Shootig Fools in the Face

General questions, debates, and rants about RPGs

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Koumei
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Post by Koumei »

FrankTrollman wrote: I rather imagine that Terminator Armor is going to want to be more than AV 5, but whatever.
I was thinking that Terminator armour would have some kind of side-benefit. Maybe it cancels a few net hits (Invulnerable - note that this has no effect on something that connects with 0 net hits) in addition to the AV 5.

Or something.

I had been considering that various weapons should probably have special properties, to help set them apart. This would ensure that there's a difference between an auto-gun and a lasgun (in the tabletop, there is none). And more importantly, it'd create a difference between "I punch you in the face", a sword/axe/dagger/girder, and a chainsword ("counts as close combat weapon" my arse).
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Post by Cynic »

Meikle641 wrote:Slight hijack here, but...I remember reading the original Dead Man's Hand thing just a couple months ago, then it seemed to vanish. All links, such as this: http://bb.bbboy.net/thegamingden-viewth ... ght=Anansi go to some bullshit maintenance thing. Am I missing something here, because most (all?) old links from stuff for here brings me to that.
we moved to a different bb software. Deadman's Hand still exists. It should probably be in the last 15 pages or so. I know i added a post in the last couple of months.

http://www.tgdmb.com/viewtopic.php?t=23 ... sc&start=0

There you go. :-D I had it bookmarked a while ago.
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Post by Orion »

What would be a good system for modeling the intend behind "epic six."

I wanted to whip up an RPG based on the setting for one of my novels. Players would play a strike force of angels, or possibly fallen angels, which would open the door to having monks and witches as PCs as well.

It's a level-based system, in that if you're a angel, demon, or witch, you're worth many ordinary humans, and going to be just better at everything you do. It also feels more level-based than skill-based in that I want to have certain "mandatory competencies" -- if you're an angel, stabbing people in the face with a sword should always be a viable option, no matter what your particular specialization is.

On the other hand, while starting Angels are just way awesomer than normal humans, I want to have characters grow sideways more than vertically. There's human-level power and angel-level power, and at no point should one angel get so big he can ignore little angels. He should just expand his repertoire with new disciplines, social skills, knowledges, and equipment.
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Post by Username17 »

What would be a good system for modeling the intend behind "epic six."
It depends upon what you think the intention was, honestly. But let us say for the sake of argument that the goal was to keep everyone in the setting on the same RNG. In that case, you'd want a RNG that scaled to more additions, which makes dice pools and TN a pretty decent setup.

But I assume you also want it to be Sword and Sorcery, which is difficult, because the core of Sword and Sorcery is having an interesting melee system. The settings I've been talking about so far do not have such a requirement and indeed do not have an especially interesting melee system.
It's a level-based system, in that if you're a angel, demon, or witch, you're worth many ordinary humans, and going to be just better at everything you do.
See that would be the exact opposite of E6. A bell curved system enforces larger hierarchy between bigger people and smaller people before it goes off the RNG altogether. A flat die generates smaller and more unified differences before it hits the cliff of the edge.

That is to say: if you are on a 3d6 system rather than a d20 system, your +1 counts proportionately more. And before you fall off the RNG altogether your shift in odds will be much more significant than a shift on a d20 can be. In concrete terms: just before you fall off the RNG altogether, a d20 system will give you a 5% chance; and just before you fall off the RNG altogether on a 3d6 system you get less than one half of a percent.
On the other hand, while starting Angels are just way awesomer than normal humans, I want to have characters grow sideways more than vertically. There's human-level power and angel-level power, and at no point should one angel get so big he can ignore little angels. He should just expand his repertoire with new disciplines, social skills, knowledges, and equipment.
You are sending really mixed signals on the level base vs. skill base here. Seriously, you are.

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Post by Orion »

@Frank --

I want a Leveled *setting* but no level *advancement* -- Angels and Demons are awesome, and stomp on mundanes like 5th-level PCs stomping one 1-HD humanoids.

Nothing in the setting is level 10, and nothing in the setting can fight multiple angels at once trivially.
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Post by Elennsar »

That seems to me more to be "I want outsiders (angels and demons) to have a (sizezable) bonus versus mortals."...either a "+X vs. mortals" or "our base numbers are much BIGGER than yours and we increase in such a way that our numbers never compare with yours." (the latter sounds better) rather than levels in a game sense.

Levels imply (require?) that at some point a "high level angel" can beat up low level angels. So if that's not what you want, why not just set angels to get say, +20 to anything, and demons +20 to anything, just for being angels and demons?
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Post by Orion »

What I mean by "epic six" was that the universe should have starkly divided levels of power, like D&D, but that characters should spend all their time in one power level.

Basically, like being 6th-level D&D characters and continuing to get feats, skills, etc.

Honestly, I'm not necessarily bothered about the melee system overly much. Any angel is supposed to be able to beat substantial numbers of humans with a sword, which actually means that creating huge granularity of melee and lots of selectable abilities is possibly counterproductive.

The challenging fights are of course against other supernaturals, and are going to revolve around spellcasting, magic items, and other "super" tricks.

To the extent that melee needs to be "interesting," It's that I want some selectable melee options for use against other supernaturals -- so while any angel can beat up humans with a sword thanks to sheer physical superiority, one angel might be a "Duelist" who can *also* fight demons hand-to-hand, while another angel might be a "Telepath" who would have to subdue them magically.

There are a number of ways to simulate this, such as supernaturals having special defenses that need to be bypassed, or having basic melee competence be equal and making PCs buy up skills like "giant-slaying" and "blind-fighting" and "archery" for use against specific super-threats.
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Post by Elennsar »

So...why do you want levels?

Why not have it so that the people on a higher scale have huge bonuses (higher modifiers or more dice or whatever) so that the people on the mortal tier can't impact the outsider tier at all, but the outsiders can go at each other as (close to, at least) equals?
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Post by Orion »

Oh, I'm not attached to levels at all. I'm really open-minded about the mechanics.

Honestly, Shadowrun is rather close to what I what to do, with two exceptions:

A regular guard with a machine gun is more dangerous to Shadowrunners than I want a regular guard with a pointy stick to be to angels.

Shadowrun gives you the options to be anyway from sucktastic to awesome in every facet of character individually, whereas I want to *mandate* that all angel PCs be good with a sword, and so on.
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Post by Elennsar »

Two things, then.

1) You need some kind of "we can laugh at the amount of damage your stick does." that works 100% of the time, then.

2) Define "good with a sword". Really good by mortal standards just involves high numbers. But good vs. other nonmortals...um, how is "everyone is good"?

I'm not saying this can't be done, but I'm not following.
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Post by Orion »

Elennsar--

Yes, high numbers, the kind of thing a level system does for you. Shadowrunners have the option to suck in physical combat. You can totally make a hacker, face, or magician with no ability to subdue human opponents without resorting to his special powers. Angels, on the other hand, can *all* beat up humans with swords.

And remember, there are other supernaturals besides angels. Currently I'd say there are four broad groupings: angels, demons, monks, and witches.

Their melee abilities might look something like this:

Mundanes: 1-3
Witches: 4-7
Angels: 6-7

So *any* angel can go die hard on a room full of soldiers. Some, but not all witches can. Therefore, angels are required to be "good at melee."
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Post by Elennsar »

The problem is that that's a "angels are better everywhere" thing, not "some angels are better than other angels".

I'm using "angels" as shorthand, outsiders doesn't feel right and typing "angels and demons and everything else" seems too long.

So ALL angels have +10 (assuming dice+modifiers, I don't know the math well enough to guess how many dice if using a dice pool) to whacking fools with swords. Just by virtue of being angels.

They're better than you and will always be better than you.

Now, the amount that they vary compared to each other might be only up to +5. Since as you said, angels are all roughly the same power level...bigger angels just know MORE stuff, not BETTER stuff. So obviously angels shouldn't be able to gain a "I'm able to beat up little angels" level of ability. Ever.

All numbers drawn from a giant invisible hat, mind.

Witches, meanwhile, are better than mundanes but don't have "we ALL can beat up people with swords".

Does this make more sense? I'm not saying "you must agree", but I'd at least like to know if I'm making an understandable point here.
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Post by Username17 »

You could just give special monsters higher attributes. That way they roll more dice across the board on all actions.

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Post by zeruslord »

Is beating up mortals going to be a binary or a leveled thing? If characters without the ability to beat up mortals are never going to face each other in melee, it could be a single binary ability or come free with being an angel or demon or with your first real melee power. It oculd also be a binary prereq for real melee abilities.
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Post by Username17 »

Combat

Battlefields in Warp Cult are preferably handled on the same kind of three dimensional terrain that one might play Necromunda in. During a character's turn, they will move their model around that terrain and movement and weapon ranges are measured with an actual tape measure.

Basic Actions: A character can move and shoot in a single turn, but they are better at shooting if they do not move around. In general, a character gets 2 primary actions during their turn. A primary action can be used to move 10cm on the board or attack with a weapon. There are many other actions that can be used as primary actions, and you can also take as many Free Actions as seem reaosnable.
  • Primary Actions:
  • Move 10cm
  • Run
  • Climb
  • Jump
  • Sneak 5 cm
  • Crawl 2 cm
  • Fire Weapon
  • Move 10cm and Fire
  • Prepare Heavy Weapon
  • Aim Weapon
  • Invoke Warp Power
  • Summon
  • Channel Daemon
  • Pilot Vehicle
  • Close Combat
    Free Actions:
  • Talking
  • Going Prone
Shooting! Perhaps the most important act in a firefight is putting your ammunition into other people. And firing a weapon requires a primary action. A weapon has a Firing Rate, which determines how often it can be fired in a round. A Rapid Fire weapon weapon can be fired twice a round (that is, with each Primary Action); a Heavy Weapon can be fired only once in a round and requires two Primary Actions to fire (one to prepare it to fire and one to actually fire it); and an Assault can be fired only once a round but requires only a single Primary Action to fire. A character can combine a single primary action to move 10cm and fire a weapon, but they suffer a -3 dicepool penalty to their attack and they lose the benefits of aiming as if they had moved prior to firing.

The following is the basic checklist for firing
  • Declare shooting: Say "I'm gonna shoot that guy, in the face."
  • Determine Dicepool and Modifiers: So you're going to be adding your Dexterity to your Firearms to your Gun Accuracy to special bonuses that apply, and you're going to take off wound penalties, movement penalties, positional penalties, and whatever. This will determine a dicepool.
  • Roll your dice, count your hits: 5s and 6s count as hits.
  • Do you want to use an Edge? You can spend an Edge to reroll your missed dice.
  • Does your target want to use an Edge? Your target can spend an Edge to make you reroll your hits.
  • Determine Threshold: The standard threshold to hit a dude is 2. Range increases it, as does cover, movement (of the target), restricted visibility, and so on. If you get hits equal to threshold, you hit. If you exceed the threshold, you do boosted damage with the Net Hits.
  • Soak Damage: The target rolls their soak pool, which is generally just their strength. But it may be modified by armor and magic powers or whatever.
  • Does the target want to spend Edge? They can reroll missed dice on their soak, and possibly use magic power.
  • Determine Wound Level: The Wound Level is the base damage of the weapon (example: many guns are 3) plus the number of Net Hits minus the number of hits on the soak test. A wound level of 1 is called Light and fills in 1 Box. A wound level of 2 is called Moderate and fills in 3 boxes. A wound level of 3 is called Serious and fills in 6 boxes. A wound level of 4 is called Deadly and fills 10 boxes. A wound level of 5 is called Fatality.
Range, Recoil, and Aiming: The threshold to hit with any ranged attack is 2. But for every 20 full centimeters the target is from the firing character's model the threshold is increased by 1. This is the Distance penalty, and it can be removed by taking Primary actions to “Aim.” Every Aim action reduces the Distance penalty by 1, and a character may take a number of consecutive Aim actions equal to their Firearms skill (not dicepool, skill). Many weapons have a Recoil modifier. After being fired, a weapon subtracts the Recoil modifier from the number of Aim actions that are active. If a character moves from their position, their Aim actions are lost.
  • For Example: Sister Mary is firing a Bolt Gun at a target 25 cm away. Because this is more than 20 cm away, she would have a Distance penalty of 1. This would raise the threshold of her attack to 3. Since she doesn't want to deal with this, she instead takes an action Aiming, which reduces her Distance Penalty to 0. She can now plug the target with her bolter as normal. Unfortunately, the boltgun has a Recoil of 1, which means that her Aim action is negated for subsequent attacks.
Furthermore, all weapons have a Range value. A Rapid Fire weapon can be fired out to that range normally; and be fired out to double that range with a threshold increase of 1. An Assault weapon can be fired out to its range in centimeters without penalty and cannot be fired past that. A Heavy weapon or Pistol can be fired out to the range at no penalties, at double range at +1 threshold, at triple range at +2 threshold, and quadruple range at +3 threshold.


Warp Powers

Psykers have a number of powers that are available to them. The most basic are intrinsic powers. Any psyker from any cult may choose any of the intrinsic lists to take powers from. The other are granted powers. These come from an outside source and are only available to those cultists who please their patrons in the warp, be it Emperor or Gork. An individual Psyker must choose a list of intrinsic powers from the list of Biomantic; Pyromantic; Telepathic; Telekinetic; or Daemonic.


Power Entries
Force: When a power is invoked, the Psyker may select any Force they want up to their own Power attribute. Powers with a greater Force are more powerful but cause greater Drain.
Drain: Most psychic powers causes drain when used. This is a painful experience, where the energy to use the power is drawn from the Psyker's own body and mind as well as the imaterium of the warp. When a psychic power is invoked, the psyker must resist a certain amount of damage, and they can die. The damage is soaked with the Psyker's Strength + Willpower, and the Damage is half the Force (rounded down), modified by the Drain modifier of the specific power. Unsoaked drain becomes wounds in the standad LMSDF fashion.
Range: Psychic powers will describe the distances at which they can be used.
  • Self: A power with a Self range always targets the psyker invoking it.
    Touch: A power with a Touch range targets something or someone that the psyker is able to physically get their hand upon.
    X cm: Some psychic powers have a specific number of centimeters listed in their range. Like a ranged weapon, these powers can be used out to this range, and they can be be used out up to twice that range but with a increased threshold.
    LOS: A power with a LOS range can be used anywhere the psyker can see. If they have warp senses active, then “seeing” can be with those.
    Interplanetary: A power with the Interplanetary range can literally be used on targets on distant suns. The Force of the effect must be at least equal to the number of intervening jump points.
Duration:Psychic Powers have a one-letter code that describes how long they last.
  • I: An I(nstant) power takes effect within the action it is invoked and thereafter is no longer considered to be active. Any persistent effects of such a power are not counterable and no longer attached to the original Psyker except in the forensic sense.
    S: A S(sustaned) power lasts only as long as the psyker continues to maintain it. While concentrating on maintaining a power, they are distracted to the point that they suffer a -1 dicepool penalty on any active tasks. Also, their powers are strained and the Drain from further invoked powers are increased by 1. Multiple powers can be sustained simultaneously, but the penalties stack.
    E: An E(xtended) power is one which takes a period of time to fully form. These powers are treated like like Extended actions with a base time of 50 rounds (ten minutes). Until they take effect, they must be Sustained.
Description: Pertinent information on the workings of any Warp Invocation are written under their summary line.

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Post by Koumei »

*mulls* I should go and make a few modifications to the equipment section of "Agent of Love and Justice: Pretty Soldier Adepta Sororitas" then. This makes plenty of sense.

Should the obscene RoF weapons just be used like the others, above, and have more damage/dice and recoil (and a note that more ammo is used, as opposed to "one per attack") rather than making lots of attacks?

For instance, the Storm Bolter is basically a very fast bolter. Bolters really should only be semi-auto, allowing you to fire one or two rounds (as such, they're rapid fire, nice and simple). But Storm Bolters fire away on full auto, getting out a handful of exploding rounds, so should I change the "You can make a few attacks with one action" thing to just having extra dice to hit, more ammo usage and some recoil?

Also, I'm considering having the Ambidextrous quality allow someone to attack with two single-handed melee weapons as one close-combat action. Considering they generally have to spend at least one action running up to you anyway, does this seem fair?
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Post by Draco_Argentum »

I don't think its a good idea to have recoil only effect aim actions. That would pretty much mean that recoil is a stat that makes no difference for anyone who intends to run around and shoot. The powerfist/stormbolter seems like someone who won't give a crap what the recoil penalty of their gun is.

[Edit]I think more dice per attack beats more attacks, Koumei. Especially since heavy bolters aren't rolling a heap of attacks. [/Edit]
Last edited by Draco_Argentum on Mon Nov 24, 2008 10:03 am, edited 1 time in total.
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Post by Koumei »

I'm including a rule where if you don't (as part of the compulsory "readying a heavy weapon" action) brace the weapon (on a tripod, or lying down, or using something that would be good to hold the gun in place) then Recoil is also a penalty to your attack roll. So you CAN grab your heavy bolter in both arms, plant your feet and let loose a stream of rockets, but they'll more likely be MISSiles, or you can steady it on a window sill or whatever and not take the penalty.

The "Bulging Biceps" Perk removes this (see: Necromunda).
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Post by Username17 »

So anyway, mostly completed character generation rules. Here's the first sample character:

Gregor Spatz: Guard Veteran

Gregor Spatz was recruited on a world far away from the one he is on now. Having been caught for a minor crime, his draft notice was sealed before the trial was even over. Fortunately on campaign against the greenskins his commanding officer was illiterate, and he ended up placed in a normal line rather than being thrown into the meatgrinder that awaited the penal legionaries.

After the Imperium declared victory and withdrew he was among the lucky ones who still lived, and he had advanced to the rank of Corporal. This entitled him to being resettled with some land on the first world the ships happened to refuel at. Gregor finds that he doesn't really understand the culture on this world, and they don't especially understand him either. But mostly he finds that he is not now and never has been a farmer, so he's really not sure if he can get the whole growing plants thing to work before he dies.

From Gregor's point of view, the only thing that has kept him from being killed several times over by the incompetence of the empire is the incompetence of the empire. So it is not surprising that the message of the cult would find root in Gregor in a way that the strange blue seeds the Imperium left him with will seemingly never find root in the soil of his pension lands.

S: 4 A: 3 W: 4
D: 5 I: 3 C: 2 E: 3

Skills:
Firearms(Lasweaponry): 4 [9/11] Pilot Vehicles: 3 [8]
Stealth: 1 [6] Larceny: 2 [7]
Martial Arts: 3 [7] Athletics: 1 [5]
Endurance: 2 [6] Heavy Weapons: 2 [6]
Investigation: 1 [4] Logistics: 1 [4]
Perception: 3 [6] Tactics: 2 [5]
Technology (Plasma Physics): 2 [5/7]
Artisan: 1 [3] Medicine: 1 [3]
Command: 2 [6] Faith: 1 [5]
Survival: 2 [6] Intimidate: 1 [5]
Leadership: 1 [3] Persuasion: 1 [3]

Perks:
Evade; Calm Under Pressure; Quickdraw

Traits:

Guard Veteran; Linguist (Ork); Alien Technologies (Ork); Certainty; Ambidextrous
Pervert; Lazy; Criminal History; Day Job; Hot Blooded

Equipment:
Lasgun; Laspistol; ax; flak armor; slugga; shovel; canteen; imperial ID; tractor; farmstead; plasma engine.

And that was made from these rules. Obviously I want more Perks and Traits, but that's mostly infilling. I'm debating having a set of Knowledge Skills. I can see the argument either way. It's sort of elegant to just have characters know anything that makes sense from their backstory and adventures, and nothing else.

Character Creation and Advancement

Characters in Warp Cult are made on 300 points. This makes characters who are quite capable in several fields or severely bad ass in just a few. But they are decidedly within human power levels. It is entirely possible to play Warp Cult with characters who are are at lower or higher point totals. An Adeptus Soritas sister of battle, for example, would be expected to come in at more like 400 points, while scavies and other individually unimpressive members of society such as hive gang juves can be made on 200 points or less. Truly powerful entities like Space Marines and Genestealers are only barely on the scale of this game, and should probably be made arbitrarily rather than worrying about point totals at all.

When characters complete adventures, they gain additional points to spend. These points can be spent on anything, whether things are currently at their starting maximum or not.

Attributes

All attributes that a character possesses start at rating 1, and they may be purchased up at the rate of 10 points per rating. In general, a character should not be allowed to spend more than half their starting points on basic attributes (Power and Edge do not count). A character in Warp Cult cannot raise any of their attributes past 5 at character generation. To put these attributes in perspective: an average human has attributes of about 2.5, and an average trained human (such as an Imperial Guardsman) has attributes of 3 straight up.

All player characters in Warp Cult are considered to be of sufficient personal fate to have an Edge score, which means that they can purchase that up as well.

Skills

Your character Begins with all skills at zero. Skill ratings can be purchased up at a cost of 3 points per rating. A specialization can be purchased on any skill for 2 points. When a skill is used within its specialization, the character gains a +2 dicepool modifier. When used outside the character's specialty field, only the base value is used. A Warp Cult character can't purchase their skills up past 5.

Traits

Every character in Warp Cult can do special things, and every character in Warp Cult has some ridiculously tragic story that brought them to the state where they are willing to fight or convince other people to fight in order to change things. These backgrounds act as adventure hooks that move the plot forward and also provide characters with unique advantages that can help them in their endeavors.

Positive Traits:
Positive traits are those which directly help the character in some tangible fashion. Each character should have no more than seven stars worth of positive traits.
  • One Star Traits:
    ✦ :
    ✦ Hard Knocks Diploma: The character has spent a lot of time living in the harsh underbellies of this world, and knows how things really get done. They know how to butter the bread around here, and get reduced Logistics thresholds when no one is looking.
    ✦ Certainty: The character is rather certain about their convictions. Virtually any action the character is compelled to do is considered to be a violation of their principles.
    ✦ Guard Veteran: The character has survived in a campaign on behalf of the IG. As such, they are entitled to some land, some respect, and some leeway from imperial agents who have never seen a battlefield. Unfortunately, the Empire also has their serial number and can call them back up if in “great need.”
    ✦ Linguist: The character speaks a language other than High Gothic or the local hive speak. This trait can be taken more than once.
    ✦ Rich: The character's bank account or cow herd, or whatever the planet uses to measure one's wealth is actually quite substantial.
    ✦ Socially Connected: The character's list of friends has people that you've heard of on it.
    Two Star Traits:
    ✦✦ Ambidextrous: The character can use either hand without difficulties.
    ✦✦ Blank: The character bears the Pariah Gene and not only has no contact with the warp but actively interferes with the warp by their mere presence. Everything within a number of meters of them equal to their Edge stat has its Power stat reduced by half the character's Edge. The character can never have a Power attribute nor any chaos mutations.
    ✦✦ Special Training: The character has already been inducted into an organization that teaches or grants advanced powers. Maybe the character received Navigator training on Terra or has already been marked by Tzeentch. Most such groups can only teach their abilities to Psykers, but there are those for whom this is not true such as Imperial or Khorne cults.
    ✦✦ Noble: The character comes from a high social caste that entitles them to own other people.
    ✦✦ Alien Technology: The character's background makes them familiar with alien technologies for whatever reason. Choose the technology base (ex.: Eldar, Tau, Ork, etc.) and the character can drive those vehicles and operate that machinery as if it was culturally appropriate.
    ✦✦ :
    Three Star Traits:
    ✦✦✦ Psyker: The character is a psyker and has a Power attribute.
    ✦✦✦ :
    ✦✦✦ :
    ✦✦✦ :
    ✦✦✦ :
Negative Traits:
Let's get this out in the open: having a negative trait is not necessarily bad. Over the course of the campaign, adventures will happen. And while adventures are rather a bummer to actually go on, they are exciting and interesting to hear about or tell. When a character has a negative trait, there is something about them that works as the seed for adventures. This means that the player actually benefits because they get more screen time. It is for this reason that it is recommended that a single character has no more and no less than 7 stars worth of negative traits.
  • One Star Traits:
    ✦ Coward: The character is a coward, avoiding scary incidents in their life and never standing up for themselves. Maybe that's why they allowed themselves into being bullied into joining a cult in the first place. Or maybe they feel that they have to do things publicly that appear dangerous in order to overcompensate. Any compulsion to make such a character respond in a fearful manner is considered natural.
    ✦ Addiction: In the 41st millennium, religion is no longer the opiate of the masses. The character is addicted to some actual opiate, or possibly a stimulant like spine powder. The character spends a lot of time high, and a fair chunk of their disposable income getting high.
    ✦ Orphan: The character never knew their parents. This makes them sad sometimes and gives them as good a reason as any to
    ✦ Fanatic: Every member of the cult is dedicated, but this character is just annoying about it.
    ✦ Embarrassing Secret: There is something about the character that would socially inconvenience them if it got out. What reduces someone's social standing on one world may be very different than what reduces one's social standing on another. For example: on Ocuron IV, left handed people are considered social pariahs, and a character who faked using their right hand for things would hold an embarrassing secret.
    ✦ Ugly: The character is physically unattractive, and has little luck with the opposite sex unless money is involved. Note that the standards for beauty are bizarre in the Imperium, and some places find the strangest things (un)attractive.
    ✦ Low Social Standing: On those worlds where heavy caste systems are in place, losing the birth lottery can have dire social consequences.
    ✦ Day Job: The character has genuine social responsibilities and people will actually miss them if they go off and do things on short notice.
    ✦ Pervert: The character likes to do something that other people don't like people doing. Sometimes this is as simple as breaking eggs on the wrong side. But it makes the character stand out.
    ✦ Clumsy: The character drops stuff and falls down.
    ✦ Lazy: The character doesn't like to work, and shirks off doing it whenever possible. This causes resentment.
    ✦ Stupid: The character may not be unintelligent, but the things that they do and which come out of their mouth are retarded.
    ✦ Distinctive Style: The character does something that is readily identifiable. This means that if they do something that they can often be described accurately later on.
    ✦ Silent Mutant: The character's mutations are subtle enough that they can only be detected psychically. Of course, it's still a death sentence, it just isn't likely to come up because it doesn't look like anything. The character can still purchase mutant powers though.
    ✦ Silver Spoon: The character has had a sheltered existence and honestly has no idea how anything works or how people actually live in the seedier realms of the planet or the empire.
    Two Star Traits:
    ✦✦ Abhuman: The character is a human, but distinctly and definitely a member of a known and accepted abhuman group. This gives you carte blanche to have really weird attributes, but it also means that a number of human groups, including ecclesiarchy agents will dislike you.
    ✦✦ Mutant: The characters is a mutant and has physical deformities marking them as such. This allows you to purchase mutant powers, but it also means that you are subject to a death sentence if certain Imperial agents detect you.
    ✦✦ Criminal History: Somewhere the Imperium has a record on crimes the character has committed. Luckily, the Imperial Bureaucracy is legendarily ineffective, but sometimes it pulls through. And that could easily be very dangerous.
    ✦✦ Escaped Slave: Most Imperial worlds have slavery of one sort or another. The character was once held as a Slave.
    ✦✦ Arbites Contact: The character actually works for or with the Arbites. While such a position is potentially useful, it also puts them under much more intense scrutiny from both their peers and the arbites.
    ✦✦ Hot Blooded: The character escalates conflict readily.
    ✦✦ Unlikeable: Nobody likes the character because they are simply unlikeable as a human being. Don't invest in a lot of Persuasion if your character has this flaw.
    ✦✦ Sickly: The character spends a lot of time getting sick.
    ✦✦ Dumb: The character cannot speak High Gothic, or any language other than their stunted local planetary tongue. This trait needs a warning: it should not be taken if the character is from a different planet than any of the other characters. It's interesting if a character needs other characters to speak for him in Imperial circles, but it's downright aggravating if a character in the cult can't talk directly to one of the other cultists.
    ✦✦
    Three Star Traits:
    ✦✦✦ Interesting to Chaos: The character is considered interesting by one or more Chaos entities. Even if such a being is nominally on your side, this is rarely good.
    ✦✦✦ Unhidable Mutation: While some mutations can be covered up with baggy clothes or heavy makeup, this character's cannot. The character's form does something that is really obviously non-human. Extra appendages, constant fire, whatever. This allows the character to purchase extreme mutations, but of course the character cannot participate in polite society.
    ✦✦✦ Malignant: The character is a first or second generation genestealer offspring. They certainly have human traits, but are instantly identifiable as non-human. Such a character can purchase any kind of genestealer abilities off of the mutation list, but if Imperial Agents find them, they are kill on sight.
    ✦✦✦ Draft Dodger: Once a person is marked by the Officio Munitorum they must fight or die. The character has chosen the third option where they run for the rest of their lives.
    ✦✦✦ Enslaved: While the character has escaped direct servitude, they are still nerve stapled. The character has command words that force obedience from them. All servitors and arcoflagellants are enslaved.
Equipment
This is my lasgun. It is like many other lasguns, but this one is mine.

Characters in Warp Cult do not have to pay points for their starting equipment. Instead, they start with an amount of swag that is “reasonable” for the game they are playing in. And yes, that's totally unfair at times. The difference in power between a lasgun and an Autocannon is intense. But while discrepancies in equipment are in many cases more important than any differences in skill between characters, equipment can also be gained or lost or traded with shocking ease. While having an extra die on your firearms checks is probably less of a big deal than is having a rail rifle – the fact is that there is nothing intrinsic about a character that would causes them to keep a rail rifle in the future. In fact, one could guess that whoever in the Cult had the highest Firearms pool would tend to be given the best gun that the cult had anywhere in their possession.

The goal of this rules is to make sure that it is never a good idea to start a character with a lot of equipment and then immediately become an hero and have them kill themselves only to start another character who has better skills and simply inherits that equipment. This is actually a bigger problem than some characters starting with good equipment or lots of money while others start with little for role playing reasons. After all, it is highly situational how one gets new equipment. In some circumstances, a character with some decent Larceny and Stealth can walk off with a Heavy Webber, and in others a character with a lot of money or good Persuasion can do the same.

Perks

Characters can get Perks at a cost of 5 points a piece. Some perks are available to practically anyone, and others require you to have specific traits.

Open Perks:
  • Parry: When armed with a melee weapon that does more than half as much damage as your opponent's weapon, you increase the threshold to strike you in close combat by 1.
  • Sprint: You may double the number of hits on your Run tests for purposes of how many extra cm you can move. Increase the Endurance threshold by 1 every time you do this.
  • Quick Draw: Add +2 dice on your initiative checks. In addition, you can switch between weapons more quickly than normal, and you may take advantage of two weapons in close combat even when you are armed with a two handed weapon.
  • Catfall: You are skilled at rolling out of falls. The distance the character falls is counted as if it were 2 cm less for each point of Agility you have.
  • Evade: You are good at avoiding fire. In turns where you moved, the threshold to hit you with a ranged attack is increased by 1.
  • Calm Under Pressure: You are blasé even when your life is threatened. You may buy hits even while in combat.
  • Fast: Your basic movement is increased by 20%. So your standard move is 12 cm instead of 10. Your Run checks are unaffected.
  • Sudual Striking: You are trained to bring enemies back alive. If your attack would do sufficient damage to kill a target, you may choose to have it do less damage such that the target does not die.
  • Gun Fu: You can use ranged weapons (except heavy weapons) as close combat weapons.
  • Big Picture Thinking: You can always ignore close threats when determining where you can move and shoot.
  • Purposeful: You can ready a heavy weapon while moving. This costs you 2cm of your movement.
  • : By spending an Aim action, you may ignore the penalties and restrictions of firing into close combat, except with automatic or template weaponry.
  • Keen Senses: The range of any weapon in your hands is increased by 10 cm. The range of a pistol is only increased by 5 cm.
  • Dowsing: The thresholds for scavenging materials are reduced by 1.
  • Jump Up: You can change from being Prone to Standing as a free action.
  • Free Running: You can treat difficult terrain as open and impassable terrain as difficult for purposes of movement.
Mutation Perks:
Only mutants, genestealer hybrids, and abhumans can have mutations. In the case of abhumans, these mutations are considered to be “normal” among some strain of people. In the case of warp mutants, the mutations are likely unique or nearly so.
  • Carapace: Your mutant structure is tougher than normal, and you roll an extra die when soaking damage. This may be taken more than once.
  • Extra Arm: You have an extra arm. This may be taken more than once.
  • Black Blood: You blood is a metal eating caustic substance. When you are wounded, a spray of Damage 3 ichor will spew out onto things near you, and you can eat through doors by cutting yourself.
  • Natural Weaponry: You have some kind of gruesome natural weaponry, whether it be a crab claw, a scorpion tail, or a toothy maw. Practically this means that you have a +2 Damage close combat weapon that you cannot be disarmed of.
  • Ghastly: Your visage is frightening and you cause fear. This isn't just a matter of being ugly or something, and indeed you may have a completely human appearance. It's just that your very presence causes terror to leak in from the imaterium into the physical world.
  • Tentacles:You have tentacles. They lack the fine manipulation of hands, but they can reach out an extra meter or so. You can engage in close combat from 2 cm away.
  • Tracking Senses: You have an enhanced sense. It could be a thermosense organ that allows you to “feel” the lingering heat from footsteps, feeder tentacles that let you chemically sense the passage of animals, or just a wicked good sense of smell thanks to a shout out from a sense-god. You can make Investigation checks on the move when using your special sense.
Warp Invocations: Characters who are Psykers may take Warp Invocations as Perks. An individual Psyker must choose a category of intrinsic power, and that's the category they can select from.

Daemon Favor: Characters who are Psykers may select a type of Daemon that they can Summon as a Perk.



-Username17
Last edited by Username17 on Tue Nov 25, 2008 6:23 pm, edited 3 times in total.
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Judging__Eagle
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Post by Judging__Eagle »

Looking pretty awesome there Frank.

This is a game that I can probably get other people to play, mostly b/c they know the setting to some degree.

I personally love the setting for Dead Man's Hand, but getting people to read the material is much harder than teaching them the rules to the game.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
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Post by Username17 »

Looking pretty awesome there Frank.

This is a game that I can probably get other people to play, mostly b/c they know the setting to some degree.
Cool. Yeah, I'm trying to make this a fully functional game rather than just a resolution mechanic for people to plug in their own material.

Military Juntas: Coups can happen within a city whenever there is a coup excuse. Once fighting breaks out, control of a city is really anyone's ball. A city has a number of “objectives” in it. Whoever has the most of these objectives under their control is considered to be in control of the city. The objectives are:
  • Admistratum The government building of the Adeptus Administratum is the seat of command for the city. Whoever sits in that seat can make a very good claim to be the local commander.
  • Chapel The monument to the Ecclesiarchy is the seat of religious power in the city.
  • Generatorium What power is there without power? The generatorium provides literal light, and without it there is literal darkness.
  • Curia Arbites The administration of civil law is an oft overlooked but vitally important function in maintaining control over a populace.
  • Epistulatorum Who controls the past, controls the future. Who controls the discourse, controls the past. The Epistulatorum transmits all approved information in the city.
  • Space Port The space port contains not only those materials needed to ship things onto and off of the world, but also the temple of the astropaths whose job it is to send and receive messages from off world. Whoever doesn't control the port is without support.
  • Crypta Munitorum The city's armory in many cases holds firepower sufficient to reduce the rest of the city to ash. Whoever holds the armory may get the last word.
An Imperial city has seven objectives. Control of four of them at the end of a coup is sufficient to win a victory. Control of five or six is a major victory, and control of all seven is a total victory. Common coup excuses follow:
  • A large number of people have been ordered to die by the current rulers.
  • Any department capable of doing so (Inquisition, Astartes, Arbites) has countermanded the order of the local governor on any issue no matter how minor.
  • Any major official or cleric is assassinated or put on trial.
  • Any faction fires upon any of the city's objectives.

-Username17
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Post by Koumei »

I think you forgot another major excuse for a coup: It's Tuesday

---

Anyway, this is awesome. On the one hand, I feel bad for getting you to do most of the work for my game, but on the other hand, this does mean it's more likely to work properly, and that's really a side effect of you making your game.
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Post by Draco_Argentum »

The perks list has rooted tags and the orphan trait is cut off. Other than that looks pretty sweet, can't see anything to pick on in the last two posts.
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Post by Username17 »

Draco_Argentum wrote:The perks list has rooted tags and the orphan trait is cut off. Other than that looks pretty sweet, can't see anything to pick on in the last two posts.
Good point. Fixed.

While I'm at it, I've been tinkering with autofire mechanics for a while. Here's how they look so far:

Autofire: Weapons capable of Autofire can be fired in one of two ways: suppressing fire and sustained fire. Suppressing Fire targets an area rather than a specific person. Sustained Fire targets a number of enemies directly.
  • Suppressing Fire: A suppressing fire attack covers an area in bullets, hot rivets, or whatever it is that your weapon fires. The purpose of suppressing fire is to keep people out of the area. Anyone who is in the area during your turn or who moves into the area has a chance of being hit unless they are prone or in cover. Roll a single die, on a hit, they are hit (do not stage this damage up). Make an attack roll as normal. The number of hits sets the threshold of Faith checks for characters to voluntarily move into harm's way (better gunners are better at keeping heads down), and also allows you to nominate a number of characters who are not subject to getting hit. The act of laying down suppressing fire on an area while allies move through it is also called “covering fire.” The area covered by suppressing fire is a triangle whose apex is the firing character, whose base is a number of centimeters equal to the base range of the weapon, and whose height is any distance more than short range and less than extreme range for the weapon.
    Example: Brother Maynard has a heavy bolter and only vaguely knows how to use it. So he decides to spray a hallway being used by hostile enemies. He chooses to put his cone of death out to 50 cm, leaving him with a triangle of interdiction that is 25 cm wide at the far end and 50 cm long. He makes his Heavy Weapons check and gets only 1 hit. This means that if any of the Arbites want to charge down the corridor they will have to get 1 hit on a Faith check (or their commander will have to get 2 hits on a Command check). It also means that Brother Maynard can nominate one of his allies to be exempt from catching a bolt. In this case, Brother Maynard will halt firing just long enough for Acolyte Daisy to run into a covered position partway down the corridor.

    Sustained Fire: A sustained fire attack is made in the same manner as a normal ranged attack, save that you can declare your attack against any number of enemies in a 45 degree arc. If your attack succeeds against the easiest target you declared, you hit that target. Net hits do not stage up damage as normal. Instead your attack roll is compared to the next most difficult target with a +1 threshold modifier, if your attack meets this higher threshold, it strikes an additional target. Repeat this process until your attack does not meet the threshold for the next target. Roll 3d6 for each target struck, and stage the damage up for each hit. Then roll a single d6 for each target (friend or foe) within 3 cm who is not in cover, and if the die comes up a hit, they are hit (no staging).
    Example: Caelin is firing a heavy bolter at three enemies at close range. Two are in light cover, and one is not. If Caelin gets 2 hits, the target out of cover is struck. If she gets four or more hits, she can hit the second target (threshold 3 +1 for second target), if she gets five hits, she can tag the third target (threshold 3 + 2 for third target).

Adventure Seeds for New Cults

Life as a starting cult is full of possibilities. You'll want to set up a clubhouse somewhere, you need to get more followers, you have to identify your enemies and start undermining them. You're badly out gunned by the world in virtually every way. You need to do reconnaissance on multiple organizations, refine your sales pitch, sabotage all kinds of things, make some public predictions so that they can come true later on, and so on. You should be able to self generate adventures ranging from appropriating imperial equipment to taking out government officials to performing public performances and then escaping from the cops. But if for some reason you need the CO to generate some action:
  • You're minding your own business in the café, but the man across the room keeps staring at you. Eventually he works up his nerve to come over and talk to you. He says...
  • “I dug up that data you wanted. Or rather, I know where it is. The Censorium's a big place, but I can draw you a map...”
  • “A lot of people around here come to me for Spur. You come for Spur? You better not be trying to put one over on me!”
  • “Have you accepted the Emperor's Golden Way? It's a five part plan for salvation...”
  • “You're my contact on the outside, right? I've got the goods on the smugglers, just get me out of here!”
  • “I've been feeling like there was a big void in my life spiritually. I've heard that you've been talking some sense.”
  • “I'm with the Ministorum. You sir, are a heretic. And I can prove it.”
  • “I got kids for sale. You want 'em?”
  • “You're not from here. That means we have a problem. A fist sized problem.”
  • “I'm with the Ministorum. We're doing an investigation on some heretics in the area, and you sir just got selected to aid the Emperor.”
  • “The arbites are cracking down man! This whole place is gonna be swarming with them in minutes!”

-Username17
Last edited by Username17 on Tue Nov 25, 2008 11:15 pm, edited 1 time in total.
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Post by Draco_Argentum »

FrankTrollman wrote:Brother Maynard
Fucking awesome.


Sustained fire. That sounds seriously complex. Does that 3d6 stage up step really need to be there? Thats an extra roll per target for an average of +1 damage per target. Does sustained fire really need the damage boost? If so can't it be a flat +1, there is already a soak roll to randomise the damage.
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