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Made in ae
Guardsman with Flashlight




Somewhere in the Calixis Sector

Our group has been doing some pretty fun Dark Heresy 2nd Edition sessions lately, and we've been using a bunch of house rules since we started playing as we felt the Rulebook didn't quite cater to everything we wanted to do. The GM - being the bro he is - allowed us to make custom rules and use them as long as we ran it past him first.

One thing we have noticed is that out Psykers are getting progressively less useful as... well, Psykers. Our enemies are a lot tougher than when we started, and our Biomancer/Telekine generally does jack against anything when not using a Vortex of Doom, and it's getting incredibly annoying when it explodes at the most inconvenient of times and knocking her into the negatives. This has garnered some complaints from everyone on the team. Our GM told us we had the option to do something about it. I offered to figure out a way to solve the power creep problem.

It was a stupid idea and I should have never opened my mouth, but I'm stuck with the job now anyway so...

Anyway, this is the concept I've been working on. It's called Branched Powers, and is supposed to be used with the power trees you can find in the Rulebook. Details are on the document, if you're interested. If you think something needs changing or reworking entirely, please tell me. I want this to be good. XP values I have left blank as I seriously doubt my ability to correctly cost these things, so help on that would be appreciated. These are just the Biomancy powers, but I'll try and add the other 4 as I complete them.

Thanks!
 Filename Biomancy Branched Powers.doc [Disk] Download
 Description
 File size 64 Kbytes


"At the end of the day, though he's been ferried through hell on a ship that's ten thousand years old to some godforsaken, war-torn rock; though he deployed from high orbit with nothing but a grav chute; though he is one of ten million men and women snatched from his homeworld to fight a war he barely understands; though he has been given a weapon that fires small suns and may annihilate him as he fires because the knowledge of how it functions has been lost; though his company is supported by tractor-tanks that run on anything you can burn; though he wages war against a devouring hivemind, ravenous demons and hordes of hyper-advanced aliens with strange technologies and sorceries he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold lightyears from home.

"Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no millennia-old genetic engineering, no prophetic leader, no miracles of faith. He has his lasgun, his orders, and those beside him. He is the Imperial Guard.

"And he will hold the line." - /tg/, in the most truthful rendition of what it means to be an Imperial Guardsman. 
   
 
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