Rules

Rules

by DM B  

Current incarnation of the DH rules can be found over at Dropbox:

Added more images; found around the internet. Since the document is only for personal use I hope that's OK. It certainly makes for an easier reading experience.

Chapters 1-7 are largely done. I might make some minor adjustments, add a few talents (especially those for psykers/tech-priests/true faith types), revise the healing rules a bit, etc., but by and large these chapters are done. Hooray.

I'm especially pleased with the character generation rules. They come with a supporting character sheet that does a lot of calculations and lookups for you.

The to-do list is still longish:

- Finishing chapter 10 (gear) is top priority.
- Psychics are coming along nicely, but they need a bit more work - it also needs integration with skills/talents/equipment.
- Tech-priests also need doing; I've got a lot of ideas, I only need to get them down on the screen.
- True faith; less important than techno-arcane, but still needs doing. But its hard to come up with something that's both appropriately rare, interesting, and not just another type of psychics.

11 comments

Comment from:
True Faith; maybe make it something reactive instead of something you activate yourself. Presumably you have your faith at all times, not just when you focus on it. Make a few different kinds of True Faith that can be chosen between; Zealous, True Believer, Radical, Orthodox etc, and then depending on your choice, it does different things. One thing could make your faith into some kind of added threshold against certain demonic/chaos influences. The greater you're faith, the stronger your resistance? Zealous or radical faith may allow you to ignore a limited amount of "dark side points" (I forget what they're called, but you get my point). That's just my immediate thoughts on it.
02/24/12 @ 14:11
Comment from:
Those are all good ideas; I especially like the 'reactive' part. It's always on, but flares into action when your faith is challenged. That sets it apart from psychic powers, which need to be activated.
02/24/12 @ 15:43
Comment from:
Technoarcana is a combination of special talents and cybernetic implants, many of them only available to a tech-priest. Should be relatively straightforward.
02/24/12 @ 15:44
Comment from:
Technoarcana - things that allow you to do stuff regular humans don't and gives you a certain edge when dealing with technology, right? Breathe in spite of toxic fumes, due to lung-implants, cybernetic eyes improves tracking ability, allowing for better aimed shots, etc. I'm guessing a lot of inspiration for a lot of that can be found in the Shadowrun-setting too. As for faith, glad you liked the ideas. Increased resistance vs demonic possession should be up there among them. You don't get immune to it, but it becomes harder. Also, if you implement this, you should consider, what, if any, effect the usage of psychic powers by a faith-wielder should have. Should faith limit the amount of psychic forces wielded, or doesn't that matter (in which case, you could make some rather badass anti-chaos psykers). I'll be happy to brainstorm a bit with you, though I'm not particularly strong in creating actual rules.
02/26/12 @ 10:39
Comment from:
Brainstorming is much appreciated! True faith: I do not think true faith should be compatible with psychic powers. Not because it's necessarily completely incompatible, but because it's lame. Something a munchkin would like to play - in the same category as a blank space marine. True faith 2: Maybe, conceptually that is, it's the Emperor who really is protecting you. In which case it's his power that is at play? Technoarcana: Yes. Definitely. Very cyberpunk-shadowrun-whatever. I'm not all that good with rules myself, but I've got a structure mind that like to play with numbers and variables. I've never tried to make a character-bases system before, so this is an experiment/just for fun. Not sure when I'll do the next round of work on the system; currently busy with the RoE Regent Guide.
03/12/12 @ 14:08
Comment from:
Blergh - just lost a post and now I can't remember what I said. Basically I was suggesting, that it might be possible to have characters that could utilize both True Faith and psychic powers (Grey Knight Leaders and Inquisitor Lords, perhaps) - but that the process involved to unlock this potiential is so soul-wrecking and long that it takes 5-10 years and leaves the candidate as a different persona/tool of the Imperium (if alive). Ie. it would allow for very few special people to dip into both "power-trees", but never player characters.
03/12/12 @ 16:31
Comment from:
Good point. GKs and some Inq Lords are definitely going to have both. But that's probably better covered by an 'Ascended' compendium (i.e. rank 9+). In a normal DH game such characters can have a role as NPCs, but not as PCs.
06/08/12 @ 18:21
Comment from:
v2.23 is availabe (Dropbox) At first glance it might appear a minor update, but actually it's not. I've done a lot to tweak and alterations - and now the combat system should be one meshed, balanced whole. Biggest change: Damage reduction from TB now longer works the way it once did; it now only protects against nonlethal damage. Armour (more AP) and weapon damage (less damage) tweaked to balance. System finally makes sense.
06/08/12 @ 18:23
Comment from:
Coming up with a damage/injury system that is simple/elegant, yet gritty/realistic while also allowing for heroics/cinematic...not easy. Especially not when you have to balance it with weapon damage figures. And take into account creatures ranging from ratlings in the nude to Chaos marine champions in terminator armour. #frustrated
10/12/12 @ 10:38
Comment from:
So...I haven't had time to play much lately, but I've made an effort to actually complete the rules set. I just had this sudden urge to finish it; to complete a project rather than start new ones. Given the number of people who'll actually use it it's pretty much a waste of time: But it was quite fun to try and piece together an entire set of rules. There are now full rules for psykers, tech-priests, all the guns and gear you could want, plus much more. All pretty coherently presented. It lacks a bit of play-testing of course, so there are bound to be holes and exploits, but that can be fixed if it becomes important. I'm sure I'll add stuff and tweak things a bit at some later stage, but for once it will actually be a completed 'product'. Release date: December 21st.
12/06/12 @ 13:50
Comment from:
Major update out! See post: http://www.twilightpeaks.net/blogs/index.php/DH/
12/20/12 @ 15:19


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