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 Tau PC Creation (Send Help - WIP)

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PostSubject: Tau PC Creation (Send Help - WIP)   Thu Jun 28, 2018 12:42 pm

Here are my Tau PC creation rules. These are based off of the Rogue Trader Tau PC Guide, but I have since been dedicated to porting that to a more DH2 friendly system. Items in lime green mean that I am stuck and need some help coming up with a solution. I am particularly stuck on the auxiliary section. Essentially, Tau PCs will get more options including sept (homeworld), caste, and role. Auxiliaries PCs will not be so detailed - not yet anyways. As a result, when a player chooses to play an kroot or vespid or gue'vesa, they get all of their aptitudes, racial traits, bonuses, gear, etc based on that race.

To balance things, Tau will only ever have a max of 7 aptitudes with the rest having 8 as a minimum (though anymore than that will be rare). I believe racial traits should also be a big factor in balancing things. The idea here is that auxiliaries serve a specific purpose in the Empire and they will always be better than a Tau at that one thing; as such, they are very powerful straight out of the gate.

Here is what I have so far
:


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PC Creation
PC Creation will follow the rules in the Tau PC Guide with the following changes:

Characteristic Scores
Per page 9 of the Tau PC Guide, Roll 2d10 ten times and add 20 (this includes the Influence characteristic) and drop the lowest roll, then assign as you see fit. The Tau will also gain three + characteristic modifiers.

---Remember that power gaming is the worst, but make the PC as close to the concept in your head as you can---

In addition to this, the following +/- rule from DH2 will be applied to characteristics:
+ Characteristic: When rolling to determine the specified characteristic, the character rolls 3d10, takes the two dice with highest results, and adds their results to 20 to determine the characteristic.
– Characteristic: When rolling to determine the specified characteristic, the character rolls 3d10, takes the two dice with lowest results, and adds their results to 20 to determine the characteristic.

Tau Characteristic Mods:
+ Characteristic Modifiers: Ballistic Skill, Intelligence, & Fellowship.
- Characteristic Modifiers: Weapon Skill & Strength.

Wounds(s)
- Rather than add in toughness bonus, I will follow the DH2 rules of leaving it a static number: 1d5+8 (same as gue'vesa)


Classified Competence(s)
- In addition to the listed abilities in the Tau PC Guide, each classified competency comes with a +3 to the appropriate characteristic.

+ Windstrider, +3 AG
+ Adept Machinist, +3 INT
+ Dauntless Bulwakr, +3 WS
+ Exemplar of Unity, +3 FEL
+ Finder of Ways, +3 PER
+ Precise Hunter, +3 BS

Starting XP and Races:
 


Tau Names:
 


Ranking, Influence, & Availability Bonus
- Combat Webbing, extra pulse ammunition, and Photon Flash Grenades will be free (within reason).
- Tau gear availability listed in the Tau PC Guide will be available at 2 steps higher than listed to account for Tau gear being easier to get in their realm. Example: A Longshot Pulse Rifle goes from Near Unique to Very Rare.
- Imperial (and any other non-Tau) gear is not allowed for Tau characters at chargen. It will become available once the PCs have formed a Kill Team at -2 levels of availability. Example: A Heavy Bolter goes from Very Rare to Near Unique.
- In addition to this, Influence score (as well as a test of GMs choice) will allow PCs to increase in rank. Each new rank comes with a bonus to Acquisitions tests as well as unlocking additional gear and vehicle options.

Rank System:
- Shas'saal (Cadet); Inf: 01-20; Bonus: +0; May only take gear they are issued/may not request anything.
- Shas'la (Warrior): Inf: 21-40; Bonus: +10; Available Gear: All infantry tools and gear. TY7 Devilfish, TX78 Skyray, TX4 Piranha, & Tetra available for use by Tau and Auxillaries. AX39 Sunshark Bomber, AX3 Razorshark Strike Fighter available for Air caste. Drones are available for Fio (Earth) and Por (Water) castes.
- Shas'ui (Veteran): Inf: 41-60; Bonus +20; Available Gear: Drones now available to fire caste. XV15 Stealthsuit, XV25 Stealthsuit, XV8 Crisis Battlesuit, XV88 Broadside Battlesuit, TX7 Hammerhead Tank available if PC has training. Barracuda Interceptor, Tiger Shark, Tiger Shark AX-1-0, Orca Transport available for Air caste.
- Shas'vre (Hero): Inf: 61-80; Bonus: +30; Available Gear: XV85 Enforcer Battlesuit, XV9 Hazardsuit, XV95 Ghostkeel Stealthsuit, XV104 Riptide Battlesuit, KV128 Stormsurge Ballistic Suit, KX139 Ta’unar Supremacy Armour. Manta, Manta Missile Destroyer available for Air caste.
- Shas'el (Knight): Inf: 81-100; Bonus: +40; Available Gear: Any battlesuit for fire caste. Any ship available for Air caste.
- Shas'o (Commander): Inf: 100+; Bonus: lol; Available Gear: Shas'o gets whatever the fuck Shas'o wants.

Spoiler:
 

Fate Points & Fate Threshold
- Each character will start with an extra point, bringing the total to two (2) Fate Points.
- At PC Creation roll 1d10. On a result of 10, you begin with an additional (1) Fate Point which reflects your PC being particularly blessed by fate.


Updated with important information for PC creation.

All the props in the world to Doombringer over at Advanced Tau Tactica for putting in so much initial leg work back in the day and making my job that much easier. Much love.

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Septs (Homeworld)

First Sphere

- T'au
T'au is the homeworld of the T'au species in the star system of the same name and the largest and most politically important Sept of the T'au Empire. The High Council, led by the Ethereal Supreme Aun'Va, convenes here, its decrees shaping the entire empire. Even after the growth of the T'au Empire into an interstellar civilization, T'au remains the center of T'au culture and bureaucracy. No other Sept world can challenge the prestige of T'au within the Empire, and only Vior'la can match its military power. T'au is a warm, dry and arid world. Preference for worlds with climates like that of T'au drives T'au colonization towards planets with similar climates, such as T'ros.
Benefits: PCs begin play with Peer (Tau) OR Polyglot.
Bonus Trait: "Prestige" - When rolling characteristic scores, Characters from Tau may roll twice for their influence score and take the higher score.

- Sa'cea
Sa'cea is a hot, densely populated, cosmopolitan Tau world. When the planet was originally settled by the Tau during the First Sphere of Expansion, the world was overrun with fierce flesh-eating predators that had to be hunted down and destroyed by the Fire Caste before settlers would dare to land. It is highly militarized and has one of the greatest proportion of fire warriors in the Tau Empire. During the Second Sphere Expansion it produced more colonization fleets than any other world.
Benefits: PCs begin with Resistance (Heat) OR Double Team.
Bonus Trait: "Accustomed to Population Density" - PCs from Sa'cea are used to the densely populated cities and ports that litter the planet. As such, they can weave through the densest mobs with ease. Crowds do not count as Difficult Terrain for Sa'ceans, and when Running or Charging through a dense crows, these Tau take no penalty to the Agility Test to keep their feet.

- Pech
Pech, Homeworld of the Kroot, is a primitive Arboreal world with few lasting structures and only bare minimum manufacturing capabilities.The native Kroot live high among the tree tops in hives made of regurgitated wood. Areas devoid of the expansive planetary forests are covered in harsh tundra. The jagga tree, an evergreen tree native to this planet, blankets most of the largest continent where the fauna are also plentiful. Animal life of Pech consists almost entirely of Kroot and their cousin species including the peaceful, lumbering grazers called krootox, the savage kroot hound, and what may be the original kroot genus, the kroothawk. Pech has a deep spiritual significance for Kroot, and despite the Kroot presence across the whole Galaxy most will try to make a pilgrimage to Pech at least once in their lifetime.
Benefit: PCs begin with Peer (Kroot) OR Mercenary (Into The Storm pg. 52) talent.
Bonus Trait: "Hard" - Characters who have survived the dense jungles of Pech are made of tough stuff. As such, they start with +2 wounds.

- Dal'yth
Before the coming of the Tau, the indigo planet of Dal’yth was a wild ecosystem of deep blue foliage and slithering, segmented beasts. It was tamed long ago, during the First Sphere Expansion, and has been brought into compliance with prime-level colony standards ever since. Because of the high proportion of Water caste members upon its surface, Dal’yth has enjoyed extremely beneficial trade agreements, and has recently been counted as one of the Nineteen Wonders of the Tau Empire. Much of the planet’s surface is covered with a tessellating hexagonal net of cities and sub-cities, each connected to the nearest conurbations by a splaying and perfectly regular network of transit tubeways. Clean white magnorail trains whisk the populace to and fro, detaching and picking up carriages with slingshot efficiency so that they never have to stop. Though the planet has landscaped hills and even gigantic hexagonal reservoirs dotted across it, from orbit, it looks as if the Tau have settled it with the precision of an Earth Caste scientist modelling a new atomic phenomenon. It was the place of birth of Commander Puretide, hailed by many as the greatest military genius the Fire Caste have ever produced.
Benefits: PCs begin play with Persuasive Charm.
Bonus Trait: "Survive and Prosper" - Characters from Dal'yth know how to bounce back from hardship and thrive; they receive a +10 circumstance bonus to any test made after successfully evading an attack (dodge/parry).

Second Sphere

- Tash'var
A frontier sept, those of Tash’var have been subjected to frequent Ork invasions and pirate raids. As a result, its people have become tenacious and hardy. Breacher teams from Tash'var are considered some of the best in the entire Empire.
Benefits: PCs begin with Demolitions known OR Hatred (Orks).
Bonus Trait: "Find the Weak Spot" - Whenever a character from Tash'var inflicts Critical damage, they may add +1 when determining which result to apply from the appropriate Critical Effects table.


Third Sphere

- Fi'Rios
The Tau occupying this world wrested it from the grip of a fierce Ork warlord, though doing so cost them dear. The sept world has become a veritable fortress, though local battles still rage on its outlying worlds. Tau of this sept are known for a tenacious refusal to accept defeat, tempered by a stoic acceptance of the price all must pay in the furtherance of the Greater Good.
Benefits: PCs begin with Resistance (Fear) OR Hatred (Orks)
Bonus Trait: "The Tau'va is All" -  When spending a Fate point to gain a +10 bonus to any one test, a PC from Fi'Rios gains a +20 bonus instead.

- T'ros
Originally an Imperial mining company, the arid desert world of "Taros" was integrated into the Empire as T'ros. T'ros is today mainly inhabited by Gue'vesa who were formerly citizens of the Imperium but became turncoats because the Tau offered a better life. Gue'vesa and the subsequent Tau who settled T'ros are particularly tough and adaptable as a result.
Benefits: PCs begin with Iron Jaw OR Die Hard.
Bonus Trait: "Adroit" - At PC creation, characters from T'ros choose one characteristic. Throughout the game, any successful test with this characteristic (including skill tests related to it) gain an additional DoS.



Fourth Sphere
+++[REDACTED BY ORDER OF ETHEREAL COUNCIL]+++



Farsight Enclaves
In addition to the planetary bonuses, Tau from the Farsight Enclaves also begin the game with these traits:
- "Mentally Hardened" - Centuries of living outside of the realm of the Greater Good has hardened the resolve of these Tau. A Farsight Enclave character halves the duration (rounded up) of any result from Table 8–11: Shock or Table 8–13: Mental Traumas (see pages 287 and 288 of the Dark Heresy Core Rulebook), and can remove Insanity points for 50xp per point rather than the normal 100xp.
- "Traitor to the Greater Good" - If the character must interact with members of the Greater Good outside of the Farsight Enclave, they are naturally distrusted and even at times disdained. All of these social interactions take a -30 penalty.

- Vior'los
Vio'los is the capital of the Farsight Enclaves and the home of Commander Farsight and the majority of his military forces. Though Vior'los boasts a warm saline ocean teeming with life, the planet's contiguous landmass is both its principal training ground and its most stunning natural resource. The many tectonic borders are dotted with volcano chains, each of which harbours a training academy. It is said in the Enclaves that Vior'los, whose name loosely translates as "Son of Vior'la," can boast just as many warriors as its parent planet, if not more.
Benefits: PCs begin with the Weapon Training (Choose 1) OR Combat Formation talent.
Bonus Trait: "Inured to the Ork" - Vior'los characters have decades of experience fighting the hated Ork. These characters gain +20 to any Fear test caused by an Ork.



Castes

- Fire (Shas)
The Fire caste are the warriors of the Tau. It is the duty of these warriors to protect the other castes. Centuries of selective breeding has led to the Fire caste being the biggest and strongest of the Tau. Fire Warriors are strongly motivated by a strict code of honor in battle, and are not mindless thugs, preferring to use advanced ranged weaponry rather than brute force or close combat to win battles.
Aptitude: Ballistic Skill OR Offense
Benefits: The Tau gains +5 BS, +5 WS, and a +5 bonus to resist Fear or Pinning.
Drawbacks: The Tau suffers a -5 Fel penalty.


- Earth (Fio)
The Earth caste are the artisans and laborers of the Tau. It is they who build the machines, erect the dwellings, and provide the food for the rest of society. Engineers and scientists beyond compare, the Earth caste are responsible for the maintenance of Tau technology, and are sometimes seen accompanying Fire caste cadres into battle serving as combat engineers, battlefield technicians, or field surgeons. Tau of the Earth caste are short with squat, broad bodies.
Aptitude: Intelligence OR Knowledge
Benefits: The Tau gains +5 Int, +5 T (after calculating starting Wounds), and +5 to Tech-Use Tests.
Drawbacks: The Tau suffers a -5 Ag penalty.


- Air (Kor)
The Air caste members were traditionally messengers and couriers but now, with the march of technology, they encompass and drive the Tau Navy (Kor'vattra) onward to glory. They are pilots and spaceship crews beyond compare, transporting goods and warriors to where they are needed. Air caste members live almost entirely offworld, except for pilots of atmospheric craft (although frequently they live in orbital stations). Tau of the Air caste are the tallest of the castes, with hollow bones to better withstand extreme G-forces and gaunt features.
Aptitude: Agility OR Finesse
Benefits: The Tau gains +5 Per, +5 Ag, and +5 to Operate Tests.
Drawbacks: The Tau suffers a -5 S penalty.


- Water (Por)
Water is the element that can be found in all living things, flowing continuously to allow life to function. So it is that Water caste members are bureaucrats, politicians, negotiators and administrators. They are the merchants and diplomats, moving in and around the other castes to make sure that society functions smoothly. Water caste members often accompany Tau expeditionary forces to negotiate safe transit through alien systems and smooth the passage of Tau merchants and colonists. Tau of the Water caste are lithe, with rounded, soft features.
Aptitude: Fellowship OR Social
Benefits: The Tau gains +5 Fel, +5 WP, and +5 to Social Tests.
Drawbacks: The Tau suffers a -5 BS penalty.



Roles

- Firewarrior
A Fire Warrior is a member of the Tau Fire Caste and thus serves as the primary soldier and the core combatant of the Tau Empire's multispecies armed forces. Fire Warriors are efficient, professional soldiers. They are well-equipped,and their absolute belief in the Greater Good and their fanatical trust in the Ethereal Caste makes them deeply determined soldiers, grim in defence and aggressive on the attack.
Aptitudes: General; Agility, Ballistic Skill, Offense, Finesse, Toughness, Perception, Tech
Starting Skills: Awareness, Athletics, Common Lore (War), Dodge.
Starting Talents: Fire Caste Weapon Training, Marksman (Rifle), Rapid Reload, Supporting Fire, & Unshakable Faith.
Starting Gear: Pulse Rifle, Pulse Pistol, Tau Photon Grenades (x3), Tau Combat Armor w/inbuilt micro-bead, translator unit, and blacksun filter.
Bonus Trait: "Gun Line" - When attacking a target that an ally attacked since the end of the Fire Warrior's last turn, the Fire Warrior can re-roll any results of 1 or 2 on damage rolls.


- Shas'ui
Fire Warriors who work hard enough, can be promoted to the rank of Shas'ui. As Shas'ui, they can either lead teams of Fire Warriors or choose to become an XV8 Crisis Battlesuit pilot. Shas'ui are seasoned, competent, and respected among the shas'la they lead. The Shas'ui usually carries a Bonding Knife which is a symbol of unity within the group.
Aptitudes: General; Ballistic Skill, Defense, Fellowship, Perception, Social, Strength, Toughness
Starting Skills: Same as Fire Warrior + Command, and Tactics (Mont'ka) or Tactics (Kauyon).
Starting Talents: Air of Authority or Iron Discipline, Fire Caste Weapon Training, Hatred (Choose 1), Marksman (pistol), Unshakable Faith.
Starting Gear: Same as Fire Warrior w/choice of Pulse Carbine.
Bonus Trait: "Tactical Mind" - Shas'ui have much tactical combat experience. Choose one of the folloing Squad Mode abilities to start with:


- Pathfinder
A member of the Fire caste must prove himself capable at the art of stealth before even being accepted
to undertake the training to become a Pathfinder, for the Fire caste has no shortage of recruits seeking to take on this dangerous battlefield role. As light reconnaissance units, Pathfinder Teams are the eyes and ears of their Tau Commander in a way no Tau Drone can yet emulate. A Pathfinder's role is not to engage the enemy, but instead to maximise the efficiency of the rest of their Hunter Cadre with their Marker Lights which designate priority enemy targets and guide the fire of their comrades.
Aptitudes: General; Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Tech
Starting Skills: Awareness, Navigate (surface), Sleight of Hand, Stealth, & Survival.
Starting Talents: Combat Sense, Fire Caste Weapon Training, Light Sleeper, Marksman (Rifle) or Quickdraw, Unshakable Faith.
Starting Gear: Pulse Carbine, Pulse Pistol, Tau Photon Grenades (x3), Tau Recon Armor (AP: 4, +10 Stealth)
Bonus Trait: "Spotter" - Pathfinders begin play with the Tactics (Recon and Stealth) skill known. In addition to this, as a 1/2 action the pathfinder can "spot" for their teammates, granting a +10 situational bonus to BS tests vs the enemy they have spotted. If they spend another round setting up a markerlight, the bonuses stack.

- Breacher
The Fire Warriors Breacher Team specialises in brutally effective close-range assaults, clearing buildings of threats in a tight, tactical formation and delivering sharp, shockingly sudden frontline displays of raw incendiary power that grind enemy soldiers into dust, discharging pulse blasters and hurling photon grenades until they are certain every path is clear.
Aptitudes: General; Agility, Ballistic Skill, Finesse, Defense, Perception, Tech, Weapon Skill.
Starting Skills: Athletics OR Acrobatics, Dodge, Demolitions, & Parry.
Starting Talents: Fire Caste Weapon Training, Hip Shooting, Nerves of Steel, & Unshakable Faith
Starting Gear: Same as Fire Warrior w/Pulse Blaster instead of Pulse Rifle.
Bonus Trait: "Close Quarters Defense" - Due to the nature of their mission, Breachers often get caught up in the whirlwind of close-quarters fighting. As a result, they've been forced to use their primary weapons to fend off attacks until they can disengage or pull secondary weapons. While in close-combat, Breachers may use any basic weapon to parry melee attacks.
**Strikeout indicates potential future changes to PC creation


- Engineer
While Engineers are historically and almost always Earth Caste, there are rare instances when a member of another caste is forced into a situation requiring they learn these skills. Earth Caste engineers are the backbone of the Tau's technological might. They are the designers, builders, and maintainers of all of the buildings, space stations, tools, weapons, and vehicles of the empire. These are the professional experts who study diligently, research heartily, and build vigorously. Through their constant learning and innovation, they keep the relatively young Tau Empire light years ahead of other races.
Aptitudes: General; Defense, Finesse, Intelligence, Perception, Tech.
Starting Skills: Awareness or Operate (Choose One), Logic, Security, Tech-Use, & Trade (Choose 1).
Starting Talents: Ambidextrous or Clues from the Crowd, Fire Caste Weapon Training, Peer (Earth Caste), Technical Knock, Unremarkable & Unshakable Faith.
Starting Gear: Pulse Pistol, Nano-tool (functions as Combi-tool), Engineer fatigues (AP 1 body, arms, legs), Labor Drone*.
Bonus Trait: "Expert" - In addition to the normal uses of Fate points (see page 293), when an Engineer character fails a test in their chosen field (ex: Medicae or Tech Use or Security or Demolitions), they can spend a Fate point to automatically succeed instead with the degrees of success equal to their Intelligence bonus.
*Assists with various repair/crafting projects and technical assistance.

- Envoy
Envoys are responsible for maintaining effective interaction between the castes, as well as communicating with and supervising the integration of alien species into the T'au Empire. The Water Caste are consummate diplomats, manipulators and fences, able to procure a rare plasma weapon for a handful of Kroot toenail clippings or talk a drug-crazed mutant into quiet subservience before convincing it to savagely assault its former master. All expeditionary forces have a contingent of envoys and all settlements on the frontier have at least one.
Aptitudes: General; Fellowship, Perception, Social, Intelligence, Willpower.
Starting Skills: Charm or Deceive, Logic, Inquiry, Scrutiny, Trade (Choose 1).
Starting Talents: Clues from the Crowds, Cold Hearted, Peer (Choose 1), Unshakable Faith.
Starting Gear: Robes of station (2 AP body/limbs), Polyglot Hedron*, Escort Drone**.
Bonus Trait: "A Way With Words" - An Envoy can spend a Fate point to automatically succeed in any trained social sill (Charm/Deceive/Inquiry/Interrogate/Intimidate) with the degrees of success equal to their Fellowship bonus.
*This device, given to all water caste envoys is capable of nearly instantaneously translating nearly any native language of he creature the envoy is interacting with. The envoy simply needs to sub-vocalize their words and the polyglot hedron does the rest. Such is its ability that, for example, even when the Tau is speaking to an individual whose first language is Imperial Gothic, the Polyglot Hedron picks up the appropriate dialect, and broadcasts the envoy's speech in that pattern. The device is the size of a large fruit and has an inbuilt anti-grav motor so as to be free-floating if need be. It grants +10 to persuade attempts.
**Acts as a servo skull with the following in-built additions: 5 AP shield generator for both itself and master, pulse pistol, simple projection unit.



Medic:
 



Traits

- Blunt
Tau register an incredibly small presence in the Warp. All Tests made to detect Tau by daemons or through the use of psychic abilities suffer a -30 penalty.

- For the Greater Good!
The Tau value the group over the self, and further trust their comrades and commanders to always choose the best course of action. This enables every Tau to follow orders without hesitation or doubt. Once per encounter, a Tau Explorer may gain a +10 bonus to a Test made while directly following an order from another Tau character. Additionally, if this order places the Explorer into substantial danger to benefit the group as a whole, this bonus increases to +30 (GM’s discretion).

- Heightened Senses (Smell)
The Tau olfactory organs are highly developed, allowing them to discern a wide spectrum of scents and pheromone signals other sentient races cannot. All Tau characters begin with the Heightened Senses (Smell) Talent.

- Lessened Senses (Sight)
While Tau olfactory senses are superior to humans, they have a harder time focusing on objects at long distances. They make up for this deficiency with their technological innovations such as advanced optics and headgear. After 100 meters, any Tau character relying on their eyes without aid suffers a -10 penalty on all perception-based tests, including ballistic skill.

- Non-Imperial
This character was not raised among humans, and knows little about the culture and history of the Imperium. The laws, traditions, religion, and superstitions of Mankind are unfamiliar and alien to characters with this trait. The character suffers a –10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests relating to the Imperium of Man.

- Tau Educated
All Tau begin with the following skills known: Common Lore (Tau Empire), Linguistics (Tau)

**Speak Not Unto The Alien only comes into play with Tau characters in other 40k settings and thus does not matter much for our purposes here.**



Auxiliaries
**Auxiliaries do not choose sept/homeworld/role as Tau PCs would. They are meant to be powerful enough on their own and fill specific niches within the Tau Empire's fighting forces**

- Gue'vesa
The Gue'vesa (which literally means "Human Helper" in the Tau Lexicon) is the name the T'au have given to those humans who have willingly joined the T'au Empire. Humans are unique auxiliaries among the Tau as they are extremely adaptable to almost any role or situation they find themselves in. As such, they can excel at almost anything they put their mind to, though often they aren't utilized as perfectly as that would entail. Needless to say, Gue'vesa are considered the worst kind of Traitors to the Emperor of Mankind and are believed by the Ecclesiarchy to have been spiritually corrupted for willingly associating themselves with a xenos culture. The term Gue'vesa'la is given to the standard human troops of the line; their non-commissioned officers, equivalent to Sergeants in the Astra Militarum, are known as Gue'vesa'ui.

Characteristic Modifiers: Choose 3 for +/Choose 2 -
Aptitudes: General + 4 Characteristic Aptitudes of the player's choice and 4 non-characteristic aptitudes of the player's choice. (???)
Starting Wounds: 1d5+8
Starting Fate Points: 2 (Fate Threshold: 6)
Starting Skills: Common Lore (Imperium), Linguistics (Tau & Low Gothic); Choose 3 more skills to start with as known.
Starting Talents: Weapon Training (Las or Solid Projectile), Enemy (Imperium), Iron Jaw, Takedown or Blind Fighting.
Racial Traits:
- Adroit: At PC creation, Gue'vesa characters choose one characteristic. Throughout the game, any successful test with this characteristic (including skill tests related to it) gain an additional DoS.
- Traitor: Humans that have defected to the Tau Empire are detested as much, if not more, than heretics and apostates who have been seduced by the whims of Chaos. As such, they take -30 to all social tests with any loyal member of the Imperium. GMs are encouraged to use this to affect interactions with members of the Imperium how they see fit.
- Jack of All Trades: Humans have proven themselves to be extremely adaptable creatures. To represent this adaptability, all gue'vesa characters start with 9 aptitudes.


- Kroot Mercenary
The Kroot are a species of savage humanoids who are a member species of the Tau Empire who evolved from avian creatures. Kroot are tall aliens (a good half-meter taller than most humans), their avian ancestry giving them a bird-like beak and long quills protruding from their heads like hair. Smaller quills, possibly the evolutionary remnants of feathers, can be found scattered over their bodies. A unique feature of the Kroot is that they evolve by selecting traits of their defeated foes to absorb by eating them. Due to this, the many Kroot warbands across the galaxy often look radically different.
**For Roleplaying Tips consult Rogue Trader "Into The Storm" pg. 47-48

Characteristic Modifiers: + Agility, Weapon Skill, Strength; - Fellowship, Intelligence.
Aptitudes: General; Agility, Ballistic Skill, Finesse, Fieldcraft, Offense, Strength, Weapon Skill.
Starting Wounds: 1d5+12
Starting Fate Points: 2 (Fate Threshold: 7)
Starting Skills: Awareness, Dodge, Stealth, Speak Language (Kroot & Tau), & Survival.
Starting Talents: Kroot Weapon Training, Weapon Training (Choose 1), Leap Up OR Catfall, Heightened Senses (Hearing & Sight), Mercenary.

Starting Traits:
- Eaters of the Dead: Kroot are infamous for their practice of devouring the corpses of their foes. If necessary, they will even turn cannibal and eat Kroot corpses. A Kroot who devours a fresh corpse (the GM has discretion to decide what qualifies as “fresh”— typically, the corpse must have been killed no more than 24 hours previously, and the corpse must be that of an organic creature; no daemons or machines!) gains a number of bonus Wounds equal to the unmodified Toughness Bonus that the corpse possessed when it was alive (typically three). These bonus Wounds may not exceed the Kroot’s own Toughness Bonus and remain for a number of hours equal to the Kroot’s Toughness Bonus or until they are lost, whichever comes first. Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Kroot’s normal Wounds. In addition, a Kroot who consumes a fresh corpse heals at twice the normal rate and adds one additional bonus Wound to any wounds healed through any other means (i.e., psychic healing, etc.) for a number of hours equal to his Toughness Bonus. A Kroot can only receive bonus Wounds from one consumed corpse at a time. If a Kroot consumes a corpse while benefiting from bonus Wounds from a previous corpse, he loses the previous bonus Wounds and gains bonus Wounds from the new corpse instead.
- Fieldcraft: Kroot gain a +10 bonus to all Stealth  Tests. In addition, Kroot treat forests, jungles, and similar environments as open terrain.
- Lightly Armored ("Kroot Physiology"): Kroot are far more comfortable wearing light armor or piecemeal protection scavenged from the battlefield. When a Kroot wears armor that provides more than 3 APs, he loses the benefits of the Unnatural Perception and Fieldcraft Traits. (Note that Kroot do not start with Unnatural Perception (4), but can purchase it for 500xp per level up to (4)).
- Kroot Beak: The Kroot’s beak is a natural weapon with the following profile: 1d10+SB R, Primitive (7).
- Kindreds: Among the Kroot, a Kindred represents a combination of clan and tribe—a group of warriors serving the same Shaper (or Shaper council). They are brethren, fiercely loyal to each other and trained in the same beliefs and traditions since birth. A Kroot character must select one Kindred ("Into the Storm" pg. 49-50).
- Unnatural Strength (4): +4 to Strength Bonus.
- Non Imperial (As Rogue Trader - unimportant for our game)
- Speak Not Unto the Alien  (As Rogue Trader - unimportant for our game)

Starting Gear:
- Kroot Hunting Rifle (basic; 150m; S/2/-; 1d10+5 E, pen 3; Mag: 8, Rld: full/melee; 1d10+4 R, pen 2; Unwieldy if used one handed, Defensive if used in both hands; Extremely Rare)
- Mono Knife (melee/thrown; 5m; 1d5+SB, pen 2; 1 kg; plentiful)
- Microbead
- Kroot Leathers (AP: 2 all)
- Kroot Void Suit

Racial Traits:
- Kroot Physiology: Unless a player is either Kroot, or has the Reaper Medical Training talent, medicae tests to treat a Kroot suffer a -20 penalty. Furthermore, bionics are taboo in Kroot culture. GMs and players should work closely together to decide if a bionic is even possible and, if so, the ramifications it will have for the Kroot among its peers.
- Kroot and Technology: Generally speaking, the Kroot are still a mostly primitive culture. The Kroot have learned how to operate some examples of advanced technology, including their Tau adapted Kroot rifles and warsphere spacecraft, but a typical Kroot still lives as his ancestors did centuries ago. Kroot generally disdain any kind of heavy armour, preferring the range of motion their unique musculature and skeletal structures allow. Their unique shape and distinctive movements also render human armor thoroughly incompatible.

Special:
- Insanity Points: Kroot accrue Insanity Points as normal.
- Corruption Points: Kroot gain Corruption Points as normal..

New Skill:
- Speak Language (Kroot) - Bird talk. Clicks and hisses and whistles.


- Vespid Stingwing
When the Tau first encountered the Vespids, they saw a species of great potential value to the Greater Good and came to greatly covet their crystal-based technologies. Although the species had developed a reasonably stable planetary government and was able to utilise its advanced technology for a wide variety of uses, it had not yet achieved space flight. Tau Water Caste cadres established contact, yet were unable at first to communicate with the species. This was not a mundane matter of vocalisation or the understanding of language, for the Vespids have an utterly alien mindset. Initially, the Tau were not only unable to communicate, but incapable of getting the Vespids to even register that they were fellow sentients. The matter was eventually resolved at the command of the Ethereal Caste, who issued instructions for the construction of an interface device that forged a connection between the two species and facilitated communication. The moment the device was employed, the Vespid not only registered the Tau as fellow sentients, they instantly understood the concept of the Greater Good and their place within it. By gifting senior Vespids with "Communion Helms" fitted with the interface device, the Tau are able to communicate with the species at large.

Characteristic Modifiers: + Ballistic Skill, Toughness, Agility; - Intelligence, Fellowship.
Aptitudes : General; Agility, Ballistic Skill, Defense, Fieldcraft, Finesse, Offense, Perception, Toughness.
Starting Wounds: 1d5+9
Starting Fate Points: 2 (Fate Threshold: 10)
Starting Skills: Acrobatics, Awareness, Dodge, Common Lore (Vespid), Linguistics (Tau & Vespid), Survival.
Starting Talents: Cold Hearted, Exotic Weapon Training (Neutron Blaster),

Starting Traits:
- Armored Tarsus Claw: The Stingwings' diamond hard claws allowed them in ancient times to excavate tunnels in the rock of their drifting islands on Vespid, though mechanical devices now perform this function. These claws can also be used to devastating effect in melee combat, where they can rend and tear armour from their foes. This gives the Stingwing The Improved Natural Weapons (Claw) Trait, which has a profile of 1d10+SB Pen X. X is equal to the amount of armour granted by the Reinforced Chitinous Plates Trait.
- Chitinous Wings: Vespid have chitinous wings that seem to defy the laws of bio-aerodynamics. All Vespid count as having the Flyer (10) Trait.
- Oceli (500xp): Adult Stingwings have three pairs of "eyes" known as oceli. The uppermost pair is believed to see in the ultraviolet spectrum, the middle in the spectrum of visible light and the lowest in infrared. This Trait grants the Vespid the Dark Sight and Unnatural Senses trait, allowing them to see utilizing Normal, Infrared, and Ultraviolet spectrums.
- Reinforced Chitinous Plates (1): Vespid are covered in a chitinous exoskeleton that protects their organs from harm and provides them a skeletal structure. This trait grants the Vespid Natural Armour X where X is the number noted next to this talent when it is taken. This armor stacks with any worn armor, though it must be Vespid Armour as Vespid are unable to wear the armor of any other race. All Vespid start with (1) but further upgrades can be purchased, denoting their rising maturity; upgrades up to (4) may be purchased for 500xp each.
- Unnatural Toughness (4): (+4 to Toughness Bonus)
- Non Imperial (As Rogue Trader - unimportant for our game)
- Speak Not Unto the Alien  (As Rogue Trader - unimportant for our game)

Starting Gear:
- Neutron Blaster (basic; 30m; S/-/-; 1d10+12 E, pen 8; Rld: -; 7 kg; Toxic; Near Unique):
The Neutron Blaster which the Vespid Stingwings carry, is a unique blending of Tau technology and the unstable radioactive crystals that the Vespid mine. The energy harnessed from the crystal allows the weapon to strip atoms off of the target. Due to the Vespid's wings creating different harmonic resonances within the crystal, they are the only creatures able to effectively wield the Neutron Blaster.
- Modified Communion Helm:
Communion Helms are Tau-manufactured masks or helmets worn by Vespid Strain Leaders. Even among the Tau, the technology utilised in the Communion Helm is largely a mystery, as the Earth Caste created the devices following the directives of the Ethereals. What is known is that the Vespids view the world around them in a very different way to most other sentient beings, and their frame of reference is so far removed they often fail to relate to other species as even sentient, yet alone a friend or enemy. The Communion Helm allows for communication between the two species, although some amongst the Ordo Xenos believe that the helm actually attunes its wearer to the worldview of the Tau. Modified Communion Helms are Extremely Rare and were created out of necessity. They allow the Vespid to understand and interact with non-Vespid species. Without this helm the Vespid cannot successfully interact with any Non-Vespid as they lose the ability to understand how other species interpret stimuli.
- Mesoplarum Armour (All: 4 AP; Extremely Rare):
A Vespid wears armour into combat to protect key body parts, including major internal organs and the frontal portions of their limbs. This armour is made of a material known as Mesoplarum, and is of Tau manufacture. Mesoplarum is a similar composite material to that worn in the armour of Tau Fire Warrior infantry and the Vespid are believed to be capable of manufacturing this material in their own production facilities, and may now be doing so in large quantities.  It is usable only by Vespid Stingwings.

Racial Traits:
- Insectoid and Chitinous: Vespid Stingwings have an incredibly strange biology with their chameleon-like hide and subdermal toxin glands. As such any Non- Vespid that attempts to perform a Medicae test on a Vespid suffers a -20 penalty due to their alien nature.

Special:
- Insanity Points: Vespid accrue Insanity Points as normal.
- Corruption Points: Vespid gain Corruption Points as normal when utilizing the Communion Helm, otherwise they do not.

New Skill:
- Speak Language (Vespid) - Vespid speak utilizing a confusing series of clicks, gestures, and wing movements. It is not usually possible for other species to learn to speak it, but they can learn to understand it.


Last edited by Iron and Metal on Mon Aug 06, 2018 7:04 pm; edited 33 times in total
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Thu Jun 28, 2018 6:55 pm

Vespid updated.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Thu Jun 28, 2018 9:11 pm

Kroot updated.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Fri Jun 29, 2018 12:44 am

For Pech:
Benefit- extra wargear? Pech is the homeworld and there ought to be either more wealth there, or possibly FEL bonues with other kroot? Though the use for that one would be rare.

Shas"ui:
I think a good benefit would be a single pick from some squad modes?

Pathfinder:
Same, but limited to assisting others with shooting, like a spotter role?

For the guevesa, maybe some sort of fear/pinning resistance as they are determined to prove their worth to the greater good? Nerves of steel?
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Fri Jun 29, 2018 1:04 am

Sylphilis wrote:
For Pech:
Benefit- extra wargear? Pech is the homeworld and there ought to be either more wealth there, or possibly FEL bonues with other kroot? Though the use for that one would be rare.

The way I have laid out the rules, only Tau PCs currently benefit from homeworlds. The auxiliaries are just that - outsiders who serve in the armies of the greater good trying their best to assimilate. So, a bonus like you're talking about would only make sense if homeworld options were extended to auxiliaries as well.

Sylphilis wrote:
Shas"ui:
I think a good benefit would be a single pick from some squad modes?

That is a great idea. Definitely working that in. The trick will be narrowing down a list of low-level squad modes. Maybe just play with some of the standard codex squad modes from deathwatch and port them directly?


Sylphilis wrote:
Pathfinder:
Same, but limited to assisting others with shooting, like a spotter role?

For the guevesa, maybe some sort of fear/pinning resistance as they are determined to prove their worth to the greater good? Nerves of steel?

I don't know what you mean by "same" here. Same idea as giving them squad modes but only offensive ones? Resistance to fear/pinning and Nerves of steal are great ideas.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Sun Jul 08, 2018 2:04 pm

Pathfinder bonus trait added.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Sun Jul 08, 2018 2:59 pm

Kroot don't get many skills at the start, thats fine of course but when I first looked at your house rules I thought 'aren't they missing survival, Kroot must have that right?'. So I checked Into the Storm and they do not. So, fair enough.

But survival as a skill for Kroot does fit for me and they don't start with many skills, so whatcha think about adding it?

EDIT:
The mercenary talent uses profit factor in an RT game so naturally this would be influence in these house rules? If so whose Influence do they use?

EDIT 2: For the Kroot specific talents you've said that "Unnatural Perception (4), but can purchase it for 500xp" how much do the rest of them cost like 'Hyperactive Nymune Organ' if that is still a thing? If those talents are obtainable I'd suggest they are either assigned aptitudes so you can get costs or you could say as they are 'racial' talents you count as having 'two matching'. If the latter you would then just need to assign a tier (1, 2, or 3). I could see Unnatural Perception (4) being a Tier 3 talent so 400xp. What do you think?

Looking at a few of them I'd go with (ignoring the shamanistic ones)
Greed is Good (Tier 2)
Hyperactive Nymune Organ (Tier 3)
Kroot leap (Tier 1)
Unnatural Perception (4) (Tier 3)

I like the idea of racial aptitudes and it could then be easily applied to other races that have them.

EDIT 3 Very Happy
This one is about the Tau. I can't see what skills they start with. Perhaps I've missed it? It might fit well with their Classified Competence.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Mon Jul 09, 2018 8:28 am

Carnelian wrote:
Kroot don't get many skills at the start, thats fine of course but when I first looked at your house rules I thought 'aren't they missing survival, Kroot must have that right?'. So I checked Into the Storm and they do not. So, fair enough.

But survival as a skill for Kroot does fit for me and they don't start with many skills, so whatcha think about adding it?

Tau skills are listed on page 12 of the RT Tau PC Guide. Tau start with 5 standard skills, so adding survival to Kroot is not a bad idea at all. I will amend it.

Quote :
EDIT:
The mercenary talent uses profit factor in an RT game so naturally this would be influence in these house rules? If so whose Influence do they use?

EDIT 2: For the Kroot specific talents you've said that "Unnatural Perception (4), but can purchase it for 500xp" how much do the rest of them cost like 'Hyperactive Nymune Organ' if that is still a thing? If those talents are obtainable I'd suggest they are either assigned aptitudes so you can get costs or you could say as they are 'racial' talents you count as having 'two matching'. If the latter you would then just need to assign a tier (1, 2, or 3). I could see Unnatural Perception (4) being a Tier 3 talent so 400xp. What do you think?

Looking at a few of them I'd go with (ignoring the shamanistic ones)
Greed is Good (Tier 2)
Hyperactive Nymune Organ (Tier 3)
Kroot leap (Tier 1)
Unnatural Perception (4) (Tier 3)

I like the idea of racial aptitudes and it could then be easily applied to other races that have them.

EDIT 3 Very Happy
This one is about the Tau. I can't see what skills they start with. Perhaps I've missed it? It might fit well with their Classified Competence.

1) You will use your PCs Influence score instead of profit factor. You will roll it as normal during PC creation per DH2 rules.

2) I have not yet transferred the Kroot-specific talents from RT over to the aptitude system. It is on my to-do list. They will be aptitude based with pre-requisite Kroot. Unnatural Perception isn't a talent, however, it is a trait. And I was going to make it a purchasable trait at a flat 500 rate for Kroot since they can evolve based on experience. The others look good, but I would need to give them a thorough look again; though, I am sure you are right on the money.

Good questions!
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Wed Jul 11, 2018 11:01 pm

Added starting talents and skills for Engineers and Fire warriors.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Thu Jul 12, 2018 7:50 am

In terms of aptitudes for breachers, dropping BS but leaving WS seems counter-intuitive. Breachers are still basically Tau, i.e. bad in close combat but good at shooting. I would be inclined to keep BS and drop WS, particularly cause breachers still have offence so WS is still upgradeable. Dropping Tech makes sense. If you needed to drop another, I would probably lean towards perception? Maybe instead of BS and / or WS.

For Breacher Skills, I would suggest:
Athletics / acrobatics, Common Lore (Tau Empire), Dodge, Linguistics (Tau), and either Stealth or Survival? Maybe Tech instead?

I'm not sure for talents, really. Fire Caste weapon training and unshakeable Faith definitely. Unfortunately, I'm not sure otherwise. Most Talents that I think would fit thematically would be not tier 1. For example, Hip shooting or Sprint.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Thu Jul 12, 2018 8:15 am

BS or WS; Yeah, that was definitely something I was on the fence about. However, I am loathe to simply give everyone the same aptitude because "they are tau." Let me explain why.

They are still tau, so they retain the + characteristic bonus to Ballistic Skill at PC creation (which is what that represents). And they still have finesse, so BS upgrades still are mid-line priced as they have 1 Aptitude for them. I also liked the thought of them resorting to hand-to-hand combat and preferring weapons with spread over weapons with accuracy. These are tau that are fundamentally different than those who adhere to rigid gun-line firing from long distances away.

What does not having BS mean crunch wise? They are missing out on cheap upgrades for ranged combat related talents, but for a role that prefers essentially shotguns, that isn't a huge issue really. BS upgrades are still reasonably priced, but not as cheap as they would be for say a pathfinder or fire warrior. However, the Breacher will find it a lot cheaper to be good at hand-to-hand combat (Unarmed Warrior, Unarmed Master - space commie Judo/Karate).

But perhaps most importantly, we are not taking into consideration that Caste gives an aptitude. And unless the breacher comes from any other caste besides Fire, they are starting with Ballistic Skill.

Theo wrote:
For Breacher Skills, I would suggest:
Athletics / acrobatics, Common Lore (Tau Empire), Dodge, Linguistics (Tau), and either Stealth or Survival? Maybe Tech instead?

I love the Athletics or Acrobatics choice, CL Tau, Dodge, and Linguistics. I think a choice between Survival and Security might make a good final pick. Since Breachers are the most likely to encounter locked doors and may want the option to override them without excessive force. I also think they need Demolitions. So maybe that last choice should be Demolitions or Security. Leave stealth for Pathfinders.

Theo wrote:
I'm not sure for talents, really. Fire Caste weapon training and unshakeable Faith definitely.

Yeah; these two will be mandatory for all Tau. If we have to pick a tier 2, then we can simply do that and make sure they start with less talents overall. I like Hip Shooting and Nerves of Steel.

So, Starting Talents: Fire Caste Weapon Training, Hip Shooting, Nerves of Steel, & Unshakable Faith.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Sat Jul 14, 2018 12:49 am

I think you and I have different ideas for Breachers. I'm thinking more 'tabletop' breachers, where they do more and more damage as they get closer, but then fall over once they get too close and get into melee. The flip side is that these are PC characters, and more than the 'rank and file' of tabletop breachers, so I can understand that they would be able to be better in melee. I just think it's better as a starting point.

Regardless, if you decide to keep Agility, Finesse, Offense, Perception, Weapon Skill, I would consider swapping Offense to Defense. It means that BS and WS skill upgrades start at one aptitude, and the Fire Caste choice allows a PC to swap into which route they would like to go down. It also means that Toughness starts with one upgrade, which I think Breachers should have the option for upgrading toughness. It also makes Dodge easy to upgrade, if you want that.

For Skills, I'm really not sold on security, but demolition seems like a decent choice. Parry might be a choice if you want them to be close combat choices, although I wouldn't drop dodge for it.

I think the talents you chose suit Breacher really well, so well done on that one!

I was going to suggest changing the Breacher bonus trait, simply because 1DOS doesn't do anything for the Pulse blaster, unless the breacher has additional talents that tie into DOS (I might be missing something?) I'm not sure what I would replace it with. I'll think about it?
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Sat Jul 14, 2018 10:44 am

Theoretical wrote:
I think you and I have different ideas for Breachers. I'm thinking more 'tabletop' breachers, where they do more and more damage as they get closer, but then fall over once they get too close and get into melee. The flip side is that these are PC characters, and more than the 'rank and file' of tabletop breachers, so I can understand that they would be able to be better in melee. I just think it's better as a starting point.

That's a fair point, but having never played the tabletop, I don't use that as a starting point. Everything is based off of the lore as I interpret it. But most importantly, I am attempting to make each role different from one another. That's why I cannot simply stack everyone with BS or Tech - which I really want.

Quote :
Regardless, if you decide to keep Agility, Finesse, Offense, Perception, Weapon Skill, I would consider swapping Offense to Defense. It means that BS and WS skill upgrades start at one aptitude, and the Fire Caste choice allows a PC to swap into which route they would like to go down. It also means that Toughness starts with one upgrade, which I think Breachers should have the option for upgrading toughness. It also makes Dodge easy to upgrade, if you want that.

Yeah, that is a good idea. I think I am sold on that and it makes me wonder if I should swap the Fire Warrior role to have Offense rather than defense. That way fire warriors really can excel at ranged combat - something of glass cannons. Also, this prevents Breachers from being able to be melee beasts - such is the role of auxiliaries. Now they can do the job, but they still aren't the absolute best suited for it. Well done.

Quote :
For Skills, I'm really not sold on security, but demolition seems like a decent choice. Parry might be a choice if you want them to be close combat choices, although I wouldn't drop dodge for it.

Again, good call. Security definitely seems more of the Engineer milieu. Swapping it out for parry sounds great because....


Quote :
I was going to suggest changing the Breacher bonus trait, simply because 1DOS doesn't do anything for the Pulse blaster, unless the breacher has additional talents that tie into DOS (I might be missing something?) I'm not sure what I would replace it with. I'll think about it?

...I think a special skill that allows a Breacher to parry with any basic weapon is a good choice. So if they find themselves in melee and are still holding their pulse blaster, they can fend off attacks at least until they can pull their pistol or disengage.

Having said that, I made the initial bonus with the mindset of Deathwatch Scatter rules where DoS determines how many hits you get on a target. So, shotguns could be absolutely devastating at close range, but potentially OP. Another great catch. Thanks.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Fri Jul 20, 2018 7:36 am

Iron and Metal wrote:
Sylphilis wrote:
For Pech:
Benefit- extra wargear? Pech is the homeworld and there ought to be either more wealth there, or possibly FEL bonues with other kroot? Though the use for that one would be rare.

The way I have laid out the rules, only Tau PCs currently benefit from homeworlds. The auxiliaries are just that - outsiders who serve in the armies of the greater good trying their best to assimilate. So, a bonus like you're talking about would only make sense if homeworld options were extended to auxiliaries as well.

Sylphilis wrote:
Shas"ui:
I think a good benefit would be a single pick from some squad modes?

That is a great idea. Definitely working that in. The trick will be narrowing down a list of low-level squad modes. Maybe just play with some of the standard codex squad modes from deathwatch and port them directly?


Sylphilis wrote:
Pathfinder:
Same, but limited to assisting others with shooting, like a spotter role?

For the guevesa, maybe some sort of fear/pinning resistance as they are determined to prove their worth to the greater good? Nerves of steel?

I don't know what you mean by "same" here. Same idea as giving them squad modes but only offensive ones? Resistance to fear/pinning and Nerves of steal are great ideas.

Yeah, I meant giving pathfinder a squad mode that would assist others in shooting, like a spotter or something.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Fri Jul 20, 2018 9:38 am

I threw something up like that, Heath.

I also added a new (WIP) role and a new trait to save adding Linguistics and CL (Tau Empire) to every Tau role. Feedback welcomed.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Fri Jul 20, 2018 10:46 am

Iron and Metal wrote:
I think a special skill that allows a Breacher to parry with any basic weapon is a good choice. So if they find themselves in melee and are still holding their pulse blaster, they can fend off attacks at least until they can pull their pistol or disengage.

I think that 'parry with basic' is a low impact, low use perk. In fact, I think that breachers would be playing to avoid situations when that particular perk applies. I would use a perk like this if you think the breacher class is over-tuned and powerful enough without that perk.



For Pathfinders, I think you've done pretty well! You might consider Lightening Reflexes or Vigilance for Talents, but the choice you have made do suit the class well. Would you consider starting the Pathfinder with a Markerlight for equipment?


Engineers:
I'm not a huge fan of having the 'expected' caste choice give an auto choice on characteristic aptitudes. Picking an Earth Caste engineer doubles up on both knowledge and intelligence. Consider changing either 'knowledge' to 'defence' or 'fieldcraft ' on either one? Defence feels more thematic, but Fieldcraft gives cheaper access to more engineering skills like Operate (x).

Your Talents choices are pretty good. On the other hand, I think Weapon Tech is a really good option for Engineers. Modify Payload is also a hilarious alternative. I am basing my idea ideas off more of a combat engineer though.



Envoys:
Similarly to the engineer, the expected choice of Water Caste doubles up on both to Social and Fellowship. Maybe change something to 'intelligence'? Intelligence gives access to most of the Lores and Trades that you would expect Envoy's to know. Maybe even swap tech for intelligence if you want to keep Social and Fellowship?

Include translator in equipment? Maybe an Escort Drone with the translator, screen, and minor Personal Defence abilities?

For the trait: I would consider something less administration and more diplomatic. Stealing shamelessly from DH2e,
A way with Words: He/she can use a Fate Point to automatically pass any Charm, deceive, or inquiry skill test with degrees of success equal to his or her Willpower bonus.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Fri Jul 20, 2018 12:02 pm

So you're saying that a breacher, whose sole job is to be in the closest/tightest/in-your-face fighting a Fire Warrior should find themselves in, would not benefit from being able to apply the parry skill at all times?

I disagree. I am going to leave it and see how it plays.

Pathfinders - I can't seem to find Vigilance in the Only War nor the DH2 book. What does it do?

Engineers and Envoys - I agree with the aptitude changes. Defense for Engineers and Intelligence instead of Tech for Envoys works. Envoy equipment is far from finished, but those things are in the works. Trait is a solid call as well. I need some talent ideas for Envoy too, if you had any suggestions.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Fri Jul 20, 2018 8:58 pm

Sorry, I probably wasn't clear. Also, sorry if it seems like I'm being dismissive, it's not intentional.

I think that it is useful, but it has a low impact and won't be used often.
- If breacher initiated combat, then will likely have prepped weapons that can actually be used in melee, i.e. pistols / cc weapon. Thus won't use perk.
- If Breacher is engaged upon, Breacher should attempt to change weapons or disengage as soon as able, as the basic weapon cannot be used offensively in combat. The Breacher will have the option to parry with a basic weapon on the initial engage, so usually 1 turn.
- If the breacher has more dodge than parry, it's better for the breacher to dodge as their reaction. In which case, the perk is only useful when there are other modifiers for dodge or parry.

It's definitely useful, but just in select circumstances when the breacher has built for parry rather than dodge. Playtesting is a good idea, but I should point out that Ur'Na in Shadow Wolves is built much more for dodge than parry at the moment, and is unlikely to use the perk. Hopefully another breacher will be built and we get to see how it plays.


Wrt Vigilant; http://gagetowngaming.wikidot.com/vigilant
It's in one of the Only War expansions, I can find it if you need me to. To be honest, It's not a great pick, as it mostly combos with combat sense in building Perception over Agility, if you want to strongly hint Pathfinders in that direction.


Good call on changing the trait to use fellowship rather than willpower, makes much more sense.
I'm kinda struggling on possible Envoy talents.
Clues from the crowd?
Air of Authority?
Some diplomacy version of 'Inspire wrath'?
Master Orator (tier three though)
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Sun Jul 22, 2018 12:47 pm

Yeah, maybe Clues from the Crowds. I also think the special use for Command, "Inspire," is right up the Envoy's alley. But I'm not willing to have them start with Command.

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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Mon Jul 23, 2018 11:59 am

- Fixed benefits for T'au; added Polyglot.

- Edited a vital piece of info concerning Kroot and purchasing Unnatural Perception. Like the Vespid, it is 500xp per rank of Unnatural Perception starting at (1) and maxing out at (4). It is not 500xp to go straight to (4).

- Added "Cold Hearted" to the list of starting Vespid talents.

Need help with more starting Vespid and Gue'vesa talents.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Mon Jul 23, 2018 10:20 pm

Added the Dal'yth 1st Sphere Sept World to the list of available Septs.
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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Sat Jul 28, 2018 5:09 pm

A quick question:

-What do the barred aptitudes represent in the class list?

-Where should I go to put my character creation info?



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PostSubject: Re: Tau PC Creation (Send Help - WIP)   Sat Jul 28, 2018 6:02 pm

Barred you can ignore. They are leftovers from an early system of mine that I’ve since heavily built upon.

If you go to “The Greater Good (PCs)” you can see how the proper formatting for PC sheets and the other characters in the game. You need an account at orokos.com so we can track rolls. But once you have that feel free to start rolling characteristics, wounds, and fate points.

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