Forlorn Hopes and Immortal Evils Rulesmods

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Revision as of 20:55, 6 October 2011 by Scarik (talk | contribs) (Pain and The Thirst)
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Combat

Damage

Zealous Hatred (ie Righteous Fury) isn't caused by a 10 on the damage dice but by doubles on the attack roll dice. If the doubles are a miss then your weapon Jams or similar.

Instead of appearing at the end of the Wound track you can choose to take them at anytime. You then reduce the damage of a hit by the level of the crit you take. You still take a random 1d5 crit when hit by ZH. Criticals are also not totally cumulative, you may take any level of any location crit you like, but you cannot take the same one twice (not even if its to a different limb!) nor may you take one with a level less than half of one you already have active on any location.

You can only have a number of crits active equal to your Toughness Bonus + Machine Trait + Pain Token Bonus.

Toughness is not subtracted from each hit you take. Instead you add it to your Wounds. Unnatural Toughness still subtracts normally so Wardon can take up to 8 Crits and subtracts 4 from each hit he takes. If yor TB increases you get more wounds. If you gain Un T you get more wounds. If you get Un T from Pain Tokens when they Pain fades and you lose the Un T trait wounds equal to it are lost along with it.

Evasion

And last, but certainly not least, I hate only getting one Dodge/Parry per turn. You get your WS/Ag bonus worth of them if it matters. Dying because you were ganged up on happens to other people in this game. Its ok for Dark Heresy characters to horridly die to a stub round they couldn't try and avoid, but not you guys. If it becomes an issue then I'll require some number of DoS be used when comparing rolls even for single attacks. I was also thinking of a Passive Defense equal to half (bonus+skill ranks) but it would end up ridiculously high so I need a better way around that if it will work at all.


Poisons

Based on rules in Dark Heresy GM's Kit

Poisons have three stats: Onset, Strength and Effect.

  • Onset
    • Immediate
    • Swift
    • Slow
  • Strength
    • Modifier to the Toughness test to resist the poison.
  • Effect
    • Lethal: 1d10 damage + 1 per DoF
    • Sedative: DoF = Fatigue levels
    • Paralytic: Stunned for 1d5+DoF rounds. If this exceeds victim's Toughness Bonus they must test to resist again or be Stunned for 1d5+DoF minutes.

Corruption

When you gain Corruption subtract your Corruption Bonus from the amount gained. Minor exposures can be reduced to zero, Major exposures will have a minimum value if necessary. Corruption from time spent absorbing Warp energies will be modified. If you would normally gain 1 point a day in a particular place then you will instead gain 1 point every (1+CB) days spent there.

Some awards will need to be adjusted to compensate, but for the most part this will make you need greater and greater exposure. Eventually summoning lesser Daemons just won't affect you, etc. My main inspiration for this is that Abaddon is not a Daemon Prince.


Pain and The Thirst

You need (1+Corruption Bonus) Pain Tokens per day to maintain your youth. You age rapidly without them, a week for every Token missed. This is why the Ancients spend all their time in the Theatres of Pain, they need tremendous amounts of pain to maintain even their advanced ages. You can reduce your need for pain by allowing yourself to age or take permanent losses to Characteristics as She Who Thirsts tears pieces of you away forever. The Dark Kin are a superficial bunch, only the Covens value hideousness, there are social penalties for letting yourself age, they are doubled when interacting with Wyches.

Excess Pain Tokens stay with you and grant you extraordinary prowess, though they fade quickly. The memory of the Dark Kin is accute, however, so even after the physical effects fade they can use the remembered sensations to stave off The Thirst. The physical effects fade at (1+CB) Tokens per hour but you can credit half of them toward days of denying The Thirst. Points under the lower of your Toughness or Willpower Bonus may be credited normally.

You may hold no more excess than the lower of your Toughness or Willpower, all further points are lost.

Power From Pain (If you already have an Unnatural Characteristic granted by Power from Pain you instead increase your own Trait by +1 for each instance on the table where you get an additional increase.) Excess Pain Tokens -- Effects 0-5 -- Add the number of Pain tokens you have in excess to rolls to resist all psyker powers that affect you directly. 6-10 -- Unnatural Toughness (+2), Nerves of Steel 11-15 -- Unnatural Strength (+2), Unnatural Agility (+2), Resistance (Fear) 16-20 -- Fearless 21+ -- Increase Unnatural Toughness, Strength and Agility to (+4)

'Gaining Pain Tokens

  • Killing: Victim's Toughness Bonus (you must be within Perception Bonus meters, every multiple beyond that lowers the Pain gained by 1)
  • Wounding: Every Critical Hit inflicted on a living target gives 1
  • Display Kill: Full round action to kill target, make skill roll gain DoS Pain Tokens.
  • Basking: When someone dies not as the direct action of a DE attack gain half the usual number adjusted normally for distance.
  • Theatre: Haemonculi can grant Pain through their performances, though you cannot gain more than half your Willpower Bonus this way each day, and it is not free. (Acquisition test required).
  • Imprisonment: The despair of the prisoner generates lower of their T/WP bonus each month of simple captivity.
  • Enslavement: Each day of hard labor provides lower of T/WP bonus each week.