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![[Post New]](/s/i/i.gif) 2011/05/29 16:58:27
Subject: Navigators in Dark Heresy
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Land Raider Pilot on Cruise Control
California
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My DM is going to let me play as a Navigator soon, so I'm writing up a full rule sheet for them. Counts as a Homeworld Traits Warp Eyed: Through the blessings of the God Emperor, you may see beyond the realm and into the Immaterium. This trait allows you to see the souls of living beings through barriers that would halt the sight of a normal human, as well as the guiding light of the Astronomican. You are Blind, but suffer no penalty on Navigation checks and checks to do with living beings or Daemons on account of your blindness, including Ballistic Skill checks. Steeled To Madness, Born To Fly: You do not gain Insanity Points from gazing into the warp, for you have gazed upon the maddening realm since birth and have lived without madness. So far. Navigation(Stellar) is a basic skill for you, and you begin the game with one rank in Navigation(Immaterium) The Blighted Mark: Your normal eyes are dulled and glassy, and within your forehead sits a third eye. Anyone besides a Navigator who gazes upon this eye must pass a Willpower Test or gain 3d10 Insanity Points. Strong of Soul, Weak of Body: You have lived your life among the guilds of the Navis Nobillite, and expected nothing else, but to whom the wisdom of the Inquisitor who plucked you from your ship. You suffer a -5 penalty on all checks to resist illness, and on Survival checks. If attempting to eat a non-processed meal, you must make a Toughness test to resist throwing up. Unerring Presence: You may never gain the Unremarkable talent. You also take a -5 to Fellowship tests when dealing with Non-Void Born or Navigators. Characteristics Characteristic WS: 2d10+20 BS: 2d10+20 STR: 2d10+20 T: 2d10+15 Ag: 2d10+20 Int: 2d10+20 Per: 2d10+25 WP: 2d10+20 FP: 2d10+20 Career Paths: Adept, Psyker, Tech Priest Adept: Adept Navigators are generalists, as skilled in learning and retrieving information as they are in putting it to use. They are also the vast majority of Navigators Psyker: In some, the psychic potential blossoms far beyond sight and navigation; some Navigators are full fledged Psykers, and the two make an amazing combination of power, but are extremely rare. Tech Priest: Some ships require far more hands-on control of their drives than others. Alternately, the Adeptus Mechanicus owns many ships, and their Navigators are equally skilled in techno-lore as a lesser priest. Both cases produce Nagivators with an intimate familiarity of technology. Tech Priests are a midpoint between Psykers and Adepts in rarity.
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This message was edited 2 times. Last update was at 2011/05/29 21:18:27
Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/05/30 06:30:38
Subject: Navigators in Dark Heresy
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Uhh... you are aware that the rules for Navigators already exist?
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![[Post New]](/s/i/i.gif) 2011/05/30 15:47:10
Subject: Navigators in Dark Heresy
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Shas'o Commanding the Hunter Kadre
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Here I was wracking my brain over why he posted this... and now it all makes sense. Grab you a rogue trader rpg book for all that navigator goodness.
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![[Post New]](/s/i/i.gif) 2011/05/31 16:52:21
Subject: Navigators in Dark Heresy
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Servoarm Flailing Magos
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From looking at it, I'd go for the RT Navigator over this. The 'base' RT Navigator might be more powerful, but is also a lot more specialized... And probably should be, as they're a rare and specialized mutation that is in high demand, almost socially acceptable in the Imperium, and necessary for the proper running of said Imperium.
I think the RT version can still kill people with it's mind and all, but tend to be a bit freakier, and get moreso as they advance.
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2011/06/02 00:20:38
Subject: Navigators in Dark Heresy
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Shas'o Commanding the Hunter Kadre
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Balance wrote:
I think the RT version can still kill people with it's mind and all, but tend to be a bit freakier, and get moreso as they advance.
At starting level, the navigator with an upgrade to it's basic power does 2d10 (maybe + something) in a flamer arc from his 3rd eye, that damages health directly bypassing armor and toughness. Kills stuff dead. Other fun powers too, check out into the storm, a rogue trader book with more powers.
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![[Post New]](/s/i/i.gif) 2011/06/02 01:29:12
Subject: Re:Navigators in Dark Heresy
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Land Raider Pilot on Cruise Control
California
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I honestly had no idea. I only have Dark Heresy, not Rogue Trader or Deathwatch.
I guess this can be closed now.
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/06/02 15:17:14
Subject: Navigators in Dark Heresy
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Servoarm Flailing Magos
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Before we close it, can anyone recommend how to integrate a character from the sister game lines? I.E. YFDR is running Deathwatch but is considering allowing a RT character... should he do it, but have to deal with (in D&D terms) a 5th level character with his 1st level characters? Are there any guidelines to 'strip' a Navigator down to DH levels?
I think there's a book to go from DH->RT, but not sure about the other way.
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2011/06/03 02:53:15
Subject: Navigators in Dark Heresy
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Shas'o Commanding the Hunter Kadre
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The easiest way to start off as a navigator is to actually not do so. Be another class, but at rank 5 have the navigator gene manifest itself. The system allows for that to occur.
The more complex method is to revamp the entire tree for RT, since the first 4 ranks are ignored, however it's possible to simply just follow the normal character creation system in RT as what the character gets until rank 5, with some added bonuses so they won't suck that hard.
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