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Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: House Rules Tue May 07, 2019 5:02 am | |
| 1.The Black Crusade/Only War combat system is in effect. 2. The following are some documents with basic combat rules: Combat Primer: https://drive.google.com/open?id=1LezNc88pqiEG9TOBvCfG8MqJk-GwmURd40k action tables: https://drive.google.com/open?id=166_TIW_Oz9QPhNNdCXCDBWfkKixiVkFo3.Quick battle rules may be utilized. Acrobatics --> Acrobatics, Contortionist Athletics --> Climb, Swim Awareness --> Awareness, Search Charm --> Charm, Performer Commerce --> Commerce, Barter, Evaluate Linguistics --> Ciphers, Literacy, Secret Tongue, Speak Language Medicae --> Chem Use, Medicae Operate --> Drive, Pilot Stealth --> Concealment, Silent Move, Shadowing Survival --> Survival, Tracking, Wrangling Demoliton Aptitudes-Intelligence and Fieldcraft Forbidden Lore List:Some "specific" knowledges are a more specialised. For example, details about eldar society would be a hard (-20) FL(xenos) check, while they would be an easy (+10) FL(eldar) check. -Adeptus Mechanicus -Archeotech -Daemonology -Heresy -Inquisition -Mutants -Navigators -Pirates -Psykers -Warp -Xenos -Chaos -Adeptus Astartes -Tech-heresy -Psy-tech -Xenos-tech -Cults -Black Library -The webway -Traitor Legions -The horus heresy and the long war -Criminal organisations -Officio Assassinorum -The ancients -Factual Galactic History -Eldar -Tyranids -Filianatis History -The dark age of technology -Silica animus -Imperial nobility Other skills of forbidden sources: -Linguistics ([Xenos language]) -Linguistics ([Secret tongue]) -Navigation (webway) Gaining new forbidden lore:As forbidden lore is an important theme of this campaign, I have added this mechanism to allow players to gain perverse lore that would otherwise be largely innacessible to the ignorant of the 40th millenium. To learn this forbidden lore, you will require a Source, and time. Source:A source of knowledge is required to learn of the forbidden. This can involves literary sources (books, databanks, grimoires, etc.), oral sources (an individual already having the skill) or exposure (confronting the subject, frequenting the society, archeological digs, etc.). Time:Through frequent exposure to a source of knowledge you will gain knowledge. This will require either an intelligence check (for things about which you have no knowledge), a related knowledge check (such as a forbidden lore (xenos) check to gain forbidden lore (eldar)), or no check (in certain cases of exposure). The threashold is 5 DoS; this is kept intentionally low, so as to focus on the "finding" of the forbidden knowledge & its sources. Specialties
So, specialties often go unused due to the replacement mechanic, IE the table replaces in one of your usual ranks. So I propose that it function more closely to what is proposed in deathwatch. Requirements: Same as base EXP Cost: Cost based on "unique talent" of the specialty Special: The table options are added as extras to your choices rather than replacements. This (unlike off-table advancements) can allow you to get certain talents & skills early. Limitation: You cannot take more than 1 specialty for each 3 ranks. This means a maximum of 3 specialties at ranks 1, 3 &6 (or later). Elite advances: these will function as usual. If there is a certain role that interests you, I am willing to collaborate on creating a custom elite advance. Downtime mechanics: In-shipTrain your people Craft Research subject Train Yourself Build relationships -Create group -Deepen relationship Build Minor Facility (no space/power requirements) : Allows a +5 to a specialised downtime activity -Create small library -Create a dojo Adjust equipment (requires a given equipment) : Allows a +5 to related rolls (ws, operation, etc) for an amount of time equal to 8x the downtime spent -Ex: Train with your ship/weapon to be more familiar with it In-systemIn-sectorRetirement mechanics: We all know the feeling of getting bored of a character before the end of a campaign. It happens to the best of us whether we want it or not. Sometimes you just want to try something new. For those situations, I propose retirement mechanics. This is both to make the exceptional challenging to get, as well as validating your capacity as a player to roleplay these more challenging non-standard roles. 1) Achieve a "fitting" end for your character: This can involve an end thats heroic, a retirement that fits with your objectives, or an end that is ignoble but fits with the character. 2) Decide on new character: For those who present good roleplay quality with their previous character can take a non-standard career. This can include xenos, astartes, sororitas, chaotic servants, and more (within certain bounds of what the rest of the team would accept; no chaos in a team of puritans).
Last edited by Wendigo Bob on Tue Oct 25, 2022 5:50 pm; edited 18 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: House Rules Tue May 07, 2019 7:32 am | |
| Non-table advances The main disadvantage of table advancement is that it lacks flexibility. However, I have always been good with allowing non-table advancements. To simplify the process, I propose you use aptitudes to determine the cost of any skill or talent NOT on the table of each carreer. Your respective aptitudes are based on your carreer, homeworld, and a few elements of the origin path. Limitation: This does not allow the taking of skills or talents early if you would normaly get them through the tables. Check the table, and find the elements of your origin path that correspond to yours. From these elements, you choose : -The "general" aptitude, which all people have -1 "stat" aptitude from the homeworld -1 "stat" aptitude from the brithright -1 "specialty" aptitude from the motivation -2 "stat" and 2 "specialty" aptitudes from your carreer path You should have 4 "stat" aptitudes & 3 "specialty" aptitudes and the "general" aptitude at the end of this process. - Aptitude Table:
Last edited by Wendigo Bob on Sun Dec 22, 2019 4:10 pm; edited 6 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: House Rules Tue May 07, 2019 7:32 am | |
| (reserved)
Personal Objectives: It can be complex to manage objectives, especially in the more free-form context of a PBP game. General notes: -Objectives must be specific and attainable (no swimming in the sun). -If personal objectives become involved in group endeavors, XP will be given based on personal actions already performed before being integrated in group endeavors.
Short-term Goal: Time to accomplish: within 1 week Magnitude: Minor Type: Almost directly within reach.
Medium-term Goal: Time to accomplish: within several months Magnitude: Major Type: Within reach Long-term Goal: Time to accomplish: within several years Magnitude: Massive Type: Currently outside of reach
Claiming a world:
As a rogue trader, you will want to claim as many worlds as possible, to have them join your domain. From the perspective of the Lex Imperia, you need the following to claim the world:
1) A planetary charter, describing the rogue trader's posession of the world. Said charter must be signed by major planetary leaders representing the majority of the planet's population. -This charter deals primarily with the claim. Any notions of taxation or tithing will need to be negotiated with local populations -Any unpopulated world cannot be claimed without a colony.
2) A named governor, responsible for administrating either the colony, or the rogue trader's relationship with local populations.
Such conditions only apply to the Lex Imperium. As court cases can take years (if not decades), there is a need to protect such claims, either using local populations, by personal defence or by secrecy. In addition, due to the lack of presence of the Arbites in the expanse, any decisions will be virtually impossible to enforce.
Last edited by Wendigo Bob on Thu Mar 04, 2021 4:01 pm; edited 6 times in total | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Explorator Extra Advances Tue May 07, 2019 7:32 am | |
| Document for navigator travel (summary of the rules): - Spoiler:
WEAPON TECHPrerequisites: Tech-priest implants It is in the nature of a Techpriest to become concerned with learning the blessed and secret intricacies of weaponry. Once per combat, the Techpriest can enhance his weapon or seek out the weak points in an opponent’s armour, increasing the Techpriest’s deadliness. The effects of this mean that for one Round per combat encounter, a weapon personally wielded by the Techpriest from the Melta, Plasma, Power, or Exotic category increases its Damage and Penetration by an amount equal to the character’s Intelligence Bonus. LUMINEN BARRIERPrerequisites: Luminen Shield, Electoo Inductors, Potentia Coil. Much like the celebrated Electro-Priests, the Acolyte can draw upon all of his power to create a shimmering barrier of pure energy, one capable of deflecting any attack. As a Full Action, the player can activate a Luminen Barrier which remains active for a number of Rounds equal to the Acolyte’s base Willpower Bonus. The barrier has a Rating equal to the Acolyte’s base Willpower Characteristic. As long as the barrier is active, the Acolyte can attempt to stop incoming Ranged and Melee attacks by rolling a 1d100 and comparing it to the barrier’s Rating. If the roll is equal to or under the Rating, the attack is stopped completely. If the roll is over the Rating, the attack penetrates the barrier and causes Damage as normal. This roll is made before reductions for Armour and Toughness Bonus. If the 1d100 roll ever results in a 01-05, the barrier stops the attack, but is overloaded in the process. It instantly collapses, and the Acolyte must pass a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Barrier a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue. Luminen Barrier is available to Explorators Rank 7 and above and costs 500 xp. LUMINEN FLAREPrerequisites: Luminen Blast, Electoo Inductors, Potentia Coil. The Acolyte has mastered the ability to channel his will through the Potentia Coil into a powerful blast of energy that brings the fury of the Omnissiah to all who might stand in his path. On a successful Ballistic Skill Test, he may direct this energy at a single target within 20 metres The attack deals 1d10 plus his Willpower Bonus in Energy Damage, and has the Blast (X) Quality, where X equals the Acolyte’s Willpower Bonus. This counts as a Half Action, and each time the Acolyte uses this Talent, he must first pass a Challenging (+0) Toughness Test or gain a level of Fatigue. Luminen Flare is available to Explorators of Rank 6 and above and costs 500 xp. LUMINEN SHIELDPrerequisites:Electoo Inductors, Potentia Coil. Focusing his energy in all directions at once, the Acolyte is capable of creating a hazy field of static, strong enough to turn aside incoming blows and stop weapons fire in its tracks. As a Full Action, he may activate a Luminen Shield which remains active for a number of Rounds equal to the Acolyte’s base Willpower Bonus. The shield has a rating equal to the half the Acolyte's Willpower Characteristic, rounded up (e.g. an Acolyte with a Willpower of 43 would have a Luminen Shield with a Rating of 22). As long as the shield is active, the Acolyte may attempt to stop incoming Ranged and Melee attacks by rolling a 1d100 and comparing it to the shield’s Rating. If the roll is equal to or under the Rating, the attack is stopped completely. If the roll is over the Rating, the attack penetrates the shield and causes Damage as normal. This roll is made before reductions for Toughness/Armour. If the 1d100 roll ever results in a 01-04, the shield stops the attack, but is overloaded in the process. It instantly collapses, and the Acolyte must pass a Challenging (+0) Toughness Test or gain 1 level of Fatigue. An Acolyte can use Luminen Shield a number of times equal to his Willpower Bonus every 24 hours; however, upon the second activation of the ability within 24 hours, and upon each subsequent activation in that time, he gains 1 level of Fatigue. Luminen Shield is available to Tech-Priests Rank 3 and above and costs 200 xp. LUMINEN SURGEPrerequisites: Luminen Shock, Electoo Inductors, Potentia Coil. The Acolyte is able to channel even more power through his hands, sheathing them in a glowing torrent of power that can rend armour and bone alike. He must touch his enemy for this ability to work. In combat, he must either make a successful Challenging (+0) Weapon Skill Testor be Grappling to deliver the blast. Each Luminen Surge deals 2d10+3 points of Energy Damage. This counts as a Half Action, and each time the Acolyte uses this Talent, he must pass a Challenging (+0) Toughness Test or gain a level of Fatigue. Luminen Surge is available to Tech-Priests Rank 5 and above and costs 200 xp.
Last edited by Wendigo Bob on Thu Mar 04, 2021 3:31 pm; edited 4 times in total | |
| | | Hydrako Senpai
Posts : 991 Join date : 2017-10-20 Age : 35
| Subject: Re: House Rules Fri May 17, 2019 1:51 pm | |
| Wuestion about specialties. If it says it needs rank 3 or higher, then we wait till the to be able to purchase from that table? Sounds obvious when I write it down, but always a good to double check | |
| | | Wendigo Bob
Posts : 1630 Join date : 2018-07-26
| Subject: Re: House Rules Fri May 17, 2019 1:57 pm | |
| - Hydrako wrote:
- Wuestion about specialties. If it says it needs rank 3 or higher, then we wait till the to be able to purchase from that table? Sounds obvious when I write it down, but always a good to double check
Pretty much. When you reach rank 3 (rank 3 table), you can buy the "special talent" associated for XP then gain access to the new table in addition to the current one. There are some rank 1 specialties if thats your jam. | |
| | | Hydrako Senpai
Posts : 991 Join date : 2017-10-20 Age : 35
| Subject: Re: House Rules Fri May 17, 2019 3:45 pm | |
| OK. I have to wait until rank 3 for what I'm looking for, so Roderick is now ready for play | |
| | | Pyritefoolsgold
Posts : 486 Join date : 2019-05-09
| Subject: Re: House Rules Thu Mar 25, 2021 8:35 am | |
| Prospective house rule writing up how I think we are handling maneuver actions, with a suggested addition by me:
When a starship takes its Manoeuvre Action, it chooses to move directly forward a number of VUs equal to its Speed value plus or minus one, up to the ship's maximum speed. This is the default action of a starship—since starships are huge vessels with immense momentum, players do not have the option of simply not moving the ship. The ship's speed value on the following turn will be equal to the number of hexes it moved this turn, up to the maximum speed value of the ship. Once the starship has moved forward by its Speed value or half its Speed value, it may turn one hex side. This is considered the starship’s default Manoeuvre, and does not require any skill test to perform.
Other maneuver actions will replace the term "or half it's speed value" with "plus or minus one, up to its maximum speed." | |
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