Trust me, you aren't. He's never been in a normal society in the first place, so he can't go back. And he has no desire to anyway. As far as he's concerned, it's mostly just indiscipline and weakness.
I know, and I am not pushing anything really. I think of lucius being a bit ignorant of the fact you mentioned above.
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Originally Posted by Lucretia
Walter White goes from being against violence and such into a homicidal maniac who constantly reassures himself he's doing the right thing while making the wrong choices. He also has a history of killing anyone who has employed him, killing the friends and loved ones of those he needs to feed his ego, and so much pride he would rather break the law repeatedly than accept the charity of an old friend.
I agree that Breaking Bad is a great series, but aspiring to be Walter White in the game certainly shifts my opinion of Lucius from Good to Evil.
I see Walter entirely different from what you discribe above. ofcourse he kills but always when he really has to, and I am more talking about the walter in the beginning of the serie. And I never said I AM walter white, just that very aspect of doing what he has to, to protect that which he loves most (for lucius this includes the crew. (maybe not quite yet, but I do not think it will take long before he sees them as his most trustworthy comrades)
I know, and I am not pushing anything really. I think of lucius being a bit ignorant of the fact you mentioned above.
Why would he be? Sythius doesn't hide his background. On the contrary, he's quite proud of it and would be happy to expound at length, and in graphic detail, for anyone who wants to hear.
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"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
What I meant is that Lucius cannot inmagine he really is that distan. Maybe he thinks Sythius just does not know how to act in a social situation. I know he is not but Lucius might know realize it is even possible to be like that .
What I meant is that Lucius cannot inmagine he really is that distan. Maybe he thinks Sythius just does not know how to act in a social situation. I know he is not but Lucius might know realize it is even possible to be like that .
Wow. Lucius is almost painfully optimistic.
I can't wait until he meets the Dark Eldar.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
So, are you guys heading in force to the club, now? Any last-minute preparations? In particular Bluntpencil; if you wanted to contact the Janissaries here on Footfall and ask the wider priesthood if they've heard of this Trask guy, we can assume you've done so while everyone else was running around
Please specify if you're wearing any heavy armor and how many weapons you intend to try concealing about your person. You can take weapons listed earlier in the thread from the armory, if your character lacks for concealable weapons. Also, are you going there in one big group, or do you intend to stagger your arrival?
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Remember that all his life he was kapt away from the imperium by his mother and after joining the ships crew with John and later the pirates he never had any encounters with xeno's just human and mutans but nothing serious like eldar or the like. Though these encounters where with humans they were battles and boarding fights, so he has experienced combat alot, just not with any cruel, horrific races.
SLy Can you picture the envirement? Do we park in a dock or something? What is around the club, is there some sort of village, do we have to walk or are we teleported to it in any way? I do not know how to picture this really.
So, are you guys heading in force to the club, now? Any last-minute preparations? In particular Bluntpencil; if you wanted to contact the Janissaries here on Footfall and ask the wider priesthood if they've heard of this Trask guy, we can assume you've done so while everyone else was running around
Please specify if you're wearing any heavy armor and how many weapons you intend to try concealing about your person. You can take weapons listed earlier in the thread from the armory, if your character lacks for concealable weapons. Also, are you going there in one big group, or do you intend to stagger your arrival?
Sorry, not quite ready. Whisky asked a question that I'd like to be able to answer first. It may be able to answer the one big group v. staggered issue, too. What counts as a concealable weapon? Of the ones in our armoury, none give an actual bonus to concealment. Only the knife would really be hideable to any extent.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Sythius will be wearing his carapace. He will, however, make an effort to "dirty it up". Perhaps even throw in a bit of blood. Make it look less shiny and new an more old and stolen.
As to weapons, he takes a pair of laspistols and a knive, with plenty of extra concealed ammo.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
Sorry, not quite ready. Whisky asked a question that I'd like to be able to answer first. It may be able to answer the one big group v. staggered issue, too. What counts as a concealable weapon? Of the ones in our armoury, none give an actual bonus to concealment. Only the knife would really be hideable to any extent.
No convenient maps or photos, sorry. Lucius can tell you that the bar is in one of the older, more run-down spires. Originally an Admech servile habitation block, then sold to a freebooter captain mining nearby asteroids, finally being abandoned when they captain went broke. The residents set up their own community, which was eventually overrun after they annoyed a large gang of smugglers. Now noone cares enough to maintain it except the people that live there. There is one large gang that nominally acts as a security force for most of the spire, and several smaller gangs of juveniles and hooligans, the type of punks that would likely be eaten alive in any major hive. Large portions of it don't have gravity and are little more than rock tunnels, others (near the docking ring) are quite secure, and a good place for budget-conscious monied individuals who want someone obscure to make their homes.
You can park a shuttle in the all but empty docking ring for a small fee and then take a freight lift down to the level it's on, or just teleport nearby. Lucius remembers it's an intersection of several old service corridors in the middle of several large hab blocks, leading up to what used to be an extended storage bay, where people queue up along the corridor, are searched by the bouncers, and then are allowed inside. Two floors, a bar up top and a dance floor below. Upstairs has exotic dancers with whom you can arrange liasons in the private booths downstairs, which are available for rent.
Lucius doesn't know anything about how the cameras work or where any access points would be, but Zerah suspects there will be small tunnels along the sides of the bay, and likely an access port near the power conduits. It might be in sight of the people on the door, it might not. Probably just a panel removable from the wall, leading to a crawlspace.
Rules about concealed weapons are very vague, but I'm assuming that only pistols and knives and truncheons could be concealed on one's body, and that they get a Search check for each separate weapon. If anyone knows of any more detailed rules released in supplements, feel free to share.
Edit: This answer is a little rushed, but hopefully should reduce rather than add to confusion. Later, folks.
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
So from what I understand so far, you're teleporting in nearby, you're going in wearing dress uniforms (and carapace armour for those that have it), all of you are going except possibly Fiona and Gethsemane, who is going to perform further investigations on your mark, you're bringing along six reliable armsmen who are good brawlers, and you're all going to try entering the club together ahead of the mark, except for Zerah, who is going to to hack into the club security and provide you with eyes-in-the-sky?
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
As Fiona will tell the Captain in the upcoming IC post (sorry, we have this tiny little hurricane threatening to flood everywhere ever, so my day has been spent dealing with diagnostics, tabulating supplies, et cetera!) she will probably head there ASAP in regular clothing overtop the synskin and will advise a staggered approach.
I've given additional thought to the issue of concealed weaponry. Size matters, as they say, and there's a convenient chart in the Black Crusade book (presumably in the Rogue Trader book as well, but I've yet to check) which indicates size and the stealth / concealment modifier therein. Things like autoquills are tiny and get like a +30, and it moves up from there. We could extrapolate that out and determine what modifier weapons have from there, probably going by either weight or classification.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Black Crusade provides us with the thought that bolt pistols are 'puny' and thus have a +20 to stealth (the amalgam of concealment and silent move, which I think is a brilliant design choice). It stands to reason that anything similar to a bolt pistol should have the same bonus. Knives and autoquills are miniscule and have a +30 to stealth. I bring this up because I think we could make a concealment check with the bonus from size added on in order to show that we're hiding the thing. Only small melee weapons (pretty much anything that deals 1d5+X damage, I imagine) or pistols that're beneath 5 kg could be hidden in this manner -- trying to conceal anything else would be too ungainly and would receive no size bonus, but would receive a size penalty if applicable.
Something like that? I'm just throwing out ideas here.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
So from what I understand so far, you're teleporting in nearby, you're going in wearing dress uniforms (and carapace armour for those that have it), all of you are going except possibly Fiona and Gethsemane, who is going to perform further investigations on your mark, you're bringing along six reliable armsmen who are good brawlers, and you're all going to try entering the club together ahead of the mark, except for Zerah, who is going to to hack into the club security and provide you with eyes-in-the-sky?
That was pretty much what I understood.
__________________
"All generalizations are false."
-Me
Please remeber the impotence of poofreading everything you right.
I was in Boston for the last big storm they had, which turned out to be a bust. Here's hoping your storm is just serious enough to be exciting, but that you spend it indoors, warm and comfortable, with fine company :)
Not a problem for you as long as you have contact with the ship and time isn't a factor. If you need to beam back, you can request they teleport a beacon down, wait till the teleportarium recharges, and then have it beam you and the beacon back. Slipping it into someone's pocket might be a problem, though.
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
I imagine they make them smaller than that. For the miniatures, having something pocket-sized wouldn't allow for it to be on its own base, so you couldn't put it on the field as easily. I will maintain that trying to make a 1 to 1 analogue between the tabletop and the miniatures will be erroneous.
As for the recharge, we know that teleportariums can operate twice within thirty minutes, due to Hit and Run. If there must be a recharge, it would make sense that it be no greater than fifteen minutes, since you can Hit and Run in consecutive turns -- a recharge rate of 30 minutes wouldn't account for that.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
That makes sense to me. Like I said before, I don't want to nerf the teleportarium. It's a powerful tool, you guys paid for it, you should be able to gain a solid advantage with it. And it is definitely able to transport you through void-shields and on to a fast-moving enemy spaceship during combat, so for me to decide that it's fragile or finicky outside of combat doesn't make any sense.
I guess my main issues would be that (a) Abducting or assassinating people with it (in the sense of teleporting surprised, hapless idiots out of their secure houses and into your brig or into space, I'm fine with you bringing your captives home) seems a bit overpowered, and means we lose out on some interesting game play, and (b) I feel it should take a while to "lock on" to people to retrieve. A lot of the published modules specifically state that a teleportarium takes a while to work; one of them even has it taking a while to work to extract people getting attacked by zombies in a swamp on a low-tech planet, which suggests it's not a super reliable means of instantaneous escape even when there isn't tons of background interference.
The solution to (b) is simply to declare that it's a lot easier to send people than retrieve them. The solution to (a) is to decide either that:
1. Teleport homing beacons are somewhat bulky, and while they're a nice luxury in terms of beaming people away, they are a necessity in terms of beaming them back. If you want to abduct someone, you have to go and set up a homing device in their vicinity.
or 2. While teleported people rematerialize immediately, they don't dematerialize immediately. There's a noticeable fizz and crackle, a bit of a lightshow, the atmosphere around the person gets sucked into the warp first, and provided the person isn't immobile, they can just move out of the way before it completes. Even people who don't know what teleportation looks like will probably try to get out of the way. If you want to abduct someone, you have to go and immobilize them, either by force or persuasion.
I personally prefer 2. What do you guys think? Am I being too harsh?
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
The way I work the teleportarium is that most of the beacons are football-sized, but there are rarer and far more valuable "personal" beacons. Like, unique items, most likely the height of tech-heresy.
However, beacons are needed both ways - so you need a beacon to get there, and one to get back. The Lord-Captain had the AdMech "find" a way to create a special macrocannon shell to deliver beacns into hard-to-reach areas. And one of her squad of armsmen wears a beacon as a backpack at all times.
Plus, it's more of an area-of-effect thing - unless you spend a few rounds focusing, the Teleportarium simply "scoops" up a 50ftx50ftx50ft area into the Warp and straight up to the ship.
Okay, how the hell is using archeotech tech heresy? Fiddling with a teleportarium to open 'outwards' and rip holes between the Warp and the Material Plane? That's tech heresy. Trying to corrupt a working STC to the forces of Chaos? Tech heresy. Using the teleportarium as it is designed? I really don't see how that can be swung as being tech heresy. At all.
I dislike both the options presented, but I'd like to hear what others think about it before any decision at all is made.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
I think he was saying that it would have to be a new development, as the teleportarium is "new" post-heresy technology.
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
As are tales of Grey Knights butchering Sisters of Battle in order to perform tasks that the Grey Knights should already be capable of conducting.
Unless these mishaps are in one of the rulebooks, I'd like to avoid such wild speculation. Into the Storm mentions that players can use the teleportarium to avoid a shuttle ride. It also lists other things like one major use per session (I imagine a plethora of minor uses would be fine), void shields preventing teleportariums from working, et cetera. Trying to say it's now suddenly dangerous to use is contradictory to what is in the rulebooks, as far as I can tell.
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
As are tales of Grey Knights butchering Sisters of Battle in order to perform tasks that the Grey Knights should already be capable of conducting.
Unless these mishaps are in one of the rulebooks, I'd like to avoid such wild speculation. Into the Storm mentions that players can use the teleportarium to avoid a shuttle ride. It also lists other things like one major use per session (I imagine a plethora of minor uses would be fine), void shields preventing teleportariums from working, et cetera. Trying to say it's now suddenly dangerous to use is contradictory to what is in the rulebooks, as far as I can tell.
There's the Deep Strike mishap table in the 40K rulebook. It's more forgiving than in the past, but there's a reason Drop Pods can take teleport homers for the Terminators coming later.
So you're using the miniatures rules in the tabletop RPG? Something which I had mentioned above as bringing in more issues than it solved, since that's mixing the ruleset and balance of two separate and distinct systems from two separate and distinct designers?
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.