@Yzarc Biocontrol is somewhat underwhelming in comparison to broad biology superpowers of W40k biomancy. I know that perfect conversion is difficult, but this one prolly got hit the hardest. Are there any tweaks or expansions to be expected?
On this. From what I understand, the main problem with Bio-Control is that it only effects the Psyker. But does not effect anyone or anything else.

So I was thinking of allowing it to be used on other people and use the rules for Healing Sorcery for battlefield healing/Damage.

Any one has any thoughts?
 
The time constraint is also that you are being attacked.

So it is not just travel time.

That said, the Archmagos is not about to risk his life with untested tech. He will still need to extensively test it before being satisfied.

OOC: It works, but he does not know that IC.

Shame

A thought, but should we include stretch goals in our designs in case we roll particularly well? Or contingencies on what to drop if we roll poorly.

I'm starting to wonder if the Archmagos has made a non-aggression pact with the Covenant, and that's why he's so keen not Tom directly confront them.

Otherwise, as this is a Feudal World, he should have little difficulty simply erasing their army, and indeed, their entire civilisation, as he can bombard them from orbit with impunity. They're not going to have the things like Theatre Void Shields required to prevent 30K era shipborne weapons from trivially annihilating them.

I mean, he's an Archmagos influential enough to have Skitarii* assigned to assist him, to give away their weapons, and to be able to borrow a ship and have a Navigator assigned to it. Given how dangerous the void is in 30K, no warp capable ship is going to be sent out without it being very heavily armed or with very heavily armed escorts. They're simply too valuable, as, given how influential he must be, so is he.

* as an aside for the thread, the skitarii and their gear aren't under the command of regular Magi. They're an independent branch of the Cult Mechanicus with their own doctrine, secret rituals, and proprietary equipment that only answers to the Fabricator General of a Forge World in their role as local representative of the Fabricator General of Mars.

Any Skitarii here almost certainly don't serve the Archmagos, they're effectively an allied force assigned by their own leaders to assist him. The fact that he can give away their stuff, and implicitly, the designs to their stuff, which are core mysteries of the Skitarii sub-cult, is a massive flex and show of influence, as they aren't his secrets to share.

On this. From what I understand, the main problem with Bio-Control is that it only effects the Psyker. But does not effect anyone or anything else.

So I was thinking of allowing it to be used on other people and use the rules for Healing Sorcery for battlefield healing/Damage.

Any one has any thoughts?

To be honest; I'd be tempted to use the FFG 40K roleplay games psyker powers/disciplines rather than the WW ones, and mostly hand wave the effects while substituting what roll you make to activate them for lower level powers, and for 6 dot plus powers just hand wave harder.

Psyker powers can explicitly literally do anything; after all.
 
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Rolls for Craft/Sorcerous Workings

How many rolls can I make?

To determine the number of rolls that can be made before the Design/Craft/Working fails, add together the factors for the workshop and their reagents. If you're missing either, you can't even start.

Then add bonuses for extra time taken, the help of others, complementary abilities, relevant magic, and anything else that seems appropriate. Not all of these are necessary, but they are very good to have. Not all apply universlly and are subject to GM approval on if they apply or not.

Default difficulty of all rolls are 9.

Blessings (The Free part apply to Workings only)
+1 rolls for a blessing from a spirit or a demon. (Celestials gain this for free)
+2 rolls for a blessing from a God or Godlike being. (Solars gain this for free)
+3 rolls for a blessing from a Supremely powerful God or being. (Infernals gain this for free)

Workshop
This does not stack with itself.
+1 rolls for a basic workshop, with all the standard tools.
+2 rolls for a master's workshop, which contains a high quality example of every tool a normal craftsman in the field would ever want.
+3 rolls for a supernaturally excellent workshop.

Note: however that manses and extremely large Artifacts may require large numbers of laborers as part of the workshop.

Reagents
This does not stack with itself.
+1 rolls for using resonant mundane reagents.
+2 rolls for using mostly resonant magical reagents.
+3 rolls for using purely resonant magical ingredients.

Assistance
+1 roll for working with a master assistant or a team of competent workers.
+2 rolls for working with supernaturally excellent help.

Time
This does not stack with itself.
+1 roll for taking five times as much time as is standard.
+2 rolls for taking ten times as much time as is standard.
+3 rolls for taking fifteen times as much time as is standard.

Other
+2/+1 roll for having an Ability related to the Working at 5, or at 3.
+1 roll for having a Charm, spell, anima power, or other magical ability that's related to the Working or Spell.
+1 roll for tools suffused with resonant Essence. Tools made from charms apply if the user's Essence is resonant.
+2 rolls for having a resonant Essence. For Infernals, this is limited to their Caste/Favoured Yozi.
+3 rolls for using a helper with resonant Essence.
 
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A thought, but should we include stretch goals in our designs in case we roll particularly well? Or contingencies on what to drop if we roll poorly.
No, this is intentional as I thought it would add to the stakes if the designing was all or nothing. Any sux over the target is lost and if rolled under, the design fails.
 
On this. From what I understand, the main problem with Bio-Control is that it only effects the Psyker. But does not effect anyone or anything else.
That's the part of it. The other is that there is, straight up, no psychic numina that simulates shapeshifting aspects of biomancy. Biocontrol's wuxia-like body control that becomes available at 5 dots is, comparatively, very, very tame.

The difficulties of system conversion might mean that some abilities get chopped up into a bunch of numina/psychic abilities but there is just, no psychic numina that does shapeshifting. There is a sorcerer path tho, IIRC.
 
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That's the part of it. The other is that there is, straight up, no psychic numina that simulates shapeshifting aspects of biomancy. Biocontrol's wuxia-like body control that becomes available at 5 dots is, comparatively, very, very tame.
Most high end stuff is not available to all but I get it.

I do not want to pack too much in there as it would make bio control too powerful.

But I am currently fleshing out true faith powers and will try and incorporate some of it there but shapshifting is something best left in the Sorcery.
 
I do not want to pack too much in there as it would make bio control too powerful.
I was just in the middle of editing, thinking about this. As I edited, yeah, conversion of overly broad Disciplines into considerably more narrow Paths/Numina could be difficult. Biomancy obviously needs to be chopped up a little to be converted because that is one of those disciplines that do All Sorts Of Stuff. You can shoot lighting with biomancy; that obviously doesn't need to be added to biocontrol.

Nonetheless; shapeshifting is not one of those uber abilities that only giga psykers get up to. In 40K Dark Heresy it is a pretty "middle of the pack" power in a toolset of not-super-elite PCs, and, IIRC, same applies to the lore in general; it is not some sort of an outlier. Slotting it into non-psyker abilities feels wrong. I understand that Shapeshifting is a Sorcery path in WoD/Storyteller, but... //shrug.jpg

I am not gonna post about further additions or reworks, but I kinda want to note this, for posterity.
 
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Blessings (The Free part apply to Workings only)
+1 rolls for a blessing from a spirit or a demon. (Celestials gain this for free)
+2 rolls for a blessing from a God or Godlike being. (Solars gain this for free)
+3 rolls for a blessing from a Supremely powerful God or being. (Infernals gain this for free)

I note that this does stack with itself. Presumably there's some limit here so we can't, for example make a bunch of craft demons and get them to bless us when we're crafting and stack lots of +1 bonuses.

I note that Thalassa, as a Magos, is a priest of the Machine God. Can she pray for its intercession? Does working with; say, tools or a workshop with awakened machine spirit(s) allow us to benefit from their blessing?

Assistance
+1 roll for working with a master assistant or a team of competent workers.
+2 rolls for working with supernaturally excellent help.

Presumably for us the +2 option means demons or enlightened mortals?

Most high end stuff is not available to all but I get it.

I do not want to pack too much in there as it would make bio control too powerful.

But I am currently fleshing out true faith powers and will try and incorporate some of it there but shapshifting is something best left in the Sorcery.

Well, canon 40K psyker biomancers do get the Shape Flesh power, which gives them complete control over their own appearance, able to change their height, weight, skin colour, and even grow claws and fangs. It's one of the signature powers of someone with a decent ability in the discipline.
 
I note that this does stack with itself. Presumably there's some limit here so we can't, for example make a bunch of craft demons and get them to bless us when we're crafting and stack lots of +1 bonuses.

I note that Thalassa, as a Magos, is a priest of the Machine God. Can she pray for its intercession? Does working with; say, tools or a workshop with awakened machine spirit(s) allow us to benefit from their blessing?
Yeah, you can have ONE +1, +2 and +3. Though Demons YOU make do not count as their source is You.

The Blessing has to be directly from the God/Daemon/Demon/Spirit. No Priests to act as the middle man.
Presumably for us the +2 option means demons or enlightened mortals?
Daemons/Demons/Exalted like beings. It is not enough to have Awakened Essence to Count as Mortals do not have the charms for it.
Well, canon 40K psyker biomancers do get the Shape Flesh power, which gives them complete control over their own appearance, able to change their height, weight, skin colour, and even grow claws and fangs. It's one of the signature powers of someone with a decent ability in the discipline.
Honestly, most of the attack powers are covered elsewhere. So I will just let that power fill in for Some parts and fluff it otherwise.

Having one Discipline do all that is way too much.
 
Votes closed.
Adhoc vote count started by Yzarc on Jun 2, 2024 at 9:06 AM, finished with 79 posts and 15 votes.
 
Yeah, you can have ONE +1, +2 and +3. Though Demons YOU make do not count as their source is You.

The Blessing has to be directly from the God/Daemon/Demon/Spirit. No Priests to act as the middle man.

Presumably demons we made would count for other people.

Daemons/Demons/Exalted like beings. It is not enough to have Awakened Essence to Count as Mortals do not have the charms for it.

Our Enlightened Mortals might not have charms but they may have relevant supernatural abilities, if they're Shaman they might have relevant Gifts, and as Enlightened Mortals are psykers they might be able to use precognition to help predict and so avoid errors, direct luck manipulation so that random chance favours us, or things like precision telekinesis for crafting or technopathy/mancy to program devices or manipulate machine tools.
 
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Our Enlightened Mortals might not have charms but they may have relevant supernatural abilities, if they're Shaman they might have relevant Gifts, and as Enlightened Mortals are psykers they might be able to use precognition to help predict and so avoid errors, direct luck manipulation so that random chance favours us, or things like precision telekinesis for crafting or technopathy/mancy to program devices or manipulate machine tools.
If they are shamans and have appropriate gifts? Sure. Not only with Awakened Essence. Psyker powers are too......chaotic (Not Chaos) to really apply here. You want order and predictability, not chaos and randomness. Using tools better is not the issue but rather having powers that compliment the craft.
 
If they are shamans and have appropriate gifts? Sure. Not only with Awakened Essence. Psyker powers are too......chaotic (Not Chaos) to really apply here. You want order and predictability, not chaos and randomness. Using tools better is not the issue but rather having powers that compliment the craft.

The reason I was thinking of the psyker powers is that you mentioned that people with enlightened essence could instead power them with their essence in a controlled fashion rather than channelling the more dangerous and unpredictable energies of the warp.

As an example of the kind of powers that may be useful, Technomancers can learn the Reforge power, which essentially works like Pattern Reassertion Touch but only for technological items and they also powers to commune with and strengthen the influence of Machine Spirits. Both would seem like they would enhance craft.

As another example, while making someone unnaturally lucky with Divination powers doesn't produce individually predictable effects, it seems like it should give us general bonus as lots of little bits of luck add up over an extended project.
 
Turn 5: Crafting conclusion
Colchis - 831.M30

In the heart of your command center in the Caravan, the air thrummed with anticipation and the hum of high-tech machinery. Your mission was clear: create an STC-level blueprint for a new Power Armor, a task that would normally take a week, but one you were determined to complete in a fraction of that time.

Beside you, Thalassa stood ready to lend her aid. Her knowledge and insight into ancient technologies were invaluable, and together, you were a formidable team.

"Are you ready?" you asked, turning to her.

Thalassa nodded, her eyes gleaming with determination. "Let's do this."

You began by closing your eyes, focusing on the power within you. Rewriting Reality was not a power to be used lightly, but the situation demanded it. With a deep breath, you concentrated, feeling the fabric of reality bending to your will. Images of advanced schematics, intricate designs, and complex systems flooded your mind.

Your fingers moved in a precise dance over the holographic interface, each touch a stroke of genius guided by an unseen hand. The calculations began to start, lines and symbols weaving together into a cohesive whole. Normally, such a task would require extensive simulations, and revisions. But here? Now? Time bowed to your will.

Thalassa watched in awe as the preliminary work manifested before her. "You're doing it," she murmured, more to herself than to you.

"Indeed," you replied, not breaking your focus. "But this is just the beginning."

With the basics complete, you moved on to the next phase: to create a telekinetic workshop. You visualized the tools you needed, wrenches, soldering irons, hammers, and more, each one forming in the air around you, shimmering with ethereal energy. The workshop sprang to life, an invisible forge guided by the power of your mind.

Thalassa joined in, her own abilities complementing yours. She manipulated the holographic interface, feeding you data and making adjustments to the workshop in real-time. Her deep understanding of ancient technologies provided insights that enhanced the set up, ensuring it was not only powerful but also efficient and reliable.

The command center buzzed with a mix of high-tech machinery and hushed anticipation. The broken Aegis-Pattern Heavy Power Armor was floated to your reinforced workbench, its once formidable form now a collection of battered and scorched pieces. The task at hand was simple yet complex: to analyze and restore this ancient archeotech, and create an STC-level blueprint that would pave the way for future advancements.

You approached the broken armor, placing your hands gently on its surface. Closing your eyes, you summoned the power of Enuncia, the arcane language capable of altering reality itself. The word you needed came to mind: "Syaan." It was a word of breaking down, of reducing complex forms into their simplest components. You whispered the word, feeling its power resonate through you and into the armor.

A faint glow enveloped the armor, and you felt the intricate mechanisms and materials within it respond to the power of Enuncia. Slowly, the armor began to disassemble itself, each component separating and arranging itself neatly on the workbench. Wires, circuitry, plating, and joints all lay exposed, ready for analysis.

With the armor disassembled, each component laid bare, you focused your energy, channeling your essence into the myriad pieces. A soft, radiant light emanated from your hands, infusing the wires, circuitry, plating, and joints with a rejuvenating force. The damaged and corroded parts began to mend, the fractures sealing and the tarnished surfaces gleaming anew. The intricate mechanisms responded to your touch, harmonizing with the essence that flowed through them, as if awakening from a long slumber. The ancient technology was reborn, restored to its former glory, ready to be reassembled into the formidable armor it once was.

"Remarkable," Thalassa murmured, her eyes wide with awe. "I've never seen such a precise deconstruction and restoration."

"Enuncia is a powerful tool," you replied, your voice steady despite the surge of energy coursing through you. "But now the real work begins."

You and Thalassa set to work, examining each component with meticulous care. You used advanced scanners and diagnostic tools to map out the intricate design of the armor as they fly around the armor, while Thalassa provided invaluable insights into the ancient technologies that powered it.

"Look at this," Thalassa said, pointing to a series of micro-circuits. "These are far more advanced than anything I've seen. They must be designed to enhance the wearer's neural interface."

You nodded, noting her observations on your data slate. "And these plating segments," you added, indicating the pieces of armor scattered around. "They seem to be composed of an alloy I don't recognize. It could explain the remarkable durability of the armor."

Hours turned into days as you and Thalassa continued your analysis. Each component revealed new secrets, new insights into the genius of the armor's original creators. You used Mind Hand Manipulation to move the components with precision, forming telekinetic tools to assist in the intricate work.

As the blueprint began to take shape, you marveled at the complexity and elegance of the design. The armor was a masterwork of engineering, a perfect fusion of technology and craftsmanship. But there was still much to be done.

"Thalassa, what do you make of this power core?" you asked, holding up a small, intricately designed unit.

She examined it closely, her fingers tracing the delicate etchings on its surface. "This is fascinating. It appears to be a micro-fusion reactor, far more efficient than any we've encountered. Restoring this will be crucial to the armor's functionality."

With Thalassa's guidance, you carefully disassembled the power core, documenting each component and its function. The deeper you delved into the armor's design, the more you understood the brilliance of its creators. Every piece, every connection, was meticulously planned and executed.

As you worked, you couldn't help but feel a sense of reverence for the ancient artisans who had crafted this armor. Their knowledge and skill were far beyond anything you had encountered, and it was an honor to be entrusted with restoring their work.

Finally, after countless hours of analysis and documentation, the blueprint was complete. You stepped back, admiring the intricate design displayed on the holo-screen. It was a testament to your combined efforts, a fusion of ancient knowledge and modern technology.

"Thalassa, we've done it," you said, your voice filled with satisfaction. "The blueprint is complete."

She smiled, a rare expression of pride and accomplishment on her usually composed face. "It's a masterpiece. The Mechanicus will be eager to begin production."

But your work was not yet done. With the blueprint in hand, you set about the task of reassembling the armor.

Together, you worked in perfect harmony. The telekinetic tools moved with precision, shaping and assembling the components of the Power Armor. Sparks flew as the pieces came together, each one fitting seamlessly into the next. It was a dance of creation, a symphony of engineering and magic.

As the final piece clicked into place, the armor stood before you, fully restored and gleaming under the harsh lights of the command center. It was a marvel of technology and craftsmanship, a testament to the power of collaboration and determination.

"Let's run a final systems check," Thalassa said, her fingers dancing over the controls.

You donned the armor, feeling its power course through you as the systems activated. You form a telekinetic port and interface directly with the machine. The HUD sprang to life, displaying a wealth of information and diagnostics. You moved through a series of tests, each one pushing the armor to its limits. Strength, agility, endurance, all were tested and verified. The armor responded flawlessly, its advanced systems working in perfect harmony with your movements.

After the final test, you removed the helmet, grinning with triumph. "It's perfect."

Thalassa nodded. "We've created something truly remarkable. This Power Armor will be a game-changer. Here are the Final Results."

Article:
Aegis-Pattern Heavy Power Armor:
A Detailed Overview Introduction:
The Aegis-Pattern Heavy Power Armor is a remarkable piece of technology, embodying the pinnacle of ancient craftsmanship and advanced engineering. It is designed to provide unparalleled protection and enhance the combat capabilities of its wearer. This armor is revered not only for its formidable defensive attributes but also for the intricate technology that powers it.

Design and Construction The Aegis-Pattern armor is characterized by its robust and imposing design. It features a series of interlocking plates made from a unique alloy known as Adamantite-Ceramite Composite, which combines the lightweight properties of ceramite with the unparalleled strength of adamantium. This alloy is highly resistant to both kinetic and energy-based attacks.

Key Features
  1. Exoskeleton Framework:- The armor incorporates an advanced exoskeleton framework that augments the wearer's strength and endurance. This allows the user to carry heavy weaponry and perform feats of strength that would be impossible with regular human capabilities.
  2. Micro-Fusion Reactor:- At the core of the armor is a micro-fusion reactor, a compact but highly efficient power source that provides continuous energy to the suit. This reactor ensures that all systems, from life support to weapon enhancements, operate at peak efficiency.
  3. Enhanced Neural Interface:- The armor features a sophisticated neural interface that connects directly to the wearer's nervous system. This interface enhances reaction times and provides a seamless connection between the user and the suit, allowing for intuitive control over the armor's functions.
  4. Integrated Weapon Systems:- The Aegis-Pattern armor is equipped with modular hardpoints for integrating a variety of weapon systems. These can include plasma cannons, heavy bolters, or energy blades, depending on the mission requirements.
  5. Refractor Field Generator: - A built-in refractor field generator creates a protective energy shield around the armor, capable of deflecting incoming projectiles and energy blasts. This field can absorb a significant amount of damage before depleting.
  6. Adaptive Camouflage:- The outer layer of the armor includes adaptive camouflage capabilities. This system can alter the armor's appearance to blend with the surrounding environment, providing a tactical advantage in various combat scenarios.
  7. Advanced Life Support Systems:- The armor is equipped with a comprehensive life support system that includes air filtration, temperature regulation, and medical injectors. These systems ensure the wearer can operate in hazardous environments and sustain injuries without immediate medical attention.
  8. Combat Assistance Machine Spirits: - Integrated into the armor is a combat assistance Machine Spirits that provides real-time tactical analysis, threat assessment, and situational awareness. This Machine Spirit can also assist with targeting and weapon calibration, enhancing the effectiveness of the wearer in combat. Will require a Tech-Priest with Right of Incarnation to rouse the Machine Spirit.
Practical Applications The Aegis-Pattern Heavy Power Armor is suited for a variety of roles on the battlefield, including:
  • Frontline Assault: Its formidable defenses and strength augmentation make it ideal for direct engagement with enemy forces.
  • Special Operations: The adaptive camouflage and advanced sensory systems enable the wearer to undertake covert missions and reconnaissance.
  • Heavy Support: The modular weapon hardpoints allow for customization based on mission needs, providing heavy firepower support to allied units.
Conclusion The Aegis-Pattern Heavy Power Armor stands as a testament to the ingenuity and skill of its ancient creators. Its restoration and subsequent production promise to deliver a significant tactical advantage to those who wield it. This armor not only offers unparalleled protection and combat enhancement but also embodies a legacy of technological excellence that continues to inspire awe and reverence.

Time resumed and you and Thalassa found yourselves back at the beginning, when you first started, but with complete blueprints and a fully restored armor.

You transferred the completed blueprint to a secure data slate, ready to present it to the Archmagos. The task that should have taken a week had been completed in an instant, thanks to your combined powers and determination.

With the blueprint in hand, you and Thalassa set off to deliver it to the Archmagos.

GAIN:
You will gain 2 Armors and one Relic Armor.

Production time = 7 days/2 = 3.5 days. One week time so you gain 2 Aegis Pattern Heavy Power Armor and one Relic Armor that has been restored.
Cost = (2 Dot Resources required per Armor)x25/3 = (2 Dot Resource Dots)x9
Exotic Components Used = 5 -2 = 3

Advantages:
Boost:
Relic Armor Provides x7 Super Human Boost. Regular Armor Provides x5 Boost.

Refractor Field Generator: When Active, it provides complete immunity to most Ranged Weapons outside of Titan grade and Superheavy grade weapons, for 2 turns. Each turn not in use recharges one turn worth of use. Can be switched on and off at will even before 2 turns are completed. So Tactical use is possible. Relic armor has 4 turns.

Adaptive Camouflage: Adds -2 difficulty and adds 2 dice to all stealth rolls. Lasts till shots are fired. Once surprise is broken, it provides +2 Difficulty to all Ranged attacks against the user.

Machine Spirits: It can host a Sophisticated Machine Spirit, 2 Dots and the Relic version can host a 4 Dot Machine Spirit. On top of the an Incarnated Spirit's powers, it also allows the user to ignore -1s and lowers difficulty by 1. Relic version lowers difficulty by -2.

Incarnated Machine Spirits: The Machine Spirits, if awakened, have a single combat Garo Gift of that Dot level. So a 2 Dot Combat gift and 4 Dots for the relic armor. This can be chosen at deployment and can only be changed after a 6 hour long Maintenance/Repair rite.

Unlimited Power: It can power ALL kinds of Weapons that can be used by Heavy Infantry directly from the Micro-Fusion Reactor. Meaning no additional weight or addons required for energy weapons and any other weapons that make use of this power source.

CHOICE:
You have 2 regular armor and one Relic Armor. Complexity: Due to the neural interface, only people with Implants can make use of it and they still need training time. So this limits candidates.

You have 3 Candidates who can actually use the armor in time for the battle. Fan Morgal (Exalted), Lorgar (Black Carapace) and Dharok (Special case). Choose who uses what.

[] Relic Armor (Write in Who uses it)
 
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Will require a Tech-Priest with Right of Awakening to rouse the Machine Spirit.

Do you mean one of these rather than Awakening:

[] Rite of Activation (Level 2): Wakes dormant machine spirits, bringing them back to active function. A sacred hymn is played on the vox by a Tech-Priest to rouse the spirit from slumber.

[] Rite of Incarnation (Level 3): Empowers the machine spirit to directly influence the physical world. The item to be affected must first be cleansed through specific rituals involving water, air, or flame. Then, the machine spirit is bound or persuaded to directly effect the device, granting it remarkable powers.
 
Hm, it will be crucial to take Tool-Transcending Constructs twice more and then Experimental Acceleration Mastery. Then the time required would be reduced even further.
 
Ah... guys... this is a rank 2 gift:

Fair Fortune
Rank 2 Fianna Gift

(Called Luck of the Irish in the 1st Fianna Tribebook, and Fair Fortune in the revised)

A Fiann with this Gift has a streak of luck a mile wide. She's dealt a great hand, her prey is extra-clumsy today, or the wind shifts just in time to scent an ambush. A faerie or fortunespirit teaches this Gift.

System: With the expenditure of one Gnosis point, the player may reroll any failed or botched roll. The decision must be made immediately after the failed or botched roll. This Gift is only usable once per scene.

Not even just our heroes our elites are going to get a re-roll.
 
Well, the obvious problem is that we don't know the Rite of Incarnation, but it's gone up the priority list for Lorgar to invent. Looking at potential Gifts:

Rank 2

Article:
Pack Shield
The Garou were chosen as Gaia's protectors, but even protectors need protecting occasionally. That's where the Ahroun come in. With a fierce snarl and a show of might, the werewolf convinces the enemy that he's the greatest threat on the battlefield (they're probably right!) and needs to be taken down first. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Intimidation with a difficulty equal to the lowest Willpower among the enemies, and the Ahroun spends an action drawing their attention. For the rest of the scene, opponents take a dice penalty equal to the number of successes on the activation roll to any attacks that don't include the Garou as a target. Opponents who have lower Willpower than the activation roll result are unable to attack any target but the Ahroun.


Very useful indeed when you have non-superhumans on the field with you.

Article:
Spirit of the Fray

This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.

System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn.


Not quite but almost always hit first.

As for Rank 4 powers

Article:
Full Moon's Light

The full moon is Luna's warrior phase, when she searches out her enemies. The Ahroun can call upon her determination in finding her foes, illuminating any who oppose her. Lunes teach this Gift.

System: The player spends one Gnosis point. For the remainder of the scene, anyone within one mile who is working against the Ahroun or her pack emits a soft glow, as though illuminated by moonlight. This Gift can be used to confound powers of stealth or even invisibility, but only if the target is actively attempting to harm, compete with, or otherwise foil the Ahroun or her pack.


Just flat no-sell enemy stealth, at quite significant range.

Article:
Gorge

Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift.

System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits. To amplify more than one Trait the character must lean the Gift (i.e., pay the experience cost) a second time/


Basically use the spirit as a battery, assuming essence can be stored in place of Gnosis.

Also, another question:

Advantages:
Boost:
Relic Armor Provides x7 Super Human Boost. Regular Armor Provides x5 Boost.

I assume this stacks with already granted superhuman boosts? And that this is only a Physical Super Human boost

Also, could we grant Dharok a useful mutation before the battel? Something like Extra-Action or Mega-Physical Attribute if he doesn't already have it?
 
I assume this stacks with already granted superhuman boosts? And that this is only a Physical Super Human boost
Normally no. It does not stack. Primarch are a special case in that if Combat is in their Primary Specialization, it fully stacks with their Mythos, stacks half amount if secondary specialization.

For Lorgar, unfortunately, it does not stack.

It boosts all combat/Physical actions, stealth Actions and sensory rolls.

Dharok is a special case, so wait till the end of the turn.
 
Abother thought/question. Lorgar is nine feet tall and proportionately broad. There's absolutely no way he's going to fit in a suite of armour that was designed for a conventional human. This isn't a question of small adjustments for the regular range of human heights. He's fundamentally much, much too big. All the joints would be in completely the wrong place and being 50% bigger means that the armour would need more than three times the volume and more than twice the surface area.

He'd fit if we gave him a version of the Shapechange mutation that allowed him to adopt regular human form, which is something we may want to consider anyway, but otherwise I just can't see how it would work.

Second question, how does Super Human boost multiplier work with CCC's success doubling?
 
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