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Trappings?

 
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Hellfire6A
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Joined: 26 Jun 2008
Posts: 329
Location: Spokane, Wa

PostPosted: Tue Jul 17, 2012 4:35 pm    Post subject: Trappings? Reply with quote

Trapping for Doomsayers.

Could we assume (House rule or otherwise) that Doomsayer powers not only cause blisters hair falling out etc, but also an effect similar to Radiation listed in SWD?

Specifically, anyone hit by a Doomsayer's Grazer (my term for bolt) also has to make a vigor roll or suffer a level of fatigue for 24 hours. Anyone incapacitated by this effect would then suffer a Long Term, Chronic, Minorly Debilitating effect as per the SWD. This is from SWD pages 87 and 89.

This might make your PCs rethink going to the friendly Doomsayer for healing Embarassed

I don't know much about the Classic version (I am learning) but Psykers could use a fire trapping? Are there any other likely trappings? Is there a Divine trapping for Templars? What might that look like?

Note: Rad Resistant would apply to the vigor roll for suffering the fatigue, but not the damage as listed in HOER.
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wanderingmystic
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Joined: 14 Jul 2009
Posts: 242

PostPosted: Tue Jul 17, 2012 11:03 pm    Post subject: Reply with quote

well as far as psykers go i completed a conversion between the original powers and the new addition http://www.peginc.com/forum/viewtopic.php?t=37127

They had a bolt with the fire trapping as well as elemental control fire and blast with the fire trapping but both of those got cut in the new eddition
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Kilgore
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Joined: 03 Jul 2012
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PostPosted: Wed Jul 18, 2012 2:44 am    Post subject: Reply with quote

I ran my last game prior to the advent of the SWD rules (since then I've been in law school, and reduced to looking over my books and brooding) but I don't really see the need for crunchy trappings. I feel like visualizing one bolt as green radioactivity and another as a ball of acidic sludge is differentiation enough, but I guess YMMV. Since doomies seem like the main NPC AB, saddling players who are put out of action by their effects with a long term disease strikes me as too harsh, but I'm probably not hard enough on my players.

As far as sykers, IIRC in classic their damage causing spells were all classified as either pyrokinesis or telekenisis. In the Reloaded rules I'd say, as wanderingmystic noted, that all their damage effects except for telekinetic squeeze either are or can be pyrokinetic effects, and use a fire trapping. Bolt could go either way.
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Yondalor
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Joined: 16 Aug 2010
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PostPosted: Wed Jul 18, 2012 5:58 am    Post subject: Reply with quote

How about if Doomsayer Healing gave you -1 to Charisma for a day or so? It heals you alright, but the boils and pustules make you look like a leper.
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steelbrok
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Joined: 07 Aug 2005
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PostPosted: Wed Jul 18, 2012 6:30 am    Post subject: Reply with quote

Yondalor wrote:
How about if Doomsayer Healing gave you -1 to Charisma for a day or so? It heals you alright, but the boils and pustules make you look like a leper.


Excellent idea
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Hellfire6A
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Joined: 26 Jun 2008
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Location: Spokane, Wa

PostPosted: Wed Jul 18, 2012 11:55 am    Post subject: Reply with quote

SWD isn't clear to me how you get over disease. The chronic types are in a word permanent. Except...with greater healing.

Any fatigue gained from radiation passes after 24 hours.
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