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New Player/New Warband

Started by ordohereticus, March 30, 2010, 01:46:16 PM

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Herald

Whilst I quite like the idea for the daemon weapon I'm not sure about the out of character justification that he's not radical enough without them. Not every xanthite has to run round with daemonhosts and daemon weapons. He could be one of the seemingly rare xanthites who realises that doing that may draw undue attention to him. So you could write into his background that he's a radical and has experimented with daemonhosts (perhaps interrogating them to gain information?) or daemonweapons but doesn't actual openly use them.

Sorry if that sounds rantish I just dont like the way people feel a radical Inquisitor has to have a daemon sword, psychic powers and daemonhost.

Having just checked again he is going to have daemonhost so surely that shows his xanthism enough?
"A man who joins the Inquisition a radical has no faith, a man who leaves it a puritan has no sense".

Gnaeus Conlitor

Funny you should say that I have a non psyker Xanthinite without a  Daemon Weapon. He has a Daemonhost but that's a left over from his master.

I don't like the Enfeeble power on Daemon Weapons. I've seen it achive some horrible things in practice and I feel it is slightly over powered. If its in keeping with the power level of your game by all means keep it but do think carefuly before giving it such a lethal power.

Twin Daemon weapons creates a very interesting rules question.  If his willpower drops below both do the two Daemon weapons fight for control of him?
Inquisitor got me in to roleplaying which in turn kick started my writing career. I am eternally grateful.

Inquisitor Cade

I prefer the chainsword.
While stats, kit and abilities can be influenced and therefore indicative of the character's faction, the main point of the faction is it's philosophy. The main indication therefore should be how he acts rather than what he has.
For instance, I have a character, Ranovack, (http://www.the-conclave.co.uk/forum/index.php?topic=76.0) who is on a personal monodominant quest to smite every daemon he can find, however his current weapon is a daemon weapon. But if these two were to meet a daemon, Ranovack would instantly try to kill/banish it whereas Degart might see weather he could manipulate the daemon into achieving his ends, so Degart would be the xanthite even without any radical kit.

I'd have a look at the chaos psychic powers list. Some arn't great but I think some are, and a few fit it the realm of telepathy too. These powers aren't exactly beyond the abilities of an imperial psyker and aren't really more 'radical' than powers like puppet master. Rare powers might help make him appear more radical to your group though. I like:
BRAINFLAYER – Difficulty: 15
The psyker shudders violently as he disgorges
a part of his vile essence into the atmosphere,
the evil wraithform howling towards its prey
before violently attacking the mind of its
victim. Those unable to shake off the
phantasm find themselves wracked with pain
as their brain lapses into a cataleptic siezure.
The psyker can use this power on any model
within 18 yards, but must have line of sight.
This is a ranged power. Immediately fight one
close combat action between the Magus and
his foe, but replace the combatants' Weapon
Skill with their Sagacity and their Strength
with their Willpower. Every action spent
concentrating immediately before using this
power allows a further round of combat to be
fought. No special skills can be used (Feint,
Furious Assault, etc). The victim may not parry
or counte-rattack, unless he is a psyker, in
which case he may opt to parry and
counter-attack as normal. Damage is caused as
if using an improvised weapon, with the usual
bonuses (therefore a character with WP 75
would do D3+6 damage, for example). All
damage is automatically dealt to the
combatant's head location.

and

PHANTASM – Difficulty: 15
Drawing obscene symbols in the air in front
of him, the Magus opens a gateway into his
foe's mind, the hopes, dreams and secrets of
his enemy laid bare for him to use and abuse
as he wishes. The most common use of this
power is for the Magus to manifest the heart's
desire of his foeman, as few can stand fast
when their ultimate dream is flaunted in
front of them like a cheap trinket.
This is a ranged psychic power, and requires
line of sight to the target. His opponent must
make an unmodified Willpower test. If the
Magus passes his Psychic test by more than his
victim passed his Willpower test, the Magus
may choose a point within both his and his
opponent's arc of sight. Place a suitable
marker at this point. His chosen opponent
must spend all of his subsequent actions
heading toward this point until he reaches it,
at which point he may act as normal. If he is
engaged in combat the effects of this power
are automatically ended.

This last one is a bit more radical, it implies a cooperation with the warp rather than just drawing on it's power.

EYES OF CHAOS – Difficulty: 15
The Magus closes all his senses, reaching out
with his mind to ascertain the immediate
future. It is said that the most gifted of
sorcerers are able to see into the minds of
their foes, and react to their actions before
they have even come to pass.
This is a persistent power. If the Magus
succeeds in passing a Psychic test, he may
re-roll one single dice per turn, as long as the
power remains in operation. He must accept
the result of the second roll.
*Insert token witticism*

Gnaeus Conlitor

Brainflayer is positivly lethal if you can pull it off multiple times without flaying your own brain.
Inquisitor got me in to roleplaying which in turn kick started my writing career. I am eternally grateful.

Alyster Wick

QuoteI prefer the chainsword.

I second that.  He has a possessed acroflagellant, surely this is enough.  As bad as it looks to have a floating daemonhost advising you there's something worse about seeing a possessed creature bounding around allowed to feed on its victims.  If that doesn't scream "radical" then I don't know what does.

That said I really like the rules you've written up for the twin blades.  I'd say use those rules for another character (and another mini!).