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Dark Heresy careers as Specializations (PEACH)


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#21 Radwraith

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Posted 24 July 2012 - 04:50 AM

Unholy_Ravager said:

 

 I do think Arbites should be BS over WS. Also have you given thought to the special abilities?

 

 

I have to disagree: Arbitrators are primarily close combat specialists. (They often use shields after all!) I think WS is more appropriate. BTW, Don't Arbitrators carry Shock mauls rather than power mauls? Also, If using Standard Arbites armor it would be light Carapace, Not the heavy stuff.



#22 KommissarK

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Posted 24 July 2012 - 04:56 AM

Radwraith said:

Unholy_Ravager said:

 

 I do think Arbites should be BS over WS. Also have you given thought to the special abilities?

 

 

I have to disagree: Arbitrators are primarily close combat specialists. (They often use shields after all!) I think WS is more appropriate. BTW, Don't Arbitrators carry Shock mauls rather than power mauls?

But at the same time they use combat shotguns with executioner rounds (often with the shields).

Honestly, I would say they have both moderate BS and WS advances, and focus their characteristics elsewhere.



#23 Plushy

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Posted 24 July 2012 - 07:20 AM

 I'm torn over the Arbitrator. He swings his Shock Maul around and shield-bashes rioters a-plenty, but is also armed with a Shotgun. For now, I'll keep him with the WS aptitude, on the thought that you don't really see the Arbites running around with lots of long-ranged weapons.

 

Battle Sister
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Toughness, Ballistic Skill, Fellowship, Offence, Faith
Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Forbidden Lore (Heresy)
Starting Talents: Hatred (Heretics), Unshakeable Faith, Weapon Training (Bolt, Chain Flame, Low-Tech)
Starting Equipment: Common-craftsmanship Sororitas Powered Armour (7 AP all), Common-craftsmanship Bolt Pistol and 3 clips of ammunition, Good-craftsmanship Chainsword
Starting Wounds: 9+1d5

Sister of Silence:
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Intelligence, Fellowship, Toughness, Knowledge, Social
Starting Skills: Forbidden Lore (Inquisition, Psykers), Awareness, Linguistics (BattleMark)
Starting Talents: Oath of Tranquility*, Quick Draw or Takedown
Starting traits: Untouchable
Starting Equipment: Good-craftsmanship autopistol with 4 clips, bodyglove
Starting Wounds: 6+1d5
 

*Oath of Tranquility: Any time the character gains Insanity or Corruption points, lower the amount gained to 1.

 

I'm trying to work out this Cell Creation thing and it's just kicking my ass. The asterisks are chosen separately per character.

 

Cell Creation

Home World/Origin*
Same as in Only War core rulebook
Imperial Divination*
Roll on Dark Heresy table, page 34.
Ordo
>Ordo Hereticus
Starting Skills: Forbidden Lore (Heretics); Deceive or Intimidate
>Ordo Xenos
Starting Skills: Forbidden Lore (Xenos); Logic or Tech-Use
>Ordo Malleus
Starting Skills: Forbidden Lore (Daemons); Psyniscience or Scrutiny
Inquisitor
>Puritan
>Radical
Special Equipment
>Cleanse With Fire:
Each character gets an Exterminator on a weapon of choice; gain Weapon Training (Flame)
Cost: 4
>Grenadiers:
Each character gets 2 Frag Grenades, 2 Smoke Grenades;
Cost: 2
>Infiltrators
Each character gets a Chameoline Coak; trained in Stealth
Cost: 3
>Close Quarters
Each character applies the Mono quality to any one melee weapon of choice, or a Pistol Grip to one ranged weapon of choice
Cost: 3
>Drugs
Each character gets an Injector and two of the following;: dose of Detox, Frenzon, Slaught, or Stimm; trained in Medicae
Cost: 2
 


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#24 DJSunhammer

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Posted 24 July 2012 - 08:10 AM

Plushy said:

 

 I'm torn over the Arbitrator. He swings his Shock Maul around and shield-bashes rioters a-plenty, but is also armed with a Shotgun. For now, I'll keep him with the WS aptitude, on the thought that you don't really see the Arbites running around with lots of long-ranged weapons.

 

Battle Sister
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Toughness, Ballistic Skill, Fellowship, Offence, Faith
Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Forbidden Lore (Heresy)
Starting Talents: Hatred (Heretics), Unshakeable Faith, Weapon Training (Bolt, Chain Flame, Low-Tech)
Starting Equipment: Common-craftsmanship Sororitas Powered Armour (7 AP all), Common-craftsmanship Bolt Pistol and 3 clips of ammunition, Good-craftsmanship Chainsword
Starting Wounds: 9+1d5

Sister of Silence:
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Intelligence, Fellowship, Toughness, Knowledge, Social
Starting Skills: Forbidden Lore (Inquisition, Psykers), Awareness, Linguistics (BattleMark)
Starting Talents: Oath of Tranquility*, Quick Draw or Takedown
Starting traits: Untouchable
Starting Equipment: Good-craftsmanship autopistol with 4 clips, bodyglove
Starting Wounds: 6+1d5
 

*Oath of Tranquility: Any time the character gains Insanity or Corruption points, lower the amount gained to 1.

 

I'm trying to work out this Cell Creation thing and it's just kicking my ass. The asterisks are chosen separately per character.

 

Cell Creation

Home World/Origin*
Same as in Only War core rulebook
Imperial Divination*
Roll on Dark Heresy table, page 34.
Ordo
>Ordo Hereticus
Starting Skills: Forbidden Lore (Heretics); Deceive or Intimidate
>Ordo Xenos
Starting Skills: Forbidden Lore (Xenos); Logic or Tech-Use
>Ordo Malleus
Starting Skills: Forbidden Lore (Daemons); Psyniscience or Scrutiny
Inquisitor
>Puritan
>Radical
Special Equipment
>Cleanse With Fire:
Each character gets an Exterminator on a weapon of choice; gain Weapon Training (Flame)
Cost: 4
>Grenadiers:
Each character gets 2 Frag Grenades, 2 Smoke Grenades;
Cost: 2
>Infiltrators
Each character gets a Chameoline Coak; trained in Stealth
Cost: 3
>Close Quarters
Each character applies the Mono quality to any one melee weapon of choice, or a Pistol Grip to one ranged weapon of choice
Cost: 3
>Drugs
Each character gets an Injector and two of the following;: dose of Detox, Frenzon, Slaught, or Stimm; trained in Medicae
Cost: 2
 

 

 

Oath of Tranquility may fit the fluff perfectly, but it is obscenely powerful. I would go with "reduces Insanity or Corruption points by half to a minimum of 1."

As for Inquisitors, you should look through Ascension. There are more than just Puritan and Radical Inquisitors, those are really just generalizations. There are complete factions, the Xanthites, the Thorians and more. Use those factions to choose the Inquisitor and add bonus skills or talents [not both] based on the personality of the faction.

Also, the Sisters of Silence were never a social faction. They existed to hunt and battle psykers, alien or human, it didn't matter. Your profile doesn't really match their lore. They should be roughly equivalent to a Sister of Battle, but with different gear. No power armor, for example, they wore carapace armor.



#25 Plushy

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Posted 24 July 2012 - 11:54 AM

 I think I'll make that exact change to the Oath of Tranquility. Maybe scrap the SoS for this power level, and just make some sort of buyable Untouchable trait.

 

I'm really struggling to find factions that would make sense mechanically. What sorts of bonuses would something like a Thorian or an Istvaanian give? It just clunks against an internal wall in my head.


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#26 DJSunhammer

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Posted 25 July 2012 - 05:45 AM

I'm not sure off of the top of my head. Maybe write a specific talent or something to that effect. I'll take a look at it later.



#27 Unholy_Ravager

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Posted 25 July 2012 - 01:22 PM

 In Dark Heresy they always seemed more ranged then melee. While Arbitrators did get some melee talents(most notable take down). BS was a cheap advance, while WS was moderate and AGI and STR(both rather useful to melee) were expensive.



#28 Plushy

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Posted 25 July 2012 - 10:26 PM

 Still frowning at my Cell Creation chart. Here's some Home Worlds and Origins instead.

 

Imperial World
Characteristics: +3 Willpower, +3 to one other
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Creed)
Talents: Hatred (Mutant)
Blessed Ignorance: -5 to all Forbidden Lore tests
Wounds: Generate Wounds normally.

Hive World
Characteristics: +3 to any two of the following – Agility, Fellowship, Perception
Skills: Linguistics (Low Gothic), Common Lore (Imperium), Deceive
Talents: Heightened Senses (Hearing) or Paranoia or Unremarkable.
Accustomed to Crowds: Crowds aren’t Difficult Terrain, no penalties for Charging or Running through crowds.
Hivebound: -10 Survival outside of an enclosed or artificial environment.
Wounds: Reduce starting Wounds by one.

Death World
Characteristics: +3 to any two of the following – Perception, Strength, Toughness
Skills: Linguistics (Low Gothic), Survival
Talents: Light Sleeper or Lightning Reflexes or Resistance (Poisons)
Wary of Outsiders: -10 to all Interaction tests made in formal surroundings.
Wounds: Add two to starting Wounds.

Fortress World
Characteristics: +3 to any two of the following – Ballistic Skill, Willpower, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Hatred (choose one); Nerves of Steel or Sprint
Hated Enemy: Ordinary (+10) Willpower test to avoid attacking hated enemy on sight.
Wounds: Generate Wounds normally.

Highborn
Characteristics: +3 to any two of the following – Fellowship, Intelligence, Weapon Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Administratum), Inquiry
Talents: Air of Authority or Peer (Nobility)
Duty and Honour: -10 on all Charm, Deceive, and Inquiry tests made against non-nobles. +10 Charm, Deceive, and Inquiry made against nobles.
Abundant Resources: +10 Logistics.
Wounds: Reduce starting Wounds by one.

Penal Colony
Characteristics: +3 to any two of the following – Agility, Strength, Toughness
Skills: Linguistics (Low Gothic), Intimidate
Talents: Peer (Underworld) or Street Fighting
Larcenous: +10 Logistics to acquire contraband or other illegal items.
Wounds: Increase starting Wounds by one.

Penitent
Characteristics: +3 to any two of the following – Fellowship, Toughness, Willpower
Skills: Linguistics (Low Gothic), Common Lore (Ecclesiarchy, Imperial Creed), Intimidate
Talents: Nerves of Steel or Orthoproxy or Unshakeable Faith
Only One Life to Give: Ordinary (+10) Willpower test to act in the interests of self-preservation.
Untempered Zeal: Re-roll failed tests to incite religious fervor or righteous hatred in others.
Wounds: Increase starting Wounds by two.

Schola Progenium
Characteristics: +3 Willpower, and +3 to either Weapon Skill or Ballistic Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Air of Authority or Unshakeable Faith
Wounds: Increase starting Wounds by one.

Forge World
Characteristics: +3 to any two of the following – Intelligence, Ballistic Skill, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Tech)
Talents: Chem Geld or Technical Knock
Stranger to the Cult: -10 to all test regarding the Imperial Creed, and a -5 to all test dealing with members of the Ecclesiarchy in formal surroundings.
Wounds: Reduce starting Wounds by one.

Void Born
Characteristics: +3 to any two of the following – Willpower, Intelligence, Agility
Skills: Linguistics (Low Gothic), Common Lore (Imperium); Operate (Voidship) or Navigate (Stellar)
Charmed: When you spend (not burn) a Fate Point, roll a d10. If you roll a 9, you keep the point.
Ill-Omened: -10 to all tests dealing with non-void born humans.
Void Accustomed: No penalties for being in zero gravity.
Wounds: Reduce starting Wounds by one.
 


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#29 Plushy

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Posted 25 July 2012 - 10:32 PM

 And the fixed Arbitrator.

 

Arbitrator
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Ballistic Skill, Toughness, Fellowship, Intelligence, Leadership, Defense
Starting Skills: Common Lore (Adeptus Arbites, Imperium), Inquiry
Starting Talents: Jaded, Takedown, Weapon Training (Solid Projectile, Low-Tech, Power)
Starting Equipment: Good-craftsmanship Shotgun (pump action) and 4 clips of ammunition, Common-craftsmanship Shock Maul (counts as a Power Maul on Low setting), Common-craftsmanship Light Carapace armour
Starting Wounds: 10+1d5
 


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#30 Unholy_Ravager

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Posted 26 July 2012 - 03:14 AM

 The Arbitrator looks good, the Homeworlds however, seem to be a mixed bag. Some of them are all upsides, while other are mix of upsides and downsides. I would suggest that you pick a model and stick with it.



#31 Morangias

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Posted 26 July 2012 - 03:03 PM

I'd actually swap Leadership with Social for the Arbitrator. If for no other reason, because he was always the go-to class for cheap Inquiry.


There is no truth in flesh, only betrayal.

There is no strenght in flesh, only weakness.
There is no constancy in flesh, only decay.
There is no certainty in flesh but death.


#32 Radwraith

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Posted 26 July 2012 - 03:19 PM

Morangias said:

I'd actually swap Leadership with Social for the Arbitrator. If for no other reason, because he was always the go-to class for cheap Inquiry.

I agree with this. The Arbitrator is first and foremost a Cop. Inquiry should be a primary skill. Other than that it looks really good! 



#33 Plushy

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Posted 26 July 2012 - 03:28 PM

 The current state of Specializations.


Adept (600xp)
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Intelligence, Fellowship, Perception, Willpower, Knowledge, Social
Starting Skills: Common Lore (Imperium), Common Lore (War) or Common Lore (Tech), Logic, Scholastic Lore (Legend)
Starting Talents: Light Sleeper or Resistance (Cold), Total Recall, Weapon Training (Solid Projectile or Las, Low-Tech)
Starting Equipment: Common-craftsmanship Stub Revolver and 1 clips of ammunition, Common-craftsmanship Flak Vest, Staff, robes, writing kit, chrono, data-slate
Starting Wounds: 6+1d5

Arbitrator (600xp)
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Ballistic Skill, Toughness, Fellowship, Intelligence, Leadership, Defense
Starting Skills: Common Lore (Adeptus Arbites, Imperium), Inquiry
Starting Talents: Jaded, Takedown, Weapon Training (Solid Projectile, Low-Tech, Power)
Starting Equipment: Good-craftsmanship Shotgun (pump action) and 2 clips of ammunition, Common-craftsmanship Shock Maul (counts as a Power Maul on Low setting), Common-craftsmanship Light Carapace armour
Starting Wounds: 10+1d5

Assassin (600xp)
Characteristic Bonus: +5 Ballistic Skill or Weapon Skill
Starting Aptitudes: Weapon Skill, Ballistic Skill, Agility, Perception, Finesse, Fieldcraft
Starting Skills: Awareness, Dodge, Acrobatics or Stealth
Starting Talents: Deadeye Shot or Sure Strike, Lightning Reflexes, Weapon Training (Las, Solid Projectile, Low-Tech)
Starting Equipment: Common-craftsmanship Long-las and 4 clips of ammunition or Good-craftsmanship Mono-Sword, Common-craftsmanship Mono-Knife or Common-craftsmanship Laspistol and 2 clips of ammunition, 2 Smoke Grenades, bodyglove
Starting Wounds: 9+1d5

Scum (600xp)
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Agility, Fellowship, Perception, Ballistic Skill, Fieldcraft, Social
Starting Skills: Charm or Deceive, Sleight of Hand, Stealth
Starting Talents: Technical Knock or Quick Draw, Light Sleeper, Weapon Training (Solid Projectile, Low-Tech)
Starting Equipment: Common-craftsmanship Autogun and 1 clip of ammunition or Common-craftsmanship Shotgun (pump action) and 3 clips of ammunition, 1 Frag Grenade, Good-craftsmanship Autopistol and 1 clip ammunition, knife, street clothes
Starting Wounds: 8+1d5


Storm Trooper [Plushy mix] (300xp)
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Toughness, Weapon Skill
Starting Skills: Awareness, Dodge or Parry, Intimidate or Command, Scholastic Lore (Tactica Imperialis).
Starting Talents: Quick Draw or Rapid Reload, Weapon Training (Las, Low-Tech)
Starting Equipment: Good-craftsmanship Hotshot Lasgun w/Auxiliary Grenade Launcher and 2 clips of ammunition, 2 Frag grenades, Good-craftsmanship Storm Trooper Carapace Armour
Starting Wounds: 11+1d5

Add in the Tech-Priest Enginseer, Sanctioned Psyker, and Ministorum Priest. You now have a ghetto DH 2e.


Mechanicus Tech-Priest (300xp)
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Ballistic Skill, Intelligence, Knowledge, Weapon Skill, Tech, Toughness,
Starting Skills: Common Lore (Adeptus Mechanicus, Tech), Forbidden Lore (Adeptus Mechanicus), Forbidden Lore (Archeotech) or Logic, Tech-Use
Starting Talents: Chem Geld or Technical Knock, Mechadendrite Use (Weapon, Utility), Weapon Training (Las or Solid Projectile, Power, Low-Tech)
Starting Traits: Mechanicus Implants.
Starting Equipment: Good-craftsmanship MIU, two Good-craftsmanship Cybernetics of your choice, Common-craftsmanship Laspistol and 2 clips of ammunition, one Utility or Ballistic Mechadendrite of choice, Common-craftsmanship Staff, robes, data slate, combi-tool
Starting Wounds: 8+1d5

Sanctioned Psyker (300xp)
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Psyker, Knowledge, Willpower, Intelligence, Perception, Strength
Starting Skills: Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (Cryptology)
Starting Talents: Heightened Senses (Hearing), up to 400xp worth of Psychic Powers
Starting Traits: Psy Rating 2, 1d5 Corruption or Insanity Points
Starting Equipment: Best-craftsmanship Staff, Psy Focus, robes
Starting Wounds:

Ministorum Cleric (300xp)
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Leadership, Social, Fellowship, Willpower, Weapon Skill, Strength
Starting Skills: Charm or Intimidate, Common Lore (Ecclesiarchy), Forbidden Lore (Heresy), Scholastic Lore (Imperial Creed)
Starting Talents: Hatred (choose one), Unshakeable Faith, Weapon Training (Las or Solid Projectile, Flame, Chain, Low-Tech)
Starting Equipment: Common-craftsmanship Flamer, Common-craftsmanship Chainsword, robes, book of scripture
Starting Wounds: 9+1d5

 

Battle Sister (300xp)
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Toughness, Ballistic Skill, Fellowship, Offence, Faith
Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Forbidden Lore (Heresy)
Starting Talents: Hatred (Heretics), Unshakeable Faith, Weapon Training (Bolt, Chain Flame, Low-Tech)
Starting Equipment: Common-craftsmanship Sororitas Powered Armour (7 AP all), Common-craftsmanship Bolt Pistol and 3 clips of ammunition, Common-craftsmanship Chainsword or Common-craftsmanship Boltgun and 2 clips of ammunition or Common-craftsmanship Flamer and 2 clips of ammunition
Starting Wounds: 9+1d5

Sister Repentia (300xp)
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Willpower, Toughness, Ballistic Skill, Fellowship, Offence, Faith
Starting Skills: Common Lore (Ecclesiarchy), Common Lore (Imperial Creed), Forbidden Lore (Heresy)
Starting Talents: Hatred (Heretics), Unshakeable Faith, Weapon Training (Bolt, Chain Flame, Low-Tech)
Starting Equipment: Good-craftsmanship Eviscerator, purity seals
Starting Wounds: 9+1d5


Sister of Silence (300xp)
Characteristic Bonus: +5 Willpower, -10 Fellowship
Starting Aptitudes: Willpower, Intelligence, Fellowship, Toughness, Knowledge, Social
Starting Skills: Forbidden Lore (Inquisition, Psykers), Awareness, Linguistics (BattleMark)
Starting Talents: Oath of Tranquility*, Quick Draw or Takedown
Starting traits: Untouchable**
Starting Equipment: Good-craftsmanship autopistol with 4 clips, bodyglove
Starting Wounds: 6+1d5

 


*Oath of Tranquility: Reduce all Insanity and Corruption points gained by half, to a minimum of 1.

**Untouchable: Cannot be affected or perceived by psychic powers, can never gain Faith talents. All Focus Power rolls within a radius equal to the Untouchable’s Willpower Bonus in metres suffer a -20 to the Focus Power test. This Trait costs 300xp, and must be bought at character creation.

 


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#34 Plushy

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Posted 26 July 2012 - 03:29 PM

 The current Home Worlds and Origins. I want to add Mind-Cleansed and Hive Mutant, though. Maybe also Feral World, Feudal World, and Frontier World.

 

Imperial World
Characteristics: +3 Willpower, +3 to one other
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Creed)
Talents: Hatred (Mutant)
Blessed Ignorance: -5 to all Forbidden Lore tests
Wounds: Generate Wounds normally.

Hive World
Characteristics: +3 to any two of the following – Agility, Fellowship, Perception
Skills: Linguistics (Low Gothic), Common Lore (Imperium), Deceive
Talents: Heightened Senses (Hearing) or Paranoia or Unremarkable.
Accustomed to Crowds: Crowds aren’t Difficult Terrain, no penalties for Charging or Running through crowds.
Hivebound: -10 Survival outside of an enclosed or artificial environment.
Poor Conditions: 1d5 Corruption points.
Wounds: Reduce starting Wounds by one.

Death World
Characteristics: +3 to any two of the following – Perception, Strength, Toughness
Skills: Linguistics (Low Gothic), Survival
Talents: Light Sleeper or Lightning Reflexes or Resistance (Poisons)
Wary of Outsiders: -10 to all Interaction tests made in formal surroundings.
Fight For Survival: 1d5 Insanity points.
Wounds: Add two to starting Wounds.

Fortress World
Characteristics: +3 to any two of the following – Ballistic Skill, Willpower, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Hatred (choose one); Nerves of Steel or Sprint or Jaded
Hated Enemy: Ordinary (+10) Willpower test to avoid attacking hated enemy on sight.
Shellshocked: 1d5 Insanity points.
Wounds: Generate Wounds normally.

Highborn
Characteristics: +3 to any two of the following – Fellowship, Intelligence, Weapon Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Administratum), Inquiry
Talents: Air of Authority or Peer (Nobility)
Duty and Honour: -10 on all Charm, Deceive, and Inquiry tests made against non-nobles. +10 Charm, Deceive, and Inquiry made against nobles.
Abundant Resources: +10 Logistics.
Decadency: 1d5 Corruption points.
Wounds: Reduce starting Wounds by one.

 


Penal Colony
Characteristics: +3 to any two of the following – Agility, Strength, Toughness
Skills: Linguistics (Low Gothic), Intimidate
Talents: Peer (Underworld) or Street Fighting
Larcenous: +10 Logistics to acquire contraband or other illegal items.
Been In Here Too Long: 1d5 Insanity points.
Wounds: Increase starting Wounds by one.

Penitent
Characteristics: +3 to any two of the following – Fellowship, Toughness, Willpower
Skills: Linguistics (Low Gothic), Common Lore (Ecclesiarchy, Imperial Creed), Intimidate
Talents: Nerves of Steel or Orthoproxy or Unshakeable Faith
Only One Life to Give: Ordinary (+10) Willpower test to act in the interests of self-preservation.
Untempered Zeal: Re-roll failed tests to incite religious fervor or righteous hatred in others.
Wounds: Increase starting Wounds by two.

Schola Progenium
Characteristics: +3 Willpower, and +3 to either Weapon Skill or Ballistic Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Air of Authority or Unshakeable Faith
Wounds: Increase starting Wounds by one.

Forge World
Characteristics: +3 to any two of the following – Intelligence, Ballistic Skill, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Tech)
Talents: Chem Geld or Technical Knock
Stranger to the Cult: -10 to all test regarding the Imperial Creed, and a -5 to all test dealing with members of the Ecclesiarchy in formal surroundings.
Wounds: Reduce starting Wounds by one.

Void Born
Characteristics: +3 to any two of the following – Willpower, Intelligence, Agility
Skills: Linguistics (Low Gothic), Common Lore (Imperium); Operate (Voidship) or Navigate (Stellar)
Charmed: When you spend (not burn) a Fate Point, roll a d10. If you roll a 9, you keep the point.
Ill-Omened: -10 to all tests dealing with non-void born humans.
Void Accustomed: No penalties for being in zero gravity.
Exposed to the Warp: 1d10orruption points.
Wounds: Reduce starting Wounds by one.

 


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#35 Unholy_Ravager

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Posted 26 July 2012 - 09:56 PM

 The homeworlds probably shouldn't give corruption unless they are really weird. Like from Dusk or something. My suggestion would be to go with cicumstantial penalities. Also, I would give the arbitrator an article of clothing.

 

On to being more specific. Schola, still seems to have no draw backs.  For voidborn, i don't think the corruption should be 1d10 it should be 1d5. Penal colony also seems pretty high on the upsides vs down sides as it has no sitational penalities. 

 

That said, Homeworlds could be all upsides.While it would be a(rather mild) power boost, it makes things simpler(less conditional modifers to keep track of), and also encourage variety so you don't have the i'm playing the void born so i better not invest in fellowship since i suck at it.

 

Either way is a valid plan IMHO.



#36 Plushy

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Posted 26 July 2012 - 10:04 PM

Unholy_Ravager said:

 The homeworlds probably shouldn't give corruption unless they are really weird. Like from Dusk or something. My suggestion would be to go with cicumstantial penalities. Also, I would give the arbitrator an article of clothing.

 

On to being more specific. Schola, still seems to have no draw backs.  For voidborn, i don't think the corruption should be 1d10 it should be 1d5. Penal colony also seems pretty high on the upsides vs down sides as it has no sitational penalities. 

 

That said, Homeworlds could be all upsides.While it would be a(rather mild) power boost, it makes things simpler(less conditional modifers to keep track of), and also encourage variety so you don't have the i'm playing the void born so i better not invest in fellowship since i suck at it.

 

Either way is a valid plan IMHO.

 

Hmm. I'll look into the situational penalties thing. I miss how Corrupt and Insane DH was, and the old Mutation tables.

Any ideas for a Schola penalty?

Penal Colony should definitely give a penalty for being a scumbag, don't know how I didn't think of that.

 

All positives, huh? That could be interesting.


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#37 Unholy_Ravager

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Posted 26 July 2012 - 10:12 PM

 Also, Plushy, if it seems like i'm nagging and nit-picking, it's because I like your doing and I hope it's the best you can make it.

Making it all upsides means that the player is looking solely at the bonuses(and what image he has for his character, but taste isn't something you can balance around) as opposed to both the bonuses, and the often rather nasty circumstantial penalities. This can lead to unorthodox concepts.



#38 Plushy

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Posted 27 July 2012 - 05:12 AM

Unholy_Ravager said:

 Also, Plushy, if it seems like i'm nagging and nit-picking, it's because I like your doing and I hope it's the best you can make it.

Making it all upsides means that the player is looking solely at the bonuses(and what image he has for his character, but taste isn't something you can balance around) as opposed to both the bonuses, and the often rather nasty circumstantial penalities. This can lead to unorthodox concepts.

Aww, thank you.

 

Let's take a gander at this, then…

Imperial World
Characteristics: +3 Willpower, +3 to one other
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Creed)
Talents: Hatred (Mutant)

Hive World
Characteristics: +3 to any two of the following – Agility, Fellowship, Perception
Skills: Linguistics (Low Gothic), Common Lore (Imperium), Deceive
Talents: Heightened Senses (Hearing) or Paranoia or Unremarkable.
Accustomed to Crowds: No penalties for moving through crowds.

Death World
Characteristics: +3 to any two of the following – Perception, Strength, Toughness
Skills: Linguistics (Low Gothic), Survival
Talents: Light Sleeper or Lightning Reflexes or Resistance (Poisons)

Fortress World
Characteristics: +3 to any two of the following – Ballistic Skill, Willpower, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Hatred (choose one); Nerves of Steel or Sprint or Jaded

Highborn
Characteristics: +3 to any two of the following – Fellowship, Intelligence, Weapon Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Administratum), Inquiry
Talents: Air of Authority or Peer (Nobility)
Abundant Resources: +10 Logistics.


Penal Colony
Characteristics: +3 to any two of the following – Agility, Strength, Toughness
Skills: Linguistics (Low Gothic), Intimidate
Talents: Peer (Underworld) or Street Fighting
Larcenous: +10 Logistics to acquire contraband or other illegal items.

Penitent
Characteristics: +3 to any two of the following – Fellowship, Toughness, Willpower
Skills: Linguistics (Low Gothic), Common Lore (Ecclesiarchy, Imperial Creed), Intimidate
Talents: Nerves of Steel or Orthoproxy or Unshakeable Faith

Schola Progenium
Characteristics: +3 Willpower, and +3 to either Weapon Skill or Ballistic Skill
Skills: Linguistics (Low Gothic, High Gothic), Common Lore (Imperium, Imperial Guard, War)
Talents: Air of Authority or Unshakeable Faith

Forge World
Characteristics: +3 to any two of the following – Intelligence, Ballistic Skill, Toughness
Skills: Linguistics (Low Gothic), Common Lore (Imperium, Tech)
Talents: Chem Geld or Technical Knock

Void Born
Characteristics: +3 to any two of the following – Willpower, Intelligence, Agility
Skills: Linguistics (Low Gothic), Common Lore (Imperium); Operate (Voidship) or Navigate (Stellar)
Void Accustomed: No penalties for being in zero gravity.
 


My apologies to anyone I offend; FFG staff, playtesters, and forum users alike. 

 

Please check out my Dark Heresy to Only War conversion! You can find it on the main Only War forum. I'm always looking for more people to playtest it!


#39 Unholy_Ravager

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Posted 27 July 2012 - 06:36 AM

 I would try to keep the bonus talents tier 1 or maybe tier 2.



#40 Unholy_Ravager

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Posted 28 July 2012 - 06:36 PM

 Regiment creation rules could be used occording to what style of investigation the acolytes's Inquisitor favors. Or perhaps what Ordo.






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