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

By LeBlanc13, in Dark Heresy

Our psyker has a suicide blade on him. I still think my boltgun would put a faster end to him if the time comes, but it's there as a safety measure.

Ophilia Midkiff said:

Our psyker has a suicide blade on him. I still think my boltgun would put a faster end to him if the time comes, but it's there as a safety measure.

It's a great tool for a Psyker to have a suicide blade on them, but in the event they are possessed, will they be able to execute themselves in time?

I'm pretty sure my GM wouldn't allow him to commit suicide and would instead let us all fight the possessed psyker.

Man, that would stink. TPK, for sure.

I'm almost glad at this point that our Psykers powers are inhibited. If he manifested a daemon right now, we'd all be dead a few rounds of combat. Daggers and makeshift clubs don't help much in that situation.

Now NOw LeBlanc13, you know that I wont commit suicide and the GM knows this. I will turn on all of you lol. And eat your souls! Why all the Psyker hate? Really?

Brother Praetus said:

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=-

Not yet soon though

Ok on the current issue!....../RANTON!

Also I am aware of the minor powers BUT our GM throughout the length of this year has gone to great length to put stuff into scenarios that limit what I can do. Firstly for a year we were getting 400-500 xp for about 3 months worth of role playing? So I said wtf? we got it changed.

Now that I have a Lathe forged force weapon and decent pyrokenesis powers and three attacks with a full action, he's gone and taken that away this scenario. And I cant cast until i get operated on. Even in other games when I cast stuff it mysteriously (space time continuum, warp rift, psy-dampener bu**sh**t) doesn't work half the time and I end roaming the game store bored outta my tree cause my char has no effect on the game at all. Every character at some point in the year has been rolled into the stories or had an effect. I have had none. Well there was the scum as well but hes dropped now. HMM wonder why?

When I support our hand grenade throwing, axe wielding maniac guard player I get scorned for that too. The thing is I am a bit of a glass cannon, I can dish out melee damage just as effective if not more so than our guard player and I can cast it up. But if start taking damage I can get wasted quick...unlike the guardsmen.

Even at other times the GM has rolled the effects of my casting without me doing it. And I was like .....WTF?

Look im all for a challenge but this is getting lame. I had lined out goals for this char and have accomplished them thus far, after a years worth of role-play! I could think of hundreds of other things I could be doing on wed other than being frustrated by a GM that want to play god.

I gm's dnd for a length of time. Let the players dictate action according to story but dont let them have and control everything they want. I get that! But seriously? Maybe the suicide knife would be a good idea.....oh wait that would be gone too. lol.

/rantoff

peace out Loki73

Loki73 said:

Maybe the suicide knife would be a good idea.....oh wait that would be gone too. lol.

Wait! What? Oh crappy-patty, the Psyker does NOT have his mercy blade? We're boned.

Recommendation; next time you get to pick some more minor powers, pick up Call Item if you've not got it already. If we can manage to get your Force Sword back, prep that baby up and pray to He on Holy Terra that you don't get Deus Ex'ed on the manifestation.

On a side note, I wonder how long we've been gone for at this point. Not that we've likely been missed.

-=Brother Praetus=-

Yeah it seems your GM may have some inborn psyker hate, aka he probably is really into the lore. I've noticed when it comes to the game players/gm's that don't mind psykers usually weren't into the lore before playing. Most people into the lore and books have an inborn hatred of psykers that comes from them though its often unfair to someone wanting to play one.

Though if the players get really good gear a psyker gets really out shined. Its hard for even a high rank psyker to out damage someone weilding a melta gun...and the worst that happens with a melta is it overheating for a little bit while there is way worse when a psyker rolls bad.

On the note of taking things away from the players. Taking 'gear' away is one thing but taking away a psykers powers or especially the techpriests augments is another. Taking the guardsmans gun may feel a little to him like removing a limb but ingame shutting down a techpriests mechadendrite is removing a limb, its as much a part of his body now as his 'inferior' flesh limbs physically, emotionally and mentally. A psyker loosing the connection to the warp might actually be a minor relief for a little bit to him/her since many might feel it as a curse they have to deal with, something they might not want forever but If you've had to always have a permanent mental watchfulness to the things in the warp wanting to eat you getting a slight 'break' might actually be slightly enjoyable.

I've always hatted things that 'remove' abilities from players since they are almost alway hurt some players more than others. If the psykers spent 3k xp on powers and talents related to powers taking them from him is way worse than that adept who's spent maybe 500 xp on combat skills. The melee character may agonize over the loss of his prized sword but can still use his skills once he gets a knife or club. The scum probably didn't have much to begin with so might even feel ahead now that the others don't have all that shiny gear that he could never afford.

Its meant to happen that way in tattered fates but its still one of the things I've always hatted to do to groups thats why when I did run it I had that happen to a newer group before they could get too attached to their stuff. That game died off before we even finished it but I plan on running it again and am thinking of starting a fresh group out there in the pit. Hard to do though for a GM with an established group he wants to take through the books, kind of a necessary evil. But their gear has to be somewhere, some might be hard to find but the rare stuff should be able to be tracked down. If you find out who captured you there is a chance you could start a trail of beatings and interogations that could lead you to who offloads the gear from captured people. And something your inquisitor might sanction your doing too since if they can so easily capture his acolytes he might want them removed before they take someone more important.

Loki73 said:

Also I am aware of the minor powers BUT our GM throughout the length of this year has gone to great length to put stuff into scenarios that limit what I can do. Firstly for a year we were getting 400-500 xp for about 3 months worth of role playing? So I said wtf? we got it changed.

Now that I have a Lathe forged force weapon and decent pyrokenesis powers and three attacks with a full action, he's gone and taken that away this scenario. And I cant cast until i get operated on. Even in other games when I cast stuff it mysteriously (space time continuum, warp rift, psy-dampener bu**sh**t) doesn't work half the time and I end roaming the game store bored outta my tree cause my char has no effect on the game at all. Every character at some point in the year has been rolled into the stories or had an effect. I have had none. Well there was the scum as well but hes dropped now. HMM wonder why?

When I support our hand grenade throwing, axe wielding maniac guard player I get scorned for that too. The thing is I am a bit of a glass cannon, I can dish out melee damage just as effective if not more so than our guard player and I can cast it up. But if start taking damage I can get wasted quick...unlike the guardsmen.

Even at other times the GM has rolled the effects of my casting without me doing it. And I was like .....WTF?

Look im all for a challenge but this is getting lame. I had lined out goals for this char and have accomplished them thus far, after a years worth of role-play! I could think of hundreds of other things I could be doing on wed other than being frustrated by a GM that want to play god.

Yeah, I don't think your problem is that psykers are weak... it's that your GM is hell-bent on nerfing you. The above + the incident mentioned where the chaos sorceror just snuffed your attack: your GM doesn't like your career. As a GM, I can kind of understand his problem - psykers are nasty, vicious SOBs who can really ruin the bad guy's day. It can be really annoying when the cool fight scene you had lined up never gets off the ground because the psyker just incinerated every bad guy in the room. But it's no excuse. If he had a problem with it he should have told you before you started playing and disallowed psykers in the campaign. Retroactively crippling your character is just lame.

macd21 said:

Yeah, I don't think your problem is that psykers are weak... it's that your GM is hell-bent on nerfing you. The above + the incident mentioned where the chaos sorceror just snuffed your attack: your GM doesn't like your career. As a GM, I can kind of understand his problem - psykers are nasty, vicious SOBs who can really ruin the bad guy's day. It can be really annoying when the cool fight scene you had lined up never gets off the ground because the psyker just incinerated every bad guy in the room. But it's no excuse. If he had a problem with it he should have told you before you started playing and disallowed psykers in the campaign. Retroactively crippling your character is just lame.

I agree that if the psyker was going to be foiled at all turns, the GM should have just disallowed the career from his game.

We played last night and while our gear was stolen, we've finally scrounged up a few decent items by searching through the underhive we're in. We found a sealed off area and there was burned out mansion. A search of the property found us a good quality bolt pistol, an archeotech laspistol and what looks to be an eldar force weapon. Of course, with our psyker's inhibitor still inside him, he can't channel through the weapon, but we're starting to get some decent stuff to replace what we've lost.

I think overall, our GM is just trying to provide challenges for us. I don't think he's trying to beat or keep our characters down, but it's been seen as more heavy-handed than it needs to be.

When provided feedback about what we do/don't like, our GM is pretty responsive. I'm assuming that as we move along, we'll gain access to other stuff. When I explained that we'd like to hunt down the lathe blade force weapon, he was agreeable to it, and even seemed excited about the prospect of us giving him an adventure idea.

Our GM is well-meaning and tries very hard to make a good game for us. I just think that this particular adventure came at a really bad time for our group. We all just came into our own with some powers and equipment that has given us a huge jump in effectiveness. Losing that so quickly afterwards really hurt some of the players morale-wise.

Over the next few weeks we'll see how things go.

Hang in there Loki! The sword we found may be better than the one you lost.

LeBlanc13 said:

We played last night and while our gear was stolen, we've finally scrounged up a few decent items by searching through the underhive we're in. We found a sealed off area and there was burned out mansion. A search of the property found us a good quality bolt pistol, an archeotech laspistol and what looks to be an eldar force weapon. Of course, with our psyker's inhibitor still inside him, he can't channel through the weapon, but we're starting to get some decent stuff to replace what we've lost.

As far as the ornate sword goes, my Adept was damned certain (2 extra degrees of success) it was not of Xenos manufacture... Of course, given the vellum note we found which seems to be written in some sort of proto-eldar or a cipher utilizing aspects of the language, I cannot be 100% certain. I suspect it came into being somehow as a collaboration. I don't know. The bolt pistol was a nice find; especially since it came with 2 extra magazines. The laspistol is so old as to not be compatible with current charge pack patterns; and the cell is dry.

We really need to get our hands on a multi-tool and some surgical tools to help bring us back up to par... Though with the medkit we found the tech-priest and I can try to extract the inhibitor. I can boast a 70% chance of success; 80% if the tech-priest can assist. I think he beats me by a couple of points, yet.

Oh, and we are now down to one catatonic girl and an IG sergeant for NPC survivors with us.

Brother Praetus said:

LeBlanc13 said:

We played last night and while our gear was stolen, we've finally scrounged up a few decent items by searching through the underhive we're in. We found a sealed off area and there was burned out mansion. A search of the property found us a good quality bolt pistol, an archeotech laspistol and what looks to be an eldar force weapon. Of course, with our psyker's inhibitor still inside him, he can't channel through the weapon, but we're starting to get some decent stuff to replace what we've lost.

As far as the ornate sword goes, my Adept was damned certain (2 extra degrees of success) it was not of Xenos manufacture... Of course, given the vellum note we found which seems to be written in some sort of proto-eldar or a cipher utilizing aspects of the language, I cannot be 100% certain. I suspect it came into being somehow as a collaboration. I don't know. The bolt pistol was a nice find; especially since it came with 2 extra magazines. The laspistol is so old as to not be compatible with current charge pack patterns; and the cell is dry.

We really need to get our hands on a multi-tool and some surgical tools to help bring us back up to par... Though with the medkit we found the tech-priest and I can try to extract the inhibitor. I can boast a 70% chance of success; 80% if the tech-priest can assist. I think he beats me by a couple of points, yet.

Oh, and we are now down to one catatonic girl and an IG sergeant for NPC survivors with us.

Have you located the inhibitor within him?

Graver said:

Have you located the inhibitor within him?

Seems to be at the base of the skull on the back of the neck. Least ways, there's something there. I really want a medical auspex to make sure, but the likelihood that I'll get a chance to go over him with a medscanner is slim.

-=Brother Praetus=-

Brother Praetus said:

Graver said:

Have you located the inhibitor within him?

Seems to be at the base of the skull on the back of the neck. Least ways, there's something there. I really want a medical auspex to make sure, but the likelihood that I'll get a chance to go over him with a medscanner is slim.

-=Brother Praetus=-

You might want to concentrate on getting out of the underive place, then -that'd increase your chances of getting is power back dramaticaly.

I do have to say, with no equipment, it really gives us the opportunity to rethink our character builds. I'm just grateful that my last batch of experience points all went into building up social skills and attributes. I'd be ticked if I'd spent 300 xp to get bolt pistol training and then lost the bolt pistol.

Perhaps now, I can work on my "Mad Bo-staff Skills".

Well its funny cause we spent a better part of year getting crap xp for our sessions. I petitioned the GM, he listened, and we get decent xp now. Maybe im just being paranoid but it does seem that I keep getting the shaft.

Loki73 said:

Well its funny cause we spent a better part of year getting crap xp for our sessions. I petitioned the GM, he listened, and we get decent xp now. Maybe im just being paranoid but it does seem that I keep getting the shaft.

In at least this case, I can assure you, he is simply fallowing the adventure as written, nothing more, nothing less. Besides, if you're playing a psyker, you should have learned long ago that you should carry a tube of lube with you at all times -such is the life (and death, made especially unpleasant when that lube runs dry) of psykers in the Imperium.

Graver said:

In at least this case, I can assure you, he is simply fallowing the adventure as written, nothing more, nothing less.

Actually, no, I don't think he is. If it's Tattered Fates I think the psyker was supposed to be inhibited by drugs that ware off after a short while.

I dunno. Im trying to stay away from the supplement so the surprise isn't ruined.

Ditto. I'm staying away from the deetz!

Loki73 said:

Well its funny cause we spent a better part of year getting crap xp for our sessions. I petitioned the GM, he listened, and we get decent xp now. Maybe im just being paranoid but it does seem that I keep getting the shaft.

@Loki: you may want to play suicidal and come back as another character career. Not to say that psykers aren't cool, but they do seem to be considered broken by most and the rest of our characters really haven't been messed with as much in this campaign. Our GM has been pretty adamant about the Inquisitor career being off limits to us upon Ascension, so maybe we should have done so with the psyker career as well.

To bring everyone up to date, we have finished ransacking the estate we were in and have found some pretty decent equipment in hidden cache's to help us through our trials and tribulations. The guardsman is in Stormtrooper Carapace, we all have a gun and everyone that wanted a melee weapon has one. We found a treasure beyond imagining in the form of a Rogue trader writ. It's most likely revoked, but highly salable.

Anyway, our Tech Priest has his most useful systems reactivated and we found a recharge station with trace amounts of power left. We've charged up some guns and 2 of the 6 of us have armor. The psyker is still without psychic powers, but we hope to remedy that as soon as we can get our hands on a proper med kit.

Things are looking up for the group. Although, we've got a big fight ahead of us it seems.

Looking forward to seeing how we do without all of the flashy equipment.

I wonder if we're going up against a hive gang. It'd be cool to RP a Necromunda style game for a session or two. What I wouldn't give for a double barreled shotgun and an opponent on a cat walk. Loved that game.

Our group is starting the Tattered Fates and I am starting a tech priest. While it was annoying to start off with nothing, I liked it once we started going.

My DM and I are having problems finding the stats and location of the Multi-tool in the adventure and the source book (so we assume that I will have to buy it) so I can repair myself. I would like to get my Mechanicus implants running again, so I don't feel like a part of me is dead.

If someone could point me to which book the Multi-tool is in or page number in campaign book (I don't want any spoilers), that would help alot. Thanks.

Scuicidal? Didnt I just die last week? Stupid anti psker rounds. Total BS. Im thinking about dropping the game all together since I just spen a year wasting my time apperently.

Here is part of the problem, though - the PCs worked for that cool stuff. If the GM simply handed it to them like candy, then they shouldn't have much to say when it is taken away, but if they purchased it with their own money, or got it as part of a difficult mission, then these things are part of the character's history. And, let us face it, gamers like their characters to get cool stuff - especially if it is something you've had your eye on for a long time and finally manage to get it, only to have it taken away later.

This is one of the most frustrating scenarios for me as a player - it makes one feel as though the GM is arbitrarily punishing them because they got their hands on some nifty equipment. Hell, I've had this happen the very session after I got the item of my character's dreams and you just want to yell "BS! Why give it to me then take it away?"

I'm all for reminding characters that they are not their items - for a scenario maybe, but not by boning them when they've done nothing wrong.

Again, it really depends on how hard the characters had to work for their stuff, but I know from personal experience (many times over) this sucks.

As for the Psyker being taken out of commission long term, that too is lame. I can see him being stuck at first, but after the first session the GM should have put something in place so the character could become useful again and play the role he chose when he joined the game. (it is not like psykers are generally useful in combat without their powers - or at least not nearly so useful as almost anyone else)

LeBlanc13 said:

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

Not really. I did wake up in a Dungeon with weapons once, but I was able to fight my way out and call the Cops before it got ugly, so-ooooh! You mean ingame? Right.

Loki73 said:

Suicidal? Didnt I just die last week? Stupid anti psker rounds. Total BS. Im thinking about dropping the game all together since I just spen a year wasting my time apperently.

The original date of my last post was back in March. It seems the thread was recently resurrected.

I did speak with our GM about your psyker's death. In the conversation, he made a valid point. In the library, we were fighting Khorne Warriors (anti-psyker by definition), so normally you would expect them to be packing a surprise for any psykers they came into contact with. I did point out it seems you always get hamstrung in every scenario we fight. He commented that someone going around pyro-nuking everything in their path will generally draw fire from their enemies. I guess that's understandable for that one encounter, but on top of the previous nerfings, I wasn't completely buying into it.

I don't think you've wasted your time and I don't think you should quit.

When you come back with an Arbitrator, like you planned, I don't think there will be any concerns. Plus, you don't start over from rank 1. You come in at the lowest XP level in the group, which isn't bad. You'll still be effective and will have the benefits of planning out your character for the next couple of weeks while your on hiatus. More than likely, you'll also have the best equipment in the group since you'll have a trove of cash to start with at 6th rank.

MKX said:

A4 - In the Dungeons of the Slave Lords, goes down in game-group history as (one of) the biggest arsehole acts demonio.gif

I agree! :P