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Stary 06-08-2017, 22:06   #1
Eleishar
 
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Wh40k - konwersja talentów na Black Crusade

Większość talentów podstawowych w settingach do Wh40k działa tak samo, pomijając Black Crusade. Tu jednak nie na tych chcę się skupić, a na takich które pojawiły się w rozszerzeniach i pasowałyby zdecydowanie do BC, ale tam już nie występują. Jako że mamy tam inny schemat rozwoju talentów, zastanawiam się, co wziąć jako punkt odniesienia do konwersji. Czy koszt talentu w PD z settingu macierzystego przyrównać do Tierów i wybrać ten najbardziej zbliżony, czy spróbować określać Tier ad hoc, na podstawie tego co mam dostępne w podręczniku?
Pierwsze podsunę dwa przykłady, które są talentami dla alternate ranks Exploratora (czyli Tech-priesta), a IMO nadawałyby się idealnie dla Hereteca.

Unhallowed Discovery (koszt 500XP)
Cytat:
UNHALLOWED DISCOVERY (TALENT)
Prerequisites: Intelligence 40, Integrated Psychically-Charged Xenos Artefact
By integrating psychically charged xenos artefacts into his bionic form through arcane processes, an Acolyte of Abraxas
can channel the power of the artefact through his mind, performing feats much like those of true psykers by virtue of
their tainted relics. The Psychic Technique that the Explorer can use depends on the origin and nature of the artefact;
the player and the GM should work together to choose an appropriate power from this volume, the ROGUE TRADER Core
Rulebook, or another ROGUE TRADER supplement that contains relevant powers (such as EDGE OF THE ABYSS).
The character gains Psy Rating 1 (or his Psy Rating increases by 1 if he already has a Psy Rating), and uses the Renegade
Psykers and Sorcerers section of Table 6-1: Psychic Strength on page 157 of the ROGUE TRADER Core Rulebook.
When an Explorer gains this Talent, he immediately learns a single Psychic Technique (as discussed above). The Explorer
may ultimately incorporate as many as three such Artefacts into his body, each giving access to a particular Technique as
determined by the player and the GM. If the artefact is ever removed, the Explorer loses the psychic power until such time as
the artefact is returned to him (provided he survives having it torn out of his cyber-mantle). Each time he acquires or replaces
an artefact, however, and each time he rolls on Table 6–3: Perils of the Warp (see page 161 of the Rogue Trader Core
Rulebook), he gains 1d5 Corruption Points and suffers 1d5 Energy Damage not reduced by Armour or Toughness Bonus in
addition to any other results as the strange device gains an ever greater hold over his augmented mind and body.



Machine of flesh (koszt 500XP)
Cytat:
A MACHINE OF FLESH (TALENT)
Talent Groups: Brute, Clawed/Fanged, Feels No
Pain, Multiple Arms, Nightsider, Regeneration, Sonar
Sense, Sturdy, Tough Hide, Venomous, Winged
Flesh is not a weakness as far as you are concerned, but
rather a font of untapped potential. Locked within your
genes and your tissues are the secrets to greater power,
and though you do not eschew the purity of steel
nor your existing implants, you see them only as part
of the mechanism by which you can better yourself.
You gain one of the following mutations: Brute,
Clawed/Fanged, Feels No Pain, Nightsider, Tough
Hide, or Venomous, or one of the following Traits:
Regeneration, Sonar Sense or Sturdy. You gain that
Trait or the effects of the Mutation (although, as you
are either grafting biological systems into your body
or manipulating your own genetic structure, whether
or not you are actually a mutant is debatable).



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