[Game] Dungeon Crusade

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Meikle641
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Post by Meikle641 »

What is sealed mesh armour? Is it just not typed up yet, or is it a "counts-as-x" of chainshirt?
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Post by Judging__Eagle »

Look up mesh armour that Vetrans have: mithral chain shirt

then add on the sealed armour template: immune to gas/drowning, +2 vs enchantment.
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Post by Meikle641 »

...So it is. Still, it may be my idiosyncrasies acting up, but shouldn't things like that be all in the equipment section? Not that this project is complete, but yeah.
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Post by Judging__Eagle »

Yep, they probably should. An equipment section indeed, she should be ashamed of herself.

I'll go and give Koumei a thorough eviserating and pure cleansing for you; extra prometheum. Hopefully she will change her heretical ways.

Or just add more delicious Dungeon Crusade material.

Like, what does a Siege Tier game look like?
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Post by Koumei »

I'll get to that eventually.

JE, what Siege Tier looks like: your mum.

Aternatively, the team is sent in, having heard about how the Assault Tier fared. Knowing that trouble is afoot, they establish a base of operations and make friends with the local community of humans. They also decide a cathedral needs to be built for the Emperor, so that they can later on assimilate the current religions.

They decide to get their materials (and win the people over) by killing Evil McKilledDread the necromancer and taking his castle apart, then carting the pieces over to the new location. On the way, they meet a Gynosphinx and talk to her. She gives a riddle, and they answer with bolter fire. It's a cruel world.

Once there, they must contend with Hellwasp swarms (hope you have flamers/neural shredders!), nine headed hydras and dark nagas, before facing an army of the dead and the necromancer (Cleric) himself.

It was a grim battle, but they laugh it up, and demolish the place, only to discover one last thing was remaining... a huge skeletal dragon! Or maybe a bone devil. This is harder than the others, but they end up winning and celebrating.

In the process of tearing the place apart, they discover ancient texts. Later on, these are analysed and it turns out there was an evil cult being assembled. The next few adventures will revolve around dismantling the cult and killing all the followers, as well as the fiends involved. They might:

...find a harem of succubi, only to show that they cleave only unto the Emperor, switching the plasma guns from Kill to Kill More.

...begin to tear buildings apart, only to find themselves fighting colossal animated objects.

...take it to the demons by going to the Abyss and emptying a layer.

...fight some iconic dragons and their assorted fanboys cults.

...decide that the celestials look a bit too suspicious and declare a holy war.

By the end of this, either they can declare it a successful mission, or you say "Wow, now EPIC CHALLENGES!" and bring in actual Titan legions. And while I'm sure you can do that after fixing Epic to work at all, I'm not touching that.
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Post by Koumei »

Assault Marine Prestige Classes:

Assault Terminator:

Hit Die: 1d10
Skill Points: 4+Int
BAB: Good
Good Saves: Fortitude and Reflex
LevelAbilities
1Deep Strike (Teleporter), Immovable Object, Walking Fortress
2Rage +1d6, Furious Bellow, Assault Specialist
3Obvious Threat, Deep Strike (Teleport on the Run)
4Rage +2d6, Deep Strike (Scry & Die Assault), Fire in the Hole
5Deep Strike (Emperor's Lance), Even in Death I Still Serve

Deep Strike:
-Teleporter: Terminators may teleport from their HQ to any location they have previously been that is within 1 mile per level.
-Teleport on the Run: as a Move Action, a Terminator may activate a Dimension Door effect to anywhere within 100 feet.
-Scry & Die Assault: By spending a full hour tuning an Auspex into the scanner and teleporter, the Assault Terminator may scry an area within 100m per level and treat any one item as a homing beacon to Teleport Without Error.
-Emperor's Lance: when teleporting from HQ, they may time their arrival so a single Lance Strike Orbital Bombardment hits on the preceding round.

Immovable Object: Assault Terminators gain a +10 bonus to resist being Tripped, Bullrushed, Disarmed, Swallowed Whole or Pinned.

Walking Fortress: Assault Terminators may ignore difficult terrain. Additionally, they gain a +10 bonus on Strength checks to break free of restraints or to break objects, and if they could break an object by rolling a 10, may Take Ten to break the object as a free action as long as it is not being wielded.

Rage: this increases to increase.

Furious Bellow: if an Assault Terminator spends a Swift action shouting before charging into combat (in the same round), then after the charge is resolved, al enemies within 100 feet who fail a Fortitude save (Con-based) are bowled over by the power of the voice. This also causes a Shatter effect on any halfway fragile item in the area.

Assault Specialist: Assault Terminators are, as the name suggests, good at assaulting people. They must select which pair of weapons to focus in:
-Thunder Hammer and Storm Shield: the character gains the benefits of Knockdown, as well as Cometary Collision. Finally, whenever charging they deal 3d8 bonus damage and can automatically shove the opponent up to 10' away in any forward direction.
-Paired Lightning Claws: the character gains the benefits of Two Weapon Rend, and additionally gains the Two Weapon Fighting feat if they lack it. They may also elect to go on the offensive, taking a -5 penalty to AC but making every attack do damage for both claws combined plus rending. This lasts for one round.

Obvious Threat: the Assault Terminator is the most obvious threat. Anyone who is within 15' of them may only make attacks of opportunity against the character, no-one else. Additionally, other characters all treat the foes as flanked.

Fire in the Hole: as per the Cullexus Assassin.

Even in Death I Still Serve: if ever the Assault Terminator is slain, as long as some remains can be scavenged (he may be reincarnated as a Dreadnought. FUCK YEAH! To be detailed later on.

Additional Equipment: Terminator Armour (too heavy for Jet Pack), 2 Lightning Claws or Thunder Hammer and Storm Shield, Auspex. Requisition: Land Raider, Plasma Grenades.

Chaplain:

Hit Die: 1d10
Skill Points: 4+Int
BAB: Good
Good Saves: Fortitude and Willpower
LevelAbilities
1Lead by Example, Honour of the Chapter
2Rage +1d6, Liturgies of Battle
3Lead the Charge, Litany of Pride
4Rage +2d6, Defy Chaos
5Incite Rage, Litany of Litanies, Walking Chapel

Lead by Example: whenever the Chaplain strikes a foe in melee combat, all allies within 100' gain the benefits of a True Strike effect on their next attack. Multiple hits do not stack.

Honour of the Chapter: the Chaplain is Fearless. Moreover, all allies within 100' are also Fearless as long as they remain in the area.

Rage: this continues.

Liturgies of Battle: as an Immediate action, the Chaplain may intervene for an ally within 50', turning a failed attack roll or saving throw into an automatic success.

Lead the Charge: whenever the Chaplain charges, all allies are empowered to deal +5d6 Axiomatic damage on their next attack, if made within one round. Additionally, as long as he is the closest to the enemies (or adjacent to an enemy), all allies in 50' gain a Divine Power effect.

Litany of Pride: Once per hour, the Chaplain may spend a move-equivalent action reciting the Litany of Pride. Even their armour is too good to be touched by the enemy, and they all gain a Shield of Faith effect.

Defy Chaos: as a Standard action, a Chaplain may gaze at a foe and make an Intimidate check with a DC equal to their Armour Class. If he succeeds, his force of will tears away their very soul and renders them vulnerable: the foe loses one special attack or special quality for 1 round.

Incite Rage: as a Standard action, the Chaplain may shout out, causing all allies within 100' to immediately gain Rage dice equal to his own, and the basic Rage ability. This does not stack with any they already possess. This lasts for one minute.

Litany of Litanies: once per day, the Chaplain may spend a Full Round Action reciting the Litany of Litanies. The whole party becomes engulfed in holy flames and deliver their very souls to the Emperor. All gain the benefits of Etherealness, Balor Nimbus and Fire Shield for one hour, and during that time their bodies cannot be destroyed or mutilated beyond basic death (meaning a corpse can always be recovered to be brought back, and Disintegrate and Destruction outright fail).

Walking Chapel: the Chaplain emits a Hallowed Sanctuary effect out to 50' as long as he takes no violent action of his own - and even then, only the Sanctuary is suppressed, and just for 1d6 rounds.

Additional Equipment: Crozius Arcanum, Rosarius, Iron Halo. Requisition: Storm Bolter, Power Fist.

Honour Guard:

Hit Die: 1d12
Skill Points: 2+Int
BAB: Good
Good Saves: Fortitude and Will
LevelAbilities
1Sacred Aura, No Mercy
2Honour or Death, Glorious Shield
3No Remorse, Combat Blur
4Knockdown, Chapter Champion
5No Regret, Daemon Slayer, Bronzeflesh

Sacred Aura: anyone attacking the same foe as the Honour Guard may make an additional attack each round at their highest attack bonus.

No Mercy: any round that the Honour Guard damages a foe, mark one foe he injured as being denied mercy. On their next turn, their wounds catch up with them, dealing additional damage equal to 2d6 + the Honour Guard's BAB.

Honour or Death: at the beginning of combat, the Honour Guard must designate a foe to be his enemy (as a Free Action). He must go out of his way to attack that enemy, taking a -6 penalty on attacks against anyone else until the enemy is slain or escapes. However, against that enemy, he always has the Edge and may take one attack of opportunity per round to attack that foe "just because he wants to".

Glorious Shield: if an adjacent ally is targeted by an attack, the Honour Guard may make an opposed attack roll. On a successful hit, the attack is parried and no-one is harmed. On a failed roll, he takes the hit for the ally.

No Remorse: every time the Honour Guard slays a foe, he may make a Demoralise attempt against every foe within 100 feet as a Free Action.

Combat Blur: with a single Swift action, the Honour Guard may activate all of their Swift-Action weapons at once.

Knockdown: the Honour Guard gains the Knockdown ability.

Chapter Champion: at this point, the Honour Guard becomes the Chapter Champion, a true hero amongst heroes. He gains an additional Swift or Immediate action each round, and grants the Edge to all of his allies against his designated enemy.

No Regret: the Chapter Champion becomes immune to [Mind Affecting] effects.

Bronzeflesh: once per day, the Chapter Champion may cast Stoneflesh upon himself and his armour as a Supernatural ability, except he seems to turn into a shining bronze statue of might.

Additional Equipment:Artificer Armour, Power Sword, Digital Weapons. Requisition: Auxiliary Grenade Launcher with Frag Grenades, Thunder Hammer.
Last edited by Koumei on Sat Jan 29, 2011 11:07 am, edited 1 time in total.
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Post by Koumei »

Scout Marine Prestige Classes:

Scout Pilot:

Hit Die: 1d8
Skill Points: 6+Int
BAB: Medium
Good Saves: Fortitude and Reflex
LevelAbilities:
1Turbo Boost, Combat Driving
2Combat School, Vehicular Skirmish
3Rapid Repairs, Vehicular Stealth, Mastery of Piloting
4Rapid Disembarkation, Skirmish +1d6/+1
5Swerve, Mark for Bombardment

Turbo Boost: as the Shock Pilot.

Combat Driving: as the Shock Pilot.

Combat School: as the Shock Pilot.

Vehicular Skirmish: you retain Skirmish inside vehicles, and it applies to all vehicle-mounted weapons you fire, or even ramming foes.

Rapid Repairs: as the Shock Pilot.

Vehicular Stealth: you retain any bonuses to Hide and Move Silently, or any stealth-related abilities, when inside a vehicle, and transfer those abilities to the vehicle. Noisy vehicles you pilot may now Move Silently, though at a -10 penalty. Sometimes, that's enough, and wait until you see the opponent's face when a Baneblade sneaks up on them.

Mastery of Piloting: as the Shock Pilot.

Rapid Disembarkation: you may exit a vehicle as a Swift or Immediate action. If doing so in response to a vehicle being destroyed, you take no damage from the destruction of the vehicle as long as it takes you outside the explosion radius.

Skirmish: this stacks with Scout levels.

Swerve: as the Shock Pilot.

Mark for Bombardment: as a Standard Action, you may fire a vehicle weapon at a target or area. If you hit, then you have marked them, and on the following round, they are hit by a trio of Whirlwind Missile Launchers (each one: 30' blast, 10d6 Fire/Sonic damage, Ref half DC 20)

Additional Equipment: Repair Kit, Land Raider (including Helios, Crusader and Redeemer variants) or Land Speeder or Land Speeder Storm or Assault Bike or Vindicator. Requisition: Land Raider Terminus or Thunderhawk Transport (with two Rhinos) or Thunderhawk Gunship.

Hunter of Chaos:

Hit Die: 1d8
Skill Points: 6+Int
BAB: Good
Good Saves: Reflex
LevelAbilities:
1Hated Enemy, Move Through Cover
2Skirmish +1d6/+1, Fade to Black
3Mighty Shot, Crack Shot, Detect Chaos
4Skirmish +2d6/+2, Jungle is Massive
5Chaos Stalker, Deep Strike (Seize the Objective)

Hated Enemy: the Scout gains Favoured Enemy against [Chaotic] Outsiders, with the bonuses increased by +4.

Move Through Cover: the Scout may ignore Difficult Terrain, and can always move at full speed when hiding and moving silently.

Skirmish: this stacks with Scout Skirmish.

Fade to Black: as the Vindicare Assassin.

Mighty Shot: the Hunter of Chaos may perform Power Attacks with firearms, though nobody really understands how this works. It just does.

Crack Shot: as soon as Initiative is rolled and combat starts, the Hunter of Chaos may instantly (as a free action outside of his Initiative) draw a firearm and fire, if he so wishes.

Detect Chaos: this is a Supernatural ability at will.

Jungle is Massive: the only way to track or follow a Hunter of Chaos is through Supernatural means. All other methods fail, and furthermore, Divination spells will not work. Furthermore, whenever the Hunter of Chaos is tracking a specific target, they will always feel harried and scared, unable to take 10 on actions and counting as Shaken if they do not pass a Will save (Int-based).

Chaos Stalker: the Hunter of Chaos becomes even better at tracking his foes, and while being tracked, every day they will Panic if they fail a Will save (Int-based), and are subject to a Nightmare effect every time they sleep. When the target is finally reached, should they see the Hunter of Chaos they know they have been found, and must make another Will save against a [Fear] effect. If they fail, they are Stunned for 1 round and must make a Fortitude save. If they fail that, they die of fright.

Deep Strike: as the Storm Trooper ability.

Additional Equipment:Scout Bike, poisons, Storm Bolter with Stalker Pattern (Silenced Penetrator) ammunition, Auxiliary Grenade Launcher. Requisition: Assault Bike, Lascannon.

Techmarine:

Hit Die: 1d10
Skill Points: 6+Int
BAB: Medium
Good Saves: Fortitude
LevelAbilities:
1Rapid Repairs, Charm Machine Spirits
2Servitors (1), Mind's Eye Control
3Machine Spirit Harem, Manipulate Machine Spirit
4Servitors (2), Vice Grip
5IT'S ALIIIVE!, Transcendence

Proficient: Heavy
Rapid Repairs: as the Shock Pilot

Charm Machine Spirits: as the Mechanicus Assassin

Servitors: one Servitor accompanies the Tech-Marine at level 2. At level 4, a second one joins him. Servitors to be detailed later.

Mind's Eye Control: when launching missiles (including from vehicles), the Tech-Priest still guides them as though flying his own body into enemies. They become homing weapons, where a successful ranged touch attack results in the target at the centre of the blast automatically failing their Reflex Save.

Machine Spirit Harem: the Tech-Marine gains the benefit of the Weaponwed feat, applied to every single weapon he wields. Such a flirt!

Manipulate Machine Spirit: as the Mechanicus Assassin.

Vice Grip: as the Mechanicus Assassin.

IT'S ALIIIVE! with one minute of work and a DC 25 Craft: Machinery or Repair check, a Tech-Marine can restore a destroyed vehicle to operation at 10% HP, as long as it was not completely annihilated (exploded: fine, disintegrated or hit by a Destroyer weapon: not fine).

Transcendence: if killed with even his head remaining, or any one piece of cyberwear making it out, an experienced Tech-Marine will have his soul transferred to an Ironclad Dreadnought. To be detailed later.

Additional Equipment:Artificer Armour, Servo Arm, Servo Harness or Conversion Beamer, Axe of the Omnissiah (+5 Shocking Burst Power Axe), Repair Kit. Requisition: Thunderfire Cannon, Drop Pod, Marine Bike.
Last edited by Koumei on Sat Jan 29, 2011 11:10 am, edited 3 times in total.
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Post by Meikle641 »

I have a dumb question here. I get it's mainly about the Dark Heresy kinda of deal, but will there be anything to do with Chaos characters in this project? Marks of Chaos, their 'gifts', etc?
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Post by Koumei »

I wasn't intending on having Chaos stuff for PCs (due to the nature of the groups - the only way to make it work without PCs randomly BLAMming each other is to have an all-Chaos (or all-cult, whatever, all anti-Imperium) team).

I might include a small amount of stuff, if only for enemies to bear the mark of the ruinous powers.
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Post by Meikle641 »

Yeah, I assumed that was why. Mixed parties in 40k don't work. That said, I thought remembered some Chaos Cult thing, so I figured I'd ask.
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Post by Judging__Eagle »

Warp Cult, it was mostly Frank, but a few of us added in example characters. It's a Shadow Run (some version) system game. It's good, but I never actually played it.
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Post by Koumei »

Tactical Sergeant Prestige Classes:

Devastator

Hit Die: 1d8
Skill Points: 4+Int
BAB: Good
Good Saves: Reflex & Willpower
Level:Abilities:
1Heavy Weapon Specialty, Focus Fire
2Bulging Biceps, Elation
3Tank Hunter, Explosive Cascade
4Rain of Terror, Blinding Explosions
5Destroyer, Steel Rehn

Proficient: Heavy Weapons
Heavy Weapon Prayers: when wielding heavy weapons the Devastator gains some form of special benefit, having annointed their weapons in oils and performed the correct rituals that morning:

-Metal Storm: when firing a Frag Missile, the rocket may be set to explode in the air, scattering shrapnel everywhere. The blast radius increases by 10 feet, and Evasion does not apply. Fuck you, Rogues.

-Tin Opener: no form of damage reduction or energy resistance applies to Krak missiles. In fact, the tougher you are outside, the worse it is for you inside, so targets also take extra damage equal to double the sum of their Damage Reduction and Armour Bonus to AC.

-Scorched Air: wherever a Devastator fires a Multi-Melta, a 10' radius spread emanates for one round. Anyone who goes through the area is subject to a Parboil (It's Hot Outside) effect.

-Holy Sol: when the Devastator fires the Plasma Cannon, the point where the blast originated still burns like a sun. Anyone dumb enough to touch it takes damage as though shot, and 1d4 rounds later it erupts like another Plasma Cannon blast with a 10' radius.

-Strike Through Evil: when the Devastator fires a Lascannon, the bolt becomes a 5' wide, 120' long Line. Everyone in the line is damaged, with a Reflex save for half (Dex-based DC).

-Thunderous Fury: the Devastator unleashes so many Heavy Bolter rounds that the chain of explosions causes the target (and anyone within 5') to have to make a Will save (Wis-based) at the end of the shooting or Panic for 1d6 rounds.

Focus Fire: for every consecutive round that he targets the same individual with a Heavy Weapon, the Devastator's accuracy goes down (cumulative -2 to hit) however the damage goes up (cumulative +2d6 damage)

Bulging Biceps: the Devastator can fire heavy weapons without having to steady them first, therefore he may use his Move action however he likes. He still has to steady [Massive] weapons but is otherwise able to fire them. Additionally, he treats Heavy Flamers and Heavy Stubbers as Assault Weapons.

Elation: whenever he kills a foe or destroys a vehicle or building with his heavy weapons, it brings a smile to the Devastator's face - likewise to his allies. All negative effects afflicting him, and those affecting allies within 50 feet, end, except for entirely physical ones such as poison or being on fire.

Tank Hunter: whenever firing upon moving vehicles, the Devastator treats it as having moved only half as far. Constructs are denied their Dexterity bonus to AC, if any.

Explosive Cascade: whenever the Devastator destroys a vehicle or Construct, explosive shards and balls of flame bounce around. Four 10' cubes within 100' of the primary explosion may be targeted to be hit for 6d6 Fire/Slashing damage, and the primary explosion extends by 10' in radius.

Rain of Terror: whenever the Devastator kills a foe or destroys a vehicle with a heavy weapon, enemies panic. All foes within 50' of the casualty must make a Will save (Wis-based) or Panic for 1d4 rounds.

Blinding Explosions: whenever the Devastator creates an explosion of any kind, all foes within 20 feet must make a Fortitude save (Wis-based) or be Blinded for 2d4 rounds.

Destroyer: Devastators excel at destroying vehicles, and as a side-effect they're pretty good at destroying most things. Once per round, the Devastator may designate a single hit to deal double damage, and if that hit reduces a foe to 0 HP or less, they are annihilated - nothing is left to bring back. Additionally, all attacks they make against vehicles, when using Heavy weapons, deal damage direct to Hit Points as well as to Temporary Hit Points.

Steel Rehn: once per day, a Devastator can call down a storm of Deathwind Drop Pods as a Move-equivalent action. 4 Drop Pods arrive on the following turn within 100' and open fire, all being equipped either with missile launchers or assault cannons.

Additional Equipment: Two of the following: Plasma Cannon or Lascannon or Multi Melta or Rocket Launcher or Heavy Bolter. Requisition: Melta Bombs, Plasma Grenades.

Librarian

Hit Die: 1d10
Skill Points: 4+Int
BAB: Good
Good Saves: Willpower
Level:Abilities:
1Psykic Discipline, Mindlink, Find Tome
2Psykic Strike +2d8, Minor Powers
3Psykic Discipline, Channel Power
4Psykic Strike +3d8, Auxiliary Power
5Psykic Apocalypse, Master of Rites

Find Tome: if there is a book within 500', then the Librarian can find it instantly.

Psykic Discipline: at the levels listed, the Librarian picks up a Psykic Discipline. He is a Psyker.

-Storm Warden: Lightning Bolt (Su) at will, Persistent Call Lightning Storm (Su), Shatterfloor (Sp) 3/day, level 15: Thunderhead (Sp, CMag) 1/day, Immunity to Electricity.

-Seer: Identify (Sp) at will, Persistent Comprehend Languages (Su), Scrying (Sp) 3/day, level 15: Moment of Prescience 1/day, Uncanny Dodge.

-Warp Lord: Wall of Gloom (Sp, CArc) at will, Blink (Su) at will, Shadow Well (Sp, SC) 3/day, level 15: Abyssal Maw (Sp, FC1) 1/day, immune to forced planar travel.

-Mental Hero: Command (Sp) at will, Persistent Prayer (Su), Confusion (Sp) 3/day, level 15: Programmed Amnesia (Su) 1/day, immune to [Compulsions].

Mindlink: the Librarian gains Telepathy within 100' to his allies. As a side-effect, as long as he has his wits about him, he may use a Swift action to remove any [Mind Affecting] effect from an ally within 100'.

Psykic Strike: just like the Inquisitorial Acolyte.

Minor Powers: this is a Bonus Feat.

Channel Power: once per round, the Librarian may channel an offensive Psykic power through a Force Rod or Rune Axe as part of an attack action. The target, if it, suffers the effects of the power, though they are entitled to saving throws as normal (and the area of effect, if any, is reduced to just their square).

Auxiliary Power: the Librarian gains an additional, unrelated power from the following list:
-Split Ray Scorching Ray (Su) at will, level 15: Twinned
-Evard's Black Tentacles (Sp) 1/minute, level 15: Icy Tentacles (see Warlock Invocation)
-Haste (Su) 1/hour, level 15: Persistent Haste
-Phantasmal Killer (Sp) 1/hour, level 15: Chained Phantasmal Killer
-Nightmare Terrain (Su) 1/hour, level 15: Persistent Nightmare Terrain

Psykic Apocalypse: at this stage, the Librarian may select a single Apocalyptic power to be used once per day as a Spell-like Ability:
-Gate (travel version only)
-Timestop
-Astral Projection
-Dominate Monster
-Detonate (PHB II)
-Reaving Dispel (CArc)
-Ultimate Sphere of Destruction (CArc)

Master of Rites: the Librarian is now able to utilise two Psykic powers in the one round by expending a full round action.

Additional Equipment:Force Rod or Rune Axe, +1 Stormbolter. Requisition: Plasma Gun, Terminator Armour.

Terminator Sergeant

Hit Die: 1d10
Skill Points: 2+Int
BAB: Good
Good Saves: Fortitude & Willpower
Level:Abilities:
1Teleporter, Legendary Speech
2Inspire Heroism, Combat Tactics
3Teleport on the Run, Bless this Bolter
4Rites of Purification, Get Over Here!
5Duty Never Ends, Last Resort

Proficient: Heavy
Teleporter: as per the Assault Terminator.

Legendary Speech: with one minute of speaking, the Terminator Sergeant can inspire great loyalty in his troops. This creates the benefits of a Heroes' Feast effect, and allows everyone who heard the speech to activate a single Cure Moderate Wounds, Fox's Cunning, Owl's Wisdom or Eagle's Splendour as a Swift action in the next 12 hours.

Inspire Heroism: with a Standard action, the Terminator Sergeant can shout out words of praise to allies, allowing them to attempt particularly dumb things. One ally within 100' gains the benefits of Starmantle, Vengeance Halo and Energised Healing (BoED) for one round.

Combat Tactics: the team works better with the Sergeant around. As such, if he spends a Full Round Action directing them, every member gains the effects of any single [Combat] feat until the start of his next turn. Himself included, if it's relevant.

Teleport on the Run: as per the Assault Terminator.

Bless This Bolter: once per round, the Terminator Sergeant may designate a successful hit with any Bolter weapon to become an automatic critical hit. Likewise, on any round, he can change the ammunition type just by wanting it to happen.

Rites of Purification: this rite takes a minute to complete, but when it is over, the target of the rite is affected by Inspire Heroism (above) for one full hour. This may be performed once per target per day.

Get Over Here! by bellowing at an enemy in a Swift action, the Terminator Sergeant can intimidate them into wandering over to get their arses kicked. He must make an Intimidate check against any foe who can hear him, and they oppose it with a modified level check and if they fail, they must spend all of their actions approaching him. Once there they snap out of it and may fight normally, unless slain by the time their next turn arrives.

Duty Never Ends: if a Terminator Sergeant is killed and his head or corpse taken back, he gets brought back as a Venerable Dreadnought, despite not being quite so Venerable yet.

Last Resort: the Terminator Sergeant is always prepared for the worst. At this level, he is given a single Vortex grenade (replenished per mission, as necessary), to use at his discretion.

Additional Equipment: Terminator Armour, Power Fist or Power Sword or Chain Fist, Storm Bolter or Plasma Gun or Assault Cannon. Requisition: Rocket Launcher, Heavy Flamer, Thunder Hammer.
Last edited by Koumei on Mon Feb 07, 2011 6:33 am, edited 6 times in total.
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Post by Sir Neil »

"Holy Sol: when the Devastator fires the Plasma Cannon, the point where the blast originated...."

Do you mean the point of impact?
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Post by Judging__Eagle »

Sir Niel, I am a moron. I aplogize for the poor wording of Holy Sol.

I do not apologize for Tin Opener. I wanted a knockback/knockdown feature, and calling it Emperor's Explosive Fist.

... and I finally realize why. B/c that's what missile launchers do, in Dawn of War. XD I feel so nub now.
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Post by Koumei »

Yes I do. Also, JE actually came up with most of those abilities.
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Post by Judging__Eagle »

Also... I realize that the ability is more powerful, since they can change their weapon and get the abilities, no actual praying needed.

Also, Requisition, I know that it's a good name, and that it has a DoW tie-in (the non-energy resource that you spend on units isn't "credits" or "teef" it is "Requisition"); but how does it work?
Last edited by Judging__Eagle on Thu Jun 11, 2009 2:49 pm, edited 1 time in total.
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Post by Koumei »

Sister Superior Prestige Classes:

Celestian Superior

Hit Die: d8
Skill Points: 4+Int
BAB: Good
Good Saving Throws: Fortitude, Reflex and Will

Proficient: Assault Firearms
LevelAbilities:
1Detested Foe, Faith (Sacrifice)
2Faith (Blessings of Hope), Camaraderie
3Universal Hatred, Love For Mankind
4Faith (Blessings of Vengeance), Apocalyptic Barrage
5Reviled Foe, Faith (Never Fading Flower)

Detested Foe:Her Hated Foe is now in even more peril. The Celestian Superior enjoys a Haste effect whenever fighting her Detested Foe.

Faith Powers:
-Sacrifice: if an ally is hit by an effect that would reduce her below 0 HP or kill her, and the Celestian Superior is within 50 feet of her, she may elect to take the blow instead, instantly dropping to -9 and stable and leaving her ally unscathed. Her allies instantly gain the benefits of Hated Foe, Abhorrent Foe, Detested Foe and (if she possesses it) Reviled Foe towards whoever unleashed the attack.

-Blessings of Hope: with a Standard Action, the Celestian Superior may bless an ally, granting them the benefits of Greater Luminous Armour (Exalted Furries) and Starmantle (same). This lasts for one minute.

-Blessings of Vengeance: as a Standard action, the Celestian Superior may place a blessing upon an ally a number of times per day equal to her Charisma modifier. The ally gains the benefits of Karmic Aura (Complete Garbage), Karmic Backlash (same), Karmic Retribution (and again), Sunmantle (Exalted Furries) and Vengeance Halo (same). These benefits last for 3 rounds.

-Never Fading Flower: the Celestian Superior never ages any more, and takes no penalties for growing old. She will never die of age and is immune to Blindness and Deafness, as well as Horrid Wilting. Additionally, she does not die until reaching a negative amount of HP equal to her own maximum HP, though needs to be healed like anyone else, lapsing into a coma.

Camaraderie: the Celestian Superior makes a lot of friends, and is loved by all. As a result, any Aid Other attempt made by her, or made to assist her, grants a +5 bonus rather than a +2 one.

Universal Hatred: now, all of the Celestian Superior's enemies count as Hated, granting her the basic benefits, though not the Abhorrent, Detested or Reviled benefits. She may still use Litany of Hate to grant the benefits to her allies, and may totally take Ranger "Gain benefit against Favoured Enemy" feats and apply them to this. Oh exploitable!

Love For Mankind: when attacking a foe, the Celestian Superior can elect for the attack to deal only non-lethal damage, even when throwing grenades and using boltguns. The ability will not work if the target is non-human, a psyker/spellcaster, or immune to nonlethal damage. Additionally, she is known for being merciful (or at least more so than anyone else in the group) and almost chivalrous (even if the only reason she rescues damsels is for industrial-grade lesbian activity), and as such, when she's doing the talking, the party takes no penalties for being violent killers.

Apocalyptic Barrage: the Celestian Superior can send a message back to base, requesting an apocalyptic barrage. This takes a move-equivalent action to order, and arrives in 1d3 rounds. Designate a 100' radius area within 1,000 feet. When the barrage strikes, the area is effectively subjected to Earthquake, Deadly Lahar (Complete Garbage) and Deadly Sunstroke (same), the DC against any effect is 25. This may only be performed once per day.

Reviled Foe: the Celestian Superior emits a Pulse of Hate (PHB 2) that affects all Psykers and Demons within the area of effect. This ability cannot be suppressed, even if she wants it to. Additionally, whenever she strikes one, they are subject to a Harm spell (Cha-based DC).

Additional Equipment: Cloak of St. Aspira or Rosarius, Plasma Grenades, Power Sword, Storm Bolter. Requisition: Repressor, Inferno Pistol.

Sister Dominion

Hit Die: d10
Skill Points: 4+Int
BAB: Good
Good Saving Throws: Reflex and Will
LevelAbilities:
1Skirmish +1d6/+1, Litany of Assault
2Torch 'Em Again!, Rites of Assault
3Skirmish +3d6/+3, Faith (Battle Hymn)
4Fast Attack, Metal Boxes
5Skirmish +5d6/+5, Faith (Sacred Floral Blitz)

Proficient: Assault Firearms
Skirmish: just like the Scout.

Litany of Assault: as a Move-Equivalent Action, the Sister Dominion may utter a prayer, invoking the right attitude for Assaulting people. Until the end of her next turn, she (and all allies within 100 feet) gain Freedom of Movement and Elation (Exalted Furries).

Torch 'Em Again! as a Standard Action, the Sister Dominion may direct her allies into setting heretics on fire. All allies within 50' who fired an Assault Firearm on the previous turn may do so again as an Immediate Action, although the Sister Dominion elects which targets are picked.

Rites of Assault: every morning, the Sister Dominion should, along with her usual prayers and meditation, perform holy rites to bless her weapons. If she does so, she gains the following benefits:

-Glorious Thunder: when she fires a Storm Bolter, the Sister Dominion never runs out of ammunition or needs to reload, and creates such a thunderous noise with the exploding bolter rounds that it can disrupt [Sonic] effects (50% chance), and all casters must make Concentration checks just to cast spells (DC = her attack roll + spell level).

-Magma of Grace: anyone hit by the Sister Dominion's Melta gets to take a Heat Metal effect (if not wearing metal, they only take a Sunstroke (It's Hot Outside). Additionally, molten armour (if worn)splashes off, dealing 1d6+AC bonus Fire damage to all adjacent creatures.

-Merciful Flames of Retribution: firstly, anyone who catches fire thanks to the Sister Dominion's Flamer Panics if they fail a Will save (same DC). This continues until the flames are out. Secondly, Evasion simply does not work - the minimum is half damage, aside from Resistance/Immunity.

-Crucifixion: should the Sister Dominion shoot someone with a Repeating Crossbow, the bolt digs in, not wanting to leave. They must pass a Fortitude Save (Dex-based) or be Sickened by pain for 1d4 rounds.

Faith Powers:
-Battle Hymn: this requires a Swift action to maintain. While it is being sung, the Sister Dominion produces a Faerinaal's Hymn (BoED) and Warcry (same) effect.

-Sacred Floral Blitz: as a Full Round Action, three times per day the Sister Dominion can call down a Rain of Roses and a Rain of Black Tulips (BoED).

Fast Attack: once per round as a free action, the Sister Dominion may dash up to 10 feet, ignoring Difficult Terrain and without provoking attacks of opportunity. However this does not trigger Skirmish.

Metal Boxes: Dominions don't hide in metal boxes, they ride them so they can assault enemies all the quicker. When a Sister Dominion is behind the wheel, she may subtract any number (up to her Base Attack Bonus) from the vehicle's Armour Class and add twice the amount to any damage it delivers. Both last for one round. Additionally, no vehicle she is in can be rendered motionless without destroying it.

Additional Equipment:Storm Bolter or Melta or Flamer, Repeating Crossbow with +5 Magebane Stakes, Frag and Krak Grenades, Rhino. Requisition: Repressor, Immolator, Melta Bombs.

Sister Retributor

Hit Die: d10
Skill Points: 4+Int
BAB: Good
Good Saving Throws: Fortitude and Will

Proficient: Heavy Firearms
LevelAbilities:
1Heavy Weapon Rites, Bulging Biceps
2They See Me Rollin, Faith (Relentless Rage)
3Leadership Through Demolitions
4They Hating, Faith (Purge the Unclean)
5Destroyer, Inferno

Heavy Weapon Rites: every morning, the Sister Retributor should, along with her usual prayers and meditation, perform holy rites to bless her weapons. If she does so, she gains the following benefits:

-Blessed Scorched Earth: the area that she blasts with a Heavy Flamer turns to magma for 1d4 rounds. This is unfortunate for anyone who walks on it.

-Vanquish the Evil: after resolving her attack when shooting someone up with a Heavy Bolter, the Sister Retributor can fling them 15 feet in the direction of her choice per round that hit. Subtract 5 feet per full +5 Strength modifier they possess, and 5 feet per size category above Large. This can be used to launch them into the air, so they take falling damage.

-Holy Light of Purification: anyone she shoots her Multi-Melta at must make a Fortitude Save (Int-based). If they fail, they suffer the unfortunate side-effect of their eyes bursting from heat, rendering them permanently blind. Additionally, their kidneys roast and lungs are scorched, leaving them mute for 1 day and Nauseated for 1 round.

-Divine Detonation: when the Sister Retributor fires a Demolition Device, everyone caught in the area who fails their Ref save is suddenly in for a bad day, as all of their own explosives, ammunition and alchemical devices choose to explode as well. Treat them as though being hit by all of their own explosives, alchemical items, and one shot from each clip. Additionally, one piece of equipment (Sister's choice) is destroyed.

Bulging Biceps: Retributors do not need to spend a Move action bracing Heavy Weapons, so they may move and shoot. She still needs to brace [Massive] weapons but is otherwise able to fire them. Additionally, she treats Heavy Flamers and Heavy Stubbers as Assault Weapons.

They See Me Rollin: Retributors may fire vehicle weapons as a Swift action, allowing them to drive along at full speed. For any weapon that is not a Flamer variant, this is somewhat inaccurate and takes a -4 penalty to hit.

Faith:
-Relentless Rage: as a Swift action the Sister Retributor may enter a Relentless Rage. This lasts for a number of rounds equal to her Charisma modifier, and adds bonus damage as if she had scored a critical hit with her heavy weapon - this may be divided up amongst any of her attacks. On the downside, she must pass a Will save (Charisma-based) to avoid simply charging a foe whenever given the chance.

-Purge the Unclean: the Retributor's Hated Enemies get an even worse deal than everyone else. If she attacks them and deals damage, they are automatically knocked prone and prevented from moving out of their square on their next turn.

Leadership Through Demolitions: Whenever the Sister Retributor destroys a Huge or larger construct, vehicle or building, her allies rejoice. Once this happens, they all may move up to their base speed as a free action, and end the effects of any afflictions they are suffering from.

They Hating: if a Sister Retributor is merely inside a vehicle, she bestows all the benefits of her Hated Foe upon the vehicle and its crew, including any other abilities or feats linked to this. Furthermore, her Hatred now also applies to any foe at least two size categories larger than her.

Destroyer: as per the Devastator Marine.

Inferno: once per day, the Sister Retributor can call upon an air strike of Hellfire missiles, covering the landscape in burning holy promethium. It takes a Move-equivalent action to call in, and arrives on the following round. This functions as a Rain of Embers cast within a 1000' area, lasting for five rounds. Anyone damaged by the effect on any given turn must pass a Fortitude save (all DCs are Int-based) or be Nauseated with pain for the round.

Additional Equipment:Heavy Flamer or Demolotion Device, Multi Melta or Heavy Bolter, Melta Bombs. Requisition: Immolator, Artificer Armour.
Last edited by Koumei on Sat Jul 04, 2009 9:47 am, edited 3 times in total.
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Post by Judging__Eagle »

Meikle641, I'm starting a Dungeon Crusade game, but it's on Elliquiy, mostly b/c there can be gore and violence. RPOL.net is also an option, since it's less of a pain in the ass to register for.

If you're really interested, I might be inclined run the game on RPOL.net instead.
Last edited by Judging__Eagle on Thu Jun 11, 2009 6:02 pm, edited 1 time in total.
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Post by Meikle641 »

Hrm...I'm guessing this would be play-by-post, huh?

I've never really understood how D&D works doing that, but I've only done it using chatrooms (with dicebots) and IRL.
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Post by Judging__Eagle »

Well, you describe actions, and use forum-based dicerolling programs. Then you write in if you succeed or not.

Think of it as writing a story, but the dice rolls are always in the background helping to determine whether a character does something, or does not do something.
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Post by Meikle641 »

Yeah, I dunno... My writing skill has never been so hot. That and I prefer a faster pace. Thanks, but maybe next time.
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Post by ubernoob »

I'd love to do a chat based game of this. It looks awesome.
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Post by cthulhu »

I'd be keen for a PbP, but it would have to be somewhere I could post from work.
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Post by Judging__Eagle »

Well, E has SFW areas. Also, with PbP, .... hmm, RPoL seems more and more likely. Now I'm feeling torn. I'll probably do a 10 encounter adventure on E, then, if I'm still feeling up to it, run the next version on RPoL.

Unless of course someone else wants to run a DC game on RPoL? Or Warp Cult? Unyuun would be fun to try in that setting.
Last edited by Judging__Eagle on Fri Jun 12, 2009 6:51 pm, edited 1 time in total.
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Post by Meikle641 »

DC = Direct Chat?
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