Looking To Start A Game Here

By jjjetplane209, in Dark Heresy Play By Mail/Email

[[Edited and Deleted]]

Edited by ciaphascainfan1990

I do personally prefer rolled stats, as it gives more a sense of "it's not me in space, I'm telling some other guy what to do". Chosen stats too often lead to narrow PC's each locked into a style of play, this guy gets the kills, that guy does the talkie talkie, that guy does the bandages and this guy fixes the shi* they break.

I prefer it when players are forced out of their comfort zone for a PC, like a warrior who wanted to be all shooty shooty, now has a better WS than BS and at least for a while has to get stuck in, instead of sitting behind a box popping off rounds.

As stated previously, I misunderstood the method we were using for this, and just assigned it all. I will take much more care to make sure I read and properly understand in the future before I start posting lol

Edited by ciaphascainfan1990

Ting, was it? I do believe you would be better off going for a clean roll across the board. My reasons are twofold:

1. Going by the book's guidelines, rolling for stats is based on a foundation of 20 or 25. After that, two dice will add 2 to 20 to said foundation. The Home World Characteristic Modifiers do not alter the foundation when rolling, but instead change how the dice are rolled.

2. Assuming an average dice roll of 5.5 across 20 dice, a paltry sum of 60 "rolled" points across the board is representative of truly poor luck.

This is just my opinion; our GM may have a different view. As an aside, a Hive Worlder's base Perception should be increased, not decreased, during point-buy. Home Worlds have two "positive" Characteristics and one "negative" Characteristic. It seems that you gave your Guardsman two "negatives" instead.

[[Copied Character sheet from other post and edited here. I have made rolls for all Characteristics and changed the results on here. I also added my XP bought bonuses to the results.]]

Name: Jaspar Voss

Homeworld: Hive World

Background: Imp Guard

Role: Warrior

Divination: Kill the alien before it speaks it's lies.

Description: Brawny build, black hair, fair skin, mismatched eyes (green and yellow lenses), tattoo over left eye ("213" Regiment Number as in 213th Koradine Armoured Regiment.), he believes Solitude is Golden, after spending so much time in the hives and cramped Guard barracks.

Wounds: 12.

Fate: 2.

Armour: 4 (all) (guard flak)

WS---31

BS----40

S------38

T------40

Ag----36

Int----23

Per---30

WP---26

Fel---27

Inf----35

Skills:

Athletics

Command

Common lore: IG

Operate: Surface

Navigate: Surface

Interrogate

Stealth

Talents:

Rapid Reload

Quick Draw

Weapon Training: Las / Low Tech

Aptitudes: BS / WS / Offence / Defence / Strength / Perception / Fieldcraft

Gear:

Lasgun

Engraved Knife

Guard Flak

Combat Vest

12 Lho Sticks

Magnoculars

Grapple + Line

Ork Toof Necklace

Veloxic Bike (with Lock)

Laspistol

Handheld Auspex

Bio: Jasper Voss was born a low hiver, fighting for life amongst the millions of others trying to eke out a living in the slums, before enrolling in the Guard to avoid the inevitably short life of a ganger. Campaigns fought against heretics and Xenos filth armoured him against the emotional torture that is war and he decided he would take any promotional operation to try and get off the front lines. He was assigned as a member of a suicide squad intended to distract a trio of Renegade Leman Russ while Inquisitorial forces assaulted the main enemy compound. 12 hours, 2 Leman Russ, 14 dead guardsman and one severely injured Voss later, he was found wounded into unconsciousness by an Imperial Acolyte. Evacuated to the medical facilities, Voss awoke to an interrogation more intense than any after action debrief he had ever experienced, his entire experience recorded, re-recorded, dissected, queried and confirmed until the Inquisitions forces were satisfied that he had lead his squad to eliminate two of the tanks, before driving off a third as his squad was killed around him. Impressed by his determination and refusal to die, an Acolyte brought him a letter, signed and sealed with an Inquisitorial Seal which, when opened, informed him that he was no longer under the employ of the Imperial Guard, that he had in fact died of his wounds, and was to report to the Acolyte who had brought him the letter as soon as he was well enough to travel. This ended his life and service, but the real adventure was just beginning.

[[Copied Character sheet from other post and edited here. I have made rolls for all Characteristics and changed the results on here. I also added my XP bought bonuses to the results.]]

Name: Jaspar Voss

Homeworld: Hive World

Background: Imp Guard

Role: Warrior

Divination: Kill the alien before it speaks it's lies.

Description: Brawny build, black hair, fair skin, mismatched eyes (green and yellow lenses), tattoo over left eye ("213" Regiment Number as in 213th Koradine Armoured Regiment.), he believes Solitude is Golden, after spending so much time in the hives and cramped Guard barracks.

Wounds: 12.

Fate: 2.

Armour: 4 (all) (guard flak)

WS---31

BS----40

S------38

T------40

Ag----36

Int----23

Per---30

WP---26

Fel---27

Inf----35

Skills:

Athletics

Command

Common lore: IG

Operate: Surface

Navigate: Surface

Interrogate

Stealth

Talents:

Rapid Reload

Quick Draw

Weapon Training: Las / Low Tech

Aptitudes: BS / WS / Offence / Defence / Strength / Perception / Fieldcraft

Gear:

Lasgun

Engraved Knife

Guard Flak

Combat Vest

12 Lho Sticks

Magnoculars

Grapple + Line

Ork Toof Necklace

Bio: Jasper Voss was born a low hiver, fighting for life amongst the millions of others trying to eke out a living in the slums, before enrolling in the Guard to avoid the inevitably short life of a ganger. Campaigns fought against heretics and Xenos filth armoured him against the emotional torture that is war and he decided he would take any promotional operation to try and get off the front lines. He was assigned as a member of a suicide squad intended to distract a trio of Renegade Leman Russ while Inquisitorial forces assaulted the main enemy compound. 12 hours, 2 Leman Russ, 14 dead guardsman and one severely injured Voss later, he was found wounded into unconsciousness by an Imperial Acolyte. Evacuated to the medical facilities, Voss awoke to an interrogation more intense than any after action debrief he had ever experienced, his entire experience recorded, re-recorded, dissected, queried and confirmed until the Inquisitions forces were satisfied that he had lead his squad to eliminate two of the tanks, before driving off a third as his squad was killed around him. Impressed by his determination and refusal to die, an Acolyte brought him a letter, signed and sealed with an Inquisitorial Seal which, when opened, informed him that he was no longer under the employ of the Imperial Guard, that he had in fact died of his wounds, and was to report to the Acolyte who had brought him the letter as soon as he was well enough to travel. This ended his life and service, but the real adventure was just beginning.

Edited by ciaphascainfan1990

Ting, looks pretty good. Did you take a reroll? You are allowed one reroll during your build.

Yep :( You have to take the reroll though and instead of 1 and 4 for my Int, I got 1 and 2.

Here are the Characteristics I rolled:

Weapon Skill: 20 + (10, 10) = 40

Ballistic Skill: 20 + (3, 2) = 25

- Strength: 20 + (9, 5 , 5 ) = 30

Toughness: 20 + (4, 3) = 27, [REROLL] 20 + (4, 3) = 27

Agility: 20 + (8, 8) = 36

+ Intelligence: 20 + ( 9 , 8 , 3) = 37

Perception: 20 + (10, 5) = 35 + 5 [Divination] = 40

+ Willpower: 20 + ( 8 , 7 , 4) = 35

Fellowship: 20 + (6, 1) = 27

Influence: 20 + (9, 1) = 30

Wounds: 7 + (3) = 10

Fate Threshold (7) = 3+1

####################

More neatly:

WS: 40

BS: 25

S: 30

T: 27

AG: 36

INT: 37

PER: 40

WP: 35

FEL: 27

IFL: 30

WOUNDS 10

FATE THRESHOLD 4

Mmn. A healthy BST, yes, but I didn't quite get the Toughness I was looking for. I'll have to shift gears slightly. The high Weapon Skill is a pleasant surprise though, as is the Agility. With that, is the [Wrestler] Talent on the table?

WRESTLER
Tier: 1
Prerequisite: Strength 30, Athletics
Aptitudes: Strength, General

The character is a practiced grappler, adept at wrestling his foes to the ground and keeping them there. Regardless of how he acquired his skills, they give him a considerable advantage both in brutal melee combat and when having friendly competitions with squad mates between assignments. The character use his Athletics Skill in place of his Strength Characteristic for any Strength Test he is called to make as part of a Grapple. When he successfully uses the Damage Opponent Grapple Option, he deals additional Damage equal to the number of Degrees of Success by which he won the Opposed Test (see Controller Grapple Options on page 245–246 of the Only War Core Rulebook).

-Only War - Hammer of the Emperor 105 on the Wrestler Talent

The happy combination of WS and AG makes me consider employing an Unarmed/Grapple playstyle; thematically appropriate for an Arbitrator making arrests. To that end, I would like to use my 1,000 starting Experience for:

  • Logic (Rank 1, Intelligence and Knowledge Aptitudes met) - 100xp
  • Parry (Rank 1, Defence Aptitude met) - 200xp
  • Unarmed Specialist (Strength Aptitude met) - 450xp
  • Wrestler (Strength and General Aptitudes met) - 200xp

Oliver is not a physically strong Arbitrator, but he is quick to make connections others would not see. As well, while he has a slighter build, he knows how to use his muscles efficiently. I would also like to swap my Role choice of [Chirurgeon] to [sage]. Using my layout from before:

Home World: Voidborn 1

Background: Adeptus Arbites 2

Role : Sage 3

Granted Aptitudes: Defence 2 , Intelligence 1 , Intelligence 3 , Knowledge 3 , Perception 3 , Tech 3 , Willpower 3

Revised Aptitudes: Defence, Intelligence, Knowledge, Perception, Strength , Tech, Willpower

In the future, I plan to pick up Commerce, Trade (Armourer), and perhaps a few Lores to represent Oliver's quest for knowledge, skills he wouldn't have need for in his current line of work. Working solely as an Arbitrator, Oliver would never tap into his true potential. Having the privilege of becoming an Acolyte is the best thing that could have happened to him, in respect to personal growth.

Edited by Asymptomatic

A, instead of Wrestler, I'd rather see you pick up Acrobatics, which effects grapple escapes, rules as written.

You might also look at the heft rules for athletics, pg 98. I would be willing to rule that this would affect grapple as well, as you are definitely trying to carry/lift/drag your opponent around. This would allow you to approximate wrestler for free.

I am aware of Acrobatics and Athletics' Special Uses. However, I am not particularly interested in escaping Grapples nor moving bodies. [Wrestler] better suits my needs of disabling the target with a more successful Grapple (that scales Strength+Athletics rather than Strength alone), cuffing them, then moving on. Oliver is not someone to do all the physical labor himself; he makes that labor easier for the person that actually does it. If [Wrestler] is non-negotiable, I'll consider a different path.

Edited by Asymptomatic

Wrestler itself it out. I'll say again, you can min-max, or you can tell a good story. I like the story, but if that's what determines the path for you than so be it.

Hey guys. You still open to get in on this? I'm familiar with the setting, been GMing Deathwatch for a couple of years, read every book I can get my mitts on and collect a (quite) large army of marines. Wanted to play Dark Heresy for a while but none of my players wanted to GM and I wanted a break. I have access to every book FFG have in their Warhammer lines, through various friends and other GMs I know who can lend me books or photocopy sections of those books I don't have.

Don't want to be critical , but reading through the first few posts, the GM seems open to interesting and otherwise unusual character concepts, but the players get shot down at every turn... Autogun for a home brew Imp Guard regiment, even though the Only War book specifically allows this? Not allowing 'Wrestle' for an ex-Arbite who (if I remember right) comes from a space ship, where takedowns that involve as little ship damaging gunfire as possible would be very common. Ok I can get behind the fact that you are open to these things later on, but it's just an extra XP cost that will limit character progression, or useless skills that never get used later on.

I'm well aware of RULE ZERO, and have used it a few times before, but none of the stuff is really out of the bounds of reality for the proposed character builds.

Anywho, enough of my moaning, and that aside, I'm very eager to play and don't believe my character idea would face many problems in these terms. If you aren't outraged at my previous statements, I am ready and willing to play if you'll have me.

I firmly believe that "min-maxing" and good storytelling can co-exist, contrary to popular opinion. Moving on to the topic of equippable Shields:

  • There are some particular shields that have a boon over other shields; would it be possible to translate these bonuses into Talents instead to make shields more equal?
    • Example 1: Black Crusade - Tome of Blood's Kursian Heavy Shield : For no particular reason, this specific shield allows Standard Attacks that do not interrupt Defensive Stances (though the description implies other heavy shields may have this ability too). Instead of tying this function to a particular subset of weapons within a larger weapon family, could this ability be made into some Talent that applies to appropriate weapons?
    • Example 2: Rogue Trader - Faith and Coin's Apsis Shield : Provides +20 bonus to Knock Down attempts, presumably due to its shape or structure. However, I feel that any shield with significant mass should be able to contribute a bonus as well. +20 is likely excessive, though.
  • Given a small enough shield, is it possible to choose its equip location? A number of shields are stated to be strapped around an arm rather than held. Would it be possible to do this with any appropriate shield, regardless of that shield's listed fluff?
Edited by Asymptomatic

Arkio_Gannys, my intent is give Dark Heresy 2.0 a fair shake.

Do you have some chargen guidelines available, perchance? What books will you be employing for this pending game?

RAW Chargen per DH 2.0, as I haven't had enough experience with it myself to doctor it. I would like to give it a try full up, and make judgements after the fact.

I'm not trying to keep the players down, or limit their creativity. I would just like to see how DH2.0 plays before I start the mishmash.

Yes, I've shot down trading WT(Las) for WT(SP). It's not provided as an option in RAW chargen for IG. Ting can still purchase it if he want's a particular weapon, but it will cost. Is that needless XP expenditure? Hardly. He has a flexible guardsmen.

Yes, I've shot down Wrestler. I see the mechanic mimicked in Heft, which is free with Athletics, and which I've already clearly stated I would read as applicable to grapples. I also see the need for anyone calling themselves a "Wrestler" to be able to escape a grapple as much as dominate it, and I would think any good Arbitraitors training would require proficiency in both. Is that a useless skill? Again, I would say hardly. The skill has more uses than escaping a grapple, and it comes down to the player's ability to utilize his skills to their maximum.

Maybe I should be more clear, no RPG system is perfect, but I'm not going to rewrite DH without giving it a shot as it was written. If that's not acceptable, then this is not the game for you. If you haven't clicked away in frustration with me, then please, share your character concept.

Asymptomatic, we can discuss creating the Talents. There isn't a direct correlation for the Kursian Heavy Shield, but the Trait Sturdy is what you are looking for with the Apsis Shield. If it can apply to an NPC, there's no reason it can't be applied to you. It's definitely something we can chase in the near future, it might be something as simple as Weapon Training (Shield) or (Heavy Shield), but I'd rather we not do it for chargen. See my response to Arkio_Gannys.

Given a small enough shield, is it possible to choose its equip location? A number of shields are stated to be strapped around an arm rather than held. Would it be possible to do this with any appropriate shield, regardless of that shield's listed fluff?

"Appropriate shield" is where we run into the potential for disagreement. Do you always have the option to tie a shield to your arm? Yes. Will it always be 100% as effective strapped to your arm as it was in your grip? No. Punch someone with a shield tied to your arm, and you won't have the same impact as one you held. There will be give in the ties, necessary to prevent blood from being cut off to the arm, but which will slacken the impact, or worse, turn it. I'm open to justification on why it behaves the same, but it's going to need to be a case by case basis, not a blanket decision.

I may have misunderstood your post regarding [Wrestler]. Rereading both your previous and current posts, are you saying that I can attempt a Heft test to gain a Strength bonus that is applicable to Grapples? Should that be the case, Heft would be similar to Wrestler, but not a complete parallel. Wrestler boosts Grapple damage slightly, which Heft does not replicate. By how Heft is written, Heft could very well give more than Wrestler's +40 Strength bonus (DoS/luck-dependent).

Edited by Asymptomatic

Asymptomatic, I AM saying that you can attempt Heft to gain a strength bonus that is applicable to Grapples, yes. That is how I would interpret the rule, and yes, it does make it quite similar to Wrestle. In fact, when you attempt to damage a character with Grapple, you deal 1d5-3+SB, which when boosted with Heft would make it even more similar.

My reasoning is that if I can draw on some sort of athletic training to lift/carry/drag outside my normal maximum weights, then surely that training applies to how I might improve my odds against a struggling target that is within my normal weights. This does not affect your ability to get into a Grapple, you still need WS for that, but is representative of how you use your surge of strength during a Grapple.

I'm open to counteragruments if anyone is interested, but that is how I would interpret it.

EDIT: BONUS, Bulging Biceps boosts Heft tests by +20. So, you know, there's that too.

Edited by jjjetplane209

It was my misunderstanding then. I apologize for that. Thank you for leveling with me.

If Heft also adds damage to Grappling with your change, that actually does not sit well with me. I do follow how Athletics can represent leverage and efficient body movements, but I do not think a damage increase is a natural extension. My original goal was to have improved Grapple scaling, which your Heft change addresses. The increased Grapple damage was something I could appreciate coupled with Wrestler, but not when tacked onto Heft.

As an aside, Bulging Biceps goes against my character concept. I'm trying to avoid future Strength Advances and Talents to emphasize that Oliver is using his brain more than his muscles. He may not be particularly strong, but he knows how to use what Strength he does have. Would Bulging Biceps not raise a red flag for you, if you know that I will be aiming to capitalize on Athletics?

With Wrestler's 200xp freed up, I would like to have [Commerce] and [Tech-Use] (both Rank 1, Intelligence, Knowledge, and Tech Aptitudes met) as starting purchases instead. Combined with the Arbites Background's Skills and my other Logic purchase, Oliver has a synergistic repertoire of Skills appropriate for an Arbitrator.

ADDENDUM: On the topic of my character concept, I was wondering if I could swap out the granted [shock Maul] and replace it with this:

Orthlack ‘G rudge ’— Pattern E xtendable S hock B aton
This weapon expands with a flick of the wrist from a small, easily concealable rod no longer than the width of a hand to a slim eighteen-inch long club.The weapon contains a tiny shock generator that can generate five Shock discharges before it requires recharging. It is common amongst undercover investigators who wish their quarry to survive for interrogation, and occasionally finds its way into the armouries of more secretive organisations like the Inquisition.

Melee | 1d10-1 I | Pen: 0 | Special: Shocking | Wt: 1.5kg | Availability: Scarce

-Dark Heresy - Book of Judgement 62 on the Extendable Shock Baton

The main consideration I have is that the [shock Maul] is fairly brutish, intimidating, and evokes an image excessive violence. As Oliver is not a specialized fighter, I feel the more refined and minimalistic [shock Baton] better represents his personality and mindset. I value the compactness and subtlety of the baton more than the damage of the maul, while they both serve similar purposes. As an added bonus(?), the [shock Baton] has explicit rules on how often it can shock targets.

Edited by Asymptomatic

Just wanted to chime in and say how endlessly fascinating the way PbP is done on this forum. So very different from how I've seen it done.

Asym I have to applaud your resolve in saying, "Yeah but can I take X from [not DH2 book]" consistently in response to the DM saying "I want to run DH2 as close to RAW as possible."

Just wanted to chime in and say how endlessly fascinating the way PbP is done on this forum. So very different from how I've seen it done.

Asym I have to applaud your resolve in saying, "Yeah but can I take X from [not DH2 book]" consistently in response to the DM saying "I want to run DH2 as close to RAW as possible."

This was fairly typical of my experience at rpggeek. Perhaps more back and forth on character creation than we had... Where else have you seen other PBP? I'm still looking around, because I would like to join a long term game as a player at some point.

It was my misunderstanding then. I apologize for that. Thank you for leveling with me.

If Heft also adds damage to Grappling with your change, that actually does not sit well with me. I do follow how Athletics can represent leverage and efficient body movements, but I do not think a damage increase is a natural extension. My original goal was to have improved Grapple scaling, which your Heft change addresses. The increased Grapple damage was something I could appreciate coupled with Wrestler, but not when tacked onto Heft.

Asymptomatic, you don't think a damage increase with a strength bonus is a natural extension? Even though the 1d5-3+SB is RAW?

I would see it like this, Heft is someone using brute strength to break bones, crush, or throw their opponent. That level of ferocity results in more damage. Wrestler is applied training, a more technical wrestler perhaps, who is targeting joints to increase damage. I for one would not want to be in a grapple with a an Olympic Weight Lifter, despite his lack of training in wrestling...

Read the fluff for Shock Mauls, you certainly don't have to have a vicious spiked maul, there are other patterns that fit the description and mechanics, and would be as easily concealable as your extendable prod without leaving the DH2 rule book. Give it a look and let me know what you think.

The Armoury has a side box called 'A Galaxy Of Guns' or something similar, and it encourages players to come up with interesting names for their weapons. I don't see why you couldn't do this, and just have a normal shock maul with the 'Collapsible' special rule. Basically means it can't be used as a half action unless it's been 'deployed' already, and deployment takes one turn, like reloading most pistols. This could be used for basic type weapons too, for folding stocks on las/auto guns for example.

Edited by ciaphascainfan1990

I framed my request around a specific, listed example of the type of weapon that I am looking for. The goal was a Shock weapon that was not just a heavy metal lump on a stick, which a "maul" is often defined as. Regarding the Shock Maul's fluff, I felt that a differently-shaped Shock Maul would likely have altered stats; clubs and truncheons have many structural differences. I decided that taking a weapon directly from a book was preferable to creating a new weapon. I am not confident in creating new content, instead preferring to take what already exists. The Extendable Shock Baton seemed to fit my needs, as its profile compensated for its reduced mass. Perhaps, instead of asking for something specific, asking what aspects of the Shock Maul can be tweaked would be easier. As I have shared, my utmost priority is changing the Shock Maul 's shape to something more subtle.

Heft tests (and the other temporary Strength-boosting rules) provide bonuses to Strength for specific purposes. Damage is not one of those purposes, and rightfully so. If Heft could increase Grapple damage, then I feel that the natural progression would be that Heft can affect other weapons' damage as well. That should obviously not be the case. I do appreciate your Heft ruling that affects Grapple's secondary success (the first being hit-confirm), but I would prefer to keep Heft from adding damage.

By the by, how will you address true character death, once a character has no more Fate Threshold to burn? Will any measures be taken to avoid premature character death, or are all results final? For example, players who charge in blindly deserve any horrible fates they come across, but what about characters that die anti-climactic/useless deaths like failing a Tech-Use test to set up a bomb properly or dying to a failed Medicae test to address Critical Wounds? This line of questioning is mostly to satisfy my curiosity and set expectations.

Asymptomatic, I get the feeling that you are frustrated with the calls I'm making. I'll repeat what I said to Arkio_Gannys, I'm not trying to keep you down or limit your creativity.

Ting has it right, the rule is on page 149. Read the fluff for Shock Maul. Actually read it. It ranges from "elegant truncheons" to "brutal clubs". Now Google a truncheon. Truncheons, or batons to which they are more often referred, include items like your extendable baton. I'm not telling you that you can't have an extendable baton. I'm telling you to read the rules and interpret them. As I examine that passage myself, I feel that the Orthlack 'Grudge' pattern baton is an unnecessary entry. A reissuing of something that was already broadly covered. You don't have to change the rules for the thing, that the Orthlack includes a detriment does not make it any more appealing to my judgment as I'm sure you hoped it would.

To be more clear, you have a shock maul. Give it whatever shape you want, it is a shock maul and behaves as such.

If my judgment on these matters does not suit your sensibility as a player, that's fair. We should discuss these things in the open if we intend to make this a long term game.

As for Heft, it only applies to carrying/lifting/pushing. Grapple deals with damaging, throwing, and pushing. I see direct correlations. Correlations that I cannot draw to any act utilizing an actual weapon. If you don't want to capitalize on that, or the Bulging Biceps advantage, then that is of course your right as a player.

As for the life of characters, it's my job to tell you a good story, and sometimes make you sweat. That means consequences have to be real, and is in keeping with the grim/gritty nature I've already told you I prefer. If you die, and don't have a hold out plan such as burning a fate point, you die. We'll have a nice ceremony for you, someone will cry. If you wish to continue with the group, we'll work up a new character, something narratively appropriate.

"Frustrated" is not quite the word I would use. If one avenue doesn't pan out, I have other options. I am committed to this pending play-by-post for as long as you'll have me.

I disagree with renaming and revisualizing a Shock Maul if the profile does not change. I believe the Shield's fluff mentions how shields can come in many shapes, but a buckler and full-body shield should not weigh the same 3kg. At least in my mind. The Extendable Shock Baton is not itself a priority, as Oliver is not known for his weapon. If the Shock Maul's profile is set in stone, I will take it as a maul to be true to its stats. As for the Orthlack's limited battery life, I personally preferred it over a weapon with a nebulous operational time and maintenance conditions because I appreciate concrete guidelines.

I will take your Heft rules as you spell them out, though I still disagree on Heft boosting damage. As I mentioned, I would employ Bulging Biceps if it fit Oliver's character, but he is not a muscle man. I motion to end the Heft discussion here as I do not believe we can come to a consensus. I will use Heft as you allow it to be used.

That is the response I expected based on your previous responses. I have characters in the wings if anything permanent happens to Oliver.

As for the Orthlack's limited battery life, I personally preferred it over a weapon with a nebulous operational time and maintenance conditions because I appreciate concrete guidelines.

That would be an excellent time for you to establish those guidelines yourself. What are the maintenance requirements of your maul? What did your precinct require of you, what idiosyncrasies did they have regarding the machine spirit? Tell me, and make it so.

It seems we are near done with your characters. I'd like to give a little more chance for Arkio_Gannys to pitch in if he's still interested. I am still open to more new players, so if you're reading this and would like to give it a go, please chime in. I'd really like to have a minimum of three PCs before we get started.

That would be an excellent time for you to establish those guidelines yourself. What are the maintenance requirements of your maul? What did your precinct require of you, what idiosyncrasies did they have regarding the machine spirit? Tell me, and make it so.

I honestly have no idea how to go about creating such guidelines without examples or rules to follow. I am willing to try making something up, but that may not be what you are looking for.