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Mercucio said:
Approach refer to the Inquisitor's preferred method of operation.
Yes, but my question is how does this affect the cell itself?
Ezra Kainus of the Ordo HereticusMember of the Polypsykana
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.
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!
Green Boxes were indeed my inspiration ;)
I like the idea of being able to buy backgrounds! The heavy emphasis on character origin may well be my favorite part of Dark Heresy. I plan on writing up quite a few unique Talents/Traits with xp costs and required aptitudes later.
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
Re: Special Equipment Doctrines
Cybernetics: I was wondering why this wasn't done earlier, to be honest. I've had multiple characters with a Bionic part at Character Creation, but I like the idea of having it as a defined option during Character Creation, especially because it forces them to come up with a reasoning for it, thus leading to character development. Maybe charge a little more for the one that gives you a Rare Cybernetic (3 pts.), considering the powerful nature of those enhancements.
Rogue Psyker: Thank you, this was also necessary. As far as points- balance is concerned, I like the idea that this consumes most of the left-over points. I'm not sure how you should handle the advancement of it, though, if the character wants to progress beyond Psy Rating 1. I have a Latent Psyker in my game and I charge him double in order to increase his Rating, but I haven't decided whether I should charge him a premium on powers, yet. Good start, this one, but still some work to really flesh this out. Perhaps reference the rules for sanctioning if the character decides to get sanctioned.
Doctrines I'd be interested to see: Untouchable (updated to OW), Discordant (perhaps?), Cistron, etc.
I think this would be the section in which Backgrounds would be worked in, if you wanted. It seems like it would fit smoothly.
Re: Cell Origins
I typically prefer to have an introductory session and actually have the Cell Training be apart of the first session, but I like the idea of Cell Origins. Give me some time to mull it over, balance and development wise.
Ezra Kainus of the Ordo HereticusMember of the Polypsykana
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?
Mercucio said:
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?
The Radical's Handbook.
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
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
Mercucio said:
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.
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.
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.
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.
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. 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.
The Specialties still have atrocious gear; the Psyker and Tech-Priest are unarmed as things stand. I can't think of a Reason to play your Guardsman instead of a Weapon Specialist or Heavy Gunner.
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
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.
I was making reference to the Recongregator having the +10 to all illegal goods and services.
All valid points.
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 misread the Untouchable, whoops. My apologies.
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.
My mistake for assuming crossovers.
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
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.
Mercucio said:
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.
Perhaps doing some switching: Amalathians have a +5, Recongregators have a +10 and a -5
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?
Would you like to see what my Dark Heresy specializations look like? I've also done some Home World/Origin work.
.
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
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.
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