The Lady D'Alambert was the daughter of a wealthy mearchant familly on Mordian. Ata young age, she was detected as a psyker and taken by the Black Ships to Terra, meaning that she has little memory of her childhood or familly,and grew up in the Scholastia Psykana. By the time she turned 20, her prodigeous powers as a telepath had earnt her a place serving in an inquisitor's retinue, which she eagerly accepted.
The inquisitor in question was Dvorjak Krant, staunch Thorian and expert on the Xenos eldar.Felosia's pious and somewhat innocent nature meant that she swiftly adopted her master's ressurectionist philosophy, and in a matter of a few years, Felosia was made an inquisitor in her own right by a conclave of like minded Thorians.
The Lady's earlier career was an unremarkable, if enthusiastic, one. Her Thorian leanings were seconday to her duty to the Imperium, and she became a highly zelous witch-hunter and made a speciality of taking down rogue psykers.
It was on Geremax Prime, an icy frontier world, that the lady took her first step towards radicalism. What had appeared to be a minor techno-cult swiftly turned out to be a sophisitcated and deeply heretical ressurectionist cult, and in the course of investigating them, Felosia captured a copy of one of the writings of Morianna. Although initially appalled by the methods it espused, the Lady found that it struck a chord with her own Thorian ideals, and this was the point where she abandoned her witch-hunting and began to focus on research.
For many decades she scoured the Imperium for more of Morianna's texts, gaining a much deeper understanding of the Emperor's nature. Although still deeply pius, she inevitably began to doubt that the orthadox methods of the Thorians would ever prove successful.
Finally, as she aproached her third century of life, she made an astounding discovery; the Golden Throne was never intended as a simple stasis-field for the Emperor's mortal corpse, and that the Emperor only meant to be intered temporarilly. This, she reasoned, was what prevented the Emperor's return.To put it simply, the Emperor could not be reborn until he was truly killed. In this way, she saw her duty laid out to her. She must journey back to Terra, and destroy the Golden Throne there, allowing the Emperor to return.
Lady Felosia has become somewhat aloof over the years. She sees the Imperium as old and infirm, needing the Emperor's guidance if it is to survive. She has a barely disguised scorn for the ignorant masses, which in her eyes covers the comman man, nobles, the Adaptes Mechanicus, the Echlesiarchy and much of the Adaptes of Terra. She believes herself to be on a holy mission, although she is well aware that the ignorant might view her as a heretic and so tends to keep her religious views to herself. Several decades ago she took herself a lover briefly on one of the Cardinal worlds, with whom she had a daughter, Janis. The Lady is 286 years old. Her skin is worn and pale, and her hair pure white.
Ws Bs S T I Wp Sg Nv Ld
64 78 55 70 87 92 96 89 80
Skills:Leader, Heroic, Force of Will, Left Handed
Psychic Powers: Banishment, Choke, Enfeeble, Enforce Will, Gaze of Death, Mesmerism, Sanctury, Telepethy, Terrify,
Equipment: Flak Armour on all locations except head. Bionic head (2 points armour) incorporating advanced Bionic Eye with Motion Tracker
Shuriken Pistol, Force Staff
I wanted a character who the 'man in the street' would denounce as a heretic, but who would still consider herself pure. I figured that an apparently puritan philosophy could be twisted round to produce something much more scary... and thorianism is clearly the coolist faction. I'm not sure what the standard power-level is... I've made her quite weak in combat (for an inquisitor, anyway), but a psychic nightmare, as I see her as more of a scholar than a fighter.
If anybody's wondering, the figure's a 28 mm one (sorry!) based on the eldar farseer, with a female human head and imperialified. (I went 28 mm so I can also use her to lead my Witch Hunters army... the rest of her warband are 2 members of her retinue).
I don't think there's hardly ever an inquisitor that dosn't consider themselves pure, even when they've sprouted tentacles and are summoning demons.
Stats look good, Maybe give her some special ability concerning her specialism as a telepath? As it was mentiond in the background. She does have a lot of powers, some might suggest to theme them a little more, but I actually like the range, classic psycher stuff.
She should definately be the most powerful member of her warband though, if the other two are as powerful as this might be a bit overwhelming.
The Equipment is nice, and fits the backstory.
You could do a nice 54mm model based off the Jena Orichel, all ready got a las pistol... go on, you know you want to ;)
Quote from: Vladimir on October 30, 2009, 03:45:29 PM
I'm not sure what the standard power-level is... I've made her quite weak in combat (for an inquisitor, anyway), but a psychic nightmare, as I see her as more of a scholar than a fighter.
You might want to take a look at this (http://www.the-conclave.co.uk/forum/index.php?topic=162.0) thread - I think many people on here would say that your character is actually a rather good fighter (and extremely tough) as well as having very high mental stats. I'd also say she has a few too many psychic powers - 4-5 would be sufficient for the character.
Quote from: Vladimir on October 30, 2009, 03:45:29 PMI'm not sure what the standard power-level is... I've made her quite weak in combat (for an inquisitor, anyway), but a psychic nightmare, as I see her as more of a scholar than a fighter.
Well, for reference, Inquisitor Skoll, who's pretty average for the Conclave, and is more of a fighter only beats your "Scholar" on two stats, his S 72 and Ld 84.
(And you should bear in mind, he's been using guns since single digit ages, so his shooting skills are not in the slightest lax.)
Personally, to fit with Conclave norm I'd consider your "scholar" needs to lose about 10 points off their WS, BS, T, and I. (Perhaps a bit less on the WS, and a bit more on the I). The mental stats are also somewhat generous, but with limits on the Skill (WS, BS & I) and Physical (S & T) stats, they could be acceptable.
I'd also bring down that list of 9 psychic powers to about half that number, and lose at least one of the three (well, four if you count "Miscellaneous") disciplines you're currently covering.
@ Adlan- That's... debatable. I'd argue that most radical inquisitors acnowledge that they are radical, and if (say) an imperial guard officer used their methods they'd certainly be a traitor. On the other hand, Lady Felosia is of the oppinion that what she's doing is truly holy. She's still a very religious individual, as compared to the more pragmatic approach of your typical Xanthanite or Istvaanian.
Special rules to represent the telepathy... I'm working on it.
yes, I will convert a figure from Jenn at some point. It's a matter of getting the cash.
@ Kaled- I used the profiles given in the book. If I'm playing a group of reasonable types, they go down, agains t raving power gamers, they go up. By the Conclave Standard, Ws and Bs would still be in the low 50's. She is and inquisitor, and therefore to survive she'd have to have some degree of skill. Strength and toughness are coming down a lot, too. The mental stats are staying high, however. She is suposed to be exceptional as a psyker and a scholar.
@ MarcoSkoll- point taken, she's powerful. See above, the stats will be fixed. To be honest, all the psychic powers are there for a reason. I wanted her to have a fairly broad range of telepathic powers- she is a specialist telepath. Choke, Enfeeble, and Gaze of Death I'd say are offshoots of her telepathy- some nasty tricks she's worked out over the years. And Sanctury and Banishment I figured she'd have learned during her studies into the warp.
I've always felt that Inq. characters don't get enough bredth of powers- These are all the powers that I'd expect her to be capable of as a 'real' character, rather than just a game piece. Banishment won't get used much, but I've put it in because I figure she'd know it anyway.
What is it that makes her so incredibly brave? She won't be scared by anything the galaxy might throw at her?
Who else do you plan to have in her retinue?
Short of the Inquisitors who turn traitor and denounce the Emperor, they all think that they are doing the Emperor's Holy work. They might consider themselves radical, but not heretical. Lady Felosia would not be under the delusion that trying to kill the Emperor was a puritanical path, her descretion testifies to that. Note that there is a difference between puritanical and pure. There might be a minoroty who think that they have forsaken themselves to protect the Imperium a la Chiwetel Ejiofor in Serenity, but the vast majoroty of radicals concider themselves to be entirely righeous. I think the other veriety are the more interesting, for example if Lady Felosia belived that although destroying the Golden throne was an act of herescy, but necessary to save humanity, that would be really interesting. Not that her current motivation isn't also interseting, it'll be fun to see how she gets on.
Looking at the stats:
In the topic that Kaled has linked to I posted some basic character archetypes based on my understanding of the definitions of the stats at the beggining of the rulebook and what different characters would be capable. Though not everything I postulated was agreed with exactly, mostly people agreed, +/- 5 or so with most of my estimations.
Obviously the relevant archetype for this character would be the scolar Inquisitor, for which my stat line was:
Ws 55. Bs 55. S 45. T 45. I 75. Wp 85. Sg 80. Nv 70. Ld 80.
However archetypes are guidelines to give an idea of what is appropriate and individual statlines can vary hugely from them, so I'll go through Lady Felosia's stats and give my thoughts.
She has the Ws of a professional melee warrior, which is not absurd for an inquisitor but Lady Felosia's background certainly doesn't suggest this kind of prowess.
A master level ballistic skill is even more out of place, even if she didn't have a special gun. Again with no mension of shooting skill in the background I'd assume that she has had basic weapons training, a fair bit of experiance from the witch hunting days and refresher lessons + intermitant experiance since becoming less active. Taking that she would primarily be focusing on training and using her psychic powers into concideration I'd say that she'd be lucky to have a Bs the happy side of 50.
300 year old ladies do not commonly have the S of as professional soldier and the T of a wrestler. I'd guess, from the background that these stats would be around the 40's, so if they are to be conciderably higher than that then I'd say the background was flawed.
I 87 is the I of an exceptionally fast thinking person. While there are plenty of these within the Inquisition, they tend to be somewhat closer to the prime of their youth. Given her age and that nothing in the background supports a particularly high I I'd suggest high 60's.
The Wp is too high, but that is one of the problems of having psychic power entirely dependant on willpower. If you were playing under me as GM then by my house rules for psykers she could be a very powerful psyker with a more appropriate Wp, but as the psychic system is as it is, I'd say leave Wp as it is.
Although it is debated I think I speak for the majoroty when I say that Sg doesn't account for accumulated knowledge, but that knowledge in an area gives bonuses to relevant Sg checks. Rather Sg is a measure of raw intellegence. Given this an 80+ Sg makes the character an utter genius, (I like to think that Sg = IQ/2 as this matches up very well). First of all you should lower her Sg to a more reasonable level and unless you reduce it by at least 20 I think it would still warrent a mension in the background that she is a genius as well as all the rest.
Nv 89 is high for an Inquisitor who is not a dedicated fighter, so I'd suggest lowering it a bit.
Ld 80 is about right (fits my archtype exactly in fact) for an Inquisitor who is not remarkaably better or worse at leading than normal (note that normal here is for Inquisitors, for non inquisitors Ld 80 is very high indeed).
Skills:
In a game of Inquisitor most of the charcters could be described as heros (or villains) so the heroic skill means more than that. I'm as guilty as the next guy for giving a character heroic just to make him better in game and without concideration of appropriateness. A good guideline for heroic that I've seen on these forums is that a heroic character will be almost reckless in trying to carry out their objectives. In other word they don't really concider their personal safety when deciding what to do. The only character I have now who is heroic is the one who readily engages daemoms in mortal combat as often as possible. As yourself this: would Lady Felosia attempt a jump between rooftops (with a high chance of falling to her death) just to save a few seconds.
Force of will is oft overused. Being strong willed and a powerful psyker doesn't qualify a character to be immune to fear.
Given that she is such a renown psyker, perhaps you should take a look at the 'lectures on the Wych' article (look at the Inq PDF's topic second from top of the hobby forum) and see some of the stuff there. I particularly like:
Mindshock
Difficulty – 25
The psyker launches a crippling barrage on the mind of their target, attempting to ruin the mind of their foe.
Mindshock is a ranged power, and also requires line of sight. The target deducts the amount the psychic test used to cast the power is passed by from their willpower for D3 turns, is stunned for D3 turns and falls prone.
Personally I don't see the problem with powerful psykers having lots of powers, but the background emphisises her telepathy, and most of her powers aren't telepathic. The Biomancy powers look out of place to me.
Quote from: Vladimir on October 30, 2009, 06:25:12 PM@ Adlan- That's... debatable. I'd argue that most radical inquisitors acknowledge that they are radical
Maybe in the 40k universe. Not about actual player's Inquisitors - many seem to... be misguided on the matter. But then, some of that is to do with a misunderstanding what radical actually means.
QuoteTo be honest, all the psychic powers are there for a reason. <snip> And Sanctuary and Banishment I figured she'd have learned during her studies into the warp.
While I figure that Choke and Enfeeble might be plausible by upsetting parts of the brain, Gaze of Death makes less sense.
The issue is that psykers have an affinity, and can't learn powers they're not aligned to. Yes, a Telepath could learn to use their Telepathy for any one of the Telepathy powers - but the ones they have are the ways they do thus far know to use their power.
And yes, a telepath could feasibly replicate the effects of some biomancy powers (and vice versa), a Pyromancer could perhaps know how to use their power with a similar effect to Blood Boil, and a Telekinetic could feasibly replicate Choke.
And a biomancer or telepath might even be able to conjure up something like "Psychic Impel" by taking control of their target's muscles and causing them to throw themselves backwards (somewhat like what an electric shock does to people, but more violent.)
To some extent, all psykers can manipulate the warp. But few could use that to conjure up anything that resembled a Daemonology power.
That said, I'm not opposed to seeing Banishment and Sanctuary treated as Sorcery powers - ritual chanting, rather than actual psychic powers. Of course, this would call for Sorcery rules. I believe Molotov has penned some ideas.
QuoteI've always felt that Inq. characters don't get enough breadth of powers - These are all the powers that I'd expect her to be capable of as a 'real' character, rather than just a game piece.
A fair enough point, but they're still eclectic - and in some ways, a little lacking in imagination. You may be familiar with Precinct Omega's article on the design of new psychic powers.
Although you don't have to go that far, I've pieced together two new disciplines - Cyromancy, and Illusion. The first is simply ice powers.
The latter is control over the awareness of other characters on the table, and as long as the other players are playing ball as far as awareness is concerned, is fairly powerful. Of course, there is some leeway involved - if the other characters become aware there's an Illusionist on the table, then they start to gain bonuses to overcome the effects of the power.
If I get my act together enough so that I can be at the IGT, I may bring an Illusionist as one of the characters.
Perhaps you should consider branching out a bit from the core rulebook powers. People are only willing enough to write new skills - powers shouldn't be ignored as something you can write.
Quote from: Inquisitor Cade on October 30, 2009, 07:52:54 PMAsk yourself this: would Lady Felosia attempt a jump between rooftops (with a high chance of falling to her death) just to save a few seconds.
A perfectly valid point that I missed.
In simple terms, a heroic character should be "Hollywood heroic" - They don't do silly things for the hell of it, but if a plan would be effective, they don't rule it out because it's risky.
The best possible example I believe exists is Indiana Jones. For examples:
- Raiders of the lost Ark: The scene where he chases after the Ark: "I don't know. I'm making this up as I go."; The escape through the "snake room" wall.
- Temple of Doom (not that I rate it much): Cutting the rope bridge.
- Last Crusade: "I told you.... "
*carnage* "...don't call me Junior"; Fighting a gorram tank!
- "Crystal Skull" (don't rate it much either): His "Damn, I thought that was closer" whip swing in the warehouse near the start; The escape scene where they're in the back of the Soviet truck in the convoy (
"I don't think he plans that far ahead.")
... actually, just about any time the main theme is playing.
They're all incredibly unlikely to work and very risky... but very effective and cool when they do. (Okay, just shooting the Swordsman doesn't really count as heroic, but it was bloody funny.)
There are other characters that qualify but they all pale before a man who takes on Nazi convoys and tanks when atop a horse and carrying little but a revolver, a bullwhip and a fedora - yet manages to win.
(That said, Brosnan's James Bond
does deserve a mention for the opening sequence of Tomorrow Never Dies.)
If you're familiar with TV Tropes, "Crowning Moment of Awesome" (http://tvtropes.org/pmwiki/pmwiki.php/Main/CrowningMomentOfAwesome) and "Indy Ploy" (http://tvtropes.org/pmwiki/pmwiki.php/Main/IndyPloy) are this character's calling cards. If you can't imagine your character doing things of EPIC coolness or following a plan they haven't made yet (ideally both), they shouldn't have the heroic ability.
It's what the re-roll on a 1 was made for - dodging risky actions, because you should be making more of them.
At Kaled and Inquisitor =Cade- the physical stats will be toned down when I use her.
Quoteo be honest, all the psychic powers are there for a reason. <snip> And Sanctuary and Banishment I figured she'd have learned during her studies into the warp.
While I figure that Choke and Enfeeble might be plausible by upsetting parts of the brain, Gaze of Death makes less sense.
The issue is that psykers have an affinity, and can't learn powers they're not aligned to. Yes, a Telepath could learn to use their Telepathy for any one of the Telepathy powers - but the ones they have are the ways they do thus far know to use their power...
That said, I'm not opposed to seeing Banishment and Sanctuary treated as Sorcery powers - ritual chanting, rather than actual psychic powers. Of course, this would call for Sorcery rules. I believe Molotov has penned some ideas.
On the powers- I saw Banishment and Sanctuary as more Sorcery as well. Things she's
learned to do by wrote rather than any innate powers. Choke and enfeeble are more her working away at the victims subconscious mind than controlling their muscles. Gaze of death is a bit of an abstraction, tbh. I might write my own rules to represent her 'death by sheer terror' attack...
Quote
In a game of Inquisitor most of the charcters could be described as heros (or villains) so the heroic skill means more than that. I'm as guilty as the next guy for giving a character heroic just to make him better in game and without concideration of appropriateness. A good guideline for heroic that I've seen on these forums is that a heroic character will be almost reckless in trying to carry out their objectives. In other word they don't really concider their personal safety when deciding what to do. The only character I have now who is heroic is the one who readily engages daemoms in mortal combat as often as possible. As yourself this: would Lady Felosia attempt a jump between rooftops (with a high chance of falling to her death) just to save a few seconds.
Force of will is oft overused. Being strong willed and a powerful psyker doesn't qualify a character to be immune to fear.
These both come from her utter faith in the Emperor- she believes that while she does his work, he won't allow her to fail. IMHO, those skills represent her faith better than Word of the Emperor (which I initially considered), which I'd say
is used rather a lot. To put it simply, yes, she does have balls of steel. That's the point.
Oh, and her retinue aren't decided on yet- probably a medic and some form of marksman. Nothing special...
Quote from: MarcoSkoll on October 30, 2009, 10:02:35 PMThat said, I'm not opposed to seeing Banishment and Sanctuary treated as Sorcery powers - ritual chanting, rather than actual psychic powers. Of course, this would call for Sorcery rules.
As presented in Dark Heresy (and by their lack of distinction elsewhere), Sorcery appears to differ from psychic powers only in the means by which the effects are achieved - the effects themselves are largely irrelevant, and given the uncertain nature of the Warp, any effect achievable through sorcerous means (that is, manipulation of the energies of the Warp through daemonic proxies or gifts, pseudo-scientific formulae, ritualistic processes or a number of other indirect methods, separately from or in conjunction with standard psychic techniques) is essentially achievable through more 'mundane' psychic methods.
Daemonology and Theosophamy are both psychic disciplines concerned with the interaction between the Warp and Realspace. Banishment is a means by which a Daemon's substance is rendered less capable of retaining coherence by exploiting its inherent instability. Sanctuary does similar by producing a space where the substance of Daemonic entities is inherently less stable, forcing Daemons to recoil from it. Whether those effects are best achieved by sorcery or more conventional psychic methods is largely inconsequential.
Quote from: N01H3r3 on October 31, 2009, 07:24:06 PMWhether those effects are best achieved by sorcery or more conventional psychic methods is largely inconsequential.
I'm referring specifically to this case, and I think that if she has these talents, it should be sorcery.
As far as I'm concerned, I see it this way (I may be mistaken, of course)
Psychic powers cannot be "learnt", they can only be developed/used in new ways (and not outside what the character's "area" is) or unlocked. They're integral to a person.
Sorcery however, CAN be learnt.
Good character, the only real problem I have is the some of the stats are a bit high for the background. Probably my biggest problem is the high Initiative, my Genestealer hunting inquisitor Haast has I 81 and he's spent most of his life training to fight some of the fastest creatures in the known galaxy.
I generally think any stat above 75 must be given a good reason in their background as to what training or skills gives them such great abilities in that area. I think that this helps to balance characters and gives a idea of their training and life.
I don't really have any problem with all the powers but I think that a dedication to her powers of that degree would have a negative effect on her physical attributes as she try's to contain and control her powers
Quotethe physical stats will be toned down when I use her.
Can you update the post so we can see what her revised stats are?
QuoteThese both come from her utter faith in the Emperor- she believes that while she does his work, he won't allow her to fail. IMHO, those skills represent her faith better than Word of the Emperor (which I initially considered), which I'd say is used rather a lot. To put it simply, yes, she does have balls of steel. That's the point.
Maybe this would justify FoW, though I could still see there being arguments that a high Nv would do, but fanatical faith in the Emperor (which 99% of Inquisitors would have) doesn't come close to justifying heroic in my opinion.
I have some house rules for Sorcery if you'd want to see them (if not look away now), they are based on what I can remember of someone elses sorcery rules that were posted on the old conclave.
Basically it's the same as psychic powers except that all difficulties are doubled, and then can be done in segments, using Sg in place of Wp. E.g. a difficulty 10 psychic power would be a difficulty 20 spell, but the sorcerer could divide it into say two difficulty 5 tests and a difficulty 10 test. Each of these segments represents drawing runes etc, so they do not have to be consecutice actions though other conciderations may apply (e.g. if the runes are being drawn on the floor then the sorcerer will need to be in about the same place for each segment. Other than the final segment there are not risks involved, failing the test just means that the segment was not completed so will have to be attempted again, or subdivided into smaller segments. The final segment is where the spell is cast so there is a chance of psychic feedback etc, though the effects might be different to thouse of a failed psychic power depending on the ability of the GM. The final segment is at +5 difficulty to accout for the chance of a mistake that wasn't spotted.
OK, updated profile (the backstory still stands)
Ws 49 Bs 55 S 42 T 48 I 69 Wp 92 Sg 96 Nv 89 Ld80
Skills:Leader, Sorcery Force of Will, Left Handed
Psychic Powers: Choke, Enfeeble, Enforce Will, Fell Command, Mesmerism, Telepathy, Terrify,
Sorcerous Powers: Banishment, Sanctuary
Equipment: Flak Armour on all locations except head. Bionic head (2 points armour) incorporating advanced Bionic Eye with Motion Tracker
Shuriken Pistol, Force Staff
Sorcery: The difficulty for Felosia's banishment and Sanctuary powers are doubled. However, she may cast them in multiple segents, with the potential for willpower loss, nullification etc, only happening in the last segment. So, for example, Banishment, with a difficulty of 40, could be divided into 5 segments with difficulty 5 and one with difficulty 15.
Fell Command: Telepathy. Difficulty 20. When casting, chose a command for Felosia to give. If successfully used, every character within earshot of Felosia must pass a Nv test or waste their next action in panic. Those that fail by 25 or more points must instead obay the command given to the best of their abilities in their next turn. They will not however, take any action that will directly harm themselves. Common commands may be to lay down all weapons, shoot at a specified character or reveal themselves if hidden.
I like Fell Command, except that it really should be a Wp test that characters have to take to resist it. Maybe not if panic was the only result, but if it wrests their will away from them, the victims willpower is surely the relevant stat.
The revised stats suit her well, with the exception of Sg in my opinion. See my post before; it really needs justification in the background if it is so absurdly high, I make it to be equivalent to an IQ of 192, far, far beyond genius level.
Quote from: Inquisitor Cade on November 02, 2009, 01:05:04 AM
The revised stats suit her well, with the exception of Sg in my opinion. See my post before; it really needs justification in the background if it is so absurdly high, I make it to be equivalent to an IQ of 192, far, far beyond genius level.
While I agree that Sg=96 is perhaps a touch too high, I just want to chime in and point out (to Vladimir) at not everyone regards Sg as being IQ/2 (including the rulebook, which has it cover education as well as intelligence and problem-solving skills). There was a fair bit of debate about it last time and nothing approaching a concensus was ever reached. Personally I prefer to use sagacity as a measure of intelligence and 'everyday'* knowledge, with a character getting a bonus to their Sg if a test is being made in a field in which they have specialist knowledge (as happens with Tech-Priests for example); or a penalty if the test is for something they know little about.
I don't want to derail your thread by getting into the arguments for and against each approach here, but if you want to read the debate, it's in this (http://www.the-conclave.co.uk/forum/index.php?topic=162.15) thread. It's up to you which approach you take, and as long as everyone knows what their character's Sg stat represents there shouldn't be a problem with either method.
* By 'every-day', I mean things that crop up regularly in a game.
Quotenot everyone regards Sg as being IQ/2
In fact I think I'm the only one that has expressed this opinion. I did say before that
QuoteI like to think that Sg = IQ/2
though you must admit that it fits remarkably well. I was saying why Sg 96 is too high in my opinion, but even if we leave the approximately equivalent IQ out of it, do you not agree that it is wrong to use Sg 96 casually?
I've had an Idea though. She has been studying sorcery so would receive some form of Sg bonus when spell casting (by both my, and Kaleds definition of Sg) so how would you feel about the suggestion that you reduce her Sg to a more reasonable level, but include a solid +20 to Sg for sorcerous activities clause to the sorcery ability, or else make the bonus a bit smaller if she is only recently (50 years or so) into sorcery so her ability (and thus the bonus) could increase as the character develops?
Quote from: Inquisitor Cade on November 01, 2009, 03:01:16 PM...but fanatical faith in the Emperor (which 99% of Inquisitors would have) doesn't come close to justifying heroic in my opinion.
As you say, Heroic is not about a character's faith, it's about how they act on the table.
To track back to what I say earlier, I think the best way to decide if a character is heroic is to imagine the whole game as a scene from a film. If they're
regularly doing the kind of thing that would demand a stirring and heroic theme (the Raiders March being a good example) on the soundtrack, they're probably heroic. If not, they probably shouldn't have the skill.
Quote from: Kaled on November 02, 2009, 07:48:01 AMI just want to chime in and point out (to Vladimir) at not everyone regards Sg as being IQ/2
No, but it's not a bad starting point. Start there for "pretty well educated", and knock it up somewhat if they're very well educated, knock it down if they've never had much schooling.
Fits well enough, given that the average IQ is 100 and the rulebook puts 50 as what you'd expect for someone with decent education.
The fact we tend to reckon a natural stat of 100 is "absolute human peak", also goes nicely with the fact that IQ 200 (dealing in Deviation IQ, not Stanford-Binet) is exceptionally high in real life - one in billions.
No, not a hard and fast rule, but good enough for a rule of thumb.
right.
Sg will come down to 84, with a +10 bonus when using sorcery...
Fell Command will go back down to WP rather than Nv.