I will start looking at my options again then
If you can't tell I think building is as much fun as playing
Moderator: Thanas
All right, knocking off five on each... My willpower is actually still fine as I gained 3 from the ascension package and 3 from home world making it 41.Serafina wrote:That's because RT-characters generally start with higher attributes. They start with 25 and then add a die roll of 2D10. Or else they start with 25 and add point buy with 100 points.Soontir C'boath wrote:I thought point buy started at at a base of 25? You made it 20.
DH-chars start with 20 (some 15 or 25 depending on home world) and then add a die roll of 2D10. Hence they alternatively start with 20 and add point buy with 100 points.
Otherwise, a fresh DH-character with point buy would have effectively spent 45 extra points and would be much more powerful if created with point buy rather than normally.
I will send Zinegata the details so that he can check them.WS 40 BS 50 S T 40 Ag 43 Int 40 Per 30 Wil 52 Fel 40
Wounds: 23 Fate Points: 3
Movement: 4/8/12/24
Insanity: 18 Corruption: 3
Skills: Awareness +20, Climb, Tech-Use, Trade (Copyist), Performer (Singer)
Knowledge Skills: Common Lore +20 (Imperial Creed), Scholastic Lore (Tactica Imperialis), Speak Language (High Gothic, Low Gothic), Literarcy
Paragon Skills:
Talents: Ambidexterous, Blademaster, Blind Fighting, Cleanse and Purify, Combat Master, Crack Shot, Crushing Blow, Die Hard, Duty onto Death, Fearless, Hatred (Deamons, Hatred), Jaded, Lightning Attack, Mighty Shot, Rapid Reaction, Rapid Reload, Step Aside, Sound Constution 9
Weapon Talents: Basic Weapon Training (Bolt, Flame, Laser, Primive), Melee Weapon Training (Primive), Pistol Traiming (Laser, Primitive)
Faith Talents: Pure Faith, Blessed Radiance, Purge the Unclean, Wrath of the Righteous,
Paragon Talents: Mental Aegis, Heroic Leadership
Influence Talents: Peer (Ecclesarchy, Inquisition, Military)
Traits: Indomnitable Will of the Inquisition
Psy Powers:
Divination: Dowsing
Minor: Healer, Resist Possession, Sense Presence
Weapons:
Ryza-Pattern Storm Bolter (90m; S/2/4; 1D10+7 X; Pen. 4; Clip 60, Reload Full) with Recoil Glove
Exterminator (20m; S/-/-; 1D10+6 E; Pen 3; Clip 1; Reload 2 Full; Flame)
Best-Quality Force Sword (1D10+10 R; Pen 3; Balanced, Psi-Weapon, Sanctified, +10 WS)
Frag Grenade (18m; 2D10 X; Pen 0; Blast 5)
Krak Grenade (18m; 3D10+4 X; Pen 6)
Armour:
Sororitas-pattern Power Armour (7 AP; Auspex, Dark Sight, Flash-compensator, micro-bead, +10 Strenght, Enviornmental Seal)
Equipment:
Charm, Standard of Holy Wrath (Fear Rating 1), Inquisitorial Rosette, 2 Clips Inferno Bolts, 2 Exterminators, 3 Frag/3Krak Grenades
Unfortunately, it isn't - to buy the talents, you need 40 WP BEFORE taking an ascension package.All right, knocking off five on each... My willpower is actually still fine as I gained 3 from the ascension package and 3 from home world making it 41.
This is absolutely, horribly wrong.I actually think that it makes more sense for a pirate captain to go with a smaller ship or a pair of raiders, on performs hit and runs aiming to take down the void shields and the other mounts heavy guns, takes the rear of a larger ship, and blasts away in the blindspot. Mind you with the horrifically bad space combat rules in RT smaller ships have no real role because if you have a fleet of one million smaller ships that only have one lance shot each you can never hurt anything with purely weapons fire as those shots would all be stopped by void shields. Frankly that is retarded and void shields should either work like armor, act as an ablative system that needs to be repaired once you drop them, or should simply cover a great number of shots but only regenerate on that ships turn not for each ship firing.
No, we haven't.Then we get to the party divide which really seems to be one player dividing the rest, it isn't even so much the character but the person playing that character. A radical inquisitor would be a joy to have, but a puritan just doesn't fit our group and we've only had a single player asking other players to change anything just so she can have more power and be more in charge. In short she's being very passive aggressive.
Except the torpedo rules weren't available at release and RT's combat system is still shit regardless. Why can't I target your external systems if I so chose? Why can't I get your back, wear down your rear shields and cripple your main drive with called shots? Why do void shields need to recover for each combatant? None of it makes sense and the rules should have been written by somebody with an eye for game design and realism. I'm not even asking for a proper 3d modeling of space combat or dealing with the fact that ships don't have a set speed limit, I'm just asking fro rules that work the way you'd want to play.Serafina wrote:This is absolutely, horribly wrong.I actually think that it makes more sense for a pirate captain to go with a smaller ship or a pair of raiders, on performs hit and runs aiming to take down the void shields and the other mounts heavy guns, takes the rear of a larger ship, and blasts away in the blindspot. Mind you with the horrifically bad space combat rules in RT smaller ships have no real role because if you have a fleet of one million smaller ships that only have one lance shot each you can never hurt anything with purely weapons fire as those shots would all be stopped by void shields. Frankly that is retarded and void shields should either work like armor, act as an ablative system that needs to be repaired once you drop them, or should simply cover a great number of shots but only regenerate on that ships turn not for each ship firing.
Yes, you can not blast a battleship to pieces just by getting into it's back. At least not with a single ship. That's also the case in fluff and the Battlefleet Gothic rules. That's why you need multiple ships to do it. A squadron of three frigates can easily do it with topedoes which ignore void shields. Not that it matters, since we are very unlikely to run into anything larger than a battlecruiser for a long, long time.
Either way, starting with multiple ships is probably not a good idea. First of all, that would break the ship point system - either we effectively get double points or that our ships are just plain horribly underequipped. Second of all, i would prefer it if our group is on the same ship so that they have something in common. And it also works better with the game mechanics - it's better to have multiple characters on a ship.
That's why i have been voting for a light cruiser all along. It fit's your taste for fast raiders and is sufficiently large and powerful to operate on it's own. But ONLY if you get it some decent speed. If you want to raid other light ships, you need it to avoid getting outmaneuvered. If you want to fight larger ships, you need it in order to outmaneuver them.
And yet you did not only want to ignore all speed upgrades, but actually reduce the speed.
I actually do not care much for the way the ship would handle. Wether you want a fast raider or a tough bruiser doesn't matter to me. But the way you described your ship (a fast raider), you made all the wrong choices.
And if you think it's agressive to point that out, that's your problem.
If you get stuck on a bad ship you can get off at the next port, I'm not stopping you. However if you get stuck playing a character you dislike because a passive aggressive nag tried to nitpick your concept to death you can't change it after the fact. Also, I've never asked you to change your character, your character might be cool, the person playing it is being a hormonally challenged bitch though. Makes me glad I never ran that D&D campaign you'd probably have tried to tell me I was running my game wrong.No, we haven't.Then we get to the party divide which really seems to be one player dividing the rest, it isn't even so much the character but the person playing that character. A radical inquisitor would be a joy to have, but a puritan just doesn't fit our group and we've only had a single player asking other players to change anything just so she can have more power and be more in charge. In short she's being very passive aggressive.
You are also telling me how i should play my character, see the bolded part.
Hey, i am fine with that, i just think that you are hypocritical.
And i won't start running around and executing PCs. My character won't like it when you collect Xeno artifacts and will keep a close eye on you. That's how the character works, and even a radical Inquisitor would be very suspicious when other are doing that without being closely guarded - unless he is so radical that he should have been branded a heretic by his peers long ago. And a radical Inquisitor absolutely doesn't fit the character i want to play. Willing to look away as long as the situation is controllable, yes - willing to embrace the idea or to support it? No.
Point being, you can have your Xeno toys if you want to. Just don't expect that my character is happy about it.
The main reason i opposed "Xenophilious" as a ship trait is that it is a horrible gameplay choice and that it is too obvious for my character or other people to ignore.
And Space Marines, especially from the chapters we have, would not ignore Xeno Tech either. Regardless whether they are Death Watch or not.
As for "grabbing power": Who was the one who said that whoever plays the Rogue Trader get's to decide the fate of the whole group by designing the ship all on his own?
All i have been doing is giving my oppinon on something that affects the whole group. And saying that a particular background is flat-out impossible by the fluff.
But fine, if you do not want me in the group, say so. I just don't see what i have been doing wrong - you apparently do not want me to roleplay my character or to give gameplay advice on things that affect the whole group.
I do not want to disrupt the group. I do not want to dicate to others what they are supposed to do. But i do not see why i can not give my oppinion on things.
Why you can't target external systems? I don't know, but does it matter that much?Except the torpedo rules weren't available at release and RT's combat system is still shit regardless. Why can't I target your external systems if I so chose? Why can't I get your back, wear down your rear shields and cripple your main drive with called shots? Why do void shields need to recover for each combatant? None of it makes sense and the rules should have been written by somebody with an eye for game design and realism. I'm not even asking for a proper 3d modeling of space combat or dealing with the fact that ships don't have a set speed limit, I'm just asking fro rules that work the way you'd want to play.
No, i can't. If i "get off at the next port", i am out of the game.If you get stuck on a bad ship you can get off at the next port, I'm not stopping you. However if you get stuck playing a character you dislike because a passive aggressive nag tried to nitpick your concept to death you can't change it after the fact. Also, I've never asked you to change your character, your character might be cool, the person playing it is being a hormonally challenged bitch though. Makes me glad I never ran that D&D campaign you'd probably have tried to tell me I was running my game wrong.
So you think that a single player can make a choice for the whole group because his background says so. I don't, i think a group should decide things that affect the whole group. Because i want to play together as a group.As for the Rogue Trader picking the ship I say yeah, that only makes sense, it's his character's world and his most defining trait. Everybody else is just staying there for a bit or in my case is a member of the crew and knows how to have fun doing so.
Yes, i do. At least the "Grey Knight" part. The rest is completely fine. But Grey Knights do not let their failures go. Titan is a completely isolated fortress, guarded by the best warriors in the galaxy. It's literay impossible to run away from there.You also seem to think that my GM approved backstory is less improbable than your rare psychic ex-Sororita. It's a big universe and I'm in a power category that few pskers ever reach at the point where my backstory said I was sanctioned. Yet somehow my story of being tested, sanctioned, and then using my powers to slip away is too out there. Fuck off
Ooh, wank about your character.
Roleplaying is great, but just understand that at least two PC's aren't going to like you and may actively seek to get rid of you when convenient. My psyker can walk through walls, make his skin as tough as iron, kill you in a single round with lightning, and if he doesn't want to kill you he has no issues using Mind Seed on you to make you his puppet for life. Such is the nature of the warp and my character not wanting to see major changes made to his home.
So i am vocal? So what?Finally, suggestions are one thing, when the majority of the thread comes from a single person its a bit much.
1) Yes, if I wan't take take your weapons offline I don't just fire randomly and hope for a crit, I aim for the weapons themselves. Ditto for Augry arrays which are going to be massive.Serafina wrote:Why you can't target external systems? I don't know, but does it matter that much?Except the torpedo rules weren't available at release and RT's combat system is still shit regardless. Why can't I target your external systems if I so chose? Why can't I get your back, wear down your rear shields and cripple your main drive with called shots? Why do void shields need to recover for each combatant? None of it makes sense and the rules should have been written by somebody with an eye for game design and realism. I'm not even asking for a proper 3d modeling of space combat or dealing with the fact that ships don't have a set speed limit, I'm just asking fro rules that work the way you'd want to play.
Why you can't get into someones back? You can, and it is a giant advantage.
Why you can't specifically target the main drive? Because 40K-ships are not that accurate.
Why Void shields need to recover for each combatant? Because it's already very easy to bring them down in the first place.
If you do not like it, propose house rules.
Given that the party is likely to be split anyway I don't see how sticking to a suboptimal ship for the first bit really changes anything. We're at the point where we don't need better gear and if we never upgraded our ship - a processes that will take a ton of game time anyway given how quick 40k shipbuilding and refitting moves - I wouldn't care. This isn't D&D where the next magic ship upgrade will allow us to slay that spacewhale, gear is pretty unimportant.No, i can't. If i "get off at the next port", i am out of the game.If you get stuck on a bad ship you can get off at the next port, I'm not stopping you. However if you get stuck playing a character you dislike because a passive aggressive nag tried to nitpick your concept to death you can't change it after the fact. Also, I've never asked you to change your character, your character might be cool, the person playing it is being a hormonally challenged bitch though. Makes me glad I never ran that D&D campaign you'd probably have tried to tell me I was running my game wrong.
Besides, your "i am a chosen of the Grey Knights" was flat-out impossible. Grey Knights kill their dropouts. And they do not run around and pass our certificates for Psykers either.
I proposed an alternative that would fit your stated goal: being an especially pure psyker whom Space Marine would accept. I can't tell you to drop your background, that's our GMs job.
And don't you dare to imply how i would imply when we are actually playing. Because we have not started playing yet.
You still seem to think that i want to run around and tell others how to play their characters. I don't, i have not done so. What i HAVE done is expressing my wishes regarding our ship, saying how my character would react to something and pointing out a preposterous background.
Funny because out of the 'group' you're the only on that has any issue with the ship that Kheitain was building. I could are less what we fly, I just want him to build something that he enjoys because as a long term friend of his I know how rare him getting to play a character he really enjoys is. However now he feels pressured just to build whatever you want just so the game can actually run. You might just be making suggestions, but your delivery sucks.So you think that a single player can make a choice for the whole group because his background says so. I don't, i think a group should decide things that affect the whole group. Because i want to play together as a group.As for the Rogue Trader picking the ship I say yeah, that only makes sense, it's his character's world and his most defining trait. Everybody else is just staying there for a bit or in my case is a member of the crew and knows how to have fun doing so.
Like I said the GM approved it, and for all I care I could be unsanctioned with forged papers saying otherwise. I just thought that being able to produce papers enough to please anybody who might doubt my purity would make things run smoother. But either way my character is going to be a mind bending manipulative little headcase, but he believes that it's for the greater good and thus far his insanity and corruption scores agree with him.Yes, i do. At least the "Grey Knight" part. The rest is completely fine. But Grey Knights do not let their failures go. Titan is a completely isolated fortress, guarded by the best warriors in the galaxy. It's literay impossible to run away from there.You also seem to think that my GM approved backstory is less improbable than your rare psychic ex-Sororita. It's a big universe and I'm in a power category that few pskers ever reach at the point where my backstory said I was sanctioned. Yet somehow my story of being tested, sanctioned, and then using my powers to slip away is too out there. Fuck off
Heck, even if that was true - you would not have been judged pure by the Grey Knights. You would be a convict, a runaway, a grave stain on their honor and danger to their secrets.
Going for "i aided your chapter" to gain the respect of our Space Marines is way better. Or else, you could have worked with the Ordo Xenos - and if they are part of the Deathwatch, they will accept you.
Slipping a person with dormant psionic powers into the Sororitas is certainly possible. And when she is serving the Inquisition away from her sisters while these powers activate, they can't exectue her. And the rest is pretty much the exact same part as you story: She re-earned her respect by doing something special.
I was just saying that I can kill you, for all your defenses I'll still be able to do it and likely without even being in the room. For the rest of your bragging you're not immune to anything unless your burning fate points, you're tough, but not tough enough that I can't deal with you.Ooh, wank about your character.Roleplaying is great, but just understand that at least two PC's aren't going to like you and may actively seek to get rid of you when convenient. My psyker can walk through walls, make his skin as tough as iron, kill you in a single round with lightning, and if he doesn't want to kill you he has no issues using Mind Seed on you to make you his puppet for life. Such is the nature of the warp and my character not wanting to see major changes made to his home.
I can resist your psychic powers, i can completely ignore them if i want to, i can on average inflict 46+ damage on your character if i hit him in close combat and i am immune to mind controll.
See, i can do it too.
But i do not go "my character doesn't like your character, therefore i kill him". Because that just ruins the game for the other player. Rather, i do it by role-playing rather than roll-playing "my character is more powerful". If my character doesn't like your characer because he is dealing with Xenos, she will not trust you with important tasks. She will keep an eye on you doing other such things. She will take precautions to ensure that you do not harm her goals.
But she won't kill your character. Because that is no fun for anyone.
Frankly, it's ludicrous that YOU are telling me that i would ruin the game - given that you just went and said "if i do not like you, i kill your character and throw you out of the game". That's at least as game-ruining as telling others what to do - and i do not want to tell others how to play their characters.
So i am vocal? So what?Finally, suggestions are one thing, when the majority of the thread comes from a single person its a bit much.
And yet again more bragging.I was just saying that I can kill you, for all your defenses I'll still be able to do it and likely without even being in the room. For the rest of your bragging you're not immune to anything unless your burning fate points, you're tough, but not tough enough that I can't deal with you.
If others dont want me to play, perhaps they should say so.I just see you as being a trouble maker, people didn't want to be on your team in the D&D game and you're rubbing people the wrong way here. I'm not the only person so far that dislikes you based on this thread.
Name: Flavion Octus
Career: Guardsman/Storm Trooper
Home World: Imperial World
Divination: (30) +2 S
Wounds 19
Fate 3
Insanity 21
Mental Trauma: (110) Temporary severe phobia for 4 days.
Corruption 11
EXP left: 50/13k 0/500
WS 43 10
BS 43 10
S 30 03
T 40 10
AG 40 10
INT35 15
PER30 10
WP 43 17
FEL25 15
WS Simple/Intermediate 350
BS Simple/Intermediate 350
Agility Simple/Intermediate 750
Tougness Simple/Intermediate 750
Starting Skills:
Speak Language (Low Gothic)
Skills
Athletic Mastery 500 Ascension
Awareness +20 300
Carouse +10 400
Chem Use +10 400
Ciphers (War Cant) +10 200
Command +10 200
Concealment 200
Deceive 300
Demolition 100
Disguise 300
Drive (Ground Vehicle) +20 200
Literacy +10 400
Medicae +10 400
Navigation (Surface) +20 300
Pilot (Military Craft) +20 300
Scrutiny 200
Search 200
Security +10 400
Shadowing 300
Silent Move +10 400
Survival +20 300
Tracking 300
Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapons Training (Las)
Basic weapon training (primitive)
Talents
Blade Master 100
Combat Master 100
Deadeye Shot 100
Die Hard 100
Fearless 200
Furious Assault 100
Hard Target 100
Hardy 200
Heighten Senses (Hearing) 200
Heighten Senses (Sight) 200
Iron Jaw 200
Swift Attack 200
Lightning Attack 300
Melee Weapon Training (Power) 100
Mighty Shot (100)
Resistant (Psychic Powers) 300
Sharpshooter (200)
Sound Constitution (9) 900
Strong Minded (100)
Talented (Chem-use) 200
Talented (Deceive) 100
Talented (Disguise) 100
Talented (Shadowing) 200
Talented (Tracking) 100
Thrown Weapon Training (Primitive)
Total Recall 100
True Grit 100
Gear:
Good-craftmanship Storm Trooper carapace armour
Good-craftmanship Hellgun
Good-craftmanship hellpistol
Good-craftmanship Powersword
3 Frag Grenades
3 Krak Grenades
Badge of Office
Imperial Infantryman's Uplifting Primer (Calixis Edition)
Traits:
Blessed Ignorance: -5 on Forbidden Lore (int) tests
Hagiography: Common Lore (Imperial Creed, Imperium, War) are basic skills
Liturgical Familiarity: Literacy (Int) and Speak Language (High Gothic) (Int) are basic skills
Superior Origins: +3 Willpower
Ascended Traits:
Special Operations Training: Hellguns gain Tearing / Carapace Armour does not count towards weight
Specialist Recon +10 Concealment/Silent Move +2 Initiative