Warhammer 40K roleplaying system ideas

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the_taken
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Re: Warhammer 40K roleplaying system ideas

Post by the_taken »

So the number is just there for reference. Besides, who says you can't achieve the primarchs power level?
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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Genestealers are actually pretty sucktastic. While they are unbelievably good melee combantants they don;t have guns, nor can they use them. Trademark closet trolls :P

The primarch thing is a bit weird yeah. I guess you just need to outline where you see the players stopping, I see a primarch as an 'epic levels' character in 40k.
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Re: Warhammer 40K roleplaying system ideas

Post by the_taken »

I think everything about 40k is supposed dark, gothic, depressing, and epic. All. The. Time.

The have:
Epic fighting
Epic eating
Epic telepathy
Epic weapons
Epic Scribes
Epic pens of torture
Epic nuns
Epic babies
Epic monsters
Epic Battles
Epic bathroom breaks
Epic kittens
Epic suicidal frogs of doom
Epic demon
Epic games
Epic History
Epic armor
epic spaceships
Epic brains
Epic genocide
Epic rocks
Epic potty training

did I miss anything epic?
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Re: Warhammer 40K roleplaying system ideas

Post by CalibronXXX »

Epic Explosions.
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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Epic Robots.
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Re: Warhammer 40K roleplaying system ideas

Post by the_taken »

Epic fuck ups

done
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

So, team, should I redo it on the new power scale of "If you're in this category, you're always in this category"?

It's not like making classes actually takes that much effort for me.
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Re: Warhammer 40K roleplaying system ideas

Post by JonSetanta »

Epic cell phone call
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Right now I have epic tummy/bowel problems, so you'll be pleased to see no more posts from me for the day.
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Re: Warhammer 40K roleplaying system ideas

Post by Cielingcat »

Koumei at [unixtime wrote:1190285085[/unixtime]]So, team, should I redo it on the new power scale of "If you're in this category, you're always in this category"?

It's not like making classes actually takes that much effort for me.

Not necessarily. Some people really can go from being a wet napkin to blowing up planets-they're called Psykers and they get this power by learning how to control their abilities without getting their souls eaten or making pacts with daemons (the latter being Sorcery and generally regarded as heresy.) Other can go from being a Space Marine to being a Champion of the Ruinous Powers, like Kharn the Betrayer did. But the best Guardsman ever is only equal to like a Scout Marine.

Orks, of course, are the most egalitarian race ever and any ork can become a Warboss if he's good enough at fightin' an' winnin'. Gretchins and grots can't, though, but they can always do something like pilot a Dreadnought.

So some people (Orks, psykers, assassins, eldar) can go from 1-20 with no problems, while others (normal humans) can't get past level 5, and others (space marines) can't start before level 6. Some have different maximums, of course; a Tau Fire Warrior can get upgraded with his weeaboo suits and stuff and make it to level 10 or 15 or something, but he can't actually match an Alpha-class Psyker or a Champion of the Ruinous Powers no matter what kind of armor he wears. Well, except for Plot Armor.
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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Cielingcat at [unixtime wrote:1190357727[/unixtime]]
But the best Guardsman ever is only equal to like a Scout Marine.


Yarrick is a guardsmen. He is pretty HardCore. It's jjust increasingly unlikely to become as tough as a space marine!

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Re: Warhammer 40K roleplaying system ideas

Post by Cielingcat »

Yarrik is a Commissar.
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Re: Warhammer 40K roleplaying system ideas

Post by JonSetanta »

Cielingcat at [unixtime wrote:1190390047[/unixtime]]Yarrik is a Commissar.


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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Cielingcat at [unixtime wrote:1190390047[/unixtime]]Yarrik is a Commissar.


I was really using 'guardsmen' as a proxy for 'normal human'

A couple of the really senior guard commanders are as tough as senior space marines. But that said that is because they are very lucky gods of war.

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Re: Warhammer 40K roleplaying system ideas

Post by Username17 »

cthulhu at [unixtime wrote:1190446198[/unixtime

I was really using 'guardsmen' as a proxy for 'normal human'



The problem is that Commisars are part of the political/ eclesiastical wing of the Empire. That means that he's been blessed and strengthened by the Will of the Emperor and shit. That means that he isn't a normal human.

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Re: Warhammer 40K roleplaying system ideas

Post by cthulhu »

Damn, you might have me, 'Lord Commander Solar Macharius' is a guardsmen and is much 'tougher' than a marine as he has 4 wounds, but he still only has toughness/strength 3. He will still break a normal space marine or three in close combat though.

Edit: That said I don't entirely buy into the blessing stuff, otherwise why are the catachans for example so prone to fragging them!
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Re: Warhammer 40K roleplaying system ideas

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cthulhu at [unixtime wrote:1190546930[/unixtime]]Damn, you might have me, 'Lord Commander Solar Macharius' is a guardsmen and is much 'tougher' than a marine as he has 4 wounds, but he still only has toughness/strength 3. He will still break a normal space marine or three in close combat though.

Edit: That said I don't entirely buy into the blessing stuff, otherwise why are the catachans for example so prone to fragging them!
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Ok, so going back to the beginning, or close to, let's start by making a 20 level range (it could even go beyond that, but let's call it 20), and deciding who fits where.

0 (crap NPCs) - Gretchin and Planetary Guard.

1-5: Imperial Guard-Veteran Guardsmen, Ork Boyz, Eldar Dire Avengers and Warlocks, Hive Gang Heavies, perhaps Scout Marines (starting in the later end of this), beginning Psykers.

6-10: Space Marines, Eldar Aspect Warriors, Orks (Burner Boys and all of those), Inquisitors who just finished their apprenticeships, Psykers who have undergone their official training.

11-15: Space Marines (Heavy Weapons, Veterans, Assault teams and all that), Eldar Exarchs, Ork Nobz, Inquisitors, Psykers.

16-20: Imperial Assassins, Space Marines (Champions, Terminators, Librarians, Chaplains), Light Vehicle Operators, Farseers, Psykers, Inquisitors, Ork Nobz.

21 and beyond: The best of the previous list.

I mostly just chopped up Frank's list (removing things I don't know about or that, for now, go into the "Bad guys" box), but I figure with this, if you're a Space Marine, then your class starts with 6 hit dice for first level, and a whole host of abilities. The class is only 5 levels long, but automatically qualifies you for a random specialist type or something. Most things will follow that basic idea. Which could be a little strange for, say, Assassins, as they'll seriously have 16HD as starting characters, with a lot of level appropriate abilities (though not flooded with "appropriate for level 4" abilities that no-one cares about any more, at least), looking like monsters.

This means that if a GM decides "I want a 1-20 game", then some characters (Psykers) can just keep on going, some will play the same character but change classes, and others will need to flat-out write characters out and play new ones. And in WH40K, that's fine.

Some things I've already written don't even need to be changed, this way. Like the Psyker. It can just remain as it is. The Inquisitor could just start at level 6 there and have all the retroactive stuff.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Space Marine

This is, in a way, both a race and a class. You start as a 6th level character, then continue to gain levels in Space Marine until 10th level, at which point you decide how you are going to branch out from there.

Hit Dice: Space Marines start with 6d10 HP, and gain 1d10 per level thereafter. The Constitution modifier applies to each die.

Skill Points: A starting Space Marine has (4+Int modifier)*9 skill points, and gains 4+Int per level thereafter.

Class Skills: Whatever.

BAB: A Space Marine starts with a +6 BAB. It improves at the rate of +1 per level.
Saving Throws: A Space Marine starts with the following base saving throws: Fort +5, Ref +2, Will +5
They have good Fort and Will saves.

Proficiencies:
Space Marines are proficient with Light, Medium and Power Armour. They are proficient with all Simple and Martial [Imperial] weapons.

Feats:
Space Marines start with three feats, as they are 6th level characters.

Ability Scores:
Space Marines gain the following: +6 Strength, +6 Constitution, +2 Wisdom, +4 Charisma. They are very big and strong, and stupidly tough. Additionally, they have almost blind, zealous faith while still thinking for themselves. Space Marines are good at telling the difference between themselves and others: it keeps them aware of who to stomp on.
As 6th level characters, one ability score gets the +1 increase as normal.

Size, Speed etc.
Space Marines are Large creatures, and have a 40' movement speed as well as reach. If you don't know the benefits and penalties of being Large by now, I'm not telling you.

Code: Select all

[br]Level  Special[br]06     Chapter Approved, organ redundancy I, Acid Blood[br]07     Piety, +2 Str, +2 Con, +2 Natural Armour, DR 5/-[br]08     Bonus [Combat] feat, organ redundancy II[br]09     +2 Str, Fast Healing 5, Hated Foe, +2 Natural Armour[br]10     Class Access, organ redundancy III, Emperor's Finest[br]


Chapter Approved:
You are accepted into a Space Marine chapter. This gives you various bonuses based on the individual chapter. I will specify these later, after sufficient research has been performed, and when I care enough.

Organ Redundancy:
At level 6, a Space Marine gains 25% immunity to critical hits and similar effects. Additionally, they die when reduced to a number equal to 0 - (10 + level + Con mod). So a level 8 Matrine with a Con of 20 would die at -23 HP. Space Marines automatically stabilise, and begin regaining 1 HP per round when below 0 HP.

At level 8, the critical immunity increases to 50%, and Space Marines count as always having a Ring of Sustenance on.

At level 10, they gain 100% critical immunity, and even when killed, have a 50% chance of returning to life 1 day later unless foes go through the effort of destroying the additional organs, or removing the head, or the body is sufficiently mutilated.

Acid Blood:
Space Marines have acidic blood. It is so acidic that you do not want to stab them. Any time a Space Marine takes piercing or slashing damage, blood sprays out in a 5' cone, dealing no extra damage to them, but dealing 1d4 acid damage per level to all in the cone. A successful Reflex save (DC 10 + 1/2 their level + their Con mod) halves this damage. If the damage was dealt with a melee weapon within the area of effect, or any natural weapon, the attacker automatically takes full damage with no save.

Piety:
Space Marines are very pious. They gain a bonus on Will saves equal to their level against Compulsion effects. If they still fail, they can instead elect to be Stunned for the duration as they effectively shut their mind off.

Hated Foe:
Select one type: daemons, orks, Tyannids, necrons, eldar, warp beasts, chaos marines or humans. The Space Marine hates that foe more than others, gaining a bonus to hit and damage against that type equal to his Charisma modifier, and dealing an additional 2d6 damage against them with all melee weapons.

Class Access:
At 10th level, a Space Marine can become a Veteran, a Devestator or an Assault Marine. Once the choice is made, they are locked in.

Emperor's Finest:
As an example to others of what everyone should aspire to be, the Space Marine, at 10th level, has a permanent aura of fear and awe emanating from them. Anyone within 15 feet of the marine who can see them and is not considered an ally by the marine must make a Will save. The DC is 10 + half their level + their Charisma modifier, and failure causes the target to cower until they are out of the area of effect. If they successfully save, they needn't make another save for 24 hours.
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Re: Warhammer 40K roleplaying system ideas

Post by Judging__Eagle »

I really like that Koumei.

Since their profession is both their race and class, you really don't have much choice in how you give the characters powers other than going in this route.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Yeah. I get the feeling that if everyone is a space marine, they're going to feel the same until 11th level, unless it's a weird scenario where they're all from different chapters, but at least they can go different paths with their feats and gear.
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Re: Warhammer 40K roleplaying system ideas

Post by CalibronXXX »

Koumei at [unixtime wrote:1191255841[/unixtime]]Size, Speed etc.
Space Marines are Large creatures, and have a 40' movement speed as well as reach. If you don't know the benefits and penalties of being Large by now, I'm not telling you.

Space Marines have 40' reach? Awesome.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Whoops! I left out the 10' there. They're hardcore, but not so much so that they can punch you in the head from 40' away without taking a single step.
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Re: Warhammer 40K roleplaying system ideas

Post by Koumei »

Okay, the benefits gained from "Chapter Approved":

Code: Select all

[br]Chapter:        Benefit:[br]Ultramarines    Exemplary Warrior[br]Dark Angels     Deathwing[br]White Scars     Gain Blitz as a bonus feat and +10' speed[br]Space Wolves    Gain Rage dice equal to 1/4 your level (round up)[br]Imperial Fists  Steadfast Loyalty[br]Blood Angels    Gain a Bite attack (1d8) that deals 2 Con drain[br]Iron Hands      Gain a cybernetic hand with build in features[br]Salamanders     Fiery Fury[br]Ravenguard      Deathwing[br]


If you are told to gain a feat you already have, then you may select any other [Combat] feat you qualify for.

Exemplary Warrior:
You are everything a marine should be. Enjoy as +2 bonus on all attack rolls and on all Charisma based skill checks. At levels 10, 15 and 20 this bonus increases by +1

Deathwing:
You gain a 10' increase to your movement speed, and a +3 bonus on Initiative checks. These double at 15th level.

Steadfast Loyalty:
You gain a +2 Dodge bonus to AC and to Reflex saves, as well as an increase of +3 to your Damage Reduction. At 15th level, these bonuses all double.

Fiery Fury:
You firstly gain Fire Resistance equal to your level multiplied by 5. Additionally, you gain a bonus feat, "Combat School" which applies to all flame weapons.
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Re: Warhammer 40K roleplaying system ideas

Post by CalibronXXX »

Do Space Wolves gain a number of d6s equal to 1/4 their level or do they get rage dice as if they were a barbarian of 1/4 their level?
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