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  1. I'm setting up an rpg that takes place in the dark age of tech. the plan is to get the players to become cabal agents and gain the semi-perpetual deal they give, thus allowing a large amount of time to be played in. What I'm looking for is a way to adapt char creation to match the different setting. So far I have them picking their aptitudes, some sort of cybernetic or genetic enhancement, and an adapted role instead of the usual. I'm hoping for other ideas on how to make it unique to build a char that has had a good upbringing with lots of tech around.
  2. As previously mentioned, we've finished the campaign so I haven't edited the ascension thing much. The excel sheet is basically an appendix for all the talents i cared about from all the non 2nd edition books with added stuff to make it fit. All (most) talents.xlsx Ascension.rtf
  3. Sorry about the late reply, my players and I have since finished the campaign. The power levels was part of the problem, one of my players was a psyker with PR 7 that one shot anything. But anything I made that could survive that would then kill my party as the rest were mostly non-combat characters. The real problem was that none of my players liked the bonuses gained from the various options. I ended up letting them take talents I made on my own based off the unique ones they give to the ascended characters. Ignore corruption from heirophant, shoot things from vindicare etc. I have an excel doc with all the talents I've made, including the ascended ones. I've tried to put it on here before but idk how Another problem, although not one I expected DH to solve, was that I was running a more normal kind of adventure. They weren't acolytes so a lot of the ascension trees didn't make sense either.
  4. My players have recently reached 20,000 exp in my 2nd ed game. I looked through the ascension book and tried to adapt it to 2nd ed but it was underwhelming. I was wondering what others have made in the interest of late game 2nd ed.
  5. My players have decided the best way to fight a nurgle greater daemon is with a tzeentch greater daemon. so their plan is to make pacts for knowledge to gain the know how to be able to summon one of the big baddies. My question is if anyone has made rules for greater daemon, or even just herald level, summoning.
  6. I think there's some miscommunication. This is in addition to Corruption, not instead of. In fact (besides that last bit in Saintly) they have nothing to do with each other. I see what you mean now, but I want something permanent. Like to allow a particularly fervent PC to become a living saint type of power level. Okay, that's a little much, but something more than the Faith Powers. I gave them exp costs and attached their acquisition to gaining the Pure Faith Talent through the blessings table. Blood of Martyrs
  7. This is what I've made for the rest of it if anyone cares. I realize it's a bit OP but I wanted my players to care about gaining Faith Points and so I'll balance it later.
  8. What's that mean? I don't see how pain tokens are like what I'm looking for. That's for crazy Drukhari. I've looked at them and they seem very... mediocre. Besides, if one can gain the attention of the warp/chaos gods, why can't they do the same for other non**** beings. (namely the Emperor and maybe Eldar gods?) Also, and i think most importantly, I'm running DH 2nd ed so there wouldn't normally be a way to gain Pure Faith talents. Thus I was going to make the acquisition of them linked to Faith Points Bonus.
  9. worked on it a bit, this is what I got: tables didnt' copy over very well... Faith Points Faith Point Bonus can be used instead of Corruption bonus whenever it seems appropriate. All I can think of is Legacy weapons and some psychic powers, but maybe there are others. Insanity points gained from the below causes can't incur mental traumas (but will still add to getting the next one). (01-20) +0 Touched (21-50) -10 Blessed (51-80) -20 Hallowed (81-99) -30 Saintly Blessed: gain 1d10 insanity points (keep in mind this is about extreme fervor) and roll a 1d10 on the following table. (1-5) Gain +10 to fear and pinning tests (6-9) Hatred of the unholy imposes -10 to Forbidden Lore tests and Hatred (Heretics) (10) Gain the attention of your god. Based on the power of your god (ask the GM) you’ll gain some benefits. Look at the dark pacts from the Radical’s Handbook for inspiration. If s/he doesn’t want to do the work then reroll this result. Hallowed: gain a temporary fate point during an encounter against a daemonic entity. This fate point cannot be burnt and disappears at the end of the encounter if it goes unspent. Gain +10 to Fellowship test with other people of the same faith. And roll a 1d10 on the following table. (1-5) After spending a fate point roll a d10, on a 10 you gain the fate point back. If you already have this ability from the home world benefit then you regain the fate point on a 9-10. (6-9) May spend a fate point to allow an ally who can hear him/her to reroll a WS or BS test. (10) Gain an additional fate point. Saintly: Upon burning a fate to live you go to full wounds, no fatigue and cured of any critical effects, even if the damage was incurred before the event that would have killed you. +20 insanity points, +20 to resist mind control, domination, or anything else that prevents you from acting freely. In addition, gain a force field of PR 20 that cannot overload and reduce your corruption by any amount (min 0). I'm not sure how to do the malignancy test equivalent.
  10. I was thinking about making an inverse of corruption points for Adeptus Sororitas and other saintly beings. First I wanted to see if anyone else has done it for me, but I couldn't find anything. So I'm here looking for ideas or if anyone has something they've made but haven't posted/made easily searchable. All I've got so far is that I like the alternate rules for corruption in the Radical's Handbook and wanted to do something like that for faith based points. So no holy mutations, more like bonuses to fate points, fear tests and the like.
  11. Well here's some of it. Dark eldar talents and 3 from some of the 1st edition dark heresy books.
  12. It's an excel file. Are those not allowed to be attached? It worked for me when I clicked it.
  13. Just a table I made for myself and my players. Putting it here for others to use if they wish. It takes talents from all over the various books and transfers them into the DH2 system. All (most) talents.xlsx Edit: link doesn't work, there is a pic of some of them further down
  14. Doing all the work for me again. One of the 'quests' I've given my players is to help conquer a system "For The Imperium!". But this would mean they could only help in small skirmishes on the side. So I was thinking about how to implement something similar to above in regards to Imperial ships. However the whole size to distance thing you said earlier makes sense, so maybe a negative to hit for moving fast? Like -20 for running on land. In the lore there's often frigates groups doing strikes on larger ships and getting away with it, but I've never seen rules like this before. Is it fair to say with the vanilla rules that the larger the ship the better? How could I implement this so that the tiny frigate they have can do something in a larger battle with big ships?
  15. You make a good point. I like the test idea, but if the evading ship has the same penalty, then dodging well makes it impossible to hit for either party. I know why you would want that, moving fast makes it harder to aim for you too, but with an already 40-30% chance, decreasing it more seems extreme.
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