Woke Up With No Weapons in a Dungeon...has this ever happened to you?

By LeBlanc13, in Dark Heresy

macd21 said:

LeBlanc13 said:

Edit: Oh, and in regards to the fact that Psykers are powerful. Um, not really early on. Minor psyker powers are horrible. The definitely don't outweigh the cost of rolling nines on the casting roll. Now, however we are starting to see some cooler powers coming out and when our psyker uses his lathe blade force sword he rivals our Guardsman wielding his two handed mono-axe.

Depends which ones you pick. The Fear one is broken and can easily turn battles all by itself. Some of the others are pretty great. But most players just take healing and distort vision to keep themselves and the group alive until they get access too more powerful abilities.

It's only broken if your GM doesn't fudge rolls to make things more exciting, which I think happens on a regular basis. Not judging... just making a statement based on my suspicions. Needless to say when that is occurring no power is broken.

So... no rule is ever broken because the GM can change the results of the dice at his whim?

While it's true, I don't buy that as a valid argument. Fear is powerful, but the friendly-fire aspect of it makes up for a lot of it in my mind [of course, with Resistance (Psychic Powers), Mental Fortress and similar Talents, I've come prepared].

As for waking up with no equipment. I wouldn't be thrilled as a player, but I would try to adapt. In the situation at hand, I'd start looking for pieces of broken wood, rocks or anything that might be usable as a weapon until I could get back my lovely Mesh armour (in the form of an Adeptus Administratum Inditor robe).
Of course, playing the adept means that I'd get to hide behind the Cleric, Guardsman and Tech-Priest, all of whom are pretty good combat characters, while me and the (presumably powerless) psyker would hang back and offer "moral support" and "tactical advice"

I've been the victim of fear before. That's why I took the ability to re-roll fear tests.

Harboe said:

As for waking up with no equipment. I wouldn't be thrilled as a player, but I would try to adapt. In the situation at hand, I'd start looking for pieces of broken wood, rocks or anything that might be usable as a weapon until I could get back my lovely Mesh armour (in the form of an Adeptus Administratum Inditor robe).
Of course, playing the adept means that I'd get to hide behind the Cleric, Guardsman and Tech-Priest, all of whom are pretty good combat characters, while me and the (presumably powerless) psyker would hang back and offer "moral support" and "tactical advice"

Was exactly what I did. :) A couple femurs as clubs; some broken bone as a dagger... Was better than nothing. I miss my robes though. I paid a lot to get those modified. Especially the inclusion of the best-craftsmanship mesh cowl so I would have nice Armor 4 all-over robes. At least we have some real weapons now. Armor is mostly still lacking. Oh well, if I can dodge lightning bolts thrown by a chaos-sorcerer then I can dodge a ball, right?

-=Brother Praetus=-

Brother Praetus said:

Oh well, if I can dodge lightning bolts thrown by a chaos-sorcerer then I can dodge a ball, right?

-=Brother Praetus=-

I think that only works with wrenches.

Yeah and add to this I have a V chip in my head so i cant cast. And my precious force weapon is gone. If I dont get ot back im gonna throw myself into the psyker pit as sacrifice to the god emperor! Im in Leblancs group BTW. =)

macd21 said:

That's kind of standard. Psykers are powerful, but have to suffer for it.

Really? cause ive rolled lots of 9's. and you roll more and more as you get more psy rating. IM capped realy for being a temple calix but shoot right now im no better than a combat hobo. I spent the better part of a year of playing on wed nights with minor powers. The most used was healing. He was quite awfull till temple calix.

Loki's most common phenomena: everyone floats off the ground X meters. Hence his profile quote. Most of us (not my Adept) invested in clip harnesses because of it.

Hi Loki, nice of you to join us.

-=Brother Praetus=-

Our psyker's most common phenomenon? Jamming our guns. Hence the team catchphrase: "Frickin' psyker!"

LOL thanks for the welcome. I dont use machine curse often as it makes the tech priest mad. And scince he crafted my lathe forged force weapon of best quality on some stellar rolls. I tend not to cast that.

Welcome to the conversation Loki!

It's good to have the subject of our discussion able to weigh in.

The annoying thing for me is the implant as well. Im basically worse than when I was better, earlier when I sucked! lol.

Loki73 said:

macd21 said:

That's kind of standard. Psykers are powerful, but have to suffer for it.

Really? cause ive rolled lots of 9's. and you roll more and more as you get more psy rating. IM capped realy for being a temple calix but shoot right now im no better than a combat hobo. I spent the better part of a year of playing on wed nights with minor powers. The most used was healing. He was quite awfull till temple calix.

Hint: Get better powers. Even a starting psyker can completely ruin the bad guys day. As soon as they get proper powers they essentially have access to an "I win" button - with the risk of being sucked into the warp do reduce their willingness to use it. The pyromancer in my Tuesday game has lots of fun incinerating anybody who looks at him funny.

Admittedly it's better not to rely on your powers for everything, but it isn't hard to get decent ability with a back up weapon. Our pyromancer likes to use a flamer - means he doesn't need to up his BS.

macd21 said:

Hint: Get better powers. Even a starting psyker can completely ruin the bad guys day. As soon as they get proper powers they essentially have access to an "I win" button - with the risk of being sucked into the warp do reduce their willingness to use it. The pyromancer in my Tuesday game has lots of fun incinerating anybody who looks at him funny.

Admittedly it's better not to rely on your powers for everything, but it isn't hard to get decent ability with a back up weapon. Our pyromancer likes to use a flamer - means he doesn't need to up his BS.

What powers to you recommend? At this point he still only has access to minor Psyker powers.

Additionally, I spoke with my GM this weekend and he hinted that our equipment was GONE! I jokingly told him if he really did that in game, the player of the psyker would jump across the table, pull out a knife and repeatedly stab him while the rest of us either watched or held him down......he laughed.

I recommended that he at least allow us to try to track down some of the missing gear, specifically the Lathe Blade Force Weapon. Our whole group would be down for a mission to retrieve a weapon of such quality for our friend. Plus, it gives the GM more fodder for storytelling.

Hopefully, he picks up on my words of wisdom.

As for the rest of us... Looks like it's time to build up our list of desirable items again.

Definitely a-go on the Lathe Blade rescue IMHO. It works from a mechanical point, of getting the whole group together to help their friend (whether for selfish reasons of protection by a psyker or for selfless friendship) and easily feeds followups to the GM. From a storytelling point, and even a fluff-point, weapons like that don;t simply 'go missing' like a batch of autoguns. The lathing alone is several thousand throne gelt. That's as much as a power weapon. Do power weapons simply 'go missing' (nevermind the fact that one of ours actually did :S )?

Even an inquisitor would probably want to see the weapon back in the hands of their acolyte, whether for their own good or denying the resource to an enemy. If the party gets a lead on their weapon (especially as they're likely to do this solo since their inquisitor probably doesn't know where in the warp they are right now), they get to track it down, the GM gets a cool plot hook along with everything that entails. Everyone wins as far as I'm concerned. That doesn't happen enough in RPGs from what I've seen.

As for the psychic powers, one that comes to mind immediately is Spasm. That power is brutal for quickly equalising combats against multiple opponents. Scared of that big guy with the boltgun? Now laugh as he falls over and shoots his mate in the process.

Other powers that come to mind while scanning the rulebook...

Deja Vue, Distort Vision, and Fearful Aura literally screw with whatever encounter presents itself.

Healer and Staunch Bleeding are pretty much mandatory for any psyker filling in for a medic (and even then, most of the ones not filling in too).

Sense Presence is my own personal GMing bane. I've lost count of the amount of times I've had a well-planned ambush thwarted by the psyker sensing all the hostiles. It's not too hard to work around or against, but if they pull it off without a hitch the acolytes gain a lot of knowledge of just who's around the place.

I've also found powers like Forget Me to be good for a re-attempt at a bad social encounter with someone disposable/expendable, or someone you really can't care about a long-term relationship with.

All of the other powers I've found to be, at worst, situational, and at best, God-Emperor-damned lifesaving when used creatively (our psyker Touch of Madness'ing guards to help 'coerce' them to let us through, for example).

Definitely a-go on the Lathe Blade rescue IMHO.

+1

As for the psychic powers, one that comes to mind immediately is Spasm.

Yes. A simple but effective Minor power, definitely take it.

Deja Vue, Distort Vision, and Fearful Aura literally screw with whatever encounter presents itself.

Fearfull Aura can be bit problematic since it affects everybody who sees you, friend or foe. Hitting your allies with WP test versus Fear 2+ is not nice.

Healer and Staunch Bleeding are pretty much mandatory for any psyker filling in for a medic (and even then, most of the ones not filling in too).

Agreed. Every Psyker should have these Minor powers, period.

Sense Presence is my own personal GMing bane.

Definitely worth taking. Just remember its limits: the info is vague and general. It won´t tell you if the presences are hostile or not, how they are equipped or even if they are awake.

Up until recently, Loki was limited to only what was in the Corebook, if I recall correctly. It wasn't until the XP spends prior to our beginning our last mission was he allowed access to some of the other stuff. Fearful Aura is awesome for effecting not just your enemies; who are likely crazy enough that they ignore it, but also your allies; who are likely not quite crazy enough to ignore it. That whole "you become a source of dread for anyone who looks upon you," kind of includes your friends. Otherwise, precede it with Inspiring Aura and you should be good.

Personally, for offensive minors out of the Core, I like Fearful Aura, Flash Bang, Inflict Pain, Spasm, and Touch of Madness. The first two are somewhat more situational than the others being that they are less discriminating and double-edged. From DotDG it's hard to pass up Open Wounds.

@LeBlanc13, actually, Loki picked up Pyrokinesis at rank 4/psy 3. He currently has; at the very least, Fire Bolt and Holocaust in his repertoire of major/discipline psy-powers that I've heard him mention out of character. We've seen him use Fire Bolt in the fight with the Sorcerer of Tzeentch and those other Chaos spawn; the sorcerer caught it in his hand and dissipated it harmlessly. preocupado.gif It was then that he decided to attack "Tentacle Tom" the mutant in melee.

-=Brother Praetus=-

I dont think I have holocaust yet.

Loki73 said:

I dont think I have holocaust yet.

Fire Storm then? It was one of the AoE powers, I thought. I know you want(ed) Holocaust, thought you took it already.

-=Brother Praetus=-

Wouldn't surprise me on Firestorm. That's the 12m circle of death. I still remember the time we thought we were being watched from inside a dark cavernous room. The psyker lit the entire place up and utterly killed whatever was in there.

To this day I still have no idea what it was we killed.

Also, on the subject of Fearful Aura. Your party'll get over it, especially if the enemy party becomes entirely incapacitated by it. Besides, sooner or later you'll gift them without enough IPs that it becomes a moot issue :P

The Hobo Hunter said:

Also, on the subject of Fearful Aura. Your party'll get over it, especially if the enemy party becomes entirely incapacitated by it. Besides, sooner or later you'll gift them without enough IPs that it becomes a moot issue :P

The few times I have witnessed a PC Psyker use Fearful Aura the results have always went something like this:

- *I`Ä! I`Ä! Cthulhu Fftagn!* ( Psyker casts FA )

- About half of his allies start drooling or run away ( most likely the "tanks" of the party )

- About half the Bad Guys do the same

- The psyker is faced with the surviving ( heavily armed ) pissed Bad Guys. Who now know that he is a Psyker and as such a Primary Target.

A Psyker giving free "gifts" of IP to his allies will run out of friends fast. Nobody wants extra IP ( or CP ). In one old campaign all the other characters made it clear to the Psyker that if he pulled this kind crap again, they would administer the Emperors Mercy to him. Its bad enough when Psykers cause IP/CP damage on their allies involuntarily.

Aajav-Khan said:

In one old campaign all the other characters made it clear to the Psyker that if he pulled this kind crap again, they would administer the Emperors Mercy to him. Its bad enough when Psykers cause IP/CP damage on their allies involuntarily.

Executing a psyker is an expensive action from an inquisitor's perspective. Psykers are rare, and valuable, tools of the Imperium when utilised well. They don't crop up too often, they don't always survive the soul-binding, and the survvors don't always suit their master's needs. They aren't as common as the ability to choose to play one suggests.

You don't break a boltgun just because it jams, for instance.

Obviously, one can argue that the psyker wasn't doing its job well enough and had to be 'put down', (Your tool is broken, we need a new one) but it's kinda hard to argue with your inquisitor who just lost a tool possibly more valuable than the rest of the cell simply due to 'personal squabbles'. Acolytes should probably keep that in mind when threatening one with execution.

Hobo, Imperial Psykers don't undergo soul binding. They are supposed to be the ones strong enough to not require it. But, yes, the Sanctioned Imperial Psyker is one of the rarest breed of Psykers out there. More akin in potential to a Primaris than the Battle Psykers honestly. At least, that's my thought.

-=Brother Praetus=-

The Hobo Hunter said:

Aajav-Khan said:

In one old campaign all the other characters made it clear to the Psyker that if he pulled this kind crap again, they would administer the Emperors Mercy to him. Its bad enough when Psykers cause IP/CP damage on their allies involuntarily.

Executing a psyker is an expensive action from an inquisitor's perspective. Psykers are rare, and valuable, tools of the Imperium when utilised well. They don't crop up too often, they don't always survive the soul-binding, and the survvors don't always suit their master's needs. They aren't as common as the ability to choose to play one suggests.

You don't break a boltgun just because it jams, for instance.

Obviously, one can argue that the psyker wasn't doing its job well enough and had to be 'put down', (Your tool is broken, we need a new one) but it's kinda hard to argue with your inquisitor who just lost a tool possibly more valuable than the rest of the cell simply due to 'personal squabbles'. Acolytes should probably keep that in mind when threatening one with execution.

But if you're smart, you will if it starts corrupting you or driving you mad. ;-)

Besides, barring spam-healing, why would a psyker be more valuable then any other tool tat an inquisitor can get? What can a sanctioned psyker do that can't be done by other means?

Graver said:

Obviously, one can argue that the psyker wasn't doing its job well enough and had to be 'put down', (Your tool is broken, we need a new one) but it's kinda hard to argue with your inquisitor who just lost a tool possibly more valuable than the rest of the cell simply due to 'personal squabbles'. Acolytes should probably keep that in mind when threatening one with execution.

But if you're smart, you will if it starts corrupting you or driving you mad. ;-)

A Psyker who regularly causes this kind of disruption to his own cell is dangerous, pure and simple. You can´t make reliable plans when they go down the toilet the first moment the Psyker flips on his "Great Old One" show.

And remember, you don´t need extra reasons to threaten a Psyker with execution. Its SOP in the Imperium. If a Psyker starts babbling,drooling ( more than usual ) and talking in languages the correct reaction is not to ask "is something wrong" but to ready your bolt pistol. Normally you just don´t have to be explicit about it.