Ghostofman

u/Ghostofman


r/40k•

I'm organizing thoughts for a future project, and I'm thinking...

What does a thunderhawk flight crew look like?

Are they techmarines, that wear full red armor, or that subcategory that wears normal chapter colors and only has a special shoulder, or an arm, or... What?

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r/DnD•

Still a good ways off, but for the next campaign, one of my players has proposed a Heavy Armor and Shield equipped Sorcerer that specializes in touch/melee spell attacks.

While we still have months till we even get to a session 0 on that campaign, I wanted to ask... would that work?

I mean, looking at it, it looks possible, but it also feels like stacking specific options to throw off the usual caster layout of "Good offense, weak defense."

Have any of you dealt with such a build? How did it go? Did the drawbacks of such a build balance out, or did it become a powerhouse that threw the balance off relative to the rest of the party?

This will be a custom campaign in a custom setting. So

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  1. One of my players reduced a Villain's Awareness to below -5, making him unaware. So... he can still do stuff? He can't make perception checks, and his decisions would probably be more instinct than anything requiring thought... but would he also be considered blind/deaf/dumb too? Could he, if given the opportunity, escape? Or would he be bumping into walls? Could he still operate his kit?

  2. How does tossing a friend work exactly? Say a Strength 10 Hero wants to toss a pal at a villain around 40ish feet away, and then the friend make an attack upon arrival. I get that it works to make a charge attack, but I'm not clear on how the numbers all come together.

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Pretty simple stuff I'm sure, but stuff I'm also constantly second guessing myself on.

- How many power points should I award for a milestone completion? Looking for a progression that has a steady climb feel, not a jump.

- how does recovered (looted) weapons work? The players aren't going loot crazy, but when a mook shows up with something the players don't have ready access to they'll tend to hang on to a sample. How's does that work if the weapon crosses the attack:damage power limitations?

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r/AskGameMasters•

Just something I've been kicking around as a inter-game/campaign pallet cleanser.

Use a fairly generic system that supports a good mix of narrative and action. Players are tasked to go to sneak onto a restricted tropical island and do a thing. Turns out it's an InGen facility (maybe from the books/films, maybe original) and then the poo hits the fan and it turns into an extraction narrative with the players navigating hostile terrain, competing teams, puzzles, and of course hungry critters.

Offhand... seems ok... Maybe not as a long running campaign, but a one-off mini-campaign should do.

But here's my thing: I'd like it kick off a little more mysteriously. I think one of the defining

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r/DungeonMasters•

Short version: I'm working a campaign setting where a couple of adventures will take place in an area where an additional resource will be required for the players to use magical effects/spells/items/etc. This effect is well known in-setting so it'll be explained during session 0. Using the resource will be simple, and so long as you've got it everything still works as normal. The party will be supplied with some each time, and be able to scavenge more, so the scarcity will be more psychological than literal, but the overall in-universe effect also addresses some narrative/logic holes I want plugged.

So, were you playing in a campaign with this feature, what questions might you ask, or

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r/DungeonMasters•

So I'm kicking around my next setting and campaign concept.

Something I'm leaning towards is having it take place during a plague, the details of which, specifically the terminal stage, I need a little help with.

So short version, variable incubation period (days to weeks after infection) -> Flu like symptoms for about a week -> 2ish days they appear to recover -> over about 8 hours they rapidly lose memory, personality, etc. -> for 24-48 hours they go through the motions of common tasks they'd normally do though not always 100% right (so like a farmer might plow the same row in the same field over and over for hours).

Now... after this they hit the part of "they die" but I want things t

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r/40k•

My current project(s) end is nearly in sight, so I'm starting to get organized for my next one.

One of the things on the list of "don't gots" is a priest with a shotgun. No biggy, it's one model, I can probably find it on ebay or something if I look hard enough... but I can't seem to find one.

Didn't GW make one of those in ages past? I could swear I remember seeing it and thinking it was rather low effort (but hey, it was an old metal model from Emperor know which edition, so fine) but now I can't seem to find any trace of such a thing.

Now... I know there's the Jacobus model... but that's not what I'm thinking of. I seem to recall just a generic dude in a robe with a double-barrel.

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r/PrintedWarhammer•

https://preview.redd.it/js059qn1577g1.png?width=347&format=png&auto=webp&s=ba03c7f67e690c27e728491f0a8b15d4ffad370c

So I'm getting close to completing my current projects, and I'm planning my next. I'd like it to include some Tallarn Sentinels.

I've got, or can make, most of the parts for them (sentinel itself, driver & expanded footpads), except for the canvas shade over the roll cage. I could do it as something easier and make like a metal plate, but I'd much rather it be more in the style of the original design.

Any of you know a good tutorial for Blender (or another free program) that can walk me through how to model/sculpt cloth like that, or close enough while still being printable?

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I"m kicking on my "Season 2" of my M&M3 Campaign. Last time I kept things largely grounded with things like bad guys with guns and other relatively conventional threats and weapons appearing throughout.

This time around I need to up the ante a bit. Everyone is using a "new" character (only two players decided to bring their old characters back, so they just rebuilt at PL10) so I've got room to maneuver, but I also see a lot of especially resilient PCs this time around, so I see a need to ramp things up a bit, and I'd like some input from those with more experience.

So Far:

- I'm establishing in Episode 1 that high end energy weapons are hitting the streets. So I can boost any baddy down

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So, my groups coming back to 3E after a few years, and I've picked up an additional player since then, so we're all remembering and learning the system. He's a good guy and fair player, but he also tends to go high concept so most of his brainstorm ideas seem to push the limits of the system.

One such is a magical top-hat that when placed upon a person will grant them magical powers, but also totally take over their personality. The hat itself is a sentient thing, but without a head underneath it it's powers are mostly limited to methods of getting onto a new head.

He's struggling with how that would all work though. To me it feels like a power stack that's removable (though somewhat inver

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3E

Maybe I'm just blind, but where's the info on throwing random items as weapons? Like, I can find the info on throwing (Pg 12) but where does it outline how to determine the damage the item will generate on a hit?

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Using 3E

I feel I should know this...

For a shooty hero that uses normal firearms:

I take the "Equipment" advantage and use that to generate the points to "buy" a collection of firearms from the gear section, right?

How does this go up against the PL limits on attack bonuses and damage? Do I have to limit my weapons skill to ensure Attack+gun's damage=PL limitation? Or does it work another way? How does this work if I want a heavy weapon to be an option I can pull out of my dufflebag when things get... complicated? Will I have to set up a separate skill for the Rocket Launcher to balance out the damage, or does it get to bypass the limits for some reason?

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My group is coming back to M&M3E after a several years, and a new player brought up a few questions about power effects, basically both of us are a little skeptical how a few things appear to work:

  1. Weaken: Running the numbers it seems like it's pretty affordable to get enough power with a Weaken Trait effect that would 1-shot incapacitate most opponents. Might have to be a soft hitter, but when a hit does land it seems easy get a targeted character to that -5. Is that right, or is there more to it?

  2. Insubstantial: OK, so Insubstantial 4 makes you able to pass through things and such. You can take an attack upgrade that will allow you to drag another person into incorporeal as well. So

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r/swrpg•

The Empire and Jabba

General Discussion

Question: What's the relationship between the Empire and Jabba the Hutt? How do you think an Imperial officer on a comm relay station would respond to Jabba the Hutt showing up, claiming to be working a secret Imperial investigation and demanding access to Confidential corporate comm logs?

Relevant Background details:

EotE game, players are independent operators, time frame is after Yavin, before Jedi.

My players conned their way onto a Holonet relay station with the goal of gaining access to transmission logs so they can look for clues about some comm traffic regarding a McGuffen they're trying to get positive ID on.

They request landing using some stolen Imperial credentials

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