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Dark Heresy careers as Specializations (PEACH)


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#81 Unholy_Ravager

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Posted 24 October 2012 - 09:00 AM

 Are you going to update the google docs?

 



#82 Luther Engelsnot

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Posted 10 November 2012 - 02:19 PM

Well I had the urge to do the same as the thread opener and read this thread and the suggestions. I just tried my version of the eight basic carriers of Dark Heresy. I hope it is not impolite to use this thread for this, but I could use some feedback. I also tried to incorporate the different paths of dark heresy with the possibility to choose some aptitudes like Mercucio suggested and increased the carriers to seven aptitudes because I would stick to the original character creation of dark heresy and would not use a adaption for the regiment creation systems. Because of this I felt I should counter the lost of one aptitude.

Adept
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Intelligence, Knowledge, Perception, Social, Willpower, Fieldcraft or Finesse, Leadership or Psyker
Starting Skills: Linguistic (Low Gothic), Common Lore (Imperium), Common Lore (Any one), Logic or Trade (Remembrancer) or Trade (Scrimshawer), Scholastic Lore (Legend), Scholastic Lore (Any one)
Starting Talents: Polyglot or Total Recall or Unremarkable, Weapon Training (Low-Tech, SP or Las)
Starting Wounds: 1d5+7

Arbitrator
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Ballistic Skill, Defence, Fellowship, Intelligence, Perception, Toughness, Social or Offence
Starting Skills: Linguistic (Low Gothic), Common Lore (Adeptus Arbites), Common Lore (Imperium), Inquiry
Starting Talents: Quick Draw or Takedown, Weapon Training (Primitiv, SP)
Starting Wounds: 1d5+9

Assassin
Characteristic Bonus: +5 Agility
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Intelligence, Weapon Skill, Social or Offence
Starting Skills: Linguistic (Low Gothic), Awareness, Dodge, Securtiy or Deceive, Stealth
Starting Talents: Weapon Training (Low-Tech, Las, SP), Catfall or Deadeye Shot or Sure Strike
Starting Wounds: 1d5+7

Cleric
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Ballistic Skill, Fellowship, Leadership, Social, Weapon Skill, Willpower, Strength or Knowledge
Starting Skills: Linguistic (Low Gothic), Charm, Common Lore (Imperial Creed), Scholastic Lore (Imperial Creed)
Starting Talents: Air of Authority or Chem Geld or Hatred (Any), Unshakeable Faith,Weapon Training (Low-Tech, SP)
Starting Wounds: 1d5+8

Guardsman
Characteristic Bonus: +5 Ballistic Skill
Starting Aptitudes: Ballistic Skill, Fieldcraft, Finesse, Strength, Toughness, Weapon Skill, Fellowship or Agility or Offence
Starting Skills: Linguistic (Low Gothic), Athletics, Operate (Ground Vehicles) or Survival
Starting Talents: Weapon Training (Low-Tech, SP, Las)
Starting Wounds: 1d5+9

Sanctioned Psyker
Characteristic Bonus: +5 Willpower
Starting Aptitudes: Intelligence, Knowledge, Perception, Psyker, Willpower, Fieldcraft or Finesse
Starting Skills: Linguistic (Low Gothic), Common Lore (Adeptus Astra Telepathica), Psyniscience, Forbidden Lore (Psyker)
Starting Talents: Psi-Rating 1, Psi-Powers up to 200xp, Weapon Training (Low-Tech, SP or Las)
Starting Wounds: 1d5+8

Scum
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Intelligence, Weapon Skill, Social or Finesse
Starting Skills: Linguistic (Low Gothic), Awareness, Common Lore (Imperium), Charm or Deceive, Dodge
Starting Talents: Ambidexterous or Peer (Underworld) or Unremarkable, Weapon Training (Low-Tech, SP)
Starting Wounds: 1d5+8

Tech-priest
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Ballistic Skill, Knowledge, Intelligence, Tech, Toughness, Weapon Skill, Willpower or Fieldcraft
Starting Skills: Linguistic (Low Gothic), Common Lore (Adeptus Mechanicus), Common Lore (Tech), Forbidden Lore (Adeptus Mechanicus), Tech-Use
Starting Talents: Chem Geld or Technical Knock,Weapon Training (Low-Tech, Las)
Starting Wounds: 1d5+8


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SL von
Black Crusade - Let the Galaxy Burn! | Deathwatch - Eternal Vigil | Only War - Things Can Always Get Worse | Rogue Trader - Lost Children | Star Wars: Edge of the Empire - Der verlorene Schatz von Nok Drayen


#83 Plushy

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Posted 10 November 2012 - 05:23 PM

 I'm too hurried to take a good look at these, but they seem alright. The lack of gear is an odd choice, though.

 

I have a thread up on the main Only War forums with a link to my Google Drive folder for my finished product.


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!


#84 Luther Engelsnot

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Posted 16 November 2012 - 02:02 PM

Thanks for the respond. I noticed your topic right after I posted in this one, but it looks also good and you already invested a lot more time in this project. I hope I have the time to look at it more closely, because your work is good and it is nice to have something to compare to. The reason I have no gear at the moment is because I am not sure if I want to adapt the normal starting gear from Dark Heresy or make something new.


German speaking Play-by-Post Forum: http://games.dnd-gate.de/

SL von
Black Crusade - Let the Galaxy Burn! | Deathwatch - Eternal Vigil | Only War - Things Can Always Get Worse | Rogue Trader - Lost Children | Star Wars: Edge of the Empire - Der verlorene Schatz von Nok Drayen





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