D&D V6 - Edition jokes don't really make sense anymore
5,003 replies, posted
[QUOTE=SiberysTranq;51145549]Who needs guns when one hit has basically even odds to take down anything with normal biology[/QUOTE]
Us, clearly, since we're fighting spirits and vehicles now
[QUOTE=Nerts;51145569]Us, clearly, since we're fighting spirits and vehicles now[/QUOTE]
Implying your machine gun is actually going to worry the ARMORED CAR chasing us
Besides I'm a decker, if they're wireless I can kill cars more easily with a few keystrokes than you could with a missile launcher
See also for the fact that dealing with spirits is very emphatically NOT part of my job
[QUOTE=SiberysTranq;51145629]Implying your machine gun is actually going to worry the ARMORED CAR chasing us
Besides I'm a decker, if they're wireless I can kill cars more easily with a few keystrokes than you could with a missile launcher
See also for the fact that dealing with spirits is very emphatically NOT part of my job[/QUOTE]
You have a monowhip, that's the ideal melee weapon for spirits when you're not a troll adept.
[QUOTE=Anderan;51145365]While playing Black Crusade we found out our Chinese friend is going to join as a heretek, so obviously we start making jokes like how he's going to specialize in cheap knockoff archeotech. He'll never play it like that but it would be funny.[/QUOTE]
Honestly the idea of a heretek making potentially powerful weapons that jam and malfunction a lot sounds like a fun Paranoia-esque way to spice up a campaign, something like any time it rolls a number associated with his chosen patron roll on the table of fun
1 - Weapon fires normally
2 - Weapon Jams
3 - Weapon misfires, roll to see which other person in the room it actually hits (yourself included)
4 - Weapon shorts out, take somethingDsomething energy damage, weapon is nonfunctional for rest of battle. You make make an ability check to drop the weapon and avoid the damage.
5 - Weapon Overloads, you and everyone nearby takes somethingDsomething energy damage, weapon is now unusable till repaired with a hard tech check outside of combat. You may make a check to have the oppertunity to throw the weapon moving the area affected. If you miss the throw it always lands at your feet.
6 - Weapon goes critical, Weapon explodes dealing lotsDlots damage to everyone in a sizeable area, you may drop the weapon and everyone nearby may make an athletics or agility check to see if you can get away in time, reduce the damage taken based on degrees of success. The weapon is destroyed and unsalvageable.
[QUOTE=Nerts;51145648]You have a monowhip, that's the ideal melee weapon for spirits when you're not a troll adept.[/QUOTE]
Yes
That is a great idea
I'll just walk up with my 7 dice and maybe if I pray a lot it won't turn me inside out in the process
[QUOTE=SiberysTranq;51146429]Yes
That is a great idea
I'll just walk up with my 7 dice and maybe if I pray a lot it won't turn me inside out in the process[/QUOTE]
It's only got 8 to dodge, and it's probably taking wound penalties now. Do spirits take wound penalties?
Considering it seems to be able to go immaterial and return to physical at will, I seriously doubt we did any lasting damage to it that it couldn't immediately reverse
[QUOTE=SiberysTranq;51146480]Considering it seems to be able to go immaterial and return to physical at will, I seriously doubt we did any lasting damage to it that it couldn't immediately reverse[/QUOTE]
Most spirits can do that, though? Switching between material and immaterial forms doesn't reset the wound track though.
Honestly, it's chasing us and I have a gun, unless we somehow outmanoeuvre it in an ambulance my plan is shooting at it until it dies.
You can't outmaneuver a spirit, it travels at the speed of astral.
[QUOTE=elowin;51147356]You can't outmaneuver a spirit, it travels at the speed of astral.[/QUOTE]
Fuck you man, just watch me
Gonna ramp this ambulance off a bridge or something, ghosts can't jump
[QUOTE=FetchingToaster;51147404]Fuck you man, just watch me
Gonna ramp this ambulance off a bridge or something, ghosts can't jump[/QUOTE]
They can fly.
They don't really fly as much float, since they don't give a shit about gravity :v:
Fuck off to space. The best way to escape a spirit.
[QUOTE=gufu;51148440]Fuck off to space. The best way to escape a spirit.[/QUOTE]
I don't think Fetching is using that escape velocity sports car rigger build I figured out.
Additional problem: the van is not sealed and we can't breathe vacuum
Our only remaining option is to use the safecracker charge on our own van and all burn edge so the spirit fucks off
[QUOTE=SiberysTranq;51150228]Additional problem: the van is not sealed and we can't breathe vacuum
Our only remaining option is to use the safecracker charge on our own van and all burn edge so the spirit fucks off[/QUOTE]
Yeah, I don't have the implanted air tank I was gonna get yet, also I think the rigger has 1 edge, they can't burn it. Also it's not our van :v:
[QUOTE=Nerts;51150287]Yeah, I don't have the implanted air tank I was gonna get yet, also I think the rigger has 1 edge, they can't burn it. Also it's not our van :v:[/QUOTE]
Uh
When did that become a thing? Because I've never played with edge that way
Seems kind of silly that you're arbitrarily not allowed to use the last point of the very thing that's main purpose is keeping you alive
[QUOTE=SiberysTranq;51150323]Uh
When did that become a thing? Because I've never played with edge that way
Seems kind of silly that you're arbitrarily not allowed to use the last point of the very thing that's main purpose is keeping you alive[/QUOTE]
Because RAW you can't go under your minimum edge score, which would mean a human with 2 edge can't burn it, although there's no training time on edge so you can just pay 10 karma to increase your edge then burn it. Up to the GM really though
[QUOTE=Nerts;51150340]Because RAW you can't go under your minimum edge score, which would mean a human with 2 edge can't burn it, although there's no training time on edge so you can just pay 10 karma to increase your edge then burn it. Up to the GM really though[/QUOTE]
That's dumb as shit
That's basically penalizing anyone who actually has higher edge by forcing them to pay extra to actually survive more
[QUOTE][IMG]https://i.gyazo.com/d32cd12ee63bd98be63334bca875341c.png[/IMG][/QUOTE]
this guy applied and hits with the "Hugh Mungus" meme
then blindly doesn't understand what the word "personality" means and says what he wants to advance the character with
and then says he's normally used to black crusade and dark heresy
and then hits me with the Slaaneshi Cultist Penitent Legion
b-but why tho
[QUOTE=SiberysTranq;51150515]That's dumb as shit
That's basically penalizing anyone who actually has higher edge by forcing them to pay extra to actually survive more[/QUOTE]
thats the case no matter what
[QUOTE=elowin;51150832]thats the case no matter what[/QUOTE]
Well, no, because in this case humans have to spend 15 karma to survive on their last edge point, as opposed to 10 for any other race. Which is what I think is fucked about it
Though, considering that 5e at least semi-treats edge as a special attribute and not a normal one, I'd interpret that as meaning that, like magic, you can actually end up with it below it's starting value. Because it's kind of silly to say, oh, humans are naturally lucky, except when it really counts and they need to avoid dying in which case get fucked
[QUOTE=SiberysTranq;51150909]Well, no, because in this case humans have to spend 15 karma to survive on their last edge point, as opposed to 10 for any other race. Which is what I think is fucked about it
Though, considering that 5e at least semi-treats edge as a special attribute and not a normal one, I'd interpret that as meaning that, like magic, you can actually end up with it below it's starting value. Because it's kind of silly to say, oh, humans are naturally lucky, except when it really counts and they need to avoid dying in which case get fucked[/QUOTE]
and then they're left with 2 edge, unlike everyone else who'd be left with 1 edge
if your edge is high the cost of dying is higher. think of it as the tax for having a high rating in the most broken powerful attribute
What are some of the most important things to get post gen as a conjurer in sr5?
[QUOTE=Crimor;51151619]What are some of the most important things to get post get as a conjurer in sr5?[/QUOTE]
6 magic, charisma tradition, be an elf, get as high a drain roll as possible and pick a tradition that gives either fire or guardian spirits.
Don't suppose anyone knows of any places that's selling Dark Heresy 1e core? I'm trying to collect the 40k RPGs I want before they all get sold/returned to warehouses and all the places I usually go to don't have them.
I mean I can get it on amazon but its price is inflated and it'd take a month to show up, so that's kind of a last resort.
As far as I can tell you won't be getting it anywhere for a reasonable price now since people are buying the up after FFG announced they aren't renewing their license with GW.
[QUOTE=Nerts;51151643]6 magic, charisma tradition, be an elf, get as high a drain roll as possible and pick a tradition that gives either fire or guardian spirits.[/QUOTE]
Post gen, not post get, derp.
[QUOTE=Crimor;51152507]Post gen, not post get, derp.[/QUOTE]
Oh, conjuring foci and a lodge then, and the centering metamagic since spirits can be a lot of drain.
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