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Well, My local group are starting up Inquisitor, and I have to have two Daemonhosts. They have both to be fairly powerful. There are quite a lot of nasties in this group, I think we are all starting with powerful characters. I.e. theres a Tech Magos, with 2 Assault Cannons and (i think) more than 200 shots a turn. Theres a Space Wolf, theres an Inquisitor who can do almost anything.
As such, ive to have one Daemonhost of equal power to all those characters, and one Daemonhost that can break them and make them look like playtoys (this is from the GMs request).
So, for the balanced one, I was thinking:
Special Abilities: Ambidextrus, Daemonic - Invulnerable, Impervious, Possessed, Regenerate, Spit Acid, Fearsome. Although Unarmed, Nosferatu's attacks have the following Daemonic Properties: Corrupter, Enfeeble, Gnawing, and are also Reach 3, and any character that takes a wound from them must roll a D10 at the start of their next turn. On a 1-5 they must roll on the Hallucinogen table, on a 6-10 they act normally.
(The Hallucinogen rule was suggested by the GM, so I think I've to keep it...)
Levitate: Nosferatu may only ever move at 5 yards per action spent moving, but he never takes fall damage, always passes tests to climb (he uses the massive scythes on his back, combined with his levitating abilities) and never counts as taking a risky action for movement purposes.
Shadows surrounding....: Nosferatu is blind, however, he may detect presences around him. This works as an Auspex detecting Biological Matter on passive. However, Nosferatu may also see up to 25 yards in the direction he is facing (within reason, walls etc prevent a physical barrier from his direct sight), as this represents his psychic attentions facing this direction.
Psychic Powers: Wyrd Telepathy, Choke, Enfeeble, Regenerate, Demoralise, Enforce Will, Mesmerism, Psychic Shreik, Psi Track, Puppet Master, Terrify, Psychic Impel, Psychic Ward, Psychic Shield, Telekinesis, Teleportation.
Most of the special rules have been suggested by the GM, so i just wanted to know, is this ok? Also, here is one of the "weakest" characters in the group playing (according to the GM, i dont know enough yet).
Inquisitor Damon Van-Der-Horn
Special Abilities: Leader, Deflect Shot, Dodge, Fast Draw, Feint, Force of Will, Nerves of Steel, Lightning Reflexes.
Exotic Abilities: Regeneration.
Psychic Powersetection, Distraction, Enforce Will, Mind Scan, Psychic Shriek, Puppet Master, Telepathy, Terrify.
Ranged Weapons: Custom Bolt Pistol (Kraken Penetrator Rounds), Revolver, Auto-Pistol x2
Close Combat Weapons: Force Sword, Gauntlets x2, Knife, C'tan Phase Sword (Thorian Source Book)
Familiars: Gun Skull - Laspistol, Cyber Raven (Eagle), Cyber Mastiff
Equip: 4 Magazines - Kraken Rounds
4 Revolver Reloads
6 Pistol Magazines
So if that is weak, is my Daemonhost balanced? Thanks
All I can really say is wow; if this is just a sliver of how your group is starting up inquisitor than you guys are starting on the wrong foot. In a game where its more about the story and the flaws, rather than winning, it feels as though these characters are missing that.
I want to comment on your characters, but nothing I can say will help you because my advice and suggestions would be completely aimed at toning them down. (And thats of no use to you, in a group thats making such powerful characters.)
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
Thanks for the advice anyway
I would rather it was toned down, it would make the game more, gritty, for lack of a better word. However, as to the original question, is that host on equal level with the other characters?
I will put in a suggestion to tone them down a bit, and see what happens.
Well, I didn't bother doing both of them, but I made up a quick character sheet for the example of a "weak" character.
Then I used the ready reckoner to give him a points value (which doesn't tend to mean a lot in =][=).
By my reckoning he comes out at 379 points.
My "powerful" characters tend to come out around the 130-180pts range, so I'm not sure that I can really figure out how you are going about this game.
My gaming group made the mistake of playing it as a skirmish game when we first tried it. It was decently fun I suppose, but there's so much more that can be done with the inquisitor rules.
Anywho, getting to my suggestion, tell your GM to implement the encumbrance rules (in the additional rules section).
The weight of your "weak" characters combined items is around 405, depending on how you rationalise some things. This is over double his encumbrance value, meaning he couldn't take it all. But if he could, then he'd have a whopping modifier of -12 to his speed of 5, meaning that he couldn't really do a whole lot.
I guess that implementing that rule would tone down the characters, but on the other hand, who needs 5 close combat weapons, and 4 ranged weapons anyway? Especially considering that this guys is lacking a helmet. A canny guardsman with a laspistol could take him down with an aimed shot.
As for you original question of whether your daemon host is balanced in regards to the "weak" character. Well, "probably" is about all I can say, because I've never played against anything of that power level before (it's over 9000).
Apart from that, one last thing, why does your daemonhost have the "wyrd" special ability when his willpower is over 100 anyway?
Good luck in your games.
"Even when they have digital readouts, I can't understand them."
-Piro episode 810 megatokyo.com
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The GM said i was to be a Wyrd, so I can ask for you ^^
But regardless, I am fairly new to this game, and as such i can't say much about it. However, on Saturday I shall put forth a suggestion for a more toned down game. Can someone guide me towards what a "toned down" (compared to my own) Daemonhost would have?
Your GM sounds like he needs a good kick up the backside, frankly..
Firstly, he's totally missing the point of the game if he's playing such a high powered campaign. Inquisitor is much more fun if your characters are specialized, and have weaknesses as well as strengths. That Inquisitor, as it stands, could probably erase my entire warband without working up a sweat. Pistols at dawn is more fun than clash of the titans. The Tech Magos is particularly bad.. 2 Assault Cannons? I mean.. just seriously.. Terminators carry one.
Secondly, tell him to stop mandating your characters. General rules work, specific 'you must do this' doesn't.
Medium daemonhost.. I'd say, take the stats from the book, give between one and three psychic powers (3 as an absolute maximum.) Try and theme them a bit.. don't just give them random powers. Then maybe 1-3 daemonic properties as well.. Try not to let the total number of things exceed four or five, that way the character is specialized towards fighting or psychic powers.
To be honest though, you need to sort the game out before thinking about balanced characters. If uber-techpriest of dual wielding assault cannons is going to scythe down your entire warband in one turn, it just won't be fun to show up with balanced characters.
I'm kicking myself for saying this, but if it comes down to it, go along, try out uberpower and, when it all collapses, as it inevitably will when two players have to spend 30 rounds trying to ping through one another's power armour, or one player spends 10 minutes deciding which of his millions of psychic powers to spam, and meanwhile everyone gets really, really bored, then suggest some low level friendly games with shotguns and stubbers, standard stats and 3-6 skills each. You really won't be disappointed, and the tactical element actually gets a lot more interesting at that level.
Anyone can make Inquisitor Badass (TM) with power armour, every psychic power in the game and bionics which double his stats in everything. Building interesting characters within harsh limits forces you to think very carefully about how things work.. Plus it's far, far easier to keep track of, and will ultimately be more fun.. Think of how your character works beyond his gear and stats, and theme him around that. It's a narrative game, after all, and I promise it works best when played as one.
Last edited by The_Giant_Mantis; May 23rd, 2008 at 17:12.
Powerful characters also tend to be hard for beginners to use (and for beginner GMs to keep track of!) becauseyou keep forgetting which abilities they have and how those abilities work. Plus, things like "200 shots a turn" sound cool, but when you then realize that you have to roll a D100 up to 400 times (once per shot and then once per location if they hit), it ceases to be quite so cool as every other player wanders away to find something more interesting to do.