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About Chimeara_NL

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    , Utrecht, Netherlands
  1. Looks pretty good, but depending on the party maybe unnecessary ? simply saying a as DM "Sure you can carry 5 Lasguns, good luck dodging that Frag Grenade though" isn't an option ? I understand that every Party and players are different, just saying that I don't need hard rules for that yet. SImply asking the players for some common-sense in carrying capacity might work ^^ Ammo does look really interesting, maybe 4-6 magazines for rifles, a couple back-up for pistols ? It's gonna need some book keeping to keep track of it though. That would be something I would consider to implement in my games, but how do you deal with one (or more) of the players going "Yhea well i throw a couple of magazines in my backpack" ?
  2. Hey everyone, I made a Elite Advance / Career rank for one of my players who is an Untouchable. The reason being that i wanted to make his Untouchable powers more like Faith/Psychic powers then just something from his background and create RP hooks for the party. He would be getting access to these powers by a organisation know as "The Temple" a subdivision of the Culexus Temple. This is all WIP and I would ask for any critique and help. Maybe these powers are to OP or too expensive / too cheap etc. ? Aura of the Abyss. 100xp. Prerequisite: Untouchable. Every Perils of the Warp roll that a psyker has to make while in your Untouchable aura is resolved on a random Perils table. (Taken from the DH2.0 Beta and gonna rework it for DH) Dangers of the Mind. 200xp. Prerequisite: Aura of the Abyss. A psyker rolling for Perils of the Warp adds +10 to his roll when in your Untouchable Aura. Guardian against the Warp. 300xp. Prerequisite: Dangers of the Mind. In combat you may use your next Reaction to “absorb” a damaging Psychic power directed against a ally who is in your Untouchable Aura. Only direct powers can be absorbed. Deny the Witch! 400xp. Prerequisite: Guardian against the Warp. The ultimate Untouchable power, by channeling the Void in your soul directly in a Psykers mind you are able to completely sever his connection to the Warp. The victim must be Helpless for this power to work. This power takes a lot of time, every stage takes between 1 and 10 minutes, depending on the succes of the Opposed Tests. For every new stage that the Untouchable wants to force a new Opposed WP must be made. Stage 0. Make a Opposed WP test to force your way into the Psykers mind. Stage 1. The Psyker loses 1xWPB of random Psychic powers for 1d10 Hours. Stage 2. Lose 1 Discipline for 1d10 Hours. Stage 3. Lose all Minor Psychic Powers for 1d10 Days. Stage 4. Lose all Disciplines for 1d10 Days. Stage 5. Permanently lose 1 Psy Rating. Stage 6. Permanently lose all Psy Ratings. Power of the Soulless. Level 1: Increase you Untouchable Aura by 5 meters. 100xp. Level 2: Add an additional 5 meters to your aura. 200xp. Level 3: Add an additional 5 meters to your aura. 300xp. Thanks in advance for any help and critique ^^ - Chimeara_NL
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