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Crow Eye

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  1. Was thinking the same thing, about the Rogue Trader being an elite advance. Grant the player a Warrant of Trade, a starship, Profit Factor (and direct access to it), and the Exceptional Leader special ability, and call it good. Make it cost 1000xp, so a player can take it right out of the gate. Starting Starship and PF are still at the approval of the GM, and earning the Warrant after CC requires good in-game role-playing. In any case, I forget myself, this isn't a thread of adapting the setting and rules, but conjecture on whether or not there'll ever be anything official at all, so I'll shut up now.
  2. Perhaps we will, but as stated above, most likely it'll be in the form of a supplement to DH2, and if not, it'll likely be based off of the Aptitude system, and be highly compatible with both DH2 and OW. Almost every character type from RT can be achieved in DH2 now, with a handful of exceptions, specifically, the Rogue Trader, Navigator, and xenos. However, these things aren't too difficult to adapt if you use KiSS rules. I'm in the middle of tooling up a 'next-generation' game for RT using DH2 rules, and our group has come up with some interesting solutions for things. For example, we're running Influence as each player's personal salary with the Dynasty, and Profit Factor as the money of the Dynasty as a whole. Players use Influence for acquiring personal stuff (such as a new power sword, or a shiny new suit of void armor), and PF for acquiring things for the Dynasty (such as starship components, or new hellguns for the armsmen). Only the Rogue Trader can use PF for all his personal purchases, but other players can attempt to do so as well... if they're willing to run the risk of getting caught by the Rogue Trader or the Dynasty's Accounting Department.
  3. See Black Crusade. Even a starting human character is an elite when compared to your typical Dark Heresy character. They also are free-form advancement, so give your champion whatever you want, as that line has all sorts of rules for "gifts" from the gods, chaos sorcery, tainted weapons and armor, and general warp shenanigans. Various npcs are statted out as well, if you want an idea of power scale. Also, technically, you are using the proper term, as a powerful worshipper of chaos is a champion. When most 40K people hear champion though, they generally think of a Chaos Space Marine, as they have minis with that name.
  4. Here are my suggestions. Look at the rules for creating Daemonhosts from either of the Dark Heresy lines. Choose a binding strength you think is balanced, and then roll up the character. The character is technically a Daemon tied into a mortal body, but can eventually warp that body into a new form. Advance per game line of choosing (Black Crusade makes the most sense, and is the easiest to adapt). Pick a lesser Daemon (like a Daemonette) out of one of the books. Advance that character per Black Crusade, except that Opposed advancements aren't just expensive, but completely forbidden to you (the same should be true with any Daemonhost who isn't unaligned). Third, if you want a regular character to become a Daemon, look at the mutation list, there is one at the bottom that pretty much does exactly that. That, or just play the characters as Black Crusade characters in a starship (which is probably the easiest way of doing things really, because becoming a Daemon is the target long-term goal of most heretics).
  5. I know this post is older, but this topic became relevant to our group. While rolling up characters for a 'next-generation' Rogue Trader game (using Dark Heresy 2 rules), one of my players decided he wanted to play a ratling who wasn't in the Guard, and we came up with a simple solution (simpler than what I mentioned above). Each abhuman race has a homeworld option in Shield of Humanity. Unlike pretty much every other 40k rpg, OW homeworlds don't generate wounds or fate points. The specific abhuman homeworlds seem to act almost entirely as racial templates more than anything else, so that is what we used them as, and turned them into character creation elite advances. Using the formula from OW (which I believe I mentioned above), Ratling world cost 300xp. It modified his characteristics, traits, and a few talents to turn his character into a ratling, and that was it. His full character creation path was Penal Colony-Outcast-Assassin-Ratling World as an Elite Advance, and he seemed balanced to me. In the event anyone was still interested in the topic, I figured I'd contribute to it once more.
  6. Jump pack. My first character was a Void Master, and he turned into a beast. He can make a Raptor or an Assault Marine nod their head in approval. Regardless of if you are shooty or stabby, as a VM, you have the skills and talents (eventually) to use a jump pack. Also, Pressure Carapace is a useful armour, regardless of career, so get some of that. If I can think of more, I'll post later.
  7. So, I was wondering a few things about the Phase Trait. Phase grants both the Incorporeal and the Hoverer traits, which got me thinking about a few things. If a phased (incorporeal) individual falls from a deathly height, do they impact the ground harmlessly? Given their momentum, would they pass straight into the ground as their merge ability (provided it wasn't warded or shielded in any way)? As for the Hoverer trait, in a zero-g environment (such as a starship with depowered grav-plates, or even open space), would Hoverer essentially become Flyer, or do they still need an object of mass to hover next to? Daemons can hurt phased individuals, given incorporeal individuals are partly in the warp, but given daemons are as well, even when manifested, would a phased individual be able to hurt a daemon as well? Lastly... incorporeal psykers... yea or nay? Just curious what others think
  8. The GM did give him a few handicaps, which are the same ones he included for his people when they were part of his campaign, though they don't really balance out his bonuses (hence the xp penalty idea). He starts with 10 corruption and -10 Willpower, and per story, he is on the radar of both Tzeench and Slaanesh (as the genetic engineering done to his people was done by cultists devoted to both). If he knocks up anyone, he has a certain chance of passing on his altered genes, with a 10% of fathering a wriggling, tentacled abomination. As to the +3, his ancestors originally came out of the older system, as they possessed Unnatural Strength and Toughness ×2 rather than +. Given most had a base strength and toughness of 30 (the elites had 40), they were hitting/soaking damage with a bonus of 6, which is where the +3 came from. Hmmmm.... I'll need to look through the books some more, and discuss it with the GM, as he's the one who built the special bonuses in his genetics. However, given Best Craftsmanship Synth-Muscle grants Unnatural Strength +4 to a regular human (and is legal per game rules), we should be able to work something out, though I'm thinking he may be better off as a background NPC or a latecomer to the party, only joining after they've advanced a good bit.
  9. Well, SMs have Unnatural +4 to both strength and toughness (as of BC and DH2), so he certainly wouldn't surpass them, especially without power armour, but that he comes close is scary enough. Then again, regular humans and Chaos Space Marines adventure alongside each other in Black Crusade, and I'm told the balance isn't that off between them. It was probably a foolish endeavor however to try to appraise anything in the traits section really, especially given that so many variables are at play, but once posted.... As to actually buying traits, especially unnaturals, that hasn't really been an issue that has ever come up at our table, though with the Mutant background, it certainly opens up the possibility with homebrew rules.
  10. As to the specific character himself, he has Unnatural Strength +3, and Unnatural Toughness +3 (among other things), and these things are part of his genetics (there was a bit of heresy involved, a bunch of rampaging horse lords who looked a lot like Conan, and a bit of character/npc love-making that lead to him). These traits seem especially strong for a starting character, and I figure an xp handicap should be levied, I'm just not sure what.
  11. Essentially, I am curious what other players would appraise the various traits at, especially the Unnatural traits, from 1 up to 4. I have a character in a new campaign who is starting with several Unnaturals, due in part to in-game events in a previous campaign, and would like to balance him with an xp handicap so he is (more or less) on some sort of even keel with the other characters. More than that, I am curious how other players and gms handle the value of traits when players start (or want to start) with ones they normally wouldn't get in the game, let alone CC. Thoughts?
  12. Self-reliance and self-improvement are constant bedfellows. Just because the AdMech has monopolized technological production, maintenance, and development (as well as stagnated it), doesn't mean it is solely their purveyance. Though people aren't allowed to learn these things in the Imperium without being part of the AdMech, why does someone outside of both care for those laws, especially if they are wanted for breaking so many more? They learn these things as they go, or they fail to survive. Into the Storm has a ship starting package, 'Reaver of the Unbeholden Reaches', which gives the vessel the 'self-reliant' rule. The description of it states that the reaver crews seldom have anywhere to take their ships for repairs, and pretty much have to do things themselves with whatever materials they have at hand. I can imagine a lot of jury-rigging and modification away from the holy templates when people are left to fend for themselves away from the AdMech, causing a lot of consternation between them on top of their other crimes. Lastly, I wouldn't discount places like Footfall. Footfall is RIFE with crime and corruption. So long as they're not a crew of psycho reavers, or chaos marauders, I'm sure a pirate crew can get along just fine at Footfall so long as they promise to keep on their best behavior and have something to pay with. Same with the Breaking Yards. That these places possess groups willing to take their stolen goods certainly helps towards this end.
  13. I would assume a sanctioned psyker comes with documentation when they are turned over to their new handlers (because few, if any psykers, even the top members of the AAT don't answer to somebody). If they lose this paperwork, they will likely need to send away for it. The process might be byzantine, but it'll get around to completion eventually. As far as a sanctioned psyker meeting another, I'm sure they have enough shared experiences that they can know if each other are genuine or not, and each has certain types of training and education that ONLY AAT psykers know, which an unsanctioned psyker can't fake unless they learn these things somehow from a sanctioned psyker. As to hiding an unsanctioned psyker, or just not turning them over to the AAT, that is grounds for death, no matter how powerful you are, and generally not a good idea unless you can somehow arrange a state of plausible deniability that you actually knew you had an unsanctioned psyker in the first place. Edit: If you have enough pull, and you have sanctioned psykers in good standing with the AAT, you MIGHT be able to get away with them teaching a young unsanctioned psyker someplace other than Terra, provided they have the capabilities and resources to do so, but they and you would have to be some pretty trusted individuals. You might be able to get them sanctioned and properly trained in this way, but thems grounds for massive favors and campaign adventure plots.
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