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04:23, 5th May 2024 (GMT+0)

All Things Custom.

Posted by Space BetweenFor group 0
Space Between
GM, 4 posts
Sat 18 Feb 2023
at 06:55
  • msg #1

All Things Custom

The following are the Homebrew Roles and other house rules.

Houserules.
-Near Unique+ buys will USUALLY result in getting a lead on an item rather than the item itself.
-Most other PF-20 requests will also USUALLY result in a lead. (Don't act surprised they didn't have a squad of Chimeras on hand to sell you! Unless you are literally at a Munitorium depot...)
-1kg=1lb for item weights. Carrying capacity 1kg=1kg. But also largely ignore Carrying Capacity.

-Just a clarification, since it changes with every version of the game. Unnatural Characteristic (X) adds +X to your characteristic bonus. So it doesn't usually matter for rolls.
This message was last edited by the GM at 19:36, Wed 22 Feb 2023.
Space Between
GM, 5 posts
Sat 18 Feb 2023
at 07:54
  • msg #2

All Things Custom

Navigator
Background

Starting Skills
Common Lore (Navis Nobilite), Forbidden Lore (Navigators, Warp), Navigation (Stellar, Warp), Psyniscience, Scholastic Lore (Astromancy),

Starting Talents
Navigator, Weapon Training (Las or Solid Projectile, Low-Tech)

Starting Traits
One of the following: Amphibious, Dark-sight, Natural Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1)

Starting Equipment
Las Pistol or Hand Cannon, Staff, Emperor's Tartot Deck, Decorative Head Covering, Nobilite Robes, Lucky Charm, Dataslate, Microbead, Flak Cloak or Mesh Vest

Background Bonuses
The Eye is Open (RT:Core 178)

Choose one Malignancy from Table 8-15 in DH2:Core. Any random characteristic reduction is set to 5.

Background Aptitude
Psyker or Knowledge

Recommended Roles
Mystic (Extra "Navigator Power" rather than Psyker), Sage, Seeker


New Talents
Navigator Power
Teir 1
Willpower, Psyker
Gain a new Navigator Power

Navigator Power Adept
Teir 2
Willpower, Psyker
Improve a Navigator Power you know from Novice to Adept

Navigator Power Master
Teir 3
Willpower, Psyker
Improve a Navigator Power you know from Adept to Master
This message was last edited by the GM at 19:16, Wed 22 Feb 2023.
Space Between
GM, 10 posts
Mon 20 Feb 2023
at 16:03
  • msg #3

All Things Custom

Alterations to normal DH2 options

Feral Worlders get -Intelligence rather than -Influence
Penal Colony gets -2 Profit Factor rather than -Influence
High born give +2 Profit Factor rather than +Influence

Administratum characters gain a +10 to Acquisition rolls rather than reduced Rarity
Mechanicus characters gain a +20 to Acquisition rolls to acquire cybernetics rather than reducing the rarity.

These are the ones from the core book. There may be others, let me know if you are taking something that interacts with influence or rarity. The general direction of any changes will be similar.
This message was last edited by the GM at 18:55, Thu 09 Mar 2023.
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