Hello im a slightly new gm, I have run Dark Heresy a couple times now. I have been into 40k for the past 8 or so years now so i have a wealth of knowledge in the universe. A kid in my new group starting up, wants to run a pariah guardsman. The inquisitor im using is Ordo Xenos. My question to those slightly more experienced with running, is how should i have the other players deal with him aswell as NPCS. I know about the Pariah gene and how it makes others hate those with it without them knowing why. I just want some more pointers on how i should pose challenges to his character with his power that has its positives/negatives. Thanks
Letting a Pariah/Null whatever you refer to them as in a Dark Heresy game
They are usually called "Untouchables" in DH . Their stats are in The Radical's Handbook : it is a starting package that costs 400 xp (in other words, all of a new character's initial xp). I don't have any experience using one in my campaign, but I think they would be an interesting addition to a game. They have some cool advantages, ones that make the character useful to have around, even if the other characters don't personally "like" him. Potentially an interesting dynamic.
Thanks man ill check it out
One of the big things you have to remember when it comes to untouchables in your game. Enjoy the fact that if you have any and I mean ANY psykers or sorcerors wont be able to target him with spells. He will be immune to several things and people are going to not like him very much due to his nature. What you and the player should discuss is how his gift takes form. I have seen one where his gift was an oval around him instead of a plain circle. You will also get very good at multi-targeting with psykers so they can target things around the untouchable and not him. That is what makes it fun.
While I personally love untouchables and anything related to them to bits I will never allow any of my players to play as one, it is simply to powerful. it puts even the strongest of psykers nearly completely out of the game and is deadly against daemons as well and is immune to the effect of daemon- and force weapons. Added to that some of the deadliest adversaries in my game is psykers and their fear-factor and danger would be completely stripped away by the pressence of an untouhcable.
If using an untouchable in your game I would advise either using psyker that can rely on other things that their power or simply limit the use of psykers for when you want the player to shine. since daemons are so naturally dangerous it should not breake the game to have an untouchable in battle with them.
DrgnScorpion said:
What you and the player should discuss is how his gift takes form. I have seen one where his gift was an oval around him instead of a plain circle.
Where does that come from? both the fluff indicates and the rules explicitly states that that the aura of an untouchable works eqally strong in all directions and as such would always form a buble of effect.
How powerful they are depends on how much you use psykers and warp phenomena. I have found they have a greater impact on the group dynamic than on gameplay.
As a player:
I am currently playing an untouchable in a DH game. His ability has only recently reared it's head, and none of the party realized it. He unknowingly suppressed a daemon possessed bolt pistol and is now thinking that it would be a very fashionable addition to his wardrobe. Baby skull, teeth, and human child's face flesh holster and all.
From a game perspective, no one in the cell really likes him. He is useful and does what is needed but he really has no friends within the cell. It's an interesting dynamic of respect for his skills but severe dislike of him. The character doesn't help his cause due to his attitude and the way he treats others, he views everyone as a servant to one degree or another. Verbal threats have been made between him and other characters and the rest of the cell is of the mind he is the first choice to be sacrificed for the mission if things come to that.
The Character is a Noble/Tainted Blood of Malfi, Untouchable, Assassin. Even without the Untouchable trait he is a fairly unlikeable sort.
Thank you guys for all of your advice. I do intend to, running an ordo xenos inquisitor, have the group fight xenos psykers at one point. What race it might be will depend but the psyker will have his retinue and his own xenos self that will be a challenge to the untouchable himself.
Blanks are one of my favorite character types, mostly because I always like to have some vaunted, possibly unfair super power that sets me apart from the other players, and have the skill to write backstory to convince my GM's to let it fly. If you don't happen to have the book, and I would've sworn it was Disciples of the Dark Gods (that's why I ordered the book), you might try this different variant , found on another thread of this site. My only real complaint about it is that the author has it as free, which makes me shake my head, considering how powerful it is. If you read, like it, and want to use it, I have a few suggestions to make it better, if you have interest, but if you have access to whichever book its published officially in, that's probably the better way to go. One thought I liked was Void Born Null. Then you can have a built in mechanic for social ineptitude that most Untouchables are meant to have. Maybe the official package covers it, but the linked version has no real drawbacks, so giving the player a variant of Ill-Omened, maybe toward everyone, and/or maybe -10 penalty, it can help balance things out.
If you get to use it, make sure to wave at the Farseer and her Warlocks, as they cuss that they can't affect you with their high-level awesomeness. It would also be funny if it flipped the Ork Waagh! the bird, and caused much of their gear, which only works most of the time because so many of them believe it does, to fail or detonate, just for dramatic effect. Orky an Nid psychic cheese might be too different, though, or something.
Simple with the Null, as people have stated above, people hate them. I play a schola progneium null abritrator, and my charecters father is a choas sorcerer(long story), so only his powers can hurt my charecter. Also throw this in, eldar will be trying to kill him at every turn! Eldar fear Nulls because if Necrons get their hands on them, guess what, a brank spanken new Pariah. It does not matter if its a farseer, the farseer will come up to the null and start chocking him/her to death if neccessary. Also throw in the Fun Lovable..wait I was reading that wrong..Necrons. Necrons will houndthat player no matter waht, through the darkest sewer and imperial churchs
well, with nulls i like to have them as others have said, be truly alone, even the mutants are a better friend than they are, especially to psykers, have the party and the inquisitor both treat the null with a begruding respect, do NOT i repeat do not let the other players in character (out of character is fine) feel that the null is a great friend (one of my players did this because he hates psykers) the null should be a social parahia, he should cause some bad checks when the party interacts with other people, he should also be a closet force (he comes out only when really necessary). as for dealing with him, definitally have regular xeno forces for him to fight, they will be difficult compared to the psykers for him..otherwise listen to everyone else, some great suggestions have already been given, i merely hope to provide story wise impacts not gaming structure ones.
I got bored, and then was reading this thread, again, and I came up with something fun, at least to me. If I ever decided to play a character, and he was going to be a Blank, this is a bit of the build I would run, assuming my abilities to get any character okayed carried through, and I was allowed to play a Null, at all.
Calan – Unseen Hand
WS:
26 |
BS:
35 |
S:
20 |
T:
26 |
Ag:
47 |
Int:
30 |
Per:
34 |
WP:
33 |
Fel:
17 [33]*
* - This reflects his original Fellowship, before the Untouchable trait halved it. This way, I can keep track for increases.
Movement:
4/8/129/24
Wounds:
13
Fate Points:
3
Insanity Points:
3
Corruption Points:
0
Influence:
0
Skills:
Awareness (Per) +10, Blather (Fel), Common Lore (Imperium) (Int), Common Lore (Underworld) (Int), Concealment (Ag), Dodge (Ag), Deceive (Fel), Sleight of Hand (Ag), Speak Language (Hive Dialect) (Int), Speak Language (Low Gothic) (Int).
Talents:
Ambidextrous, Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (SP), Quick Draw, Unremarkable.
Traits:
Accustomed to Crowds, Caves of Steel, Hivebound, Untouchable (
DotDG, p.28
), Wary
Armour:
Flak greatcoat (Arms, Body, 4).
Weapons:
2 stub revolvers (Pistol; 30m, S/--/--, 1d10+3 I, Pen 0, Clip 6, Rld 2 Full, Reliable), 2 mono-knives (Melee/Thrown; 3m, 1d5+2 R, Pen 2).
Gear:
4 SP clips, clothing, modified null blocker**, filtration plugs.
** - This exorbitantly expensive relic is given to Calan on the understanding that his life ends if it is lost; even a Blank is not worth so much. The null-blocker works as in Ascension (p, 145, Good quality, PR 60 vs. psychic powers), but since Galan already is a Null, it has been modified to amplify so that he can amplify its range, extending out as a circle with a 5m radius, allowing Calan to shield his erstwhile allies.
History:
Calan was born in the lower parts of Malfi, to a family already well on its way to destruction. His father was a criminal, shot dead in some nameless fight against rival gangers, and his mother never got over the loss, or rebounded to support her family. At some point, Calan ran away from home, and began to live on the streets. No matter where he went, however, everyone hated him, and acted out violently against him. This made growing up difficult, to say the least. Where he lacked in people skills, though, Calan made up for in the arts of thievery. His ability to go unnoticed were impressive, and people who didn't notice him didn't try to beat him up.
It was on a day of thieving that Calan finally bit off more than he could chew. Stealing is a crime few show mercy for, but stealing from an Inquisitor, now that's a good way to end up disappearing. If Inquisitor von Brent hadn't been eating with his Astropath, waiting for a communique, he might not have known there was anything worth keeping about the young man. When he found out he had a Blank in his presence, he couldn't possibly give up the chance to keep him. It turned out to be a good deal for Calan, too. Von Brent was a rare man, able to look past the null field Calan emanated, in fact explaining the phenomenon to Calan, shedding light on his condition, and he could make others put up with Calan, too, as well as use his position to let Calan get away with a few things, here and there, to keep his skills sharp.
Personality: Growing up near the bottom of Malfi would be a hard life for anyone, but for Calan, it proved to be even worse. Being hated isn't necessarily so bad, so long as you know WHY everyone hates you, but when it just seems to happen because you're there, it can have a troubling impact on one's development. To that end, Calan developed skills to survive, stealing what he needed, hiding when he needed, and learning to blend in with the crowd, after the fact at least. In his mind, if no one wants him around, that's fine; they'll never even know he was there.
Calan isn't really a bad guy, but he has trouble getting along, and the feeling is always mutual. Now he understands the source of some of this problem, but he still resents everyone else for the ease of a life he feels they have had. As for everyone else, his cohorts work with him because their Inquisitor tells them to, and they are obligated to protect him, when he isn't sneaking off to steal something, seeing as their Master will not likely find another Blank.
Appearance:
Calan isn't much to look at, but that's partly intentional; his Master, whom he gets all of his cool stuff from, wants envoys who are unobtrusive, and able to go unnoticed; something Calan has down to an art form. Also, when everyone seems to hate you, it stands to reason you don't need to try and impress them, especially when you figure they can't like you, because you are emanating a "stink" no shower or cologne can mask. Calan has sandy, short hair, kept a bit unruly. He has the harrowed eyes of one often looking over his shoulder, waiting for the next attack, and even when relaxed, they are a lifeless shade of gray. His skin is pale, from a long time hiding under things, out of the light. He wears clothes that are in okay shape, but his favorite article is a nice, long coat he "found" when he was picking over a battlefield once; he figured the beheaded Commissar wouldn't come back for it, and even without all the badges, insignia, and blood, it's a nice coat.
Purpose:
OoC, I wanted to build a Blank, and thought I could make a bottom-of-the-city rogue out of him. Once you get past the fact that his charisma is lower than an Ork's Ballistic Skill, it can work. Calan has learned hard lessons, and his skill set reflects it. Still, practically any Ordo Hereticus Inquisitor would give his rosette for a true Untouchable, even one so raw and unlikeable as this. He's bribed Calan with some cool toys, and someday, Calan could go on to be a very capable aide to his Master, and his missions. Also, I love to play characters who have a power they aren't supposed to, after I come up with the story to back it up. This one could be very fun, if I ever need to use him, and it was a quick build, though built as a Player Character (100 XP away from Rank 3). I'd say it's pretty neat for a spur of the moment character build. In game, Calan can serve several roles. Of course, being a Blank makes him very useful against enemy psykers, sorcerers, and Daemons, while his modified field allows him to even protect his comrades. He's also okay in a fight, and very good at acquiring things the sneaky way, or avoiding being seen.
I am, of course, very interested in any input others would care to give.
The only time I ever let someone play an untouchable was when they were new to the game and had no idea what it meant. I didn't tell them what it did, and didn't inform the other party members about it.
GM (me): "Alright, so, once you're done rolling stats and getting your initial talents and skills, there is an option that you can buy with your first 400 xp called a background package.... Want to play an untouchable?"
Player 1: "Sure, whats that?"
GM: "Don't worry about it, it'll be fun, its 400 xp though. It means you're the pinnacle of being unsociable, but has some very useful benefits"
Player 1: "Ok..."
Acernis Taine said:
While I personally love untouchables and anything related to them to bits I will never allow any of my players to play as one, it is simply to powerful. it puts even the strongest of psykers nearly completely out of the game and is deadly against daemons as well and is immune to the effect of daemon- and force weapons. Added to that some of the deadliest adversaries in my game is psykers and their fear-factor and danger would be completely stripped away by the pressence of an untouchable.
Yep, totally agree, it is way beyond any other power, and you get it for what? A paltry 400xp
On top of that there is the rather depressing reality for the character that EVERYBODY dislikes you to the point of not wanting to even be in the same room, and no matter how hard you try you cannot convince anyone to even hang out let alone actually like you. You will not have a lot of role playing possibilities because you will not have much of a personality; those take personal interaction to develop, and a null would be totallly starved for interaction.
I think a null would be a very sad and lonely tradgedy with no solution*; and most definitely not invited to my house.
*Taking this concept of isolation further, one could suggest that a Null would likely be either suicidal or psychotic. Some RP opportunities there I guess.
One would almost think that some intelligent, enemy source would find a way to use that, even though Blanks are SO rare. When you have a subject who is universally despised, and hated, for no reason they caused, and with no way to get around it, something always finds a way to take advantage of Peoples' shortcomings, and the need everyone has to be accepted, and make use of that skill set. ( "What, people hate you because you are a Mutant? Well, I'm a Mutant, familiar with those feelings of hate, and I want you to come with me. In the Brotherhood, you will find acceptance, and purpose, and all you need do is follow my orders, and serve as a mutant terrorist." ) I know Daemons and their Cults are sort of dependent on the Warp, but you would think Khorne's hatred of psychics and sorcerers would make him find some way to use them. On the Xenos side, maybe Tau wouldn't be put off, having such little presence in the Warp themselves, and this would be another beaten down, repressed individual to which the Greater Good might look very appealing. It might also help the Tau, who otherwise cannot combat psykers effectively, since they have none (unless that's how Ethereals do it). Getting turned into a Pariah, and able to kill everyone who ever hated you, almost seems worth it, or somehow getting to Ascension, and making a Career Path for Culexus Assassin.
Overall, I still like Untouchables, and would still be interested in playing one, but yeah, they do definitely present a few challenges in playing, for the GM (enemies), themselves (party problems), and everyone else (a combination of these two). In our home brew game, we had to cheat. Draco, an NPC Null in the service of our Master had the same effect on us, and we were Space Marines. Mine was especially bothered, being a GK. We found out that Draco had a gizmo, however, called a Limiter, that somehow modulated/absorbed the field, so that much of its effect could be shut off, when needed, seeing as Draco was supposed to advise, and be a bodyguard, and this was tricky with a psyker Inquisitor employer who made use of astropathic communication. It isn't convenient to have to tell your very rare, hard-to-replace Null bodyguard to go away down the street, so that you can take a call. So, Draco could flip a switch, and not suppress psychic activity. Of course, we got hit by such activity once, and he later got sniped in the head, and barely survived. Still, it was useful, and made some bit of sense, even if most GMs wouldn't go for it.
Your GM described it as a field you say? Interesting, I see it as an intrinsic LACK of something in the person. Somewhere it is described as a lack of connection to the warp, which I see as the 40k version of not having a soul. Truely a Pariah.
Following from what you've said Venkalos, I could see such an individual being easy prey for Demons, especially Slannesh or Khorne (strong emotions of desire or anger). Even if they have no direct access to the pariah, they are fully able to tempt them in other ways and I think the pariah with so little social experience , and being in such a marginalised situation might jump at a chance to feel normal, even if the 'ladies' showing him so much 'attention' are actually mind controlled slaves (aaahhh Mr Null, I bet you thought you were pretty much immune to corruption didn't you? Heh heh heh... roll 2d10.)
Side note:
Psykers can heal. It's incredibly useful and one of the few ways to heal "quickly" in the game. An untouchable is not going to take psyker healing. At all.
So yeah, while the untouchable can't be geeked by psykers, he can't be healed/maintained by the psyker.
I'm just gonna throw in my support for you playing with the Ordo Xenos! Good choice and good hunting!
Thanks once again everyone for your input I have currently figured out most of my house rulings on my players null character. I will be posting them later once I get them all sorted out.