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Murcurie
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PostSubject: Races   Mon Feb 05, 2018 9:30 am

Characteristic changes
Homeworlds
Aptitudes?
Starting languages/lores (Maybe a homeworld thing too, like a Tau Kroot)
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Carnelian
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PostSubject: Re: Races   Mon Feb 05, 2018 12:48 pm

My preference is Race should give the following
- Starting stat rolls
- Any common traits across a race. Things like The Greater Good for Tau and Unnatural strength for Astartes

Aptitudes, languages and lores etc... should come from Homeworld, Background and Role as per DH2.

A question for starting stats
Humans in DH2 start with 2d10+20 and astartes start with 2d10+30. But in RT humans get 2d10+25, so do we say all humans start with 2d10+20 which would affect Guard, Acolytes, Chaos Humans...
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Iron and Metal
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PostSubject: Re: Races   Mon Feb 05, 2018 1:17 pm

We should forget Rogue Trader and Deathwatch stats as it pertains to the unified system. They’re both “high power” systems and outdated. I’d stick the the 2d10+20 of DH2. Min of 22, max of 40 and an average of 30. That’s pretty standard.

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Carnelian
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PostSubject: Re: Races   Mon Feb 05, 2018 2:35 pm

Agree on RT, OW and chaos human characters, but not DW. We can have a unified system and still have different starting stats for Astartes and Aliens.

Lets take Astartes; they'll probably get bonus stats yeah; so a Salamander might start with extra T and Int (perhaps), but do you see other stats (at starting level) being on par with humans and if not where do you see them getting the increased stats as per DW?


Edit
Just extending that further for Astartes. I'm thinking something like this for stats
Race 2d10+30
Homeworld, this is where you give the Chapter stat bonuses (if thats a +/- mechanic or a +5 stats, so in my Salamander example +5 T & INT)
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Sylphilis
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PostSubject: Re: Races   Tue Feb 06, 2018 12:33 am

Adeptus Astartes:

Stats are rolled at 30+2d10 instead of the 20+2d10 that normal humans roll. They may also pick from Roles, homeworld and background that are specific to astartes.

Space marines have additional genetic implants passed down from one generation to the next, this confers some unique abilities upon the character, for brevity they are summed up to these few in-game traits:
-Unnatural Toughness (+4)
-Unnatural Strength (+4)
-They may spit a corrosive acid (Range 3m, 1d5, Pen 4, Toxoc)
-They do not suffer from blood loss, except when damage is inflicted by a warp weapon
-May reroll failed toughness tests to resist asphyxiation
-+30 to resist the effects of poisonous gasses, can reroll this if failed.
-May breathe underwater without ill effects
-May devour the flesh of a fallen victim to gain memories temporarily. Effects are left up to the GM.
-+20 to resist ingested poisons
-A pc may take 1d5 rounds to enter suspended animation, to revive an astartes who is unconscious ( suspended animation) takes a -20 medicae test.
-Gains both Heightened senses (Searing/sight) talents
-Can operate for 2 weeks without taking penalties for resting
-Can reroll toughness tests to resist poisons, including the toxic quality
-Can reroll toughness tests to resist extreme tempetures
-Can sense poisons ingested with a +0 awareness test, and sense it by smell with a -20 awareness test
-They do not gain the +10 to hit against them when wearing astartes power, note that this does not extend to terminator armor.
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