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Author Topic: [Collaboration] - In the grim darkness of the far future...  (Read 3121 times)
Sletchman
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« on: September 11, 2011, 07:20:05 PM »

As mentioned in the Video Games topic, I've done a little bit of work towards making a 40k mastercraft conversion.  Of course, it also turned out my half hour of effort was massively dwarfed by Glimmerrat's enormous 6 book (contrast to my 6 origins...) undertaking, but I still figure I'd put up my "as I go" conversions / rules, and hopefully get some feed back / ideas for new stuff.  Everyone who has rules for 40k post away - even (especially) if I already have.  I love seeing how different gamers approach the same problem.

Also, the origins will be tidied up eventually to be in alphabetical order - if all goes well I'll probably put everything together with neater formatting in a PDF doc.

For everything, my priority for rulings is:  Novels > Rule Book Fluff = RPG Rules (Inquisitor/Dark Heresy) >> Tabletop Rules

Chapter 1: Hero
New Origin Options

New Species
Space Marine
You are a Space Marine.  A shining becon, or unholy terror, to imperial citizens everywhere.
Type: Large (1x1) biped folk with a reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
•  Attributes: +2 Strength, +2 Constitution
•  Base Speed: 30 ft.
•  Bleeding Immunity: You’re immune to bleeding (see page 212).
•  Darkvision I: You ignore the effects of dim and faint light.
•  Light Sleeper: Sleeping is never a Terminal Situation for you.
•  Iconic Classes: If your level in any base class is higher than your level in either Scout or Soldier, your starting Action Dice decrease by 1.
•  Iron Gut: You gain a +2 insight bonus with saves against disease and poisons.
•  Restricted Specialties: You may only select a specialty that has your talent as a requirement.
•  Thick Hide: You gain Damage Reduction 1.

New Specialities

Blood Angels
Dark Angels

Imperial Fists
Meticulous.  Methodical.  Intractible.  You are an Imperial Fist.
Requirements: Space Marine Species
•  Bonus Feat: Siege Basics.
•  Paired Skills: Each time you gain ranks in the Resolve skill, you gain equal ranks in the Tactics skill. This may not increase your Tactics skill beyond its maximum rank.
•  Practiced Tactics: If you spend an Action Die on a Tactics skill check it still fails, then you receive the Action Die back.
•  Destroyer: You inflict +2 damage on standard constructs and scenery.

Iron Hands
Raven Guard
Salamanders

Space Wolves
For Fenris, for Russ, and for the Wolftime!
Requirements: Space Marine Species
•  Bonus Feat: Any Melee Combat.
•  Crunch!: Your STR based damage rolls inflict 1 additional damage.
•  Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
•  Grueling Combatant: Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.
•  Always Ready: You may always act during surprise rounds.
•  Sterner Stuff: The keen quality of each attack made against you decreases by 4.

Ultramarines
Once the most rigid of the legions, your close victory over the Hive Fleet Behemoth left you with unique insight into the Tyranids.
Requirements: Space Marine Species
•  Bonus Feat: Any Basic Combat.
•  Tyranid Hunter: Your threat range increases by 2 when attacking and making Notice, Sense Motive and Survival checks targeting Tyranid standard characters.  Further, you inflict +2 damage when attacking Tyranid standard characters or structures.
•  Stand Together: You gain +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your species.  If you gain this ability from two or more sources, the defence bonus increases by 1 for each additional stand together ability.
•  Learn From the Past: You a study in Military History and Tyranid Biology.
•  Called Shot: You gain the Called Shot trick.

White Scars


Alpha Legion
Black Legion (Initially Luna Wolves, formerly Sons of Horus)

Death Guard (originally Dusk Raiders)
Constant exposure to poisons and diseases have rendered you one of the toughest warriors in the universe.
Requirements: Space Marine Species
•  Bonus Feat: Great Fortitude.
•  Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (min 0).
•  Rock Solid: You gain 1 additional wound point per level.
•  Contagion Sense: You may roll twice when making Fort saves prompted by disease and poison, keeping the result you prefer.

Emperors Children
Iron Warriors
Night Lords

Thousand Sons
You are one of the few Sons of Magnus that survived Ahriman's Rubric intact.
Requirements: Space Marine Species
•  Bonus Feat: Any Spellcasting feat.
•  Spellcasting Expert: You’re considered to have 2 additional Spellcasting feats for any ability based on their number.
•  If I Recall…: You gain a +5 bonus with Knowledge checks.
•  Second Sight: You may anticipate up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.  If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional second sight ability.

Word Bearers
The most religious of the Space Marine legions, you seek to spread the "truth" to all mankind.
Requirements: Space Marine Species
•  Bonus Feat: Repartee Basics.
•  Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).
•  Charming: 1/Session you may improve the disposition of one non-adversary NPC by 5.
•  Engaging Diversion: You may distract up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional engaging diversion ability.

World Eaters (formerly War Hounds)
Your rage is only equaled by your ferocity and prowess in combat.
Requirements: Space Marine Species
•  Bonus Feat: Rage Basics.
•  Crunch!: Your STR based damage rolls inflict 1 additional damage.
•  Always Ready: You may always act during surprise rounds.
•  Menacing Threat: You may threaten up to 3 opponents at once (see FC, page 220). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional menacing threat ability.


Imperial Commissar
Is it better to be feared or respected?  What's wrong with being both?
•  Bonus Feat: Basic Skill Mastery (Officer)
•  Commissioned: You may purchase military renown for 20 Reputation per Rank.
•  Paired Skills: Each time you gain ranks in the Tactics skill, you gain equal ranks in the Intimidate skill. This may not increase your Intimidate skill beyond its maximum rank.
•  Terrifying Look: The will save DCs of stress damage you inflict increase by 4.

Imperial Guardsman
You are one of the countless men and women who form "The Emperor's Sledgehammer".
•  Bonus Feat: Any Basic Combat feat.
•  Basic Training: You gain the Longarms Proficiency and inflict 2 additional damage on standard characters when using a Longarm.
•  Commissioned: You may purchase military renown for 20 Reputation per Rank.
•  Stand Together: You gain +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your species.

Inquisitor
You single-mindedly root out enemies of the Imperium, and destroy them.
•  Bonus Feat: Iron Will.
•  Charming: 1/Session you may improve the disposition of one non-adversary NPC by 5.
•  Free Hint: 1/session you may request a free hint from the GM. If he refuses you gain a bonus action die.
•  Heroism: During dramatic scenes you gain a +1 bonus to all attack and skill checks
•  Know thy Enemy: You gain 2 studies on the Enemies of the Imperium.
•  Paired Skills: Each time you gain ranks in the Investigate skill, you gain equal ranks in the Sense Motive skill. This may not increase your Sense Motive skill beyond its maximum rank.

Combat Servitor
Once a man, you were turned into a living weapon for your crimes.
•  Bonus Feat: Living Weapon.
•  Combat Stims: You gain the Rage Basics feat.
•  Damage Vulnerability (Electricity): You suffer +1 damage per die from Electricity damage and you become sickened for half the damage taken in rounds.
•  Fast: Your speed increases by 10 ft. This may be applied to ground, flight, or swim speed, but only one speed.
•  Thick Hide: You gain Damage Reduction 1.

Techpriest Engineseer
•  Bonus Feat: Many Armed.
•  Incorporated Tools: Choose any 1 kit.  You are always considered to have that kit.
•  Gear Expert: You’re considered to have 2 additional Gear feats for any ability based on their number.
•  Practiced Craft: If you spend an Action Die on a Craft skill check it still fails, then you receive the Action Die back.
•  Thick Hide: You gain Damage Reduction 1.

Chapter 2: Lore

New Feats

Species Feats
Special Training
You've recieved training above and beyond that of your battle-brothers.
Prerequisites: Space Marine
Benefit: Choose one of the following career paths
Assault Division: +1 to lowest Physical Attribute, Martial Artist becomes an Iconic Class, and you gain Crunch!.
Chaplain: +1 to the lower of your Wis or Cha, Priest becomes an Iconic Class, and you gain Higher Calling.
Librarian: +1 to the lower of your Cha or Int, Chaneller becomes an Iconic Class, and you gain Calling: Rune Knight.
Leadership: +1 to your lowest Attribute, Captain becomes an Iconic Class, and you gain Stand Togther.
Tech Adept: +1 to the lower of your Int or Wis, Keeper becomes an Iconic Class, and you gain Enlightened Skill: Craft.
« Last Edit: September 12, 2011, 11:46:40 PM by Sletchman » Logged
Sletchman
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« Reply #1 on: September 11, 2011, 07:20:43 PM »

Chapter 4: Forge

Armour
Partial (Torso only)
TypeDRResistancesDPACPSpeedDisguise
Flak Armour2Explosive 2-2-1—-3
Moderate (Torso and Legs)
TypeDRResistancesDPACPSpeedDisguise
Flak Armour3Explosive 2-3-2-5ft-5
Carapace Armour5--3-3-5ft-8

(click to show/hide)
[/table]

Siege Weapons
Auto Cannon
Heavy Bolter
Las Cannon
Rocket Launcher

Prizes

Lightning Claws
Lightning Claws are among the most fearsome weapons in the assault marines arsenal, and rightly so.
Item: Oversized armoured claw (1 Handed Unarmed "Weapon").
Charm: Exotic Damage (Electricity)
Essence: Claw Natural Attack (I at Level 1-4, II at level 5-8, III at level 9-12, IV at level 13-16, V at level 17-20)
Reputation Cost: 10 (Level 1-4), 20 (Level 5-8), 30 (Level 9-12), 40 (Level 13-16), 50 (Level 17-20).
Special: You may buy a pair as a single prize pick.
Note: Cost is per Claw.

Power Fist
An oversized, armoured gauntlet that enables the wearer to strike with amazing force.
Item: Oversized Gauntlet (1 Handed unarmed Weapon).
Charm: Exotic Damage (Divine)
Essence: Slam Natural Attack (I at Level 1-4, II at level 5-8, III at level 9-12, IV at level 13-16, V at level 17-20)
Reputation Cost: 10 (Level 1-4), 20 (Level 5-8), 30 (Level 9-12), 40 (Level 13-16), 50 (Level 17-20).

Storm Shield
A mighty shield that can stop attacks that would fell most men.

Item: Tower Shield (+5 Bonus to Damage Saves).
Charm: Greater NPC Quality (Tough 1).
Essence: Greater Defence Bonus (+2 at Level 1-2, +3 at Level 3-6, +4 at Level 7-10, +5 at Level 11-14, +6 at Level 15-18, +7 at Level 19-20)
Reputation Cost: 26 (Level 1-2), 34 (Level 3-6), 42 (Level 7-10), 50 (Level 11-14), 58 (Level 15-18), 64 (Level 19-20).

Thunder Hammer
A great hammer, that builds up a charge that is released upon impact with it's target, causing massive damage.
Item: Large Maul (2 Handed Hammer)
Charm: Exotic Damage (Electricity)
Essence: Greater Increased Damage (+2 at Level 1-2, +3 at Level 3-6, +4 at Level 7-10, +5 at Level 11-14, +6 at Level 15-18, +7 at Level 19-20)
Reputation Cost: 15 (Level 1-2), 25 (Level 3-6), 35 (Level 7-10), 45 (Level 11-14), 55 (Level 15-18), 65 (Level 19-20).

Power Armour
Full Armour
TypeDRResistancesDPACPSpeedDisguise
Power Armour10--5-3-10 ftObvious
+ Helmet-Flash 5, Bang 5-1-1—Obvious
A massive suit of armour that enhances the wearers strength and makes them near indestructible.
Item: Full suit of armour (grants +2 gear bonus to Intimidate).
Charm: NPC Quality (Dread)
Essence: Lesser Strength Bonus (+1 at Level 1-6, +2 at Level 7-12, +3 at Level 13-18, +4 at Level 19-20)
Reputation Cost: 8 (Level 1-6), 16 (Level 7-12), 26 (Level 13-18), 36 (Level 19-20).

New Qualitles and Rules.

Takedown: Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10.
Imprecise: Attacks with this weapon ignore all feat and class abilities that decrease the target’s cover.
Load: When Load has a split value, you load the second number of ammo for each of the first number of handle item actions.  Example: Load 1/3 - in a single handle item action, you load 3 rounds.  The maximum ammount of ammo a weapon can hold is listed in the Ammo column.
Ammo: The weapon can be fired this many times before needing to be reloaded.
Fire Mode: The weapon can be fired in the listed ways:  S = Single Shot.  B = Burst Fire.  A = Automatic Fire.  If no fire mode is listed, the weapon may only fire in single shot mode.

(click to show/hide)
« Last Edit: October 06, 2011, 01:16:17 AM by Sletchman » Logged
MikeS
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« Reply #2 on: September 12, 2011, 08:59:42 AM »

Have you thought about using something like racial feats to cover the Space Marine chapters?

Seems to me you might want the option of a Specialty for Space Marines, so that it's easier to go into the Apothecary/Assault Marine/Librarian etc branches, or do you think class should cover that?

Incidentally, I must have missed glim's original book. Could someone point e to it?
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glimmerrat
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« Reply #3 on: September 12, 2011, 11:43:26 AM »

I'll post up a taster tomorrow if you like. I'll start with the Astartes stuff, and we'll take it from there.
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« Reply #4 on: September 12, 2011, 12:42:50 PM »

I did Tau specialties for SC2.0 a while back, I'll edit this post later with updated versions.

EDIT: And here it is:

Tau
You are a member of the alien Tau, a dynamic race from the far reaches of the galaxy.
Type: Medium biped folk with a Reach of 1. [0.0]
  • Base Speed: 30ft. [0.0]
  • Lean Season: You require only 1 common meal per day.[0.5]
  • Light Sleeper: Sleep is never a terminal situation for you.[0.5]
  • Sharp Mind: you gain 1 additional skill point per level.[2]
  • Caste System: Choose one of the five castes (see below), you gain all the benefits and drawbacks of that caste.[4]

Fire Caste
You are one of the warriors of the Tau Empire, trained since birth to take on those who oppose the Greater Good.
  • +2 Dex, -2 Str [1]
  • Rifle Proficiency: You gain the Rifle proficiency.[1]
  • Stand Together: You gain +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your species.[2]

Earth Caste
You are one of the builders of the Tau Empire, making the engine of progress run with your hard labor and engineering skills.
  • +2 Int, -2 Cha [1]
  • Enlightened Crafting: Your maximum Crafting rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill. [1]
  • Slow and Steady: the cost to activate your Downtime errors and those of your team mates increases by 2 AD.[2]

Air Caste
You are a member of the Tau's interstellar navy, soaring from star to star.
  • +4 Dex, -6 Con [1.5]
  • Cat Fall: You suffer 1 less die of damage from falling.[0.5]
  • Enlightened Ride: Your maximum Ride rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill. [1]
  • Space Vehicles Focus: You gain the Space Vehicles Riding skill focus. [1]

Water Caste
You are from the diplomatic caste of the Tau Empire, and you're words are as fluid as a river.
  • +2 Cha, -2 Str[1]
  • Charming: Once per session you may improve the disposition of one non-adversary NPC by 5.[1]
  • Linguist: You gain 2 additional languages.[1]
  • Natural Elegance: Your Appearance bonus increases by 1.[1]

Ethereal Caste
You are a member of the mysterious Ethereal caste, the leaders who drive the Tau Empire towards the Greater Good.
  • Burden of Leadership: Heavy is the head that wears the crown. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).[-2]
  • Celebrated: Your Legend rises by 2.[2]
  • Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene. [1]
  • Free Hint: Once per session, you may request a hint from the GM. If he refuses, you gain 1 bonus action die.[1]
  • Revered: The disposition of all characters who share your species increases by 5.[2]
« Last Edit: September 14, 2011, 03:04:42 AM by Agent 333 » Logged

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Sletchman
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« Reply #5 on: September 12, 2011, 04:27:00 PM »

Have you thought about using something like racial feats to cover the Space Marine chapters?

Seems to me you might want the option of a Specialty for Space Marines, so that it's easier to go into the Apothecary/Assault Marine/Librarian etc branches, or do you think class should cover that?

That was my original through, but then I realised that all those space marine branches really don't have any meat to them beyond "access to x" (psychic powers, melee combat skill, bandage feat) which is why I went with a species feat (with class support) for that.

On the same note, the diversity of the legions meant I couldn't think of what I wanted to give them that fit in a balanced species feat, but I could think of a legion and come up with a 7 point package that I felt represented them well.  YMMV of course, as with any conversion of established material.

It also just occurred to me know that an Ultramarine may gain Stand Together twice, which I think is fitting given that I'm far more partial to them in their tyranid hunter aspect then I am in their vanilla aspect.  The only problem is the rules don't support having it twice - I added  "If you gain this ability from two or more sources, the defence bonus increases by 1 for each additional stand together ability." to the end of the ultramarine entrance.  I can't see it breaking anything.
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Sletchman
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« Reply #6 on: September 12, 2011, 04:28:07 PM »

I did Tau specialties for SC2.0 a while back, I'll edit this post later with updated versions.

I'll post up a taster tomorrow if you like. I'll start with the Astartes stuff, and we'll take it from there.

I'd dig seeing it, both of you, like I said - always love seeing how others approach the same thing.
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« Reply #7 on: September 13, 2011, 07:39:41 AM »

What I have so far looks something like this:

Book 1: Dark Millenium (Core Book)

Book 2: Dark Millenium Players Guide

Book 3: Purge! (NPCs/Monster Book; rules for Xenos PCs)

Book 4: Disciples of the Omnissiah (The Mechanicum; expanded Gear section)

Book 5: Tides of the Warp (Starship stats; expanded Chaos rules)

Book 6: Manifest Destiny (Guide to the Imperium)


Here’s a sample:

Species

Astartes
You are one of the mighty Astartes, taken at a young age and modified using arcane science, turned into one of the finest soldiers to ever walk a battlefield. You are taller than other humans and far more solidly built, modified at a genetic level to be stronger, faster and tougher than anyone – or anything – that you will ever face in battle. Barring death in battle, you will live for many centuries in the Emperor’s service.
Your youth was spent engaged in deadly mock-combat exercises, during which many of your peers were slain. Before your training was even complete, you were assigned to a scout squad under the tutelage of a veteran sergeant. You spent your time behind enemy lines, sabotaging supply dumps and harassing enemy troops. Even when outside of a war zone, the relentless training continued. By the time you were finally ready to be called ‘Astartes’, you already had a lifetime of war under your belt.
Any relationships that you have are likely to be with fellow Astartes. You have no time for socializing, and even when you do, you’d rather be training for the next battle. Its not that you don’t like normal humans, but when you look down at them both figuratively and literally, its hard to treat them as equals.

Common Personality Traits: Fanatical, merciless, pious, stoic, stubborn
Common Physical Traits: Bulging muscles, heavy build, leathery skin, many scars, pitiless glare
Type: Large biped folk with a Reach of 1. Your maximum wounds equal your Constitution score Χ1.5.

[2] • Attributes: +2 Strength, +2 Constitution, -4 Charisma
[0] • Base Speed: 30 ft.
[-0.5] • Aloof: Your error range increases by 2 when you make Impress or Sense Motive checks targeting other species.
[-1] • Banned Checks: You may not make Bargain or Calm checks.
[1] • Betcher’s Gland: You gain the Bite I natural attack, which does acid damage. If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade +1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III and Bite I become Bite V).
[1] • Biscopea: You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other sources (only the best protection applies).
[0.5] • Catalepsian Node: Sleep is never a terminal situation for you.
[-1] • Feared: The disposition of non-astartes decreases by 10.
[1] • Fearless: You gain fearless I.
[-1] • Iconic Classes: If your level in any base class is higher than your level in either Scout or Soldier, your starting action dice decrease by 1.
[-1] • Iconic Specialities: You gain your specialties bonus feat only if you’re an Apothecary, Barbarian, Battle Brother, Fighter, Guardian, Lexicanum, Ranger, Reclusiarch, Techmarine or Vanguard.
[0.5] • Larraman’s Organ: You are immune to the bleed condition.
[0.5] • Lyman’s Ear: Your hearing range is doubled, and you gain a +4 bonus with related Awareness and Perception checks.
[0.5] • Melanochrome and Mucranoid: You gain Cold and Heat Resistance 3.
[0.5] • Multi-lung: You may hold your breath for a number of minutes equal to 15 Χ your Constitution score.
[1] • Occulobe: You ignore the effects of dim and faint light.
[0.5] • Ossmodula: The keen quality of each attack made against you decreases by 4.
[1] • Oolitic Kidney and Preomnor: You gain an insight bonus equal to your Constitution modifier with saves against disease and poisons (minimum +1).
[-2] • Restricted Actions: When making Charisma-based checks targeting non-astartes, you are always considered to be untrained.
[2] • Secondary Heart: You ignore the first fatigued or shaken condition you gain in each scene.
[0.5] • Sus-an Membrane: As a full action you may enter a hibernation trance lasting for up to 12 months. Whilst in this trance you do not require food or water, and may survive in any atmosphere with at least trace amounts of oxygen. Additionally, if you are dying then that condition is suspended until you awaken. When you enter the trance you must state a period of time and two Ready actions that will cause you to awaken.


Species Feats

Ancient Lineage
Your Chapter can trace its heritage all the way back to one of the Primarchs.
Prerequisite: Astartes, Level 1 only
Benefit: You fearless grade increases by 1. Also, choose one of the following lineages.
• Codex Lineage: You gain a bonus on all attack rolls equal to the number of adjacent allies who also possess this feat (maximum equal to your Charisma modifier). Additionally, you may substitute your Tactics skill when making Resolve checks.
• Corvid Lineage: When adjacent to one or more opponents, once per round you may make a Tumble check as a free action. Additionally, the cost for you to confirm threats with attacks made as part of an Ambush is reduced by 1 (minimum 0). However, your Ambush checks cannot benefit anyone but yourself.
• Feral Lineage: The grade of your Bite attack increases by 1, and you gain feral. Additionally, the cost for you to confirm threats with melee and unarmed attacks is reduced by 1 (minimum 0).
• Forged Lineage: You gain a number of points of lethal damage resistance equal to your Wisdom modifier (minimum 1). Additionally, the cost of any upgrades that you purchase is reduced by 50% (rounded up). However, the cost to confirm errors with your Charisma-based skills that target non-Astartes is reduced by 1 (minimum 0).
• Lightning Lineage: You gain a bonus on attack rolls equal to your Wisdom modifier (minimum 1) made in any round in which you have already taken a Standard Move action. Additionally, the cost for you to confirm threats with your Drive skill is reduced by 1 (minimum 0).
• Promethean Lineage: You gain a number of points of heat and fire resistance equal to your Wisdom modifier (minimum 1). Additionally, the cost for you to confirm threats with Flame and Melta weapons is reduced by 1 (minimum 0). However, you gain lumbering.
• Sanguine Lineage: The grade of your Bite attack increases by 1, and you gain feral. Additionally, whilst enraged, the cost for you to confirm threats with your attacks is reduced by 1 (minimum 0).
• Stoic Lineage: Whenever you benefit from cover, the protection it provides is increases by 1 grade. Additionally, you gain a number of points of subdual resistance equal to your Wisdom modifier (minimum 1). However, you lose the benefits from your Betcher’s Gland and Catalepsian Node origin abilities.
• Unforgiven Lineage: The cost for you to confirm threats with your Intimidate skill is reduced by 1 (minimum 0). Additionally, whenever you successfully Browbeat a target their disposition toward you does not worsen at the end of the scene, provided that they are imprisoned. Also, you gain a number of points of stress resistance equal to your Wisdom modifier (minimum 1). However, the disposition of Astartes without this feat is reduced by 5.


Upgrades

Astartes Pattern: This item is built for use by Space Marines. As such, it is far too large and bulky to be used by ordinary humans.

Effect: Increases item’s scale by 1; adds the massive quality
Const: +1 save
Comp: +10
Weight: +100%
Cost: +500%
« Last Edit: September 14, 2011, 09:06:53 AM by glimmerrat » Logged

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« Reply #8 on: September 13, 2011, 09:18:14 AM »

I'd be especially interested how either of you would handle the psykers.

It seems pretty straightforward: use ability checks, spend power points, and on a critical failure roll on the Warp table.

I was just curious if/how you integrated the psyker power levels.
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« Reply #9 on: September 13, 2011, 04:12:46 PM »

I've got the core Tau species and the first two castes up, the other three will follow later. Couldn't find my old version, so I'm building them back up from scratch. You'll note that it's not a Species/Specialty split, but rather it's effectively 5 separate Species with an overlapping section that's just printed once for legibility and unity.
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« Reply #10 on: September 13, 2011, 04:38:35 PM »

So the Fire Caste's Stand Together ability would only work with other Fire Caste members, not the Tau as a whole.

Is that the intent?
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« Reply #11 on: September 13, 2011, 07:40:37 PM »

I've got the core Tau species and the first two castes up, the other three will follow later. Couldn't find my old version, so I'm building them back up from scratch. You'll note that it's not a Species/Specialty split, but rather it's effectively 5 separate Species with an overlapping section that's just printed once for legibility and unity.

Very cool take - my gut reaction (that won't be needed for now thankfully) was 1 species with a Caste species feat.  I like your take a lot more.

Like Bill, I'm curious if you mean them as 5 seperate species for the purposes of stuff like Stand Together and other similiar species specific effects?

@Glimmerrat: Interesting take on marines - is the free double Con for wounds intentional, or a typo?  Interestingly (perhaps?), my first draft looked almost exactly the same as that (I didn't rename effects) but I slimmed it down because it just struck me as "too much", so I tried to slim it down to core stuff.  Love the Astartes Pattern upgrade, very cool (and stylish).  The feats also strike me as a tiny bit overpowered, but without context it's hard to judge.  I'd love to read the whole lot if you feel inclined to upload them somewhere, or even email them to me.
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« Reply #12 on: September 13, 2011, 07:47:12 PM »

I'd be especially interested how either of you would handle the psykers.

It seems pretty straightforward: use ability checks, spend power points, and on a critical failure roll on the Warp table.

I was just curious if/how you integrated the psyker power levels.

Currently (entirely because I announced to my group I'd run a 15th level game that I hadn't created any origins, gear, or plan of any kind for with only a weeks notice) I'm just using standard FC Mages reskinned as Psykers.  I'm using Corrupting Magic (self expanatory really), along with other traits depending on area's - for example, in an area where the veil between reality and the warp is thin, I'll add Wild Magic on, or Potent Magic (or both).

I do have an idea rattling around for a more modular psychic power system that is more in line with the fluff, but with my self imposed time line it's being put on the back burner until I have some breathing room.  Ideally, it should be flavoursome and robust enough that it will be able to bolt on to any game, and be different enough from magic that it isn't just "my magic is different" (it's actually something I've been toying with for a little while now, but am waiting for spellbound first).
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« Reply #13 on: September 13, 2011, 08:01:19 PM »

The intent is for Stand Together to work for all Tau. You know, the Greater Good and all that. Of course, they're most likely going to be near other Fire Caste guys on a battlefield, but I imagine a bodyguard would get his bonus for standing next to his Ethereal and a Water Caste diplomat. I only meant that they're separate species blocks just arranged differently. Think of a Tau's caste like a Human's Talent and you're good.
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« Reply #14 on: September 13, 2011, 08:03:25 PM »

Think of a Tau's caste like a Human's Talent and you're good.

I assumed that was your intent, but you know what they same about asumptions.
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