Showing posts with label Players. Show all posts
Showing posts with label Players. Show all posts

Monday, May 2, 2011

Culexus issues and the cult

One of the issues with the various temple assassins is the level of control exercised from a central authority. The advantage from a player perspective to being a member of an autonomous death cult or mafia like organisation is that you aren't beholden to some huge organisation that has some galaxy wide super-headquarters.
Of course, if you are interested in the politics of such a galaxy wide organisation, then a temple assasin is a good choice. If you want to choose your own missions, not so..

An issue with the Eversor and Culexus is that they are strongly anti-social. A fully fledged Eversor has a fear rating of 2. That's Tyrannosaurus Rex scary. The Culexus is worse. A Culexus does a range of things to those around him including lowering "leadership". I'd call that Fellowship and Willpower. By 25%. That's not a penalty on folks he's trying charm.. That's an effect on the orc warboss howling at his gretchin up to 25 meters away. That's causing traitor Black Legion space marines to think twice about following Abaddon's last command. It's dropping Eldrad Uthran, a millennia old farseer's chance of getting a spell off. This is some fairly serious mojo. And you can't turn it off, because you don't like it. Only folks like Noise Marines, Daemons and Tyranid Synapse creatures are immune and even they have their psychic powers dampened if not their resolve.


Of course this doesn't mean that you can't play one, just that it might not be allowed out a lot...
So when I say "Null Projection" what do I mean? well.

1. Soulless: -20, -25 or -30 to Fellowship in a radius equal to twice your willpower bonus in meters

2. Psychic Abomination: Fear rating 1, 2 or 3 to Psykers

3. Etherium: Any person wishing to target you must make a willpower test or choose a different target

4. Animus Speculum: 25 meter range psychic attack using the capacitive charge caused by the absence of connection to the warp. Like lightning it originates where it appears to strike. Willpower test to fire, Ballistic skill to hit, ignores armour, (is affected by fields) 1d10 for every success+twice willpower bonus. Firing is a half action and a free action for every psyker in range.

5. Life Drain: touch range, melee skill to hit (more like just getting really close), opposed willpower test, causes 1d10 wounds to the psyker irrespective of armour or toughness.

and then there is the psykout grenade and the psyocculum (counts as a mind impulse unit red dot scope for psykers ie +20 to hit)

Thursday, April 28, 2011

Dark Heresy 24_4_11 Game Log: Badab-Koronus macrocannon run

I thought I would start a game log. Players are welcome to add info. Because this is meta-game, rules, meta-data will be added. In game material will be in a different font.



After some discussion the Cunning Plan's crew scanned the local system (Bellephron's Fall) and identified Tritium and Kernite on the moon of the 3rd planet (a gas giant). The inhabitants (90k of them) are 40% stable mutants- abhumans, somewhat furry with thick skulls, they have the innes-salient look(ref. innesmouth) They described themselves (the shan'sar) as Freemen but apparently technology had been restricted to palaeolithic era. Negotiations with  the freemen resulted in Magos Spirit descending to the surface and using his hull-breacher in combination with charge-powder from the macro-cannons for mining. The lack of experience with demolition and mining in general resulted in some dangerous explosions but the Magos's massive machine frame was un-damaged.


The resultant mining reached the Kernite layer, some 250m below the surface. Kernite in it's raw form is crystalline and milky, sometimes shot through with purple. It has been worn by the shan'sar as jewelery, being only accessible from the surface via deep crevices at the poles. Tritium is an oily brown carbon material prone to releasing  vapors that can explode in the presence of flame. It is traded with imperium profiteers who ship it to Karthan refineries for the manufacturing of promethium,  various plas and crete materials.


The dust from the large scale mining of Kernite proved toxic however the shan'sar were happy with the revelation of great vaults of the material.  The explorers culled herds on the nearby feudal world of Bellephron IV for the shan'sar to feast on and constructed hab units of   white plas-steel for the workers to live in. With their hulls full of kernite the explorers departed the system for Baraspine. (21 weeks successful mining endeavor)


The navigator, having glimpsed the mind shattering truth from beyond was unable to plot a clear course to Baraspine. His previous notes made months before were strangely indecipherable to him. The voyage was long and several weeks in the gellar fields flickered...


At first it appeared that nothing had gone wrong. Later members of the bridge crew reported that a vessel had appeared on sensors, running parallel to them in the warp. Cautious of any sensor reading in the warp, the Navigator was sure that the lost cruiser "archangel" was within reach. The tech priest however observed a machine spirit flitting between cogitators on the bridge. Using tech-reconsecration rites learnt from the Exorcist Stormraven's  data-stacks and it's mono-servitors the tech preists isolated and destroyed a daemonic meme-virus.


 More to follow. Man, this was a long session! (from a plot/detail point of view) I have located a ship building excel spreadsheet.
by this guy http://rtrpg.blogspot.com/ who is obviously ship crazy :p
Crazy Cool. 



Related Posts Plugin for WordPress, Blogger...