Hi all! I've finally settled on a system that I'd really like to make a strong go at converting Dark Heresy to. It's currently on the cusp of releasing a near-final PDF for it's first setting: Mutant Chronicles. For those who don't know, the old Mutant Chronicles RPG was essentially the closest thing folks had to a Warhammer 40K rpg during the 90s. It's got daemon gods, space super soldiers, corruption, and lost technology. There are some wrinkles in the setting, such as its factions being more like shadowrun corporations, but the core idea is there.
The core mechanic of the 2D20 system is that you are given a set difficulty value of 1-5 and try to roll that many successes. A success on a die is determined by whether a result is equal to or less than the sum of a character's main attribute plus her skill rating. A player always rolls at least 2d20. Skills also have a focus rating from 0-5 that, if rolled on a die, is worth 2 successes. Players are able to roll additional d20s either with special talents, equipment, or setup actions, or by paying the GM special points that the GM can use to power up enemies and cause trouble for players. If a player rolls a 20 on a die, it either pays the GM 2 of those special points, or causes a complication for the character.
The new edition of Mutant Chronicles coming out includes rules for: Characters coming from a wide variety of planets, educations, and careers; big lists of guns and equipment with special abilities; lists of skills and special talents; magic powers; corruption of technology, places, and people; vehicles; a creeping horror mechanic in the form of the GM getting more and more of those special points; and has pretty much everything you'd want from a Dark Heresy game.
That said, there would need to be a good bit of conversion to be made for certain aspects of the game.
First, the current character creation involves choosing/rolling several things:
Note that every character starts with 5 "Life Points" that can be used to choose things rather than rolling, or added to skills or attributes.
-Setting your starting attributes (these all start at 5 and players can subtract from 1 to add to another with a minimum of 4 and a maximum of 6)
-Determining the faction of birth and an event that occurred related to being in that faction
-Determining social status, which influences income and class status
-Determining the environment grown up in
-Determining the education given as well as an event in adolescence
-Determining the first career a character was in
-Determining the second career a character was in (or staying in the first a second time), which may be taken from a list of "Iconic careers" that are more difficult to get into but are more powerful
-Choosing whether to take a third career/stay in a career for a second or third time (costs 1 lifepoint), then choosing whether to take a fourth career/stay in a career for a second or third time(costs 1 lifepoint).
-Final customization that includes spending points to adjust some things and finishing up derived stats
I think this could be kept mostly intact, with the faction of birth being replaced by Home World, the environment replaced with Subtype of Home World, social status staying the same, education being similar to Background from DH2, and then careers and iconic careers being kept the same.
So, my first questions to the folks of this forum are 1) what would you say is a good list of the different types of home worlds (Deathworld, Agriworld, etc.), as well as lists of subtypes for each of them?; 2) what are the educations/backgrounds that would exist in 40K; 3) what are the basic types of careers that exist in 40K; and 4) what are the "Iconic" careers of 40K?
For reference, the MC3 rules include 9 Factions (which I'd be changing to Homeworlds) each with 6 possible environments (which I'd change to homeworld subtypes). There are 16 educations, with players able to roll for free on COLUMN A of 1)Grew Up on the Streets, 2) Technical on the Job Training, 3)Rural/Colonial Education, 4) Clerical Education, 5) Teenage Draft, and 6)Pick from 1-5. Players can pay a Life Point to either choose from COLUMN A, or roll/choose from COLUMN B which is 1) Technical Pre-Career Training, 2) Creative Pre-Career Training, 3) Military Academy, 4) Mangerial Experience, or 5) Brotherhood Education. Players can pay 2 points to roll/choose from COLUMN C which is 1) Post Graduate Technical, 2) Post Graduate Scientific, 3) Creative Education, 4) Officer Trained, 5) Managerial Education, or 6) Brotherhood Apprenticeship.
For careers, there are 4 Columns (Pay 1 lifepoint to choose from A or B or roll on C or D, pay 2 Lifepoints to choose from C or D):
Column A: 1) Unemployed, 2) Corporate Worker, 3) Technical (repairman), 4) Farmer/Frontiersman, 5) Pick result from Column A, 6) Roll on Column B
Column B: 1)-3) Military (basic), 4)-5) Police (beat cop), 6) Criminal
Columb C: 1)-2) Medical (first responder) 3)-4) Academic (researcher) 5)-6)Media (reporter)
Column D: 1)-2) Corporate Executive, 3)-4) Ship Crew, 5)-6) Intelligence (operative)
Then there are around 20 or so iconic careers.
So I guess what I want to try and crowdsource from people is what they would see as being the main types of homeworlds, the average careers for people in 40K, and the iconic careers for people in 40K. Also, if people think there should be restrictions based around certain iconic careers, what should they be? Thanks for all of the help in advance, and I will get to work on adding my own lists here as I come up with them.