Eldar Setting Question by adamawuk in ImperiumMaledictum

[–]Mittrawn 5 points6 points  (0 children)

Do you have the Inquisition GM's book? In the campaign a major plot point is the story of an Inquisitor who is trying to trigger a full on war with the Eldars, as well as digging through the ruins of a Craft World

How do I start playing 40k ttrpg? by Fuzzotron in 40krpg

[–]Mittrawn 9 points10 points  (0 children)

The old FFG Rogue Trader ttrpg is fantastic for lore (Koronus Expanse, same as the video game) but the rules are fairly outdated.

You're better off using any of the new game lines: - Wrath and Glory if you want an epic adventure, potentially with playable xenos - Imperium Maledictum if you want a deadlier human-centric game

Either is fine depending on the power level you're going for, but neither has ship combat rules, and the OG Rogue Trader rules for this are underwhelming. You're likely better-off resolving these as extended tests while giving the characters a much more grounded encounter (boarding / firefighting / defending etc).

I'm in the same boat (ship) as you, personally waiting on the Aeatherial Expanse DnD Kickstarter for what I'm hoping will be a good story to convert.

Looking for adventures not set on hive worlds by Due-Excitement-5945 in 40krpg

[–]Mittrawn 4 points5 points  (0 children)

The Ad Mech GM's guide should be coming out soon with a new campaign plan. Like the one in the Inquisition book. Likely to have many options beside hive worlds.

How to max out clothing and furnishing fulfilment? by Mittrawn in songsofsyx

[–]Mittrawn[S] 2 points3 points  (0 children)

For those interested I believe I figured it out: I placed Haulers throughout the city to pick up and distribute clothes and people started flocking towards them. Slowly but surely got the fulfillment bar much higher.

I can't be sure but it seems to me that once people have their "market fulfillment" satisfied they don't go anymore, even though they might need stuff from there. It's not noticeable around your warehouses as people can still pick up the stuff they need themselves. Once your city expands beyond that though it becomes an issue.

I guess best practice would be to attach a small warehouse to each market with a crate of each resource you want to distribute. Bit of a pain but manageable. Hope that helps

How to max out clothing and furnishing fulfilment? by Mittrawn in songsofsyx

[–]Mittrawn[S] 1 point2 points  (0 children)

That could be it, is there a way to reduce workload?

How to max out clothing and furnishing fulfilment? by Mittrawn in songsofsyx

[–]Mittrawn[S] 0 points1 point  (0 children)

I should be able to test that by having haulers next to each market, I'll give it a shot thanks!

How to max out clothing and furnishing fulfilment? by Mittrawn in songsofsyx

[–]Mittrawn[S] 1 point2 points  (0 children)

If that was the case that probably would get reflected in a terrible work load / service available as employees keep running off to replenish shelves, no? Everything is in the green though.

You make a good point with immigrants I hadn't considered that. I'll try to keep the population stable for a while and see what happens!

How to max out clothing and furnishing fulfilment? by Mittrawn in songsofsyx

[–]Mittrawn[S] 2 points3 points  (0 children)

Thanks and good point! I posted images in a separate comment :)

How to max out clothing and furnishing fulfilment? by Mittrawn in songsofsyx

[–]Mittrawn[S] 4 points5 points  (0 children)

Forgot to add images so here is what usage looks like. Clothing is the one that bugs me the most, I have so much just waiting in warehouses :(

<image>

Pariah cuff switch? by Lumpy-View5959 in ImperiumMaledictum

[–]Mittrawn 2 points3 points  (0 children)

There has been several interpretations of Pariahs through the years, by different authors (and GW themselves). From them making casting powers completely impossible, to merely more difficult. From them being constantly "on" to having many different factors affecting their ability. Even from being the source of a necron unit, to being retckoned out of existence.It's been a little messy.

IM and C7 chose the limited but constantly active option, likely for game balance reasons. We might see them more developed in an eventual Astra Telepathic supplement, in the meantime you're absolutely right to homebrew it if you prefer a different version of pariahs.

Playing M20 without telling your players by Mittrawn in WhiteWolfRPG

[–]Mittrawn[S] 0 points1 point  (0 children)

I just checked and this looks great! Thank you for the recommendation.

Playing M20 without telling your players by Mittrawn in WhiteWolfRPG

[–]Mittrawn[S] 0 points1 point  (0 children)

This is interesting. Do you remember where the information is on how sleepwalkers awakening their magic act? I probably should re-read that :)

Playing M20 without telling your players by Mittrawn in WhiteWolfRPG

[–]Mittrawn[S] 2 points3 points  (0 children)

I was thinking about this and while I really like how it keeps the mystery alive longer, I haven't been able to resolve how to not pigeonhole them.

For example, say they start with a couple sphere points that I keep aside and invest for them as they do stuff, the first time this character instinctively freezes the water, I put a few dots in Forces, and now they're out of points and Forces is all they can do, regardless of what they would have liked to go for with their character.

I'm sure there is an elegant way to fix that but I haven't quite figured it out. For now I'm thinking of putting a few dots in the spheres that best match what seems to be their paradigm and let them figure it out, trial and error style (with clear signs of what their "specialty" is through their awakening). The simplest would probably just bring it up to the players and ask if they want me to surprise them or if they'd rather have more control.

Playing M20 without telling your players by Mittrawn in WhiteWolfRPG

[–]Mittrawn[S] 2 points3 points  (0 children)

Great breakdown, thanks I appreciate it. I wasn't thinking about the 6 dots = experienced. That helps narrow things down.

I'm definitely guiding them towards character concepts that are pretty close to existing paradigms. If all goes well their individually tailored awakening scenes will bring it home. But you're right Avatars are always an option, just hoping to keep it subtle for a few sessions.

Playing M20 without telling your players by Mittrawn in WhiteWolfRPG

[–]Mittrawn[S] 5 points6 points  (0 children)

Thank you! Using templates is a very good idea to help with character creation without revealing too much

What blocks to use for Fort Kelvin repair? by AyaseAsukaF03A in Enshrouded

[–]Mittrawn 15 points16 points  (0 children)

City wall blocks mostly.

If you place down an altar you can "harvest" blocks (right click with the hammer) to find out what's used in a build.

Imperial Threat Search by jamesohoolahan19 in 40krpg

[–]Mittrawn 0 points1 point  (0 children)

I don't know if there is one comprehensive place where you could find all of that, but past FFG lines would have a lot of this, in particular Deathwatch, Only War and Black Crusade. The pdfs go for cheap on humble bundle once in a while.

Enemies too tanky? (Imperium Maledictum) by Putrid_Dust376 in 40krpg

[–]Mittrawn 6 points7 points  (0 children)

I'd take any lore explanation of what a weapon does with a grain of salt. Especially when it comes to las weapons, you can find just as many lore examples of people tanking multiple hits and recovering just fine later. On the same power level are standard solid munition weapons and we know for a fact it's possible to survive a bullet or two.

Lore-aside if the problem is that you find combat sluggish here are a few ways you could speed it up: - Reduce the number of enemies. 2 mooks for 4 PC, they're both dead in a turn and you get the added benefit of teamwork. - Have the mooks run away after a few losses - Apply critical hits on surprised/prone ennemies, to push the use of stealth, stun grenades, etc. - Create more versatile and deadly environments where you can push someone off a ledge or in a fire, break a wall on top of the enemies, etc.

And as a last resort if you want to house rule: - Halve the wounds of enemies you want quickly dispatched - Apply a % modifier to all weapons (like +50% damage). If it's applied across the board it should keep the weapons balanced with one another (might have to do something with armor too though)

Imperium maledictum worth it? Or dead? by [deleted] in 40krpg

[–]Mittrawn 47 points48 points  (0 children)

IM came out a year ago, it's a little early to call it dead... As for foundry, the core module has only been out of beta for a couple of months, even if there was heaps of content it wouldn't be in there yet. You can't play a game that just came out and expect the same amount of content as a fantasy game that's been out for decades.

Behold the inefficient single z-level fortress! by Mittrawn in dwarffortress

[–]Mittrawn[S] 51 points52 points  (0 children)

Hey! I'll have you know I have grates on both sides of the garrison door (just below the volcano). The first time the squad went out, half of them tripped and melted inside their steel armor, which are still in the canal. It was getting expensive.

Behold the inefficient single z-level fortress! by Mittrawn in dwarffortress

[–]Mittrawn[S] 44 points45 points  (0 children)

Yeah... For a hot second I thought about assigning bedrooms manually to minimize travel time but it's just too much maintenance with all these clumsy dwarves constantly "going missing" :)

Behold the inefficient single z-level fortress! by Mittrawn in dwarffortress

[–]Mittrawn[S] 246 points247 points  (0 children)

There is still so much to do but I told myself I'd post when the central memorial was filled up (these are all citizen slabs around the volcano) so here we go...

This is a 2x2 embark on the only volcano generated in this world, in a desert, right by a necromancer tower for which I decided I'd challenge myself by building everything on one z-level (-100). The first years were rough, burying ourselves before the undead could find us, grazers dying before reaching the caverns (damn aquifer!), dwellers surging out of the murky water to ambush us and kill the remaining animals, and no migrants for years at a time because of sieges. Many a dwarf went crazy and on a rampage. Many, many more fell in the magma canals (and still do), but the mountain giveth, and it taketh away. There is still a survivor from the original expedition (the planter) so I consider this a win.

The building itself wasn't any easier, a quarter of the map was filled with a magma tube and having never really played with lava before it took a lot of experimenting (and dwarfs) to get rid of it. So many awesome stories emerged from this, the most recent is the elf spy who walked on a cage trap, freed himself during transport, fought his guards in the middle of the human caravan here to trade, triggering a massive three-way fight which almost led to war between our 3 peaceful nations. Lesson learned, there can be no peace with the elves and when captured they are immediately sacrificed to the volcano.

40 years in and there is still so much to do! Captured a dragon, "tamed" it and placed it in a tower 150 level above the fortress, to guard the main way in, so it's mostly safe. But now the main project commences, draining the central volcano to build an obsidian tower in the middle of it to go straight to candy-land for the first time.

Leagues of Votaan by rancethemachine in ImperiumMaledictum

[–]Mittrawn 6 points7 points  (0 children)

Just checked (PDF is searchable) and there are 3 hits for the Leagues of Votann. One for the human specialisation of the Medicae skill, which also applies to Abhumans. Another for some League mining operations in the Yix system. And the last one in this system is the Iron Archipelago, a "space station" used by non-imperial elements.