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Mercucio

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  1. General Observation You had multiple paths you could follow in DH once you hit Rank 4-5. The best I can think of offer something similar is to give some 'or' options for Starting Aptitudes. You are welcome to keep things they way you are, but I feel that it gives both the designer and player more flexibility when character for any given Career. Adept [15] Starting Aptitudes: I'd suggest the option of Agility or Ballistic Skill. Skills: I would change Common Lore (Tech or War) to Common Lore (any one). After all the Adept is even more likely to have Common Lore (Administratum) than either of the two other options. I merge both Scholastic Lores in a single Scholastic Lore (Any) option. That would still leave you with one new skill to choose. Not sure what off the top of my head. Starting Talents: I'd suggest Chem Geld or Unremarkable, Polyglot or Total Recall. Weapon Trainings are fine. Starting Wounds: Still at 6? Given the breakdown above I'd have assumed 7. Arbitrator [17] Starting Aptitudes: I'd dump Leadership and pick something new. Not sure what off the top of my head, Probably Fielcraft, Finesse, or Offense. Rest looks good. Starting Skills: Looks fine. Starting Talents: Looks fine. Starting Wounds: Here's where the beauty of fudging it comes in. I'd switch skills to Inquiry OR Scrutiny, and tack on 2 wounds to bring him to 17. Assassin [17] Starting Aptitudes: Fieldcraft and Perception are unnecessary. I'd ditch Perception and give the option of Intelligence or Willpower. Likewise I would give a choice between Finesse and Offense. Starting Skills: Looks fine. Starting Talents: Looks fine. Starting Wounds: Looks fine. Guardsman [18] Starting Aptitudes: Looks good. Starting Skills: I'd change it to Common Lore (Imperial Guard) or Common Lore (War) Starting Talents: Looks good, though I am tempted to sacrifice one of the non-Weapon Trainings, see below. Starting Wounds: Right now you're at 18. I'd go with dropping a skill and a talent to go 10W and 17 points. Even if you want to stay at 18 I'd dump one skill or talent to push to 10W. Scum [16] Starting Aptitudes: Again, dump Perception, Add in Intelligence or Will. Also, you should have a choice between Social or Finesse. Starting Skills: Looks fine, though I really do not see Sleight of Hand as a universal skill amongst Scum. Starting Talents: Every Scum has Light Sleeper? I'd offer a second option here. Starting Wounds: Here's where the beauty of fudging it comes in. I'd switch skills to Inquiry OR Scrutiny, and tack on 2 wounds to bring him to 17.
  2. Since you asked for it. General Observations 1. Extra Secondary Aptitudes: All you builds except one possess three or more Characteristic Aptitudes. This appears to violate the inherent limit of two Secondary Aptitudes per OW specialization regardless of how many Aptitudes total a specialization might possess. Is this intentional? 2. Specialization Power Comparison: I'll be giving a numerical rating for comparing against OW Basic Specialties: 1. Heavy (19): 9 talents & skills, 10W 2. Sergeant (18-19): 6 talents & skills, 7 aptitudes, 10W 3. Weapon Specialist (16): 8 talents & skills, 8W 4. Medic (14): 6 talents & skills, 8W 5. Operator (12): 6 talents & skills, 6W Average = 15.8-16 Adept [13] Starting Aptitudes: Your Adept is vastly more gifted at social graces than Adepts from DH, being on par the Scum, who is the charming bastard champion of DH. Coversely your Adept has none of skill at firearms and general Agility of DH adept. Likewise Tech seems like a direct imposition into the sphere of the techpriest, the Adept should make due with just Intelligence. I am not sure I agree with your selection of Defense as a Secondary Aptitude--mainly because of the non-mental defensive talents it makes cheaper--but I can see where you are coming from. Starting Skills: Fine. Starting Talents: You're keeping Light Sleeper/Resistance (Cold)? Neither makes sense as talents universal among all Adepts. Starting Wounds: 6? Really? That's just as insulting to the Adept as it is to the Operator. I'd go 8+d5 or if you must 7+d5 and an extra Skill or Talent. Arbitrator [19] You really want these guys to be tanks, eh? Starting Aptitudes: In comparison to the DH Arbitrators are dullards, likewise DH adepts excel at firearms and find Strength one of their most Characteristics to raise (the other being Agility). Toughness and Defense are fine as Toughness is cheap for them and they're loaded with defensive talents. Starting Skills: Fine. Starting Talents: Getting kind of generous here, you 2 above the DH Arbitrator. Also, it should be Shock, not Power. Starting Wounds: What is your reasoning for one short of a storm trooper? Assassin [18] Starting Aptitudes: Fine. Starting Skills: One more than the DH assassin. Starting Talents: Fine Starting Wounds: Fine Scum [16] Starting Aptitudes: Fine, though I'd give an option between Fieldcraft and Social so you can do you con man scum. Startking Skills: No replacement for Blather? Also why detect a second skill. So far this guy is down two skills versus his DH counterpart. Starting Talents: Fine. Starting Wounds: 8 seems fine to me, why give them 9?
  3. 1. Having something with no mechanical basis (Pry Rating 0) as a starting option is kind of silly to me. Instead of enforcing the purchase, why not just have it as Psy Rating 1 and the Aptitude at the higher cost? I could, but I like the idea of a latent and an active. 2. Would you like to see what my Dark Heresy specializations look like? I've also done some Home World/Origin work. I've already seen them, remember? That said, I'd be happy to give them a thorough look over.
  4. 1. I was making reference to the Recongregator having the +10 to all illegal goods and services. Do you feel that the benefit for Recongregators is too high? I look at as +10 bonus to one or two organizations/groups or a reroll for said groups is worth one point. 2. According to your document, yes. "You may choose to be either a latent psyker with no Psy rating for 3 build points, or you may be an active, rogue psyker with a Psy of 1 for 4 build points." I know I would allow a Psy of 0, but question is do the rules support it? You'd spend 200xp to but to Psy 1 just like a regular Psy advance. 3. I misread the Untouchable, whoops. My apologies. LOL, np. 4. Gear is pretty important! I don't think your party would be too happy with no weapons on two of them and somebody with a flintlock. Well, ye wake up in a dungeon and yer nekkid and feeling mighty drafty… Just kidding. While it is important, it is nowhere near important as the other things I'd like to nail down. 5. My mistake for assuming crossovers. My document assumes a DH rules-centric game through an OW update. Crossovers are not prohibited but the document assumes you are using the Imperial Guardsman Career from DH.
  5. 1 . Amalathians get a +5 penatly and a -10 penalty at the same cost a for a Recongregator to get a flat +10, a Thorian to get a valuable Tier 2 Talent, or a Xanthite to get a Forbidden Lore and a Talent. Faction bonuses should have re-balancing or variable costs. Amalathians get a +5 bonus to four organizations; I looked at Recongregator and I am not sure how you are arriving at your calculation. The Regiment creation rules make no distinction between the cost of Tier 1 or Tier 2 talents in any subsection. This is supported by the following Homeworld entries: Fortress World, Hive World, Imperial World, Penitent, & Schola Progenium. This is likewise support by comparing the Tiers of the various bonus Talent granted by Commander. Xanthites also start with 1d5 Corruption. 2. Explorers might make better use of Perception or Toughness, instead of Agility or Toughness. Zealots get better Talents than everyone else. It would be nice if one of the approaches gave an Operate skill, although that's pretty nit-picky of me. Done Per & Tou. See the above regarding Zealots, though if have alternatives I am open to suggestion. It is pretty nit-picky but I will see what I can do. 3. Xenos Infestation is ignoring a rule in Regiment creation that you may want to bring over. if character creation gives a skill multiple times, it just goes up to the next level of training. They're also going to be immune to some Xenos fear, and have a pretty tasty barrier up against xenos psychic ability. I'd say increase the cost on them or bring them in a bit. I think you mean Cold Trade? I did forget the rule, but I also like the alternative I cooked up. Tempered Spirit's is reined in because it is restricted to a limited class of creatures, balancing the enhanced benefits. Not to mention Xenos Infestation gains 1d5 Insanity. 4 Cybernetic Enhancement is useless for anyone that isn't a Tech-Priest or Sergeant, as the only Scarce cybernetics are bionic limbs (which would be Common craftsmanship and therefore mechanically the same as a regular limb) and the vocal implant. Ya know, mildly annoyed. I originally had them at Rare and Very Rare and some suggested reducing to Scarce/Rare because they be overpowered. So which is it? The other alternatives are to create specific list of options or re-examine the Availability Ratings of cybernetics over all, with a look to the DH books. 5. Rogue Psyker is kind of funny. If you don't have a Psy Rating, then you can't make Psyniscience tests or use any powers. As it is, the 3 point version is nearly useless. It would really only help with the purchase Warp Conduit and Bastion of Iron Will. Untouchables should take a Fellowship negative modifier. Can you have Psy 0? Untouchables DO take a Fellowship penalty. Reread the Characteristic entry again. 6. The Specialties still have atrocious gear; the Psyker and Tech-Priest are unarmed as things stand. The gear of the specialties is the least important thing on my to do list. 7. I can't think of a Reason to play your Guardsman instead of a Weapon Specialist or Heavy Gunner. That is because this document assumes you do not have OW specializations as an option.
  6. Wow did life get unexpectedly busy. Below is v0.2, hopefully by this weekend I will get enough work done to increment to v0.3. DH Careers As OW Specializations v0.2
  7. What is the baseline for comparison here? Black Crusade or Deathwatch?
  8. A heads up, v0.2 should be out in the next day or two. One big change, a couple of minor ones. Anyone know the book with the most current rules for Untouchable?
  9. Plushy said: Kainus said: Wow, this really gets my Dark Heresy gears turning again (although it probably doesn't help that I've recently become addicted to X-Files). The idea of picking a methodical approach for the entire Warband (I prefer the term "Cell", personally) seems a little restrictive and doesn't really tend to develop the character, something I've always felt as necessary during the Character Creation process. Faction makes sense, considering the ideals and training imposed onto the PC's by their Inquisitors, which they don't necessarily need to accept as their own (even though the Inquisitor would prefer it). I would really love to see more Special Equipment Doctrines, as well as something that would give an Acolyte the basic gear they need. I tied this into the Ordo in my variation, with equipment related to the tasks they would be handling, but I think that this could be tied into Cell Directives, or possibly both. Also, I'm not entirely sure what I'm supposed to spend my points leftover on. I don't want to spend it on Equipment specifically, but I've always enjoyed the idea of allowing players to purchase Aptitudes. I'll probably also end up writing up a Polypsykana faction for your packet, if you wouldn't mind. Cell is my preferred word. As for gear, I made a thread about the idea of "Inquisitorial Shipping Containers" that would be dropped in with a party. It would make sense that the average cell would have charge cells and/or autogun mags, a few voidsuits and some Flak Vests, and a couple of grenades (every DH party had them!) It makes sense that different Ordos would throw in a couple extras, and makes the Logistics system make sense. Any ideas? Heh, Inquisitorial Shipping Boxes remind me of the Green Boxes from Delta Green. Honestly, I would transplant Influence from straight from Ascension rather than try to shoehorn Logistics into it's place. That being said I have been kicking around ideas for bonuses to Logistics/Requisition based on Ordo, possibly as Doctrine option: Malleus: +10 bonus on requisitioning anti-Daemon/Warp gear. If Radical instead perhaps the ability requisition unholy artifacts/spells/ect at various penalties based on over all power. Hereticus: +10 bonus on requisitioning anti-Psyker/Mutant gear, +10 bonus requisitioning goods/services from the Ecclesiarchy when the pursuit or persecution of heretics. If Radical ??? Xenos: +10 bonus on anti-Alien gear (of which precious little, if any, exists). Normally you'd think to toss the bonus on to getting access to alien gear would be the main benefit, but given the natural of the Empire that bonus is more appropriate for Radicals. @ Kainus Also, I allowed players to purchase adaptations of the Backgrounds published in the DH sourcebooks at the expense of 1 point = 100 XP, although that might feel too easily confused with Cell Origins. However, I feel that it roots the character in a very specific background which typically helps them generate their character easier. Perhaps not surprisingly, I have been considering the same idea. Finally, does any have comments regarding the new Cell Origins? I'd like to work on some more but would like a little feedback on the existing examples provided. Thanks!
  10. Kainus said: Mercucio said: Approach refer to the Inquisitor's preferred method of operation. Yes, but my question is how does this affect the cell itself? Approach defines the shared training provided to the Cell by the Inquisitor, training the Cell members all share in common that drew the attention of the Inquisitor.
  11. Kainus said: Mercucio said: MERCUCUIO 2. The idea of picking a methodical approach for the entire Warband (I prefer the term "Cell", personally) seems a little restrictive and doesn't really tend to develop the character, something I've always felt as necessary during the Character Creation process. Faction makes sense, considering the ideals and training imposed onto the PC's by their Inquisitors, which they don't necessarily need to accept as their own (even though the Inquisitor would prefer it). Are you speaking to Cell Origins? Cell Origin is not a requirement, rather an option. As for the Warband in general per my previous post Ordo, Faction, and Approach are meant to define the overaching aspects of serving one Inquisitor, while Cell Origin & Doctrines help define individual Cells. I was actually referring to Approach. Is this meant to represent the style with which the cell operates or which the Inquisitor operates (And presumably trained his cell to Operate)? My players tended to develop a style of operation different than my Inquisitor would like them to, however. So does the Approach refer to the training that the cell(s) have recieved from the Inquisitor related to his preferred method of operation? Approach refer to the Inquisitor's preferred method of operation.
  12. KAINUS 1. Wow, this really gets my Dark Heresy gears turning again (although it probably doesn't help that I've recently become addicted to X-Files). Yay! 2. The idea of picking a methodical approach for the entire Warband (I prefer the term "Cell", personally) seems a little restrictive and doesn't really tend to develop the character, something I've always felt as necessary during the Character Creation process. Faction makes sense, considering the ideals and training imposed onto the PC's by their Inquisitors, which they don't necessarily need to accept as their own (even though the Inquisitor would prefer it). Are you speaking to Cell Origins? Cell Origin is not a requirement, rather an option. As for the Warband in general per my previous post Ordo, Faction, and Approach are meant to define the overaching aspects of serving one Inquisitor, while Cell Origin & Doctrines help define individual Cells. 3. I would really love to see more Special Equipment Doctrines, as well as something that would give an Acolyte the basic gear they need. I tied this into the Ordo in my variation, with equipment related to the tasks they would be handling, but I think that this could be tied into Cell Directives, or possibly both. I have not touched the Doctrine-equivalent design space yet. It is coming, but I kinda want to resolve the Cell Directive/Cell Origin issue (Regiment) issue first. 4. Also, I'm not entirely sure what I'm supposed to spend my points leftover on. I don't want to spend it on Equipment specifically, but I've always enjoyed the idea of allowing players to purchase Aptitudes. There will be--I hope--plentiful options to customize individual PCs with (including bonus Aptitudes) after selecting Ordo, Faction, Approach, & (optional) Cell Origin. You do, however, raise a good point about how many points should be available to the group to spend on customization. Right now you can get away with a minimum of 3 BP spend on Ordo, Faction, and Inquisitor, leaving 9 BP to divide between Cell Origin, Homeworld, and Doctrines. 5. I'll probably also end up writing up a Polypsykana faction for your packet, if you wouldn't mind. I do not mind at all. I purposely excluded Factions from RH as I wanted to leave room for others to develop their own intreprations of extra Factions (aka like the Antiqutari mentioned in Mark of the Xenos under Inquistor Haak). I'll be honest, I am kinda sad no one got my inside joke regarding Inquisitor Jones.
  13. Sufficient feedback has convinced me that trying to include a (mostly) straight importation of Cell Directives as part of Warband creation is not only inappropriate but potentially unbalancing as well. Below is my attempt redeem/recover the design space that Cell Directives (Regiment Type) was meant to fill. Please note that this is very much a rough draft that is open to revision. Cell Origins You may only purchase one Cell Origin per Acolyte cell. Cell Origins assume that the PCs have either: a.) Had their initial, formative experience one to three missions in the past, prior to the commencement of the current adventure/campaign. This shared past background can be established through a series of interactive flashbacks/encounters with the GM or via collaborative fiction/storytelling b.) All Cell members have shared a similar, if not always identical experience in their past, resulting in their Inquisitor amalgamating the PCs into a single cell in order to better exploit their cumulative experience. Cell Directive Cost Daemon-Forged 3/2 Warp Cult 3/2 Heresy (Imperial Cult) 3/2 Mutant/Psyker Uprising/Cult 3/2 Xenos Infestation 3/2 Cold Trade 3/2 Tech-Heresy 2 Temporal Corruption 2 Touched By the Tyrant Star 3 +3 more Daemon-Forged The cell’s defining mission involved the direct confrontation of the Warp and its foul denizens. Rather than fall prey to the daemon’s seductive wiles, clever machinations, or terrible rage, the cell managed to not only survive their experience, but overcome their foe as well. Such success not only confirms the cell’s value as Acolytes, but tempers the mettle of any surviving Cell members against daemonic influence in anticipation of their next, invariable confrontation with the forces of the Warp. Daemon-forged cells are greatly valued by Inquisitors of the Ordo Malleus, but are occasionally found among the ranks of the other Ordos as well. Cost: 3 (2 for Ordo Malleus Warbands) Prerequisites: None. Characteristics: +2 Toughness or +2 Willpower Bonus Talent or Skill: ??? Hardened to the Daemonic: members of this cell add a +10 bonus to Willpower resist the effects of Daemonic Fear, as well to any Characteristic test to resist the effects of psychic powers or special abilities of Daemonic origin. Touch of Evil: Despite their triumph, each member of the cell has been marked by their experience with the raw power of Chaos, gaining 1d5 Corruption Points Mutant/Psyker Uprising/Cult The manifold remit of persecuting the heretic, psyker, and witch sometimes results in the duties of the Ordo Hereticus overlapping those of the Ordo Malleus and Ordo Xenos. When not devoting their time to stamping out doctrinal heresy and temporal corruption Inquisitors of the Ordo Hereticus expend considerable effort rooting out and thwarting the machinations of the psyker and mutant. While these pogroms rarely reveal more than the desire of an oppressed social caste to expand their temporal influence, every once and a while the Ordo's investigators uncover links to more…unconventional patrons. Regardless, the members of this cell have proved themselves instrumental in detecting and disrupting the plans of the Shroud Masters, <psychic rouge faction>, <additional group>, and other foes of Humanity. Cost: 3 (2 for Ordo Hereticus Warbands) Prerequisites: During Warband creation the cell must possess at least one Adept, Arbitrator, or Priest. Skill: All members of this cell gain either the Forbidden Lore (Mutants) or Forbidden Lore (Psyker) Skill. Eye of Judgment: Members of this cell gain a +10 bonus on all Investigation Tests involving mutants OR psykers. Which faction this bonus applies to is determined by the Forbidden Lore skill selected by the Cell during Warband creation. Warp Cult Though the defining mission of thus Cell did not involve the direct conflict with warp-spawn that defines a Daemon-Forged cell, the members of this cell have nonetheless have managed to uncover and a defeat a cult of warp-tainted heretics. An alternate interpretation of this the cell involves the detection and neutralization of the influence exerted by a warp-tainted artifact. Cost: 3 (2 for Ordo Malleus or Ordo Hereticus Warbands) Prerequisites: At creation the cell must possess at least one Adept, Arbitrator, or Priest. Seventh Sense: Sensitized by their initial contact with the terrible power of the Warp, members of this cell may use Psyniscience as an Untrained Skill. If a member of this Cell already has access to Psyniscience (such as a Psyker or character with the Foot-Fallen Homeworld) they instead gain the Warp Sense Talent. Unflagging Spirit: As a result of their unflagging faith, hypo-doctrination, or sheer obstinance members of this Cell reduce any gain of Corruption and/or Insanity resulting from direct exposure to the power of the Warp, blasphemous texts, or Sorcery by 1. Xenos Infestation Members of this Cell have suffered and survived the assault of a xenos warband or raiders. Cost: 3 (2 for Ordo Xenos Warbands) Prerequisites: None. Characteristics: Ballistic Skill, Weapon Skill, or Willpower +2 Bonus Talent or Skill: Exotic Weapon Training (Any One Xenos) or Linguistics (Any One Xenos). Scarred Spirit: Members of this cell reduce the effective Fear rating of any xeno or group of xenos they encounter by 1. In addition to the previous benefit members of this cell add 10 to their effective Willpower score for the purposes of resisting any psychic power or special ability of xenos origin that grants a Willpower Test to mitigate its effects. Alienation: The Cell's exposure to alien social mores, willing or not, has left a lasting scar on their psyches, resulting in the gain of 1d5 Insanity points.
  14. HTMC said: This is very true. Also, if you look at the Commissars in the Gaunt novels that aren't Gaunt, you get a much more "normal" look at the Commissariat, and how they are truly political officers. Look at Wilder's commissar in "His Last Command," who clearly serves as primarily a motivational tool and a leader-by-example rather than any kind of tactical figure. Look at any of the Commissars portrayed in "The Armour of Contempt," such as the whip-wielder who exists solely to punish and execute his men. Gaunt and Cain both are weird insofar as the regiments they're attached to are very well behaved and trained, and since that means less punishment is required, Gaunt and Cain can focus on being inspirational and helping tactics-wise. Even with that said, it's somewhat clear that a lot of Gaunt and Cain's tactical prowess comes from experience first, schooling second. Hell, look at Hark from the Gaunt books in general and his grasp of English/Gothic when writing his journal entries for Only in Death. Or that idiot who commissared the Tallarn Raiders regiment, Beije.
  15. 5. Careers: I personally gave the Adept very non-combatant aptitudes: Intelligence, Fellowship, Perception, Willpower, Knowledge, Social. Finesse and Agility fit a shootier, sneakier build (like the Assassin.) Arbitrators are good at interrogating folks and handling crowds, yet is instead built for sniping (Ballistic Skill and Finesse.) I concede on the Battle Sister; hell, mine is more powerful than yours. Equipment definitely needs a touch-up; OW starting characters get less skills and talents than these blokes, but are toting around more armor, lots of grenades, and weapons with either plenty of reloads or more exotic types (Flame, Bolt.) Regarding the Adept in DH they are nowhere near as social as your interpretation is. Of course that's half the issue right: interpretation. Finesse & Agility and shootier, sneakier builds: I think you may want to look over Stealth again, the second Aptitude is actually Fieldcraft. Aribitrators: Again, basing my Aptitudes off their Characteristic Progressions in DH. As for the social end of things they do receive Fellowship as an Aptitude and begin play with both Command and Inquiry, the two primary social functions they have (Insure Obey and Investigate). As for OW Specialities, funny you should mention them. When coming up with my Careers I did a little analysis: Basic Specialties Heavy: 9 talents & skills, 10W Medic: 6 talents & skills, 8W Operator: 6 talents & skills, 6W Sergeant: 6 talents & skills, 7 aptitudes, 10W Weapon Specialist: 8 talents & skills, 8W Avg Skills & Talents: 7 Avg Wounds: 8.4/8.8 (this assumes you house rule Operators to have 8, I have no idea why they have 6) Support Specialties Commisar: 8 talents & skills, 7 Aptitudes, 10W Priest: 9 skills, 9W Storm Trooper: 9 skills, 12W Tech Adept: 10 skills, 8 Aptitudes, 8W Avg Skills & Talents: 9 Avg Wounds: 9.75 Note I have purposely left off the Ogryn, Ratling, and Sanctioned Pysker. Based on the above I adopted for building Non-Specialist Careers as 8 Skills/Talents, 8 Wounds and Specialist Careers as 12 skills/talents, 8 Wounds. I set the price of a bonus Aptitude at 3 Skills/Talents. So there is the logic behind those design decisions. As for the more "exotic" Weapon Training--Bolt, Melta, ect--I say "meh". They are not anything you couldn't get with starting XP.
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