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Author Topic: Warhammer 40k. Dark Heresy.  (Read 20604 times)

Sneevil

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Re: Warhammer 40k. Dark Heresy.
« Reply #75 on: September 23, 2010, 03:41:28 pm »

sorry i'm predictable to the bone
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Burnt Pies

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Re: Warhammer 40k. Dark Heresy.
« Reply #76 on: September 23, 2010, 03:46:04 pm »

I'm not sure you should have Tech-Use as a skill, Cthulhu. If that's from the Hive World caves of steel thing, it just means Tech Use tests are taken against your Int/2, rather than being completely unable to do it.

(Basic skills, if you don't have the skill, can still be attempted, just at a much higher difficulty, i.e. Attribute/2 with whatever modifiers it would have otherwise. Advanced skills, like Tech-Use would be for a non Hive Worlder, simply auto-fail if you try them without having the skill, I believe.)

Otherwise, it looks fine.
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Cthulhu

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Re: Warhammer 40k. Dark Heresy.
« Reply #77 on: September 23, 2010, 03:51:24 pm »

The book (Page 17) says hivers treat tech use as a basic skill.
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Re: Warhammer 40k. Dark Heresy.
« Reply #78 on: September 23, 2010, 03:56:26 pm »

Which means you get to make tech use tests at half int, rather than being completely unable to do them. It's not a free skill, I don't think.
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Cthulhu

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Re: Warhammer 40k. Dark Heresy.
« Reply #79 on: September 23, 2010, 04:00:47 pm »

Okay, I see what you mean now.  I'm not sure, but you're the GM.  I'll mark it off.
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HonkyPunch

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Re: Warhammer 40k. Dark Heresy.
« Reply #80 on: September 23, 2010, 04:15:41 pm »

Fatality rate in this game is pretty high, I'd imagine?
Eh, all of my characters will probably have the same philosophy about life anyways, because i'm not creative.
:D
« Last Edit: September 23, 2010, 04:21:54 pm by PoonHat »
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Cthulhu

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Re: Warhammer 40k. Dark Heresy.
« Reply #81 on: September 23, 2010, 04:26:06 pm »

Yes, fatality rate is pretty high.  You start out with around 10hp, and since all damage rolls are d10s, you can see how things work.  Armor and toughness mitigate, but you've got to find cover once people start shooting.

Plus, as sneevil mentioned, there's a (small, but still there) chance every time your psyker uses a power that he becomes an unbound daemonhost and the inquisition bombs you from orbit.
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HonkyPunch

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Re: Warhammer 40k. Dark Heresy.
« Reply #82 on: September 23, 2010, 04:27:25 pm »

Remind me to stand a fair distance away from Sneevil, in that case.
Also it's likely we should all just have our guns on him when he starts casting. Just in case.
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Re: Warhammer 40k. Dark Heresy.
« Reply #83 on: September 23, 2010, 04:28:19 pm »

Sneevil's playing a priest, I believe. It was abculatter who wanted to be a psyker.
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Sneevil

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Re: Warhammer 40k. Dark Heresy.
« Reply #84 on: September 23, 2010, 04:30:13 pm »

because priests in the future are bad ass
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abculatter_2

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Re: Warhammer 40k. Dark Heresy.
« Reply #85 on: September 23, 2010, 04:31:06 pm »

Does anyone have the book for Dark Heresy?

What are the classes available, if there is a defined limit?
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Sneevil

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Re: Warhammer 40k. Dark Heresy.
« Reply #86 on: September 23, 2010, 04:32:16 pm »

well should have the link somewhere and the psyker is a class you can pick with a random "improvement" for you
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Cthulhu

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Re: Warhammer 40k. Dark Heresy.
« Reply #87 on: September 23, 2010, 04:32:48 pm »

Sneevil was the one who mentioned Daemonhosts though.

abculatter, the classes are Adept, Arbitrator, Assassin, Cleric, Guardsman, Sanctioned Psyker, Scum, Tech-Priest.  Did I miss any?
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Sneevil

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Re: Warhammer 40k. Dark Heresy.
« Reply #88 on: September 23, 2010, 04:33:16 pm »

nope
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abculatter_2

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Re: Warhammer 40k. Dark Heresy.
« Reply #89 on: September 23, 2010, 04:58:02 pm »

Sanctioned Psyker

That's exactly what I asked about earlier, but you said was too powerful.

ಠ_ಠ
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

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