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8 hours ago, Mazer Rackham said:

The layers are to protect players who like to delve! :biggrin:

To be honest, the setup for the first encounter was really just a bit of a taster session for us all.  Never having run a game for higher level Deathwatchers, I wanted to give you guys a bit of pressure to get you thinking, deciding, rolling dice.  It was also good for me to see how the mechanics worked in function, not just on paper.

Success all round, I think :happy:

https://www.youtube.com/watch?v=FbfeiODKgRY

I'm with Diego!

@Mazer Rackham do either of the following apply to this test, particularly with regard to Arcturion?

  • Resistance (Psychic Powers)
  • Strong Minded
Edited by Necronaut

Good questions both.

I know Philemon already has Abhor The Witch activated, and his test was passed at the time, so he can snap out it immediately, (this is being allowed so the player does not feel his fate point was spent without cause) but yes, any talents and traits which help with any tests imposed can be used unless specifically determined they don't work.  If this occurs, I will also describe why the benefit does not work, or what effect is preventing the benefit, etc.

The baseline test does not account for any of your own abilities, it just gives the numbers as a starting point.  When I get into the serious, planned encounters, I will be scouring your sheets to find your  weaknesses , er, abilities. :thumbsup:

Does that make sense?

9 minutes ago, Necronaut said:

Perfect, thanks. I was asking mostly to confirm the obvious: that this was a psychic attack. 

Worth confirming - as not all will be....

:ph34r:

(Hence my comments on what Talents or Traits may be precluded by the tests imposed).

Edited by Mazer Rackham

I figured Nergüi as Chaplain in addition to fighting of this darkness would try to lift the others moral or some such. Is there anything I can roll to make this actual assistance in this instance crunch wise?

5 minutes ago, Lysimachus said:

Hmm, did MG say whether or not he joined Squad Mode? LbE would add +8, which would be exactly enough to make it a Pass?

No he never explicitly said (I went back over the thread).

Unfortunately he is now precluded from doing so - consider him out of Support Range.

A psychic probe can be attempted, however, it would require an opposed test to enter Korvaan's noggin, since he is battling the enemy force to resist them.

EDIT: Yes, Tro, you can try that.  A Difficult (-10) Fellowship Test (plus some accompanying narrative).

Edited by Mazer Rackham
10 minutes ago, Mazer Rackham said:

No he never explicitly said (I went back over the thread).

Unfortunately he is now precluded from doing so - consider him out of Support Range.

A psychic probe can be attempted, however, it would require an opposed test to enter Korvaan's noggin, since he is battling the enemy force to resist them.

EDIT: Yes, Tro, you can try that.  A Difficult (-10) Fellowship Test (plus some accompanying narrative).

Arcturion might not actually technically be able to do that, as there are specific psychic powers for such activity (Mind Probe comes to mind), which Arcturion does not possess. 

 

If you have Telepathy you can still help.

If you manifest the skill, I will allow Tro a +10 bonus to any test he undertakes (IE you're assisting Tro by making a bridge, so to speak.  You're not doing anything to Korvaan).

Edited by Mazer Rackham

Korvaan did enter Squad in the second round of the Door Challenge, however it was only mentioned in the Spoiler - He used a re-roll. 

The whole thing was fun anyway, just say that Korvaan reverted to Solo Mode due to the Psychic Assault. 

Hopefully Lustrais makes his Willpower Check, we don't need a crazy Assault Marine armed with paired Lightning Claws raging about. 

29 minutes ago, A.T. said:

Note - Luthais has only 2 fate points max (as his third is always reserved for Abhor the Witch)

Yes bud, I understand that, and how you do or don't spend them is your call, :thumbsup:

However, I want everything where I can see it, so we don't have the inevitable conversation later about where a random Fate Point comes from! :tongue:

Edited by Mazer Rackham

  

19 hours ago, Mazer Rackham said:

large.1439609757_DoICorridorMap1.png.c60

Quick question. the grid is stated as 1 x 0.5m, but the grid markings (or what I think they are) are square, is this chaose distortian or just typo?

Apologies if it is unclear - 1 square = 0.5m x 0.5m, so 2 squares are 1m to move.

The tiles are half a metre across as a compromise to map scale and how fast you lads could move, as this is going to be a running battle.  If you boys would like, we could agree it's just a 1x1m tile for simplicity?

EDIT: (That will also actually benefit you as the players, since it will take longer for the BLIPS which are totally not deadly aliens) to reach you.

I'm open to suggestions.

 

Edited by Mazer Rackham

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