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This is the beginning of a new character class for review, this is just the opening and first level. Concept is the planetary scout, combat skills are moderate, high on survival skills. Whether a Noble hunter, Underhive Ratskin, or Deathworld native, they are the first guy on the planet. Constructive criticism welcome, as well as suggestions on how to progress. The more experienced Vanguard will have tons of survival skills, very hard to kill (lots of wounds, damage reducing traits, and lots of resistances against environmental factors), speak a variety of languages (including various xenos), and have long ranged combat traits. He will lack any ship skills, low on fellowship (not absent, just not focused on them), and no mass leadership skills.
Imperial Vanguard
When a hostile planet needs to be explored, the first person on the planet is frequently is the Vanguard. Charged with scouting the planet and keeping landing parties safe, the Vanguard are some of the toughest individuals in the Imperium. While not as combat savvy as some of their charges, Vanguard tend to avoid combat through stealth and knowledge of the terrain. Whether feral world scouts, underhive scummers, or even Noble hunters, Vanguards can come from all parts of Imperial culture.
Special Abilities:
Feel For the Land: When a Vanguard enters a new non-civilized area he may make a Challenging (+0) Survival check. If successful the Vanguard may reroll any failed Exploration or Movement skills while he is in that environment. He may attempt to make another roll if the first fails every 12 hours. The Vanguard loses this ability if he leaves the environment for more than 72 hours.
Sixth Sense: When in a wilderness environment, a Vanguard may spend a fate point to automatically pass an Awareness or Search check.
WS: 500/750/1000/2500
BS: 250/500/750/1000
S: 500/750/1000/2500
T: 100/250/500/750
AG:250/500/750/1000
INT: 100/250/500/750
PER: 100/250/500/750
WP: 250/500/750/1000
FEL: 500/750/1000/2500
Starting gear: Good Quality bolt pistol or best quality laspistol. Best quality hunting rifle with customized trait and telescopic scope. Best Quality Mono Primitive Weapon or Good Quality Chain Sword, Good Quality Magnoculars, Cameleoline Cloak, Good Quality Guard Flak, Micro-bead, Vox Caster, Medikit.
Starting Traits: Melee Weapon Universal, Basic Weapon Universal
Starting Skills: Awareness, Survival, Navigation (Ground), Tracking, Climb, Swim, Search, Concealment, Silent Move, Speak: Low Gothic
Level 1:
Awareness 100pts
Navigation (Ground) 100pts
Search 100pts
Concealment 100pts
Silent Move 100pts
Survival 100pts
Tech Use 200pts
Trade: Explorator 100pts
Speak: Low Gothic 100pts
Speak (Local Dialect) 100pts (x3)
Literacy 200pts
Scholastic Lore (Beasts): 200pts
Trade (Explorator)
Sound Constitution 100pts
Light Sleeper 100pts
Common Lore (Imperium)
Hardy 200pts
Rapid Reaction 200pts
Basic Weapon Training Universal 500pts
Melee Weapon Training Universal 500pts
Lvl 2
Awareness +10 200pts
Navigation (Ground) +10 200pts
Search +10 200pts
Security +10 200pts
Concealment +10 200pts
Silent Move +10 200pts
Survival +10 200pts
Tech Use +10 200pts
Tracking +10pts
Scholastic Lore: Beasts +10 200pts
Climb 200pts
Swim 200pts
Acrobatics 200pts
Common Lore (Koronus Expanse) 200pts
Secret Tongue (Rogue Trader) 200pts
Pilot (Ground Vehicles) 200pts
Trade (Explorator) +10 200pts
Sprint 200pts
Leap Up 200pts
Pistol Weapon Training (Universal) 500pts
Without Signature
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I can see a use for this. What are it's advancements like?
**EDIT**
THough it's special ability, though realistic, seems a little underpowered. Maybe a little tweeking is in order. Though it's your call. And I'd play a Vanguard as it is.
I am not afraid of the dark. I am afraid of what lives IN the dark.
Get my notes...
He's extremely skill heavy, his advancements include all heightened senses, sniper traits, and traits that make him harder to kill (True Grit, Nerves of Steel, Hardy, etc.) He gets quite a bit of Xenos related skills mid-late levels, including 3 Speak Language (xenos), and Forbidden Lore Xenos and Archeotech. He gets Sound Constitution at every single level (x2 at odd levels). Trades he gets archeologist, explorator (though on vague description only, no real detail on what this actually entails).
Any suggestions on how to pump up his SA?
Without Signature
Upgraded his SA to just a flat +10 to trained skills when he's in his chosen environment.
Without Signature
I think that a +10 to ALL trained skills is too much. I also think that limiting it to a specific type of environment is too great of a limit.
I'd switch the SA to be a +10 to all Exploration skills (Awareness, Navigation, Search, Security, Survival, Tech-Use, Tracking, and Trade) when attuned to the local planetary environment. Attuning is a Challenging (+0) Perception Test first made 12 hours after entering the environment. If the Test is failed, the character may retest every 12 hours with a cumulative +10 for each previously failed test. In general, attuning to the environment should take a day or two at most.
I would remove the Sound Constitution x2 and replace it with x1, you see this with all classes save the Seneschal which is most obviously an Eratta since they do not have it at rank 2..just compare to all other classes.
But if the Arch Militant doesn't have it the Vanguard shouldn't have it either.
For the Special Ability, you might want to change it to a re roll since the +10% doesn't realy matter on higher levels.
But all in all, good work, looks cool...
As for Equipment:
Good Quality Bolt Pistol or Best Quality Long Las, Best Quality Mono Primitive Weapon or Good Quality Chain Sword, Good Quality Magnoculars, Cameleoline Cloak, Good Quality Guard Flak, Micro-bead, Vox Caster, Medikit.
"A dirty mind is a joy forevera terrible thing to waste"
"Innocence Proves Nothing"
Santiago said:
[QUOTE efidm=177734]
My previous post is in the wrong thread. Sorry. But everything I wrote is still awesome.
[/QUOTE]
Leogun_91 said:
Santiago said:
To be fiar the arch militant gets one for free as a starting talent anf therefore gets two such advances, in a way.
But that is his only one...so I would say Sound Constitution x1
"A dirty mind is a joy forevera terrible thing to waste"
"Innocence Proves Nothing"
HappyDaze said:
I think that a +10 to ALL trained skills is too much. I also think that limiting it to a specific type of environment is too great of a limit.
I'd switch the SA to be a +10 to all Exploration skills (Awareness, Navigation, Search, Security, Survival, Tech-Use, Tracking, and Trade) when attuned to the local planetary environment. Attuning is a Challenging (+0) Perception Test first made 12 hours after entering the environment. If the Test is failed, the character may retest every 12 hours with a cumulative +10 for each previously failed test. In general, attuning to the environment should take a day or two at most.
Okay, that makes sense. I'll do a version of an exploration bonus.
Without Signature
Let me ammend my previous suggestion to follow the example given by the Nomadic House package for Navigagtors. Instead of the +10 on Exploration skills, allow the character to spend a Fate Point to automatically succeed when using any Exploration skill that he is Trained to use. He will succeed with 0-4 degrees of success (1d5 treating a result of "5" as "0") when using this ability. Since this is now limited by Fate Points, remove the restriction on attuning to the environment, but keep the restriction that this can only be used when planetside (not when shipboard or on void habitats), and possibly further restrict planetside use to only when outside of major habs (like hive cities). These restrictions will keep the character in the Crocodile Dundee role, rather than the urban sleuth.
Okay, new look. Taking advice given. See how you guys like the changes, then post up the extra levels. Again, going for the outdoors types.
Special Abilities:
Feel For the Land: When a Vanguard enters a new non-civilized area he may make a Challenging (+0) Survival check. If successful the Vanguard may reroll any failed Exploration or Movement skills while he is in that environment. He may attempt to make another roll if the first fails every 12 hours. The Vanguard loses this ability if he leaves the environment for more than 72 hours.
Sixth Sense: When in a wilderness environment, a Vanguard may spend a fate point to automatically pass an Awareness or Search check.
WS: 500/750/1000/2500
BS: 250/500/750/1000
S: 500/750/1000/2500
T: 100/250/500/750
AG:250/500/750/1000
INT: 100/250/500/750
PER: 100/250/500/750
WP: 250/500/750/1000
FEL: 500/750/1000/2500
Starting gear: Good Quality bolt pistol or best quality laspistol. Best quality hunting rifle with customized trait and telescopic scope. Best Quality Mono Primitive Weapon or Good Quality Chain Sword, Good Quality Magnoculars, Cameleoline Cloak, Good Quality Guard Flak, Micro-bead, Vox Caster, Medikit.
Starting Traits: Melee Weapon Universal, Pistol Universal, Basic Weapon Universal
Starting Skills: Awareness, Survival, Navigation (Ground), Tracking, Climb, Swim, Search, Concealment, Silent Move, Speak: Low Gothic
Level 1:
Awareness 100pts
Climb 100pts
Navigation (Ground) 100pts
Search 100pts
Concealment 100pts
Silent Move 100pts
Survival 100pts
Swim 100pts
Tracking 100pts
Tech Use 200pts
Trade: Explorator 100pts
Speak: Low Gothic 100pts
Speak (Local Dialect) 100pts (x3)
Literacy 200pts
Scholastic Lore (Beasts): 200pts
Sound Constitution 100pts
Basic Weapon Training Universal 500pts
Pistol Weapon Training Universal 500pts
Melee Weapon Training Universal 500pts
Without Signature
I'd consider dropping the Pistol Weapon Training (Universal) from the starting package. In this guy's role a basic weapon is readily available and (IMO) only the Archmilitant should start out with all three Weapon Trainings. I'd suggest Pistol Weapon Training (Universal) as a Rank 2 or 3 option.
I'll swap it with a lvl 2 option, Secret Tongue: Rogue Trader. Now how do I edit my posts?
Without Signature
Click 'edit' on them. Also hes severely lacking in available talents, give him a few of those, and pick 2 weapon proficiencies not 3 and hes improved.
Without Signature
Moved some skills around with some traits. Trying to do this nice and slow so people will actually try it.
Without Signature
so far looking good ...in level 3 you can put chem-use and carouse as skill he can develop the 1st to increase is capacity to survive and threat local disease, poison or toxins comming from food, animals or plant by making antidote, medicals or to make new poison for himself. the second to increase he resistance vs local alcool and drug.
resistance vs cold and heat probably may come at level 3 to and resistance vs poison and fear later (4 or 5 level)
keep going on this that look very interesting
Without signature
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