Unregistered
2013-02-10, 06:41 PM
Hello!
For about a year, our group has been playing more or less regularily Dark Heresy.
For my character I rolled a Hive World Scum (I chose to roll everything, including home world and class). My starting characteristics were (those we didn't roll in order but could assign as we wanted):
WS 29 BS 29 S 31 T 32 Ag 42 (+2 from divination) Int 33 Per 34 WP 34 and Fel 48
I wasn't too thrilled about being a hive worlder because of the low toughness, it led me into putting a 17 into T just for having a TB of 3 (which I thought to be important). First I thought, I could play the Scum as you could the Rogue in D&D: Skill monkey. It became quickly apparent that this wasn't possible because I didn't get more skills than others (or more XP) so that I wasn't necessarily better in typical Rogue things than others. Others get Inquiry, Blather, Barter, Move Silently, Security, Concealment, Charm, Scrutiny and Sleight of Hand as well, not even necessarily later or more expensive. So, I am a bit lost at what is the defining role for a Scum. He's not better at being the Party face than a Cleric, not better at breaking somewhere in or hiding than an Assassin, not better in gathering information than an Arbitrator or better at knowing things than an Adept.
For combat, I frist thought I could go TWW Ballistic with Autopistol but that takes too long and is too expensive if I see my main role as skill monkey (which I still kind of do). Plus, our Assassin is doing this now, including the Gunmetal city cheese.
Now, I still want to focus more on skills and talents outside of combat. I am now in the Rogue rank with 3200 XP spent (Starting skill: Dodge, Starting Talent: Unremarkable + the fixed ones). I spent those on:
Characterstic advances:
BS +10, Ag + 10 and Fel +5
Skills:
Barter
Awareness up to + 20
Charm
CL (Underworld) up to +10,
Concealemt
Inquiry
Security
Search
Sleight of Hand
Ciphers (Underworld)
Deceive +10
Dodge +10
Silent Move
Talents:
Quick Draw
Rapid Reload
Hard Target
BWT (Launcher)
Sound Constitution (x2)
Leap Up
Now, I still try to do the skill monkey role and while I do have many skills I consider defining for a rogue-like class, I am not very good at them.
For combat, I focus on the idea of zipping across the battlefield to get quickly somewhere important (e.g. to the switch to set a machine in motion or to grab something before somebody else does it), with my high Ag. That's why I chose Hard Target and Leap up (even if I don't consider them very good talents) and that's why I'm thinking about getting the Sprint talent (though I hope to get good quality bionic legs - I already have common quality ones, due to a grenade accident). By taking the BWT (Launcher), I think I can be of some use in combat by using different type of grenades (especially Krak and Photon grenades), plus it fitted nicely with the grenade accident. Of course, no Autofire and no red dot laser for a grenade launcher which means my chance of hitting is not too great. My other weapons are a combat shotgun (which I want to trade in for a Vanaheim shotgun) and an Autopistol.
So do you have any advice on how to proceed? I do not want an optimized scum (I also think that's too late) but do you think I made some glaring mistakes? What do you think, is the roll of a Scum? Are there skills and talents I absoutely should take? Equipment I should pick up?
For the next 2800 XP in the Rogue rank, I thought about increasing my BS by +15, my Fel by +10, my Ag by + 15 and Int and Per by + 5 each (though I am not sure if that is worth it. On the other hand, it's hard to get better at search or Tech use without advancing these characteristics). Is my try to be "jack-of-all-trades" in the skill departement viable or do I have to specialize in something? (But then I really don't see why I shouldn't just take an Assassin to get all the stealth skills and a buttload of great combat talents)
For skills, I wanted to take Barter +10, Scrutiny (why does it cost the scum 200 XP?) and Tech use, maybe Drive and/or Gamble and Evaluate. Also, I think I should take Secret Tongue (GUtter) for a convincing scum.
For talents maybe Ambidextrous (maybe not worth it if I don't go the TWW-route), Light Sleeper, Sprint, Rapid reaction and Marksman.
Thanks in advance for your thoughts.
Edit: Oh, and any thoughts which of the two open paths (Cutter/Fixer) to take?
For about a year, our group has been playing more or less regularily Dark Heresy.
For my character I rolled a Hive World Scum (I chose to roll everything, including home world and class). My starting characteristics were (those we didn't roll in order but could assign as we wanted):
WS 29 BS 29 S 31 T 32 Ag 42 (+2 from divination) Int 33 Per 34 WP 34 and Fel 48
I wasn't too thrilled about being a hive worlder because of the low toughness, it led me into putting a 17 into T just for having a TB of 3 (which I thought to be important). First I thought, I could play the Scum as you could the Rogue in D&D: Skill monkey. It became quickly apparent that this wasn't possible because I didn't get more skills than others (or more XP) so that I wasn't necessarily better in typical Rogue things than others. Others get Inquiry, Blather, Barter, Move Silently, Security, Concealment, Charm, Scrutiny and Sleight of Hand as well, not even necessarily later or more expensive. So, I am a bit lost at what is the defining role for a Scum. He's not better at being the Party face than a Cleric, not better at breaking somewhere in or hiding than an Assassin, not better in gathering information than an Arbitrator or better at knowing things than an Adept.
For combat, I frist thought I could go TWW Ballistic with Autopistol but that takes too long and is too expensive if I see my main role as skill monkey (which I still kind of do). Plus, our Assassin is doing this now, including the Gunmetal city cheese.
Now, I still want to focus more on skills and talents outside of combat. I am now in the Rogue rank with 3200 XP spent (Starting skill: Dodge, Starting Talent: Unremarkable + the fixed ones). I spent those on:
Characterstic advances:
BS +10, Ag + 10 and Fel +5
Skills:
Barter
Awareness up to + 20
Charm
CL (Underworld) up to +10,
Concealemt
Inquiry
Security
Search
Sleight of Hand
Ciphers (Underworld)
Deceive +10
Dodge +10
Silent Move
Talents:
Quick Draw
Rapid Reload
Hard Target
BWT (Launcher)
Sound Constitution (x2)
Leap Up
Now, I still try to do the skill monkey role and while I do have many skills I consider defining for a rogue-like class, I am not very good at them.
For combat, I focus on the idea of zipping across the battlefield to get quickly somewhere important (e.g. to the switch to set a machine in motion or to grab something before somebody else does it), with my high Ag. That's why I chose Hard Target and Leap up (even if I don't consider them very good talents) and that's why I'm thinking about getting the Sprint talent (though I hope to get good quality bionic legs - I already have common quality ones, due to a grenade accident). By taking the BWT (Launcher), I think I can be of some use in combat by using different type of grenades (especially Krak and Photon grenades), plus it fitted nicely with the grenade accident. Of course, no Autofire and no red dot laser for a grenade launcher which means my chance of hitting is not too great. My other weapons are a combat shotgun (which I want to trade in for a Vanaheim shotgun) and an Autopistol.
So do you have any advice on how to proceed? I do not want an optimized scum (I also think that's too late) but do you think I made some glaring mistakes? What do you think, is the roll of a Scum? Are there skills and talents I absoutely should take? Equipment I should pick up?
For the next 2800 XP in the Rogue rank, I thought about increasing my BS by +15, my Fel by +10, my Ag by + 15 and Int and Per by + 5 each (though I am not sure if that is worth it. On the other hand, it's hard to get better at search or Tech use without advancing these characteristics). Is my try to be "jack-of-all-trades" in the skill departement viable or do I have to specialize in something? (But then I really don't see why I shouldn't just take an Assassin to get all the stealth skills and a buttload of great combat talents)
For skills, I wanted to take Barter +10, Scrutiny (why does it cost the scum 200 XP?) and Tech use, maybe Drive and/or Gamble and Evaluate. Also, I think I should take Secret Tongue (GUtter) for a convincing scum.
For talents maybe Ambidextrous (maybe not worth it if I don't go the TWW-route), Light Sleeper, Sprint, Rapid reaction and Marksman.
Thanks in advance for your thoughts.
Edit: Oh, and any thoughts which of the two open paths (Cutter/Fixer) to take?