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Planet's gotta have people on it somewhere.
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# ? Oct 2, 2014 06:15 |
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# ? Apr 23, 2024 16:18 |
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Werix posted:To be fair, once I get off my rear end and make up some rituals, my alignment won't be too bad of an issue. I want to write a lot of the rituals as "slaanesh gets half benefit, undivided, nurgle, and Tzeentch get full, Khorne get like 1.5 or 2 times" or something. Look, I'm just going to see how many nurglings I can get to dance on the pin of a grenade
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# ? Oct 2, 2014 06:33 |
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all this is really, really taking the long road home.
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# ? Oct 2, 2014 10:12 |
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Something something stop to kill the flowers along the way.
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# ? Oct 2, 2014 20:29 |
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Okay, so since I spent two hours in the car today for work, I had a lot of time to think, so here are my ideas for some Gozer style rituals: New Ritual Type: Runes. Since the beginning of time man has adorned his weapons, armor, and sometimes himself with mystical runes to either defend against the evil gods of their enemies, or to curry favor with their gods. Also, since the beginning of time, the Chaos Gods have been among those. A rune is a series of daemonic words and phrases drawn onto a weapon or armor. For followers of Khorne, these runes are usually drawn in blood, fresh blood. Each weapon or armor can only have one Rune on it at a time. Runes lay Dormant until they are activated. Some can be activated at will, while others either need a condition before they can be triggered, or trigger automatically when the prerequisite is met. Once a rune is triggered, it's duration plays through, and then the rune gets used up; allowing another rune to be added later. Those who worship the opposing God may never benefit from a Rune. That said, only an a heretic dedicated to the God, or Chaos Undivided, may actually create the runes. The runes can be made either by using the ritual to directly harness warp energies, or to indirectly harness the power through a daemon. The former is easier than the later, and as such, using Forbidden Lore (Warp) has a lesser TN penalty than Forbidden Lore (Daemonology). There is no price of failure for failing the test. However, the test should be done by the GM in secret. If the test fails, the GM should keep that secret, and the failure will only be known when the user tries to trigger it. Failure means that the rune has no effect. This is not known until the rune is triggered. Weapon Runes Rune of Slaughter: Description: The most basic of Khorne's runes, this particular rune imbues a weapon, either melee or ranged, with the thirst for battle of Khorne, making the weapon even more deadly. Requirements: A ritual with taking at least eight minutes. A FL (warp) test at +10 or FL (daemonology) test at -10. Cost: Fresh blood (less than 24 hours old) from a sentient humanoid Effects:This Rune can be triggered as a free action. The weapon gains the Tearing quality for the duration listed below. Duration: 1d5+x rounds x= Allied- Infamy Bonus True- 2x infamy bonus Rune of Victory Description: Nothing pleases Khorne more than when those who follow him (or at least spill blood) succeed in Combat. The just reward for such a victory is continued victory. Requirements: A ritual taking at least eight minutes. A Fl (warp) test at a -10 or FL (Daemonology) test at -30 Cost: Fresh blood (less than 24 hours) from an enemy personally killed by the weapon's wielder. Effects: This rune automatically triggers when the weapon's wielder kills an opponent in battle. The next successful attack does X bonus damage, where X is: Allied: Infamy Bonus True: twice Infamy Bonus Duration: Immediate. Rune of Destruction: Description: Khorne revels in the destruction of the battlefield. Nothing turns an opponent into a victim more quickly than the weapon of the enemy being destroyed. Requirements: A ritual taking at least eight minutes. A FL (warp) test at -10 or FL (Daemonology) test at -30. Cost: One sacrificial victim. They must be bled and their blood used to trace the rune on the weapon, and then the weapon must be used. Effects:May be triggered any time for a free action. On a melee weapon, the weapon gains the Power Field special quality for the duration below. If it already has the power field quality, then the weapon has 100% chance to destroy a non-power field weapon. If a ranged weapon, then the weapon gains the Maximal special quality for the duration. Duration: 1d5+X rounds. X= Allied - Half Infamy Bonus, rounded up True - Infamy Bonus Armor Runes Rune of Rage:While Blood Priests like Gozer may say one can worship Khorne without being a mindless berserker, most worshipers of Gozer would disagree, and this Rune aids in that view. Requirements: A ritual of at least eight minutes. A FL (warp) test at -10, or FL (Daemonology) at -30 Cost: The blood of eight sentient victims. Effects: The rune can be activated as a free action. The wearer of the armor automatically enters into a rage as if they have the Frenzy talent for the remainder of the battle. If the have Frenzy, then they gain the battle Rage Talent until the end of combat. If the wearer has both talents, no additional benefits are gained. Duration:Remainder of combat. Rune of Contempt: Khorne is a God of never ending range, specifically against psykers. This powerful rune focuses that rage into an Aegis of Spite, protecting the wielder from psychic attacks. Requirements: A ritual lasting at least eight minutes. A FL (warp) test at -30 or FL (daemonology) test at -50 Cost: The fresh blood (less than 24 hours) of a psyker of at least Psy rating 2. Effects: This rune automatically triggers when the wearer is the target of a psychic attack. That attack is nullified. The armor will nullify a number of attacks equal to X. x= allied- Half IB True- Infamy Bonus Duration: instantaneous. Rune of Might: Khorne is a god that favors strength above all, and will lend that strength out to his worshipers in exchange for blood. Requirements: A ritual lasting at least eight minutes. A FL (warp) test at -20 or Fl (daemonology) test at -40 Cost: The fresh Blood (less than 24 hours) of two people killed by the armor's wearer. Effects: This rune can be activated as a free action. For the duration, the wearer gets the benefits of the Unnatural toughness trait equal to the highest strength bonus of those whose blood was used to make the rune. If they have the Unnatural strength bonus, it is instead increased by the Strength Bonus. Duration: 1d5+X X= Allied - Half Infamy Bonus, rounded up True - Infamy Bonus That's all for now. Look them over in judgment Frajaq. I'll actually post the blood forging stuff once we get more up and running. Werix fucked around with this message at 02:34 on Oct 3, 2014 |
# ? Oct 3, 2014 01:10 |
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I think it looks fine, obviously in-game testing would be necessary to see if it doesn't end too broken. But imo Khorne runes shouldn't work with Opposed at all, which should be just Slaneesh people for my game. The duration on the Runes of Might and Destruction should be: Duration: X X= Allied - Half Infamy Bonus, rounded up True - Infamy Bonus frajaq fucked around with this message at 02:55 on Oct 3, 2014 |
# ? Oct 3, 2014 02:26 |
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frajaq posted:I think it looks fine, obviously in-game testing would be necessary to see if it doesn't end too broken. Those are fair points both, fixed them above.
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# ? Oct 3, 2014 02:32 |
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Just a quick reminder, if you aren't saving your XP for something else now would be a good time to spend it. Everybody should have an extra 250xp from beating the Rust Wave crew earlier. Also it sounds like there is some other place worth visiting on this planet, and that they might not be so hot on the Scavenger Lord. Once we finish up here that might be a place of interest. Kai Tave fucked around with this message at 05:06 on Oct 3, 2014 |
# ? Oct 3, 2014 05:03 |
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So Plaga Ambush Crew: Ariston Victus Zegasi Bazroth Opifex Lucius 22 Magnitude Horde Salvage Techpriests: Gozer Erika the Red Vatra (?) frajaq fucked around with this message at 05:34 on Oct 4, 2014 |
# ? Oct 4, 2014 01:09 |
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I can think of one possible way that Victus could stealth himself in anticipation of an ambush...gather up a pile of corpses then hide in it. Look, you work with what you've got, okay? For this particular fight my thinking is that if we can establish some halfway decent cover on our side that we can take the opportunity to lay down some fire against Plaga and his pals at range rather than just charging right into melee with the super-tough, disease-ridden guys. I get that we're trying to be all conservative but I'm okay spending some bolter rounds on this because what the hell, you only live once. I'm also fine using one of those spiffy rad grenades we found as a booby trap if applicable. LuiCypher has suggested that either Victus or one of the Astartes could make use of the drug I found. Does anybody have a particular hankering for some chemically-enhanced mayhem? I'm amenable to sharing it if someone feels like they can get the most out of it, or I can always use it myself once things get up close and personal. edit; actually wait, does Barrage stack? Like, if an Astartes takes it do they gain +5 to Unnatural Strength and Toughness or does the drug only grant those as flat bonuses, so those who already have Unnatural Strength/Toughness gain less benefit? Because if it's the latter then clearly Victus is the one who'll get the most use out of it. Kai Tave fucked around with this message at 09:47 on Oct 4, 2014 |
# ? Oct 4, 2014 09:41 |
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I think LuiCypher wanted the drug.
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# ? Oct 4, 2014 14:34 |
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Barrage does stack with space marine bonuses, yes
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# ? Oct 4, 2014 18:01 |
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I will take it, but I think it might be used on someone better. The fact that with me it will only last three rounds and then leave me utterly butt-hosed is pretty bad (since in reality, if I don't want to get my rear end handed to me I'll only have two good rounds). I say it should probably go to a Space Marine.
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# ? Oct 4, 2014 20:09 |
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I currently have a TB of 9, can raise it to 10 by frenzying, and would have 15 with the drug. The question is, does Lucius care to take it...
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# ? Oct 4, 2014 20:24 |
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Gonna try to big update tomorrow, hopefully Werix will be able to post by then since he was busy with RL stuff
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# ? Oct 6, 2014 02:53 |
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Also Waci too (dunno if he's busy or not, just wanna make sure he's cool with things before we head into plan Fight Big Dumb Disease Jerks, especially considering he was one of its biggest proponents).
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# ? Oct 6, 2014 03:32 |
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Can't believe I'm about to suggest this (because I will be dealing literally 0 damage to him no matter what), but do you want me to pop out and melee Plaga just to silence his bolter for about the 2-3 rounds it will take for him to silence me?
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# ? Oct 11, 2014 15:40 |
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Also wondering if I should A) try suppressive fire again to -guarantee- a pinning test B) shoot the horde to -maybe- thin it some OR C) Charge one of the ogryns, to take advantage of their running. I'm thinking about C, personally, but I'm open to suggestions.
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# ? Oct 11, 2014 15:48 |
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Charge the ogryn and charge the marine. The hordes can keep eachother busy.
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# ? Oct 11, 2014 16:08 |
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Nah man just keep trying to suppress poo poo I'm pretty sure is actually immune to being pinned rather than using that big crosius of yours.
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# ? Oct 11, 2014 16:11 |
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Remember the initiative order! So I'll wait for LuiCypher and Waci to post their actions before mini updating
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# ? Oct 11, 2014 16:31 |
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You can assume I do the only thing I can do and you know, stand up and put away the now useless multi-melta.
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# ? Oct 11, 2014 16:38 |
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There's always assuming fetal position on the ground and sucking your thumb, cursing your horrible luck and bad decision
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# ? Oct 11, 2014 16:39 |
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Haven't looked at the combat yet, but don't worry Erika and Gozer can lead all your replacements when you scrubs all bite it. Seriously though just raise the ramp and gtfo. Cut losses and such.
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# ? Oct 11, 2014 18:01 |
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Actually, YES! Raise the ramp to gently caress the ogryns and the horde, then lower it again and go kill Plaga.
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# ? Oct 11, 2014 18:05 |
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Waci posted:Actually, YES! Raise the ramp to gently caress the ogryns and the horde, then lower it again and go kill Plaga. Where and how can we do this in the one round we have or so before they run across it? I'm not saying this is a bad idea, just that we might not be able to. Can Zegasi telekinesis it? Because that would be pretty great.
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# ? Oct 11, 2014 18:43 |
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I have no idea please don't take everything I say seriously and literally.
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# ? Oct 11, 2014 19:01 |
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Waci posted:I have no idea please don't take everything I say seriously and literally. Well at this point it's not like we have any better ideas For real though, we might as well compound bad ideas with more bad ideas. Let's have the sorcerer push some big ol' TK and try to toss everyone overboard, that'll show'em we mean business.
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# ? Oct 11, 2014 19:15 |
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You're bad at ideas, your attempt at bad idea resulted in a good one.
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# ? Oct 11, 2014 20:21 |
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All of my ideas are good until the dice intervene. Thus is Black Crusade.
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# ? Oct 11, 2014 20:29 |
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Team Success is going to have to carry the day here.
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# ? Oct 11, 2014 20:31 |
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You're all beginning to make me think that I should just keep playing dead.
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# ? Oct 11, 2014 20:55 |
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LuiCypher posted:You're all beginning to make me think that I should just keep playing dead. I would suggest getting into combat and using Disarm on Plaga.
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# ? Oct 11, 2014 21:08 |
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Or just engaging him in melee to stop him from using his heavy bolter. You know, that piece of actually pretty mediocre gear that you all are so afraid of.
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# ? Oct 11, 2014 22:44 |
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Well I'm not afraid of it but that's because he's been using it to shoot at you. I'm also not afraid of melee'ing it up with Plaga but I'm also not a normal human down to 5 wounds so I may be biased. That said LuiCypher, imagine the glory! Follow your dream.
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# ? Oct 11, 2014 23:50 |
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I can rush him as I should have enough movement to do that but I'd have to deal with the mess of ogryn/horde, so that's somewhat worrisome. Alternately I could fiddle with the gate controls - are they nearby, and if so do I need to make any sort of test to use them?
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# ? Oct 11, 2014 23:59 |
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The boarding ramp goes up but right now it has too much weight above it, with the horde and the 2 fat ogryns in it.
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# ? Oct 12, 2014 00:02 |
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There's one option down. Then just to be sure, am I sufficiently close to engage Plaga this turn with my 42m run speed? Obviously I'd be eating attacks from the horde and an ogryn.
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# ? Oct 12, 2014 00:07 |
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Do remember: once someone closes with Plaga in melee, everyone takes a negative to shoot into melee unless they have the Target Selection talent, and have a change to hit an ally.
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# ? Oct 12, 2014 00:08 |
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# ? Apr 23, 2024 16:18 |
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NGDBSS posted:There's one option down. Then just to be sure, am I sufficiently close to engage Plaga this turn with my 42m run speed? Obviously I'd be eating attacks from the horde and an ogryn. With 42m Run Speed you can end up 10m away from Plaga, eating an Opportunity attack at +20 WS from the Plague Ogryn and the Horde
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# ? Oct 12, 2014 00:16 |