Kroot who is always invisible problem

By Dark Bunny Lord, in Rogue Trader Gamemasters

I don't think it's been said but..a simple aupex could help detect him; then it's auto fire/flamer/grenade in the general direction of the movement.

Slaanesh cult.

No seriously. It's that simple, and VERY flexible in how much you want to punish him. Noise Marines are all changed by the warp with a similar mutation - a crazy sensitive sense of hearing. Hearing becomes the only sense they care about. They can tell even the smallest changes in pitch. They LIVE for sound.

It isn't too insane to think that there is a "Cult of The Blissful Cacophony" of some such - a group of cultists who all live to experience sound. maybe former musicians, the blind, etc would be great for this. Keep them all mostly normal, but give them MASSIVE boosts to hearing, maybe at the expense of another sense. They have to ritually pluck out thir eyes or something, but in exchange they can hear the heartbeat of a butterfly at 50 yards.

Suddenly camo means nothing as sight is no longer the sense being used.

That, or just have a navigator/psyker. They can see/feel the kroots warp-presence.

Sonar would also pick him up.

Plenty of viable options. Go wild, be creative, and nail him to the wall, then give him some way out that DOESNT involve his camo perhaps with a nice little reward for doing so - the incentive will allow him to ponder the possibility that perhaps there is more than one way to approach a problem.

Dark Bunny Lord said:

Ok so I'm running a game of Rogue Trader with a Kroot Explorer and I've begun to get a tad bit at a loss for how to deal with his concealment.

He has the "Stalker" Kindred meaning he can make concealment checks as a free action and while being observed. He has unnatural agility, +20 Concealment, another +20 from a chameleon cloak, and a +10 from field craft giving him a total of about 96 and with the unnatural agility it means even if he rolls as high as a 96 he still has 2 degree's of success (though considering averages he tends to have 6 degree's of success).

This makes him **** nigh unspottable by anything and he abuses the living **** out of it (even out of combat he's almost always walking around concealed) considering he can fire from concealment (which I tell my playres reveals themselves) and then as a free action just hop back into it before the enemy ever gets to fire back. I don't know how to deal with this without doing one of two things:

1. Making an enemy with ungodly perception which just seems cheaps as a GM since as a player I can understand how you don't want your talents nullified just because the GM is annoyed (I just don't want him nigh invincible)

or

2. Have an enemy do a ready aciton single shot for as soon as he reveals himself (which again considering his high agility is usually pointless since he also has dodge +20, not to mention having to deal with the other hard hitters that can usually kill most whatever I through at them in no more than a few rounds).

So, thoughts on defeating just one more tad bit of munckining in my players party? I don't want to make it useless, just not make him feel **** nigh retarded invincible.

Note: One other question, concealment normally has to be used behind cover or something else that's obscuring correct? So does this apply to the kroot even though he has the Stalker ability? I know it says he can do concealment while observed but does this mean he can just do it out in the open (as we've been ruling) or does it mean he can simply duck behind a box while being observed but requires that box (or some other cover) to be there?

My thoughts on the matter:

- Maybe have the explorers go up against a blind xenos species that relies on smell instead of sight. (*sniff sniff* "There he is!")

- Once they start getting on in their careers throw more clever advesaries at them. A rival rogue trader house for example would have troops with personal auspex to track life forms and flamers to torch areas they are suspicious of.

- Keep having the players and NPCs remind him of what a cowardly xenos he's being. Any proper rogue trader senior crewman would have the courage to face his enemy out in the open.

- Let him do his thing. In my last rogue trader game I had a player who became a sniper and would always be a good distance away from any fight with his cloaking field up. He sniped a couple major npcs and got under my skin at times, but he didn't make a HUGE difference in combat in general. He had fun with it and so did my other players so I let it slide.

I got one simple idea that will solve your problem. In INQUISITOR the PDF special forces the ENFORCERS had the ability to get a Cyber-Mastiv that had the same keen senses(and even better modified by cybernetic air analysis gizmos) as dog, and bite with metal jaw or shoot with las weapons(dependet on model and modifications).

Thus no matter who will the cowardly Kroot facing, such dogies can be outfited to Imperial Enemies, other RT crews, or mercenary groups after lockating their prey they would send and update his signature to targeters or some binoculars, which would give a "Shoothy Kroothy".

You would have to create only a profile for the Cyber-Mastiv. If don't know what to put in it I have few ideas of my own that i could share.

Paint grenades on full auto. Works like a charm! Make the pain slightly radio active and the enemy could trace him really easy. But only use this if the enemy know the RT have a extreme sneak in his party

If I had a pet chamelon and I put him in a little tuxedo - he could not hide anymore, neither could any creature dressed in a tuxedo that chemically alters their skin to blend in. If I put my chamelon in some military fatigues designed for the environment, he would be as easy or as hard to spot as anyone else wearing the same clothes. Now, if you have an intelligent creature with a special gift for sneaking and a keen understanding of their natural abilities, I would do what was alreadys suggest be George: limited armour and custom gear.

If your opponent is aware you have a Kroot stalker in your crew, flamers and blast weapons would be something appropriate to equip. Improvised weapons - designed to not damage, but reveal a hidden enemy (throwing up mud, sand, dirt, pointed lights, paint, flour, water, etc) would be employed otherwise: especially if manpower isn't an issue (some people dedicate their turn to reveal, others spot and everyone else shoots).

Citizen Philip said:

If I had a pet chamelon and I put him in a little tuxedo - he could not hide anymore, neither could any creature dressed in a tuxedo that chemically alters their skin to blend in. If I put my chamelon in some military fatigues designed for the environment, he would be as easy or as hard to spot as anyone else wearing the same clothes. Now, if you have an intelligent creature with a special gift for sneaking and a keen understanding of their natural abilities, I would do what was alreadys suggest be George: limited armour and custom gear.

I HAVE had several pet chameleons. At the risk of sounding egotistical (not my intent at all), I'm a bit of an expert when it comes to exotic animals. I'm going to throw a little biology into the discussion. Natural camoflague, even as phenominal as a chameleon's, does not make an animal invisible like a Predator. A chameleon can blend into the background with surprising speed & efficiency. That being said, it is not too difficult for an intelligent creature to keep tabs on a blending chameleon. If they are distracted & look away, even for a second, it can be difficult for the eye to find it again. I would give the kroot watcher a bonus on perception to keep an eye on him, unless sufficiently distracted. If the kroot starts out concealed, he should not get his full bonus unless he is standing still or moving at a snail's pace. A chameleon's camoflague is not just color, but movement as well. They move very slowly & deliberately, skaking to mimic wind-blown foliage. Their color does not "flow" as they move, so rapid movement would spoil the effect. The Stalker camo effect could arguably work better than this, but even an octopus (one of the best blenders in nature) really can't move without being spotted. Think of more mundane concealment. If you are looking in to a dark room, someone hiding there will probably go unseen. What if they try to creep across the room? You probably won't see them well, but still be able to see something moving. Any fast movement or combat should effectively negate the concealment, unless the kroot is in the distance, acting as a sniper. Imposing these realistic limitations should go a long way toward balancing the situation. Even if you stack the bonus with the cloak, I think that being able to walk around "invisibly" is a bit much. Anyway, those are my thoughts. Agree, disagree, whatever. gui%C3%B1o.gif

do note, those kroot natural abilities are hindered by wearing armour- that is their cost. anything better than kroot leathers nope no bonuses

I'd chime in with "If you want to hide out in the open then no heavy armor or equipment not modified to be equally concealable (camoline etc). Otherwise you need something to hide behind."

I'd also like to mention that Stalker makes no mention of Shadowing, which is the skill you use while hiding on the move. So if your Kroot is moving around then they can't benefit from Stalker.

Otherwise let him go nuts. It's a good build, but as always there's a cost.

If limited to 3 points of armor and without the unnatural toughness Orks get your Kroot is going to be fairly fragile. That means anyone with an auto-weapon that sprays the area or lobs a grenade into a shot came from has a chance to deal a pretty big hit. Don't go out of your way to punish him by having people with abilities that specifically target him show up at random unless they have some reason to know ahead of time there's some super-assassin they might have to face. If the opponent's done a little research or his fame has spread and they know there's a possibility then go ahead and add a couple flamethrowers to go spy checking and hire on a psyker.

EDIT: Oh ok, just realized Lohandria pulled some thread necromancy on a thread from 2011. Guess my advice comes a little late then. Meh, whatever.

Edited by Spatulaodoom

oops srry didnt realize i necro'd the thread sorry ^^

Problem character? Talk to the player. Tell them they are making the game less fun for everyone else. When they don't see reason (those types rarely do) wait a few sessions and throw the opponent at them that takes advantage of their Achilles heal, in this case use a psyker, maybe an Astropath. Said psyker isn't affected by the visible spectrum (at least not an Astropath). Kill the character and never again allow that type of character into one of your games. I've GMed for over 4 decades now and only had to do this twice. Be fair. Do it by the rules. Be firm. Don't reverse engineer the encounter later after problem player swears they won't do it again (they usually do this). Problem solved. Lesson learned. Go forward.

Pretty sure the lesson was already learned back in 2011.

I must admit, when I first GMed I had a similar problem with a stealth munchkin. They kinda broke the game for me a bit, and while I totally forgive the player, at a certain point it became kinda untenable. My advice? Talk to them, explain the situation. Tell them that it's becoming a little ridiculous. Alternatively, give more flat 'no's. I was slightly too nervous about this at the time, and I wish I hadn't been as it would've made things more fun/interesting for everyone if they hadn't leaned on him for help so much.

Yeah ultimately the GM is there to arbitrate rules so that the game is fun for all involved - don't ever be shy to say not to players. As a player i ask potentially game breaking requests of the GM as a way of pointing out to them pitfalls to avoid in their games...

Having a devious mind and being inventive goes a long way for a GM.

A friend of mine GMs Black Crusade and has issues with us ganking everything in a few milliseconds flat, us playing traitor astartes. Granted I do not know what the problem is... First hit = win.

I am GMing Deathwatch atm and have few problems severely hurting my players, one of em had to burn a Fate Point due to Kroot stabbery - incidentally thats the player that GMs BC. Proving that all it takes is a few dice rolls going in a bad way.

There are many ways to solve problems any player might throw your way... Inventive use of talents, terrain, logic(at times **** just makes no sense), challenging their thinking...

Our group generally has the problem of one-track characters, ie stacking one thing to become truly OP in combat mostly. And I got ways of solving that :D