOTE] Is your GM doing exploding dice for Righteous Fury? Because I'm pretty sure DH2e does a simple d5 roll to determine a critical damage effect on the affected body part. So your warrior dude must have rolled 2 10s and then 2 5s, which is incredibly lucky. Hold on to him, he'll be a lifesaver later on. [editline]18th October 2015[/editline] Note: I don't have the books on hand so I don't know what the crit effects for Head are in DH2e, I'm just assuming a 5 is enough to kill them, since I know for most shit it isn't.
All this talk about Dark Heresy and I can't participate in the game I joined with the people from Facepunch because film school requires me to be available on all weekends to do script readings/writings, location scouts, prop buying and whathaveyou. [editline]19th October 2015[/editline] And I want to run a MGSV-styled Shadowrun game, with the PCs being a team of pseudo-Big Bosses that gets sent out to do missions, bringing nuyen in to advance the PMC they run, but eventually running afoul of major corporations or influential groups that turns into a cold war that turns into a hot war. I even remade CQC using the rules in Run & Gun! Sometimes I hate college :saddowns:
[QUOTE=GlebGuy;48932866]I think it's been done legit. To be fair he would have odds stacked against him in insane ways to actually do this. Yet he did it anyway. Edit: He did it again. This time a Night Lord who tries to jump on top of him. This was supposed to be an introductionary session where our characters die. Yet, they managed to survive. Edit 2: So apparently, it wasn't any regular Night Lord, but a First Raptor with a Storm Bolter and a Force Sword. [I]Yeah.[/I][/QUOTE] gm needs to make those spess mahreens scarier methinks.
Wait I just thought of something, is there any negative effects of blowing up a homunculi? Like it's not a spirit, so making one out of c4 probably isn't gonna piss too many people off :v:
[QUOTE=Crimor;48934113]Wait I just thought of something, is there any negative effects of blowing up a homunculi? Like it's not a spirit, so making one out of c4 probably isn't gonna piss too many people off :v:[/QUOTE] naw but your homunculi is like your son mang, gotta cherish that life you give to things or just blow em up either way
Any other ritual spells that'd be interesting? Here's the list I'm thinking so far, just started looking into rituals. Guessing I need some kind of ritual I haven't seen yet to summon spirits. Acid Stream(Because I'm a horrible person) Heal(Because I'm not the only horrible person) Improved Invisibility Mask Control Actions Control Thoughts Mob Control Physical Barrier Homunculus
[QUOTE=Crimor;48934234]Any other ritual spells that'd be interesting? Here's the list I'm thinking so far, just started looking into rituals. Guessing I need some kind of ritual I haven't seen yet to summon spirits. Acid Stream(Because I'm a horrible person) Heal(Because I'm not the only horrible person) Improved Invisibility Mask Control Actions Control Thoughts Mob Control Physical Barrier Homunculus[/QUOTE] Summoning spirits is just with the summoning skill.
[QUOTE=Crimor;48934113]Wait I just thought of something, is there any negative effects of blowing up a homunculi? Like it's not a spirit, so making one out of c4 probably isn't gonna piss too many people off :v:[/QUOTE] Yeah, no one cares about Homunculi, they're practically mindless. Hard to make one out of a bomb though, since bombs have high object resistance. Homunculi are also pretty slow and clumsy, so don't expect them to run at your enemies like beheaded kamikazes or anything. [QUOTE=Crimor;48934234]Any other ritual spells that'd be interesting? Here's the list I'm thinking so far, just started looking into rituals. Guessing I need some kind of ritual I haven't seen yet to summon spirits. Acid Stream(Because I'm a horrible person) Heal(Because I'm not the only horrible person) Improved Invisibility Mask Control Actions Control Thoughts Mob Control Physical Barrier Homunculus[/QUOTE] Looking at that spell list, I think you should probably pick up Mob Mind instead of Mob Control, it's pretty much objectively better. There's also not really much point in picking up Acid Stream, or any other combat spells, at least unless your GM has massively buffed them. They're just utter poop by default, there's no situation where another spell like Mob Mind or Turn to Goo won't completely outclass them. As for rituals, other than Homunculus, Watcher and Ward, most of them are extremely specific in their usage, so I can't really recommend any that are universally useful. Some of the variant versions of Ward like Polarized ward are also pretty useful. As are many of the rituals that require a metamagic art to learn, but they're a large investment.
How powerful are the control/mind spells anyway, like how much force would they have to be to bypass survival instincts. Also holy shit turn to goo is Manipulation, that's gonna be awesome with my mentor spirit(raven) And yeah I wasn't thinking of using homunculi in combat but say, waddle under a parked car and lodge itself into some crevice, try and get into a building from like an open alleyway window, etc. then just slam a push detonator if it gets spotted :v:
[QUOTE=Crimor;48935202]How powerful are the control/mind spells anyway, like how much force would they have to be to bypass survival instincts. Also holy shit turn to goo is Manipulation, that's gonna be awesome with my mentor spirit(raven) And yeah I wasn't thinking of using homunculi in combat but say, waddle under a parked car and lodge itself into some crevice, try and get into a building from like an open alleyway window, etc. then just slam a push detonator if it gets spotted :v:[/QUOTE] You can load those eyeball drones up with an HE grenade, that's like 1000ny and doesn't require any skill checks on your part unless you're trying to sneak it right past someone, also doesn't show up on the astral plane.
[QUOTE=Crimor;48935202]How powerful are the control/mind spells anyway, like how much force would they have to be to bypass survival instincts. Also holy shit turn to goo is Manipulation, that's gonna be awesome with my mentor spirit(raven) And yeah I wasn't thinking of using homunculi in combat but say, waddle under a parked car and lodge itself into some crevice, try and get into a building from like an open alleyway window, etc. then just slam a push detonator if it gets spotted :v:[/QUOTE] Just gonna go through the entire process of how these control spells work to illustrate their sheer power. You roll your casting roll as normal, but write down the amount of successes you get or something. After the casting, and every turn afterwards, they get a resistance roll of logic+willpower for control thoughts or body+strength for control actions, with a penalty equal to the force of the spell. Every hit they get reduces your net hits by one. For as long as you have any hits left, you have complete control. You can tell them to shoot themselves in the face, or stop dodging bullets, and they will. A high force Mob Mind spell is pretty much the most powerful thing in the game. Even a relatively measly Force 6 Mob Mind, giving a -6 penalty on the logic+willpower test, is going to reduce the vast majority of people to a couple of dice to resist, at most. Also in the case of the mental control spells (Control Thoughts and Mob Mind, not Control Actions or Mob Control), the target won't automatically know they were magically manipulated, unless they did something completely insane. [sp]Raven best spirit Raven-bros represent[/sp]
Would they realize it was my doing if I made them punch themselves in the dick, important question.
[QUOTE=Crimor;48935394]Would they realize it was my doing if I made them punch themselves in the dick, important question.[/QUOTE] Technically, they can't tell it was specifically you who did it, no matter how obviously retarded what you're making them do is. They can only guess if magic was involved. I think most people would assume magic was involved if you make them punch themselves in the dick, though. That's not a very sane thing to do. Other magicians can tell you're mind controlling people if they're astrally percieving, though. And they can try to counterspell your magic shenanigans, so always geek the mage first.
[QUOTE=Rats808;48933253]Is your GM doing exploding dice for Righteous Fury? Because I'm pretty sure DH2e does a simple d5 roll to determine a critical damage effect on the affected body part. So your warrior dude must have rolled 2 10s and then 2 5s, which is incredibly lucky. Hold on to him, he'll be a lifesaver later on. [editline]18th October 2015[/editline] Note: I don't have the books on hand so I don't know what the crit effects for Head are in DH2e, I'm just assuming a 5 is enough to kill them, since I know for most shit it isn't.[/QUOTE] actually crit effects are on a d10 dice now. anything above 9 is an insta deaded unless it's a headshot in which case 8+ is dead actually now that i'm studying them closely, the kill grid seems to differ according to damage type. the above was referring to energy wepons, while explosive crits range from 6+ to 7+ with a save. either way it seems the average is 9+ dead and 8+ with a save
[QUOTE=lintz;48935574]actually crit effects are on a d10 dice now. anything above 9 is an insta deaded unless it's a headshot in which case 8+ is dead actually now that i'm studying them closely, the kill grid seems to differ according to damage type. the above was referring to energy wepons, while explosive crits range from 6+ to 7+ with a save. either way it seems the average is 9+ dead and 8+ with a save[/QUOTE] That's pretty dumb in a setting where there are super mega ultra death marines wearing armor twenty sizes too large. In space.
well in the case of DH you're /technically/ not supposed to be fighting CMs, it's not strictly balanced around that, since y'know, lorewise a single CM would literally mulch a party instantly. [editline]19th October 2015[/editline] i got stats for eldar, chaos spawn and plaguebearers but no chaos marines. and to be honest, something's bugging me about that. a righteous fury has to be able to do damage in order to actually crit, otherwise it only does 1 (pity) damage. it also turns out that i've been doing crits wrong. you guys were right about rolling 1d5. which makes sense because of obvious perks that increase crit damage (which are also specifically mentioned not to increase the 1d5 of righteous furies). on a righteous fury, if you do damage after armour and toughness damage reduction (a CM should have at least 4-5 T bonus), you roll 1d5 and check on the table. if his hp is reduced to 0 and below, then he starts suffering critical damage and suffers effects according to the critical damage table. once a character hits 10 crit damage they're deader than dead. if they're unlucky they can die long before that. technically a character can still act with critical damage. tl;dr you should not have been able to kill that chaos space marine and i need to read over the rules better.
got my spell list as this now: Heal Improved Invis Mask(Still wondering if I should get the physical version instead?) Control Thoughts Levitate Mob Mind Physical Barrier Turn To Goo Homunculus For the last point I'm thinking one of these: Magic fingers(Can I disarm a weapon using that without too much trouble? Like slam the mag release, then pull the bolt to remove the chambered bullet) Watcher Compel Truth(Though this character has a pretty nice pool for torture) Gecko Crawl(Spider-elf~ Spider-elf~ ) Convince Fling(Ain't the strongest so this could be pretty useful down the line) Alter Memory("Yeah dude I totally work here, don't you remember that I lent you 30 nuyen yesterday?")
Fling sucks, take lightning bolt as your primary combat spell. Electric damage is op and you can cast it at force 3 for virtually free [editline]19th October 2015[/editline] [QUOTE=lintz;48935607]well in the case of DH you're /technically/ not supposed to be fighting CMs, it's not strictly balanced around that, since y'know, lorewise a single CM would literally mulch a party instantly. [editline]19th October 2015[/editline] i got stats for eldar, chaos spawn and plaguebearers but no chaos marines. and to be honest, something's bugging me about that. a righteous fury has to be able to do damage in order to actually crit, otherwise it only does 1 (pity) damage. it also turns out that i've been doing crits wrong. you guys were right about rolling 1d5. which makes sense because of obvious perks that increase crit damage (which are also specifically mentioned not to increase the 1d5 of righteous furies). on a righteous fury, if you do damage after armour and toughness damage reduction (a CM should have at least 4-5 T bonus), you roll 1d5 and check on the table. if his hp is reduced to 0 and below, then he starts suffering critical damage and suffers effects according to the critical damage table. once a character hits 10 crit damage they'r tl;dr you should not have been able to kill that chaos space marine and i need to read over the rules better.[/QUOTE] Ye we talked about it a few pages back actually, it took our rogue trader crew (including me, an ork nob) a fuckton of effort to take on one CSM, and it only worked after we had 30 reavers literally dogpile him first while I wrestled him down. Our RT had to -slowl- chainsaw through his helmet to finally kill him. CSM are tough fuckers
It's mainly a debuffer semiface shaman rather than a combat mage.
Mana mask sucks, it won't fool imaging devices, that means drones, smartguns, cameras, etc. physical mask does.
[QUOTE=Crimor;48935657]got my spell list as this now: Heal Improved Invis Mask(Still wondering if I should get the physical version instead?) Control Thoughts Levitate Mob Mind Physical Barrier Turn To Goo Homunculus For the last point I'm thinking one of these: Magic fingers(Can I disarm a weapon using that without too much trouble? Like slam the mag release, then pull the bolt to remove the chambered bullet) Watcher Compel Truth(Though this character has a pretty nice pool for torture) Gecko Crawl(Spider-elf~ Spider-elf~ ) Convince Fling(Ain't the strongest so this could be pretty useful down the line) Alter Memory("Yeah dude I totally work here, don't you remember that I lent you 30 nuyen yesterday?")[/QUOTE] Go for Alter Memory For Magic Fingers, you could theoretically do that with it, but it wouldn't be any easier than if you were doing it with your own hands up close. Except magic fingers probably has better stats than you.
[QUOTE=Crimor;48935657]got my spell list as this now: Heal Improved Invis Mask(Still wondering if I should get the physical version instead?) Control Thoughts Levitate Mob Mind Physical Barrier Turn To Goo Homunculus For the last point I'm thinking one of these: Magic fingers(Can I disarm a weapon using that without too much trouble? Like slam the mag release, then pull the bolt to remove the chambered bullet) Watcher Compel Truth(Though this character has a pretty nice pool for torture) Gecko Crawl(Spider-elf~ Spider-elf~ ) Convince Fling(Ain't the strongest so this could be pretty useful down the line) Alter Memory("Yeah dude I totally work here, don't you remember that I lent you 30 nuyen yesterday?")[/QUOTE] Ever thought about Trid Phantasm? Very useful in many situations.
[QUOTE=Crimor;48935657] Magic fingers(Can I disarm a weapon using that without too much trouble? Like slam the mag release, then pull the bolt to remove the chambered bullet) [/QUOTE] Considering the spell's claim of 'lack of fine control', it'd probably require a test of some kind to do that, on top of just the tests to activate it. And operate on the assumption that the gun you're dealing with is still purely mechanical and operates on that kind of level, which considering the abundance of caseless/electronically fired/metal storm weapons, whose only moving part is the bullet, is substantially more iffy than it would be in the real world
[QUOTE=SiberysTranq;48935952]Considering the spell's claim of 'lack of fine control', it'd probably require a test of some kind to do that, on top of just the tests to activate it. And operate on the assumption that the gun you're dealing with is still purely mechanical and operates on that kind of level, which considering the abundance of caseless/electronically fired/metal storm weapons, whose only moving part is the bullet, is substantially more iffy than it would be in the real world[/QUOTE] There are very few weapons that don't have mechanical controls, the vast majority can be controlled both electronically and mechanically. But yeah it'll end up being an opposed check I figure, just as if you were trying to disarm them in melee combat.
[QUOTE=SiberysTranq;48935952]Considering the spell's claim of 'lack of fine control', it'd probably require a test of some kind to do that, on top of just the tests to activate it. And operate on the assumption that the gun you're dealing with is still purely mechanical and operates on that kind of level, which considering the abundance of caseless/electronically fired/metal storm weapons, whose only moving part is the bullet, is substantially more iffy than it would be in the real world[/QUOTE] [url=https://youtu.be/V6COnlkSrek?t=81]When a cripple can do it, anyone can :v:[/url] (mgs5 spoilers) [QUOTE=bord2tears;48935948]Ever thought about Trid Phantasm? Very useful in many situations.[/QUOTE] Would it be worth getting over Alter Memory though? Seeing as it's not Manipulation and I get two dice from my mentor spirit there.
[QUOTE=Crimor;48936027][url=https://youtu.be/V6COnlkSrek?t=81]When a cripple can do it, anyone can :v:[/url] (mgs5 spoilers) Would it be worth getting over Alter Memory though? Seeing as it's not Manipulation and I get two dice from my mentor spirit there.[/QUOTE] It's pretty good. Illusions are nice. Don't restrict yourself to just manipulation spells just because you get a +2 on them.
Eh sod it, I can think of some useful ways to use it. Any examples on how to use it well though? Not sure of the limits it has other than "you have had to have seen it to make it" Also this is my statline currently(elf): Bod 3+1 Agi 4 Rea 2 Str 3 Cha 8(cause talky and summony) Int 3 Log 3 Wil 5 Anything I should move around? The str is mainly for getting some oomph behind unarmed(which I have at 6, got shock gloves too) Speaking of shock gloves, how hard are they to conceal? Like how much of a normal glove would they look like?
So, I am continuing brainstorming the idea for my expansion for Magical Burst, where you get to play as [del]pedophile mafia[/del] anti-magical girl XCOM. None of this shit will make sense without any other material being explained, so good luck. So the idea is based around how the character feels about MG overall, since this is all weeb shit, and therefore emotional. It's a linear track from Hatred to Empathy, with Indifference in the center. Everyone starts in Indifference zone from the start. Only benefit of it, is that since you don't really have strong feeling about the MGs, they won't notice you in a crowd or at great distances (So, if you are a covert agent or a sniper, you get the best of it, especially since current splat-canon is that MGs are basically regular girls until they transform, and are thus at most vulnerable). Having your shit ruined by MGs, seeing people die because of them, or personal problem, brings you towards Hatred. Since original Magical Burst basically caps regular weapon/attacks to max of 1 damage, I sorta decided to go with it for all but the biggest booms (Patriot Rocket to the face is gonna hurt no matter how weeb you are). So, Hatred is basically a damage multiplier, because hot blooded power upping. So, a bullet hitting MG would be an inconvenience to her most of the time, but if it's sent by someone who really hated them, it'll hurt. Also, being higher up on Hatred side will basically have you glow like the sun for MGs, which means they can find you easily - and evade if they wish to. They also can't be in proximity with the individual, because it causes them pain, and may have difficulty even looking at whoever hates them. Additional perk is being able to drill through any borders, snares, or hexes left by MGs, with the power of hate. Negative side? You will basically create one hell of a Youma if you croak/fall in coma. Also, reaching high enough hatred will impose psychological problems of a kind (planned feature is a Sanity System of sorts). Opposite to the Hatred is Empathy. This is basically for the friends and family of MG, or even a researcher or a psychologist who gets to know one. Main benefit is that the MGs just can't bring themselves to kill them, so any harmful attacks are weakened respectively. Empathetic individuals are attractive ([B]NO![/B]) to MGs, so ultimately, you could end up using them as Pokemon (if your Pokemon slowly went batshit insane alongside becoming more powerful) with the benefit of decreasing the insanity accumulating in MG (but not stopping it - gonna have Shoot the Dog moment eventually). Empathetic individuals may even be able to talk down a MG going through a Magical Burst. On the negative side of things, they are going to be constantly followed by Youma. Also, Empathetic Link, so if your MG is getting murdered by something, you are going to be feeling it entirely as well, and your pain reception is still going to be human. So, apologies for just posting this out of nowhere, I'll eventually throw up all the current ideas I have going on for the Expansion.
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