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Venue (Un)Availability: Monday 30 Jan
On the evening of Monday 30 January, The Distillers is organizing a Rockabilly Night. The entire pub will be extremely noisy. Monday night GMs were informed last Monday; check with GMs and players if you plan to go and game.
 
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TOPIC: Dark Heresy - Mondays
#7194
Ian
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Re:Dark Heresy - Mondays 3 Months, 3 Weeks ago Current XP: 4
Ok, moving to The Vault now!
 
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#7193
Caleb
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Re:Dark Heresy - Mondays 3 Months, 3 Weeks ago Current XP: 0
Yeah, sounds fine. If we ever need to get new players or something we'll just start a new thread
 
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#7187
Ian
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Re:Dark Heresy - Mondays 3 Months, 3 Weeks ago Current XP: 4
Cool, thanks for the reply. Can I move this thread to The Valut then? You can still read old posts, you just won't be able to add to them.

Ian
 
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#7182
Caleb
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Re:Dark Heresy - Mondays 3 Months, 4 Weeks ago Current XP: 0
Yeah the game is still active, it became an Exalted game rather than Dark Heresy about 2 years ago however.
We've just mainly been using facebook to contact each other
 
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#7164
Ian
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Re:Dark Heresy - Mondays 3 Months, 4 Weeks ago Current XP: 4
Hi Guys,

Is this game still active? It is still listed as running on Mondays, but you have not posted anything here for a while. Unless anyone objects I will be moving this thread to The Vault. I will give you a couple of weeks respond to this, then it will be moved. You can always ask me to move it back if you change your mind!

If you are sure this thread is old, then let me know as soon as possible and I will move in straight away.

Cheers,
Ian
(El Presedente)
 
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#5441
Caleb
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Re:Dark Heresy - Mondays 1 Year, 2 Months ago Current XP: 0
 
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#4948
coffmeister
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Re:Dark Heresy - Mondays 1 Year, 4 Months ago Current XP: 0
Hey Bruno,

Best of luck with your exams. We'll save a chair for you when you want it back.

:Peter
 
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#4928
byh1791
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Re:Dark Heresy - Mondays 1 Year, 4 Months ago Current XP: 0
Hi,

Very sorry guys, but I will have to drop out the campaign for now. I am studying a degree and I have got exams until mid-October. I just don't feel I have got enough time to get ready. So it's a shame but I'll have to put gaming on hold... After that I'll be free, but that might be too late to catch up again.

Nevertheless, long live the Tiger Style!

Bruno
 
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#4837
Caleb
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Re:Dark Heresy - Mondays 1 Year, 5 Months ago Current XP: 0
To make keeping track of stuff for the game easier, and to stop the terror on lost notes it now has a wiki:

oceanshadows.pbworks.com/Home

Most of the information is in (but i can't remember who the councillors were for Luthe), but no pretty pictures or anything as of yet.
 
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#4765
Caleb
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Re:Dark Heresy - Mondays 1 Year, 5 Months ago Current XP: 0
Also here are the mass combat stats fro units you have so far
Commanding Officer: Ahlatsehun
Army Colour: Red and Black
Motto:"Blood for Ahlat, blood for the Bull!"
General Makeup: 625 light infantry with spears, knives, javelins and large shields. Many essence channelers and thaumaturges,as well as thaumaturgical tailismans and blessings.
Overall Quality: Elite
Magnitude: 6
Drill: 5
Close Combat Attack: 4 Close Comabat Damage: 3
Ranged Attack: 3 Ranged Damage: 3
Endurance: 9 Might: 1 Armour: 0
Morale: 5
Formation: Ususaly adavance in skirmish formation, and change into close formation for combat. Can break down into several magnitude 2-3 units.
In the large formation, 6 act as relays while another 6 god-blooded act as champions.


Commanding Officer: Roaring Juggernaut
Army Colour: Green and Silver loincloths
Motto:"Rraaargh"
General Makeup: 500 Lion beastmen wih axes and shields
Overall Quality: Good
Magnitude: 6
Drill: 1
Close Combat Attack: 3 Close Comabat Damage: 3
Ranged Attack: 0 Ranged Damage: 0
Endurance: 5 Might: 1 Armour: 0
Morale: 3
Formation: Charge forward in an open formation and hurl themselves at enemy lines, they lack the discipline to form a closed formation.
6 Lionmen are trained as relays, roaring orders out to the unit. 6 more particualy large Lionmen act as champions.


Commanding Officer: Tashun
Army Colour: White
Motto:"Honour and Justice!"
General Makeup: 80 heavy cavalry with reinforced breastplate, shield and masked helm. Wielding slashing sword, lance, mace, and flamewand. Riding a barded warhorse
Overall Quality: Elite
Magnitude: 4
Drill: 4
Close Combat Attack: 3 Close Comabat Damage: 4(5 charging)
Ranged Attack: 3 Ranged Damage: 4
Endurance: 8 Might: 0 Armour: 2
Morale: 4
Formation: Advance in skirmish formation, assissted by charms. Line up a long charm enhanced charge in close formation while using firewands to pick off less mobile units.
4 relays, 2 champions and 2 'sorcerers' using staff slings and grenades
 
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#4758
Caleb
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Re:Dark Heresy - Mondays 1 Year, 6 Months ago Current XP: 0
Fancy Artifacts from the Tomb:
Castigator (artifact 5, 10 motes commitment)
Blunt end: spd: 4, acc: +4, dam: 12B, def: +3, rate: 4. 2 handed, martial arts, reach.
People struck by this end must spend 1 willpower or gain an intimacy to the Unconquered Sun [worship] and are Compelled to stop fighting if in combat.

Sharp end: spd: 4, acc: +4, dam: 4L, def: +3, rate: 4. 2 handed, martial arts, reach, armour piercing.
People struck by this end must spend 1 willpower or gain an intimacy to the wielder [love] and are Compelled to stop fighting if in combat.

Also the wielder may spend 1 mote to make an attack Holy.

Orihalcum Dragons Tear Tiara (artifact 2, 2 motes commitment)
One hearthstone socket.
Gives +1 on all Perception rolls, +3 on Perception+Occult rolls.

Orihalcum Vestment of Holy Vigilance (artifact 2, 3 motes commitment)
Allows the wearer to hear prayers directed to him.
Also increases Cult ratings by 1.

Infinite Resplendence Amulet (artifact 5, 5 mote commitment)
Can generate clothing of any style and type. Gives +1 lethal and bashing soak and 1 extra success on all rolls to resist toxins and environmental damage.
Orihalcum mode: Clothes of solid light. +4 Appearance, but Stealth attempts fail automatically. Can be muted to allows Stealth, but loses the Appearance benefits.
Moonsilver mode: Clothes form a second skin. +2 on Stealth rolls and Larceny rolls for disguise. Also gives +5 lethal and bashing soak.
Starmetal mode: Clothes are subtle but elegant. Pockets can hold up to one ton in Elsewhere
Soulsteel mode: Dark coloured clothes. Can transform clothes into a swarm of vermin, environmental damage: Trauma 3 damage 1L every time the wearer acts.

Necklace of Solar Charisma (artifact 3, 3 mote commitment)
one hearthstone socket
Gives +3 to Appearance and Charisma pools, also anyone with lower essence than the wearer will not ever consider them strange looking or monstrous.

Resplendent Personal Assistant (artifact 1, 1 mote commitment, repair 2)
Braclet of magicial materials, includes:
Tiny jade compass, indicates direction to Pole of Earth, distance from it and high above sea level.
Timekeeper, tiny spirit keeps perfect track of time and date.
Device can whisper information to the wearers ear, or display it on a red jade panel.
 
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#4749
Caleb
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Re:Dark Heresy - Mondays 1 Year, 6 Months ago Current XP: 0
Lunars, Might 4 or 5 (assumption), Mag 1
Leviathan alone is Might 5, magnitude 8...

Also there are the Deep Sages (octopus beastmen), they have large numbers of thaumaturges and even a few sorcerers. But they don't work well with humans, and I'm not sure how much you all trust them.
 
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#4742
Kaitharshayr
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Re:Dark Heresy - Mondays 1 Year, 6 Months ago Current XP: 0
You make a good point about the light infantry if we have all those beastmen etc. Then yes maybe we should swap them out. I really don't want us spending all 100 monies not unless we really have to. We'll need to work on trying to talk some of these costs down.

Also Peter's character has all the war and war charms in the world (almost) I'm not sure yet if he's learnt the one that will train up Dragon Kings..? Also there are 4 elder Dragon Kings who are doing some of the training (they went into hibernation around the time of the great contagion)

Aliset is female.

In terms of crews for ships, again Peter's character has war and all the sail, so Tiger Warrior Training will work there. Its artillerists that we're short on, and as yet no one yet has any charms that allow Lore to be trained up, I think C said you need a lore of 3 or more to use the guns on a ship.

Also with the Mountain folk we could have (though this may not be the best of ideas) an Alchemical (or a Lunar) leading them, it doesn't have to be one of us.

Editing post to add:
The Five Metal Shrike has been mentioned, Aled's character will know that the same guy that built this also built the Brass Leviathan. We know who built that.. a certain someone who has an obsession with Fish people, lives in a volcano, and likes to have demon harpists sitting around. Yup C says it's possible that Burning Waters may know where it is... (I'm posting this because C says it's also possible that he'd forget to tell us this.)
 
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Last Edit: 2010/08/08 21:22 By Kaitharshayr.
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#4740
g.crow
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Re:Dark Heresy - Mondays 1 Year, 6 Months ago Current XP: 0
To summarize, as a method of procrastination...

Current fighting resources:
2500 Sharkmen with potential allies, Might 2, Mag 9
Notes: Aquatic killers that can swarm enemy ships and kill crews are good. Who will lead them? Can we get multiple leaders, split them down, and take out a fleet at night?

Dragon Kings, Might 1, Mag 4 or 5
Desperately need to train these. Ideally, we can get a few leaders out of these critters to to use them as shock troops. No one said we have to recruit all our unit commanders.

Lunars, Might 4 or 5 (assumption), Mag 1
Beastmen allies not included.

Mountain Folk, Might 5, Unknown Magnitude
To get, one of us needs to learn War to lead them.

Alchemical Assembly, Might 3-5 (assumption), Mag 1
No explanation needed. Remember this does not include non-combative assistance (see below.)

Colossus or two, Might unknown, Mag 0/1,
Scary stuff.

Aliset and his school, Might 3 (assumption), Mag 3 (assumption)

Non-combative Resources:
Alchemical Aid
They are building us ships and weapons. No where did I see crews listed.
In terms of weapons, I've heard genzosha armor. I assume they can outfit some other elite units. As for Luthe, I suspect they don't have much more time.

The Elemental Courts of the West
If we get them (as below) we can use them to manipulate weather and environment too. Let's not forget their nature.

Resources we can't count on:
Burning Waters and Fallen Wolf.
No guarantees they'll find resources without their intervention. Plus, I'm sure Heron will have... reservations... at some of these allies.

The Elemental Courts of the West
Bureaucracy will need to be navigated early for them to be any assistance.

Weaponry
For the Essence-users under command, it could be useful to acquire exceptional or magical weapons to complement our existing forces. There are Demons who do that, there are caches in the hands of the Realm that they really shouldn't have anyhow, and there are the broken artifacts of Luthe. I don't see Heron having time to dive into Craft if he's summoning and also 'healing.' But we can see if we can recruit an Outcaste craftsman...

The People of the West
Yes, bring them in. Exalts are champions of the people - meaning our army should actually have some humans in it.

Military resources we can buy:
Items we are considering for acquisition are in italics.

Generic Units:
Delzhan Jaghun (Heavy Cavalry, 300 men, Magnitude 5) 50
Delzhan Arban (Heavy Cavalry, 100 men, Magnitude 4) 25
Varangese Fusiliers (Firewand Gunners, 500 men, Mag 5) 25
Varangese War Elephants (3 or 4, Mag 3) 40
Harbourhead Captancy (light infantry/skirmishers, 500 men, Mag 5) 15
Realm Heavy Foot (Heavy Infantry, 500 men, Mag 5) 25
Sappers (Combat Engineers, 75 men, Mag 2) 10
Thaumaturges (Support, 50 men, Might 1) 20
Light Cavalry (Ranged/Scouts,150 men, Mag 4) 20
Archers (Bows or Slings, 600 men, Mag 5) 15

Special Units:
Saiga Renegades (elite firewands, 412 men, Mag 5) 20
Silk's Gunners (artillerists, DB officer, 37 men, Mag 2) 20
The Snake King (One warstrider, Mag 1, Might 4) 20
Firestorm (bombardiers on gliders, 115 men, Mag 3) 25
Tashun'Fire riders (Heavy Cavalry, DB officer, 80 men, Mag 3) 20
Dust Devils (Lion beastmen, 500 men, Mag 6, Might 1) 25
Terror and Hunger (Fair Folk warriors, 300? things, Mag 5?, Might 2) n/a
Storm Legion (Trireme tender and 4 triremes) 15
Undefeated Dragon Heroes (5 DB, Mag 1, Might 5) n/a

---------------

Now here's where I disagree a bit. I don't think putting off getting support units until combat time is going to be a great idea. I'd rather erase the light infantry/skirmishers (we have 500 in the Dust Devils, and a whole bunch of sharks.) I will assume Lizzy's char can talk the Dust Devil's down to 20, unlikely that we can get them lower as per her later post, but if she can more power to us. That puts the group at 65. Get the Thaumaturges (20) and put them to work making weaponry and preparing to deal with angry spirits (+1 Might for our troops, excepting the sharkmen.) Then figure out what we can use them for in battle - fatigue, movement, healing, probably. If Lizzy can talk down the beastmen a bit more, also include the archers (15 - leaves us at 100 unless she gets cheaper beastmen.) Firewanders, artillerists, or bombardiers would be lovely, but very expensive. We have lots of shock troops and disorganized infantry, with a fighting core, but no ranged troops.

We also need officers. I don't think we have very many.

Finally, on the note of the exorcist, getting a DB necromancer is far and above better than the Ghost-blooded, even with a bit of travel time.
 
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Last Edit: 2010/08/08 20:25 By g.crow.
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#4730
Kaitharshayr
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Re:Dark Heresy - Mondays 1 Year, 6 Months ago Current XP: 0
Ok a bit further to what I wrote before, I've currently put us on 80 monies.

I'm thinking that if I can talk the dust devils down, and if we can either get them down 10 monies or them down 5 and someone else down 10 then we could think about getting

Varangese Fusiliers (Firewand Gunners, 500 men, Mag 5)

if we can't get any money off then we might want to get the archers instead.

Archers (Bows or Slings, 600 men, Mag 5)

This would put us on 95 monies (I think I've calculated that right..) This would mean we'd still beon resources 5 and that would slowly accumulate back up. Don't forget we still have 15 months to get stuff sorted.

However Caleb has pointed out that we really do need artillerists, now the ones that C has listed are lead by a Dragon Blooded, and that's what we're paying for:

Silk's Gunners (artillerists, DB officer, 37 men, Mag 2) - 20

We might not quite be able to afford it, so we possibly might want to be able to think about just getting normal human artillerists? Or swap another unit out and get a Dragon Blooded. We probably really do want to get some artillerists now as it means we can use them to train other people up.

I realised that we can probably get Thaumaturges later on nearer to attack time.

C did also mention that Broken Skies will have suggested that we get an Exorcist or two, as someone to deal with troublesome spirits/ghosts will be VERY useful. As they can train other people in how to fight them. The 3 most famous are in the South.

A Dragon Blooded necromancer/exorcist in Gem (far away from where we are currently).
A Ghost Blooded in Varang (a bit south from where we are)
Another Ghost Blooded around Harbour Head - North East from us, can take ship there, but it's very Realm Controlled.

Right that's all my suggestions for now.
 
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Venue (Un)Availability: Monday 30 Jan
27 January 2012
On the evening of Monday 30 January, The Distillers is organizing a Rockabilly Night. The entire pub will be extremely noisy. Monday night GMs were informed last Monday; check with GMs and players if...
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