![warhammer 40k dark heresy 2nd edition assassin sniper warhammer 40k dark heresy 2nd edition assassin sniper](https://vignette.wikia.nocookie.net/warhammer40k/images/3/34/Vindicare_On_The_Hunt.jpg)
16+) is rolled on the d20 during a short rest. This emulates the escalation that often occurs over the course of a fight in film.ġ3th Age has a number of powers and abilities which are replenished when a particular number (e.g.
![warhammer 40k dark heresy 2nd edition assassin sniper warhammer 40k dark heresy 2nd edition assassin sniper](https://spikeybits.com/wp-content/uploads/2019/02/assassin_02.jpg)
This escalation mechanic stops fights from dragging on, and it also adds a tactical element that dissuades PCs from ‘going nova’ and blowing everything that they have in round one (because if they wait a bit before using their most potent attacks, they have a greater chance of hitting). I run it that the bonus applies to both attack rolls and damage, although I can’t recall off the top of my head whether that is by the book or a house-rule. The idea is that PCs (and significant monsters) get an incremental bonus to their attacks after the first round of the fight (+1 on the first round, +2 on the third round, up to +6 on the seventh and subsequent rounds), and the obvious way to track this is on a nicely visible d6. The escalation die is a brilliant concept, and I’ve previously incorporated it into other games. These are my thoughts so far on the ideas that 13th Age brings to the table. I’ve been running through a quick playtest of 13th Age with one of my groups, whilst we are down a player for a few sessions in our ongoing campaign. Perhaps I’ll use it to create some pre-gen characters one day.
#Warhammer 40k dark heresy 2nd edition assassin sniper tv
I’ve also been spending too much time on TV Tropes looking at pages like these:Īs a result, that following table has taken shape in my head. Overt vs Covert (Flashy vs Sneaky Flair vs Guile Bold vs Subtle) Hack/Firewall (Digital Intrusion/Defence) Lore vs Learning Ĭraft vs Wreck (Engineering vs Sabotage) Infiltration vs Surveillance (Sneaking vs Seeing) ĭiscipline vs Conviction (Composure vs Defiance Defend vs Attack) Vigour vs Grace (Might/Force vs Agility/Quick Physique vs Athletics) Ĭourage vs Wrath (Valour vs Cruelty) įortitude vs Evasion (Endurance vs Defiance) Rapport vs Provoke (Charm vs Intimidate) Honesty vs Deceit (Integrity/Honour vs Guile) Purity vs Corruption (Inspiration vs Seduction) Generosity vs Greed (Resources vs Theft/Burglary) Ĭomposure vs Defiance (Endurance vs Evasion) Įmpathy vs Persuasion (Understanding vs Manipulation) Patience vs Cunning (Caution/Deliberation vs Quick Wits Intellect vs Guile) ĭemonstration vs Observation (Knowledge vs Awareness) You could have pairs of stats ranked 1 to 5 or d4 to d12, but with a degree of interference with each other (for example, if your Deceit reaches d12, it pushes your Honesty down to d4).Īnyhow, the product of my noodling is this:
![warhammer 40k dark heresy 2nd edition assassin sniper warhammer 40k dark heresy 2nd edition assassin sniper](https://vignette.wikia.nocookie.net/warhammer40k/images/9/9e/Vindicare_Spy_Mask.png)
I’ve been considering pairs of stats that trade off against each other (thus providing an interesting decision, and a possible source of dramatic tension within characters). Inspired by games such as Pendragon, Smallville, FAE (Fate Accelerated Edition), and most especially by A Dirty World (a noir game), I’ve been thinking about character attributes that are closer to personality traits than to traditional attributes. When travelling between locations, rather than rolling a random encounter simply ask a player to describe a problem that they encountered along the way and then ask another how they solved or bypassed the problem. – Why do you need five hundred gold pieces in a hurry? How did you escape and what (or who) did you have to leave behind?
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In your backstory, you escaped from imprisonment. Furthermore, they may provide a great opportunity to increase player buy-in. Interesting questions can flesh out a character in ways that may not have otherwise been illuminated in the game. The technique of asking evocative leading question to draw out ideas of characters (and also the game world) is simple but under-used, in my experience. Secondly, possibilities for representing personality traits by reflecting them in the mechanics of a game. I’m going to record a few quick notes on these musings here.įirstly the technique of asking leading questions to draw out character ideas. I’ve been giving some thought to tools and techniques for creating characters over the last few weeks.