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Dark Heresy careers as Specializations (PEACH)


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#41 Plushy

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Posted 28 July 2012 - 10:47 PM

Unholy_Ravager said:

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

 

Infiltration, Shooting Everyone involved, or…?


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#42 Unholy_Ravager

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Posted 29 July 2012 - 09:21 AM

 Perhaps, i could also see Peer abilities. Also with regards to Ordo's having some knowledge of what your suppose to be looking for, investigating or fighting might be a good idea.



#43 Andor

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Posted 29 July 2012 - 10:38 AM

 I think I would loosen it up a bit for DH. 

Each player gets an individual class and Home World.

The whole squad gets certain bonuses based on the Inquisitor you serve and his order. Probably Personality, Ordos, and Faction are good breakdown points, although you could replace faction (which most starting DH level character won't even know about without FL (Inquisition), with "Favored approach."

Doesn't DH also use a life path system like RT does? If not it could be a fun thing to stick in there. 

The Ordos would be basic skills like Lores (Ordo Hereticus prefers you study FL Heretics)

The Personaility of your Inquisitor would be a good place to stick a bonus aptitude. "Inquisitor Naismith likes weasels. Bonus Social Aptitude."

The favored approach would be a set of talents and skills. "Investigative approach" "Subtle approach" "Boot the door" 



#44 Plushy

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Posted 29 July 2012 - 10:55 AM

Andor said:

 I think I would loosen it up a bit for DH. 

Each player gets an individual class and Home World.

The whole squad gets certain bonuses based on the Inquisitor you serve and his order. Probably Personality, Ordos, and Faction are good breakdown points, although you could replace faction (which most starting DH level character won't even know about without FL (Inquisition), with "Favored approach."

Doesn't DH also use a life path system like RT does? If not it could be a fun thing to stick in there. 

The Ordos would be basic skills like Lores (Ordo Hereticus prefers you study FL Heretics)

The Personaility of your Inquisitor would be a good place to stick a bonus aptitude. "Inquisitor Naismith likes weasels. Bonus Social Aptitude."

The favored approach would be a set of talents and skills. "Investigative approach" "Subtle approach" "Boot the door" 

 

Class and Home World/Origin are different per character, though I didn't make that clear. I'm also stealing Dark heresy' Divination and Mutation tables.

 

Ordo gives the appropriate Forbidden lore, maybe? (Heretics, Xenos, or Daemons)

Aptitudes could be fun for Personality.

Favored approach… huh. That makes sense. Things like Common Lore: Tech, Deceive, Weapon Training talents, maybe even extra gear.


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!


#45 Kainus

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Posted 01 August 2012 - 04:13 AM

 This has been my shot at DH Character creation in OW. There were a lot of elements in Dark Heresy that I thought were crucial to it's tone, such as Cell Directives, Backgrounds, and Alternate Career Paths, so I've felt necessary to work them in (although most, if not all, need GM tinkering). This method of character creation is decidedly more individualized, which could potentially bog it down if the character's don't have a semi-good idea of the character they are creating and how they interface with the universe. If the GM feels the need to, he can simply create a package (like the pre-made regiments in OW) and using them as " All Characters in Inquisitor Kain's Acolyte cell 'Primus' gain these bonuses" or however you'd like to package it. 

All Characters begin the creation process with 12 CP.
• Home World: Same as OW; the world that you were born and raised on.
• Commanding Officer: An influential figure who held control over your life before you joined the Inquisition (family, factorum boss, commanding officer, gang leader, etc.), or someone who currently has control over it (Inquisitor). This is to represent your transcendence of Imperial society as well as a reminder that you were once a part of it. Also, it’s meant to highlight the rigid social structure of the Imperium and the seemingly over-abundance of authority figures who rule those beneath them.
• Regiment Doctrines: Related to the Ordo your are a part of. You also gain the appropriate Task Force Cell Directive related to your Inquisitorial Ordo (Book of Judgment, 58). Note that even Guardsmen gain access to this table during character creation.
o Each skill from the table may be bought at Character Creation for 1 CP. A skill advance for any of the listed skills may be purchased for 2 CP.
o Note that the appropriate Forbidden Lore skill gained with the Task Force Cell Directive does not count as a specialty skill when you use it (i.e. you may test with it at a -20 penalty).
o This Task Force Cell Directive is exchanged for the appropriate Retinue Cell Directive (BoM, DaeH) once the character reaches 5,000 XP.
• Training Doctrines: Only Guardsmen may purchase those listed in the book, however, any Non-Guardsmen may purchase any aptitude for 3 CP.
• Backgrounds: Any character may purchase a suitable background at Character Creation with CP. 1 CP = 100xp
Any CP not spent at Character Creation is lost.
Alternate Career Ranks
Any Character may choose a single Alternate Career Rank for free at any time so long as they fulfill the pre-requisites (including Rank). They may even be taken at Character Creation. The Advancements listed on their appropriate chart may be purchased for their listed price or a lower one if the character has suitable aptitudes.
The player may purchase a second Alternate Career Rank at the premium of 1000 xp.

 

And here is a quick make-up of the Ordo's, but I don't quite think I've hit it yet. I didn't want to generalize the style of game being played based on the Ordo (ie. all Hereticus cells do investigations, Malleus cells are daemon-combat fests), but I wanted to keep the overall tone of the Ordo intact.

Additional Regiments (Ordos)
Hereticus
Cost: 3 CP
Ability Modifiers: +3 Per
Skills: Awareness or Scrutiny
Talents: Heightened Senses (Choose One)
Gear: Light Flak Cloak, Compact Laspistol w/ 1 clip or Compact Stub Automatic w/ 1 clip, Micro-bead, Manacles, Data-Slate. One Pict-Recorder per Cell.

Xenos
Cost: 3 CP
Ability Modifiers: +3 Int
Skills: Tech-Use or Commerce
Talents: Total Recall or Chem Geld
Gear: Light Flak Cloak, (Good) Stub Automatic w/ 1 clip or (Good) Laspistol w/ 1 clip, Survival Suit. One Multi-Compass per Cell.

Malleus
Cost: 4 CP
Ability Modifier: +3 Wp
Skills: Survival, Interrogation
Talents: Deadeye Shot or Sure Strike, Nerves of Steel
Gear: Flak Cloak, Laspistol w/ Sacred Inscription, Mono-knife, Micro-bead. One Auspex per Cell

 


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#46 Unholy_Ravager

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Posted 01 August 2012 - 05:32 AM

 I dont think there needs to be alternate advances in an OW based game.



#47 Andor

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Posted 01 August 2012 - 09:24 AM

Well without advance paths, an alternate path is kind of a moot point.

But the concept is still valid, and a good way to show/allow a character to deviate from the norm or accomplish something that is not normally accomplishable like a Gland Warrior or Calixis Templar.

I think the right implementation is something like the elite advance package deals from Into the Storm. So you pay a hunk of XP and get a talent ot trait or implant not otherwise available, as well as a discount on a related set of advances.

So maybe something like:

Moritatus Accolyte

Prerequisite: WS 45 or greater, Linguistics:Secret Tounge Moritat

Pay 400 XP

You have been inducted into the secret cult of the Moritat so that you may better bring death to the enemies of the Emperor. As a believer in the doctrine of the Moritat you have a strong preference for edged weapons that cause bloody wounds.

You gain the trait "The Bloody Edge" as in the Inquisitors handbook page 31.

You count as having the finesse aptitude for the purpose of talents that also have WS as an aptitude.

When you reach 6000 xp, if you prove worthy you may become eligible to buy the "Moritat Reaper" package if you have remained loyal to the teaching of the cult. Be certain that they will be watching.



#48 Unholy_Ravager

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Posted 01 August 2012 - 09:49 AM

 That does seem like a reasonable idea. Although most alternate ranks really dont need representation.



#49 KommissarK

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Posted 01 August 2012 - 10:00 AM

Perhaps alternate ranks can exist as "partial" aptitudes? Where it makes a certain subset of skills/talents/traits cheaper by meeting a set of pre-reqs, paying an up front XP cost, and RP forcing the character down a certain path?



#50 DJSunhammer

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Posted 01 August 2012 - 11:30 AM

I would instead carry over the special abilities of the alternate ranks. Any advancements that those ranks would normally have access to would be available at a set price that isn't related to aptitudes. Similar to the way comrade advancements work. Ofc the PC would pay the XP required to get the alternate rank. This should prevent you from having problems with giving players new aptitudes, which would give them too many advancement paths and make it harder to balance the alternate ranks with the careers that already exist. You will be able to limit them to only certain skills that pertain to that alternate rank. That will also keep players from getting easy access to advancements that don't have anything to do with the alternate ranks they've taken.



#51 Manyfist

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Posted 02 August 2012 - 01:01 PM

 Ok we have DH careers what about RT careers?



#52 Plushy

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Posted 02 August 2012 - 08:27 PM

Manyfist said:

 Ok we have DH careers what about RT careers?

 

Arch-Militant, Astropath, Explorator, Navigator, Void-Master, Seneschal, Missionary, Rogue Trader… Ork, Kroot, and Dark Eldar?

I'm also working on a Crusader spec. In the mean time, the WIP:

 

Space Marine Scout

Characteristic Bonus: +5 T
Starting Skills: Athletics, Common Lore: (Imperium, War), Dodge, Forbidden Lore: (Adeptus Astartes; Xenos or Heretics), Stealth
Starting Talents: Die Hard, Autosanguine, Light Sleeper, Resistance: Poison, Heightened Senses: Hearing
Starting Traits: Size (Hulking), Unnatural Strength (+2), Unnatural Toughness (+2), Auto-Stabilized
Starting Gear: Shotgun or Bolter or Sniper Rifle, Combat Knife, 2 Frag Grenades, Scout Carapace Armour, Cameoline Cloak
 

 


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!


#53 Unholy_Ravager

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Posted 02 August 2012 - 08:31 PM

 Honestly for rogue trader.. hmm.. The Exploritor is really just the rogue trader version of the tech priest. Rogue Trader is closer to Black Crusade in rough XP value. Black Crusade is in between rogue trader and death watch but closer to rogue trader.



#54 Plushy

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Posted 02 August 2012 - 09:15 PM

Unholy_Ravager said:

 Honestly for rogue trader.. hmm.. The Exploritor is really just the rogue trader version of the tech priest. Rogue Trader is closer to Black Crusade in rough XP value. Black Crusade is in between rogue trader and death watch but closer to rogue trader.

 

Starting XP for Guardsman in 600, for Specialists it's 300… So these guys would get around 1,200 to 1,500 and some really nice gear. The Astropath is throwing me for a loop, though. A Psyker with limited discliplines but more power?


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#55 Plushy

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Posted 02 August 2012 - 11:34 PM

 Ragh, trying not to get off-topic. Writing up the Crusader.

 

Should the Arbitrator get a Riot Shield? (+4 AP to body and held arm, +15 to Parry, -20 to attack with it but it does negligible damage anyway.) What other Specialties should I add?


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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!


#56 Unholy_Ravager

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Posted 03 August 2012 - 08:00 AM

 The list  of Specialities look good. For the Arbitrator i wouldn't give them a riot shield starting out honestly. They can aquire it later if they wish.

 

For rogue trader level of play give everyone + 5 to all characteristics, and around 3000 xp with some spending limits attached.



#57 Plushy

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Posted 03 August 2012 - 01:04 PM

Unholy_Ravager said:

 The list  of Specialities look good. For the Arbitrator i wouldn't give them a riot shield starting out honestly. They can aquire it later if they wish.

 

For rogue trader level of play give everyone + 5 to all characteristics, and around 3000 xp with some spending limits attached.

 

Hmm. How about common-craftsmanship Shock Maul or common-craftsmanship Riot Sheild?


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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!


#58 Unholy_Ravager

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Posted 03 August 2012 - 02:30 PM

 That seems to be a viable idea.

For rogue trader i was thinking regimental/ Ordo bonus could be replaced by ship roles bonus.



#59 Andor

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Posted 04 August 2012 - 12:47 PM

Unholy_Ravager said:

 That seems to be a viable idea.

For rogue trader i was thinking regimental/ Ordo bonus could be replaced by ship roles bonus.

Why bother? RT already has the excellent lifepath system.

 



#60 Unholy_Ravager

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Posted 04 August 2012 - 02:11 PM

 Skills would need to to be modified slightly due too differences in the skill list.






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