Fear, Terror, Toxic, Bio-Hazard and new Talents.

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Fear, Terror, Toxic, Bio-Hazard and new Talents.

Postby Artemis » Fri Mar 20, 2015 11:32 pm

Fear – no change to effect and resistance using Integrity. To use the fear call as part of Intimidation requires appropriate role-playing demonstrating either a suitable skill or facet of your archetype. This requirement is waived in the case of supernatural fear caused by daemons or psychic effects.
Reaction to being scared appropriate to characterisation. So valid reactions can include running away, freezing in place, diving for cover, hiding behind another character, flailing ineffectually.

Terror – acts as a flame call affecting those in an arc indicated by the source of the terror.
Terror can only be resisted by characters with Integrity skill ratings of 7 or 8.
When rallied the victim should not immediately re-engage the source of the terror or at least be cautious in doing so.
This will generally only be a feature of large monsters and highly unlikely to be a call available to players.

Toxic – Immediate effect is to silence the victim for 10 seconds, ongoing effect until cured is to half any healing received (round up)
The intention with this change is to give scouts a tool with which to eliminate sentries without the alarm being raised.

Bio-Hazard – the victim is unable to use vitality while under this effect so any further damage taken is taken either on armour or body if no Shield call is used. When reduced to -4 the final deathcount is reduced to one minute rather than five.
This will generally only be a feature of signature Nurgle and Tyranid beasts and will not be available under normal circumstances to players.


New Talents to fill in the gaps currently that prevent a starting character specialising (taking any chosen skill to 4) at creation, all other skills can be taken to four by selection of primary archetype.
All are considered basic talents (3 xp or 1 talent point at creation) available to all archetypes. These talents cannot take a skill above Epic (6)

Born Survivor. Either you grew up or spent a significant amount of time in some of the most harsh environments in the sector. After surviving through that sort of stuff a bit of roughing it in the forest is decidedly easy. Add one to Survival skill.

Carapace Armour my body, faith armour my soul. When a world exists on the borders of Imperial space or is under constant threat, eternal vigilance and resolve manifests in being prepared to sleep in discomfort, wearing their armour as easily as their own skin. Add one to Armour Use skill.

Mr Grenade is no longer your friend. Blowing stuff up, not getting blown up in return. Making sure the big guns keep firing. When war is an everyday activity you get good at making the most of everything that's around. Add one to Support Weapons skill

To Boldly Go. Out in the reaches of space there's always something to rediscovered that was lost after the Golden Age of Technology, some have spent years of their life going out and grabbing it. Add one to Exploration skill

Born to the Cockpit. Some youths learn to fly before they learn to drive, when there's a lot of black outside or a lot of blue in the sphere you grew up you spend a lot of time in the air. Add one to Pilot skill

Scholam “Special” Education. A full and rounded curriculum includes some things that others might find difficult to stomach but when you've grown up with uniforms and discipline certain persuasion techniques become second nature. Add one to Interrogation skill.

Any and all of these can be renamed or reskinned appropriately to characterisation.
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Re: Fear, Terror, Toxic, Bio-Hazard and new Talents.

Postby Artemis » Sat Mar 21, 2015 1:09 pm

Missed off the original release.

Curing Bio-Hazard

Either five minutes roleplay with medicae
or
One minute roleplay with medicae alongside a use of tunivor nectar.

It may also be possible through plot chasing to achieve quicker remedies but this will be on a case by case basis and at the discretion of the ST for that event, Any such remedies will not automatically carry over for use at future events or work against different sources of the call.
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Re: Fear, Terror, Toxic, Bio-Hazard and new Talents.

Postby Jodikat » Wed Mar 25, 2015 11:30 am

Could Toxic (in the form of poisonous spit or something equally gross) be a potential use of one of the Navigator Mutation Talents?
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Re: Fear, Terror, Toxic, Bio-Hazard and new Talents.

Postby Artemis » Wed Mar 25, 2015 11:38 am

I'd definitely be fine with it. Given how much more situational it is compared to disarm it might even be fair to have several uses per combat rather than just one but can't give immediate exact figures.
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Re: Fear, Terror, Toxic, Bio-Hazard and new Talents.

Postby evgeny » Mon Apr 27, 2015 1:32 am

So I love the idea of New Talents but what is to stop people from going with "I need a 4th/5th/6th dot in that skill so i'll spend 3xp to get it instead of 4/5/6xp respectively" I know that none of us are power gamers and would ever do that.
Occasionally, I forget that the world and I have largely differing views on what matters.
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Re: Fear, Terror, Toxic, Bio-Hazard and new Talents.

Postby horzabora » Sun May 03, 2015 11:13 am

Nothing.

Functioning as intended in that instance.

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