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Messages - Passionario

#1
Perfect ambush! The bastards will never see you coming.

The duration of the grace period at the start of the level is tripled.

#2
There is a large med-pack lying here. Suddenly a master mimic attacks you! The master mimic hits you. You can't move! The master mimic hits you. The master mimic hits you. Your red armor is damaged! The master mimic hits you. The master mimic hits you. You die...
#3
Quote from: Silhar on June 27, 2011, 06:43Shesh, now THAT's one "so-bad-that-I-want-to-see-it-making-in" idea.

Completing that challenge unlocks:

Angel of False Alert

The trip to Phobos was dull -- but not as dull as the following tour of duty. Twelve months of pure mind-numbing tedium. You hate the UAC: nothing ever happens there, and this time is no exception.
#4
Quote from: BirdoPrey on April 15, 2011, 17:11How about this modification that I suggested in the gun kata thread -
Angel of Alzheimers (or Forgetfulness or something)
Start the game with 15 traits of your choosing - Every time you level up you pick a trait to lose a level in.

Oh Hai
#5
Angel of Long Travel

It's about the journey, not the destination.

A prequel mini-game about DoomGuy's flight to Phobos. Takes two weeks of real time.
#6
Graveyard / Re: Machine Spirit PBF
April 27, 2010, 13:03
"If I recall correctly, we didn't have the firepower to take out a well-defended compound full of armed soldiers, either. And yet, by the grace of the Emperor, we're alive and they're not."
#7
Graveyard / Re: Machine Spirit PBF
April 27, 2010, 09:58
The psyker sighed with a tone of someone admitting defeat:

"Well, if you insist at grasping at straws instead of following a perfectly fine plan... then we might as well grasp at them properly."

She fished out her trusty deck of Emperor's Tarot and began to lay them out in a complicated 15-card spread.
#8
Upon further consideration, I've decided that I won't be able to participate, after all.

Good luck, and may the Emperor watch over you.
#9
Perhaps a small clarification is needed. By MAD, Gun Kata, Ammochain et al, I mean the master traits themselves and their corresponding prerequisites. So, when I say "MAD", I mean "MAD+Tan2+Badass+Rel2+Shottyman", not just the basic effects of MAD itself - and certainly not the individual playstyle of every player who uses MAD.

Quote from: Game Hunter on April 16, 2010, 12:51No way MAD is passive defense, I've never used it to absorb all incoming enemy damage.  What's great about MAD is that you can scout enemies AND kill them before they're ever on-screen, making it tactical defense (by the definition being used).

Individual playstyles are a matter of personal choice. If you choose to use MAD to kill off-screen enemies, more power to you, but it doesn't provide you with any extra scouting tools. If anything, it takes them away, by blocking Cateye and Intuition. On other hand, Tan2 and Badass provide solid passive defense, even if you never make use of it.
#10
Quote from: Game Hunter on April 13, 2010, 17:30I would argue that the point of any offensive build is to kill the enemy before they have the chance to fire (MAD?  Cateye??)

Not quite. MAD is passive defense, Gun Kata is active defense, Cateye is tactical defense, and Ammochain is pure offense.

Here's a repost from the Beta Testing balance thread that explains the terminology:

QuoteIn DoomRL, there are three primary defensive strategies: passive (be resilient enough to absorb all incoming damage), active (dodge enemy fire so that you don't get hit) and tactical (kill the bastards before they get a clear shot at you). A player may choose to combine these strategies, or concentrate upon one.

Passive defense is based on traits like TaN, Ironman and Badass. Its obvious advantage is that it doesn't require any special actions during the actual firefight; apart from an occasional mid-battle medikit use or armor change, all preparation is done beforehand, so you can concentrate on killing your enemies. Furthermore, it has very few "hard counters" that completely nullify it.

Active defense, on other hand, requires you to sidestep incoming projectiles, most likely while running and/or under influence of Hellrunner. When it works, it allows you to avoid 100% of the damage with no permanent expenditure of resources. Alas, it has many disadvantages: you'll still get hit far too often, sergeants, revenants and viles won't be fooled by your dodging skills no matter what, the terrain layout might not allow for enough room to maneuver, and, most importantly, a turn spent moving is a turn not spent shooting.

Tactical defense is basically the art of shooting at enemies that can't fire back. This includes corner tricks, firing into darkness and listening for sounds, trapping your victims behind walls of lava/acid, using your intuition (and possibly Intuition).
#11
Discussion / Re: Badges Guide
April 16, 2010, 03:13
Another tactic for 4.12:

"Alternatively, you can beeline towards Intuition 2. If monsters can't see you, they can't shoot you, and bonuses from Max Carnage more than compensate for your own out-of-sight firing penalties. However, if you choose to follow this route, it might still be prudent to pick up some defensive traits after you grab Int2, just in case you get ambushed at the start of the level."
#12
Graveyard / Re: Machine Spirit PBF
April 15, 2010, 08:52
As the cell hurried out of the condemned compound, Pass turned her head to look one last time at the flames that consumed the righteous and the heretical alike. If anyone could see her at that moment, they'd be surprised at the expression on her face. Her typical world-weary scowl was gone, replaced by a wistful and nostalgic smile.

By the time the group returned to the hab, however, the psyker was back to her familiar cynical self.


"See? Told you it would do just fine without my aid", - she pointed at the sobbing prisoner,- "Them xeno blighters could give underhive rats a lesson or two about survival".

She began to pace back and forth around the room.

"So, now that everyone's got their pent-up aggression out of their systems, let's look at our situation.  Good news: we're alive, and we've managed to put down a nest of Chaos cultists. Bad news: their senior partners in crime are still at large."

The psyker stopped and looked at the rest of the team:

"What do we know about said senior partners? Why, we know that they are very interested in acquiring "broken" Eldar prisoners for their schemes and rituals. And we also know that their primary supplier is no longer going to send them any. This unexpected setback is bound to make them desperate... maybe even desperate enough to walk into trap."

She turned towards the cowering prisoner and grinned:

"And I think we might just have the perfect bait".
#13
Discussion / Re: Your favorite weapon?
April 13, 2010, 14:18
Not without incident.
#14
Angel of Bliss (as in "Ignorance is...")
No matter how many bullets you take to the chest, your pain receptors report nothing. You can't see your health percentage, and attempts to examine yourself report your status as 'alive' (rather than scratched/wounded/boosted/etc).
#15
Quote from: Silhar on April 12, 2010, 11:17We'll see, if you supply me with a link for it first.
(Suicide mission, it seems !)

Spoiler
Hive Mutant PCs

You are shunned and hated by those not of your kind, those who are willing to kill you for your twisted flesh and cripple your kind with merciless toil. You, however, have found favour in the eyes of a great peer of the Imperium, one who has eyes to see the strength of your soul and has the power to raise you to do great service to the God Emperor.

Creating Hive Mutant Characters

Use the Hive World Home World template, but replace the Accustomed to Crowds Trait with the ones detailed here.

Twist: The Acolyte's body has been mutated and his genes twisted by the polluted water and air of the underhive.
Effects: During chracter creation the player may select one of the following two options:
* Choose any two different Minor Mutations. The player may not choose result 100 (Major Mutation).
* Roll for one random Minor Mutation and one random Major Mutation. The Acolute reduces his initial Fate Points by 1.

Strength Through Adversity: The Acolyte's mutant status means that most people shun him, and he has little chance of being easily accepted by most within the Imperium. He is, however, physically tougher than the general hive populace, as the weak never survive in the underhive.
Effects: When generating Characteristics, the character's Home World modifier for Toughness and Fellowship are swapped, so that starting Toughness will be 2d10+25, and starting Fellowship will be 2d10+15.