I do not like this system anymore. I will probably be switching content to GURPS when I'm not just using DND content. I might convert old content to GURPS. I am not married to that idea nor promise it. Also, 40k stuff probably won't stop I just won't be using DH rules or templates anymore.
Edit: Even this mild hyperbole feels like too much. It's like... tolerable but has so many annoyances to it. I'm just interested in GURPS.
Dark Heresy: Malice
This blog is a store of the ideas, ramblings, and images I have made for my players in Dark Heresy campaigns called the Chains of Malice and Vigilante that builds upon the content found in Dark Heresy 2E. This blog is not endorsed by Games Workshop, Ulisses Spiele, or Fantasy Flight Games.
Friday, February 14, 2020
Monday, January 27, 2020
[Setting] Rann
Big WIP
Planet Rann
Planet Rann
Name: Rann
Segmentum: Obscurus
Sector: Askellon
System: Rannite
Population: 18,344,000,000
Affiliation: Imperium
Class: Civilized World
Tithe Grade: Exactis Tertius (In Process of Becoming Exactis Primus)
Planetary Governor: Verace Galatia
Sector: Askellon
System: Rannite
Population: 18,344,000,000
Affiliation: Imperium
Class: Civilized World
Tithe Grade: Exactis Tertius (In Process of Becoming Exactis Primus)
Planetary Governor: Verace Galatia
Rann fits a designation between Civilized World and
Agri-World. It is planet of a vast ocean covered by many thousands of islands
breaking up the dark green expanse. It seems that at one point in the planet's
history there was a greater landmass that sunk down due to some geological
collapse. Along with this, magma vents grew from the collapse that created the
islands. The vents tended to be smaller but more numerous. There are
interestingly no above-ground volcanoes on the planet. The vast land reaches of
the planet tend to have a tropical nature of sorts. Indeed, most of the livable
landmass that covers about a third of the planet in the multitudes of lands are
all centered around the planet's equator. The northern and southern bits are a
bit more temperate and great big ice-sheets cover the poles. Rann is rather feudal by design. Their technology matches
that of many civilized worlds but much of the planet's hierarchy starts with
great big clans at the bottom that are connected by villages and townships
ruled by seneschals in the stead of nobility that rule great tracts of land
including multiple islands underneath the Prime, who right now is Verus Galatia
the Eighth. Underneath the nobility are retinues of forces that keep order and
also comprise the policing force along with acting as militia. These men and
women are well-armed, well-trained, and indoctrinated to be utterly loyal to
the nobility and especially the Prime.
The Prime is named as such as he is of the first family to settle Rann. Interestingly, the lower clans actually have a sort of presence in the power structure of the planet as there is a sort of parliamentary apparatus there.
Deep mining would lessen livable space on the planet surface. There are a number of underwater structures, however. Along with underwater settlements, mining structures, and enclosures. That is part of where Rann’s wealth comes from. It’s also where the piece is held. His domain is not on the islands but underneath the water and that piece is in his land. Along with the water agri-fields and fisheries.
The Prime is named as such as he is of the first family to settle Rann. Interestingly, the lower clans actually have a sort of presence in the power structure of the planet as there is a sort of parliamentary apparatus there.
Deep mining would lessen livable space on the planet surface. There are a number of underwater structures, however. Along with underwater settlements, mining structures, and enclosures. That is part of where Rann’s wealth comes from. It’s also where the piece is held. His domain is not on the islands but underneath the water and that piece is in his land. Along with the water agri-fields and fisheries.
The administratum is in the process
of raising the tithe grade. It would require a mass overhaul and extreme
exorbitant measures on the world and its inhabitants along with possibly
ruining the oceans with what would have to be built. This seems to be a recent
development after Selvanus Binary found a titan STC and the sector is being
more scrutinized and sized up to increase tithe grading and production. Even
some Calixian cartographers are putting it back on the map.
The parliamentary spaces on the planet are spread out. They are linked together by a mass vox-caster and holo-vid system. Weapons are not allowed in those places. You’ll know them easily, they’re big domed buildings with great satellites on them
The parliamentary spaces on the planet are spread out. They are linked together by a mass vox-caster and holo-vid system. Weapons are not allowed in those places. You’ll know them easily, they’re big domed buildings with great satellites on them
Sunday, January 26, 2020
[Mechanic] Fervour
Fervour mechanic:
Redoing this whole thing
Fervour is the representation of intense belief or passion that
affects a character or those around them.
It acts as an elite advance.
Fervour costs 1000XP to buy with a Willpower of 40 as a
prequisite.
Characters with the Adeptus Ministorum, Adepta Sororitas,
or Missionaria Galaxia backgrounds automatically receive fervour once
obtaining a Willpower characteristic of 45 or over.
It operates on a system with a 30 point pool.
NPCs do not have to have 40 Willpower to receive Fervour.
Fervour is timed to be acted upon within 72 hours of its gain. The
focus is on the immediate.
Gaining Fervour
Focus
Focus is a Difficult (-10) Willpower test a character can make to
gain five Fervour. A Focus test requires ten minutes of the character's
concentration. It can be made only three times a session to gain a maximum of
+15 Fervour gained per session.
-Spiritual fetishes, religious tokens, or other items one can
focus on gain a character a +10 bonus on this test.
Meditate
Meditation is done with eight free hours in a day to gain +5
Fervour. This can represent deep reflection on the Lecitio Divinatus,
a deeper understanding and communion with the black books of Chaos, an
intensive training of one's body and mind for a singular purpose, meditating on
a single phrase, contemplation of the life of a saint such as the sacrifice of
the primarch Sanguinius,
or another situation that requires deep contemplation.
-Attending a Creed temple's adoration chamber, performing rites
with a congregation or a tribal gathering, actions meant to focus the mind such
as self-flagellation, and other actions of the like will give a +10 bonus on
this test.
Both Meditate and Fervour have a +15 Fervour gain limit per session.
Using Fervour
A character using Fervour abilities spends the amount of points in
their available pool. They will spend the amount of Fervour listed with a
succesful or failed test. To autopass a test, one could use Self
Destructive Conviction to use an ability but take an insanity gain as
a penalty.
Fervour Abilities
Mettle
5 Fervour
The character focuses through fear to wage retribution on their
terrifying foe. On a Fear test a character may reduce the Fear value effect of
another character on themselves to Fear (0). On a pinning test the character
may retake a pinning test at Challenging (+0) test.
Ecstatic Inspiration
10 Fervour
The character inspires their allies to new heights with a display
of their conviction or passion. As a free action, a character may make a
Challenging (+0) Willpower test to confer the effects of the Rousing Speech use
of Inspiration upon a number of allies equal to 3xFelB.
Fury
15 Fervour
The character pulls their seething anger and hatred to the fore,
wielding it like a hammer against their foes. As a free action, the character
may immediately frenzy. Along with this effect, they may temporarily gain the
Hatred talent against a specific foe type (following Hatred rules) until the
end of the encounter. IE, a feral worlder could use Fury and have their target
be Heretical Cults for an encounter. Pre-existing ownership of the Hatred
talent does not stack.
Soothe
15 Fervour
The character spreads the fervour of their soul like a warming
flame to inspire others past their body's aches and damage. As a full action, a
character may take a Challenging (+0) Willpower test to make themselves and a
number of characters equal to 2xFelB gain 1d10 additional temporary wounds that
may exceed the character's wounds until the end of the encounter. These
wounds represent the characters ignoring their wounds through the fervent
character's inspiration. Critical damage and its effects, other than death
causing effects, are delayed. The end of the encounter causes loss of the temporary wounds,
but it does not cause equivalent damage as if they did not have those wounds in
the first place.
Communicable Mania
20 Fervour
The character whips others into a frenzy in a shared mania against
their foes. As a Full Action, a character may make a Challenging (+0) Willpower
test to cause a number of allies equal to 2xFelB to automatically be frenzied.
Fearless Resolve
30 Fervour
The character overcomes all possible doubts and leading by
inspiring example plunges forward even into certain oblivion. The character
using this ability automatically passes all fear or pinning tests. In addition,
they make a Challenging (+0) Willpower test to inspire others into ignoring
fear and pinning tests until the ability using character's next turn.
Rebuke
30 Fervour
The character by their will gives an stunning impression on a
denizen of the warp. As a full action, the character may take a Challenging (+0)
Willpower test against a being from the immaterium. On success, the creature is
stunned for a number of rounds. equal to every DoS scored.
Guaranteed Effects
Self Destructive Conviction
The character, regardless of personal willpower, intensely forces
their belief or passion upon the world to the detriment of their mind.
A character, with the requisite amount of Fervour points spent,
can auto-pass a Fervour ability test at the beginning of a test or with
failure, but with the penalty of 1d5 Insanity per tens digit of fervour. IE,
failing the Rebuke test and choosing to Convict will gain the
character 3d5 Insanity.
GM
Note: Do not use this for NPCs unless an NPC is to have a long-term presence in
your campaign. It is unfair, even relative to the unfair 41st Millenium, to
have enemies be able to use an option that they technically suffer no penalty
to use.
NPC Fervour Array
Troops:
15
Elites:
25
Masters:
30
The
GM can choose as they wish, but this is the general rule of how much fervour
NPCs get. In general berzerker, zealot, devout, or mad types of characters can
use fervour. This is not a limited list, but such character types can include
ministorum priests, berzerking cultists (like pestilenants), cult leaders
(contagion demagogue, pox magister, preceptors), Sisters of Battle, Drukhari
wyches, and the like. The more belief flavored powers are an ill fit for
characters like wyches or simple drugged up feral world barbarian types.
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