Enemy Without Expansion

By fog1234, in Dark Heresy General Discussion

Schola Progenium

+ stats: Willpower and Toughness

- stat: Perception

Bonus Aptitude: Willpower

Wounds: 9 + 1d5

Raised to Serve :

The character treats every statistic bonus as one higher before they are considered Fatigued.

---

Raised to Serve is similar to the Outcast's Never Quit, but it doesn't affect Fatigue Threshold, as opposed to just ignoring the Fatigue they are suffering from.

Schola Progenium

+ stats: Willpower and Toughness

- stat: Perception

Bonus Aptitude: Willpower

Wounds: 9 + 1d5

Raised to Serve :

The character treats every statistic bonus as one higher before they are considered Fatigued for the purpose of calculating Fatigue Threshold .

---

Raised to Serve is similar to the Outcast's Never Quit, but it doesn't affect Fatigue Threshold, as opposed to just ignoring the Fatigue they are suffering from.

You'd need top modify that a bit - see my quick attempt.

If you leave it as is, it becomes hilariously broken - +1 TB and AB are awesome for everyone, and seeing the number of skills/talents that use characteristic bonuses (especially those involved with melee fighting), a blanket, unconditional +1 to every single one just seems kinda broken to me when compared with what alternative homeworlds get.

How is that? It just affect when you divide by two the characteristic by being fatigued...

Schola Progenium

+ stats: Willpower and Toughness

- stat: Perception

Bonus Aptitude: Willpower

Wounds: 9 + 1d5

Raised to Serve :

The character treats every statistic bonus as one higher before they are considered Fatigued for the purpose of calculating Fatigue Threshold .

---

Raised to Serve is similar to the Outcast's Never Quit, but it doesn't affect Fatigue Threshold, as opposed to just ignoring the Fatigue they are suffering from.

You'd need top modify that a bit - see my quick attempt.

If you leave it as is, it becomes hilariously broken - +1 TB and AB are awesome for everyone, and seeing the number of skills/talents that use characteristic bonuses (especially those involved with melee fighting), a blanket, unconditional +1 to every single one just seems kinda broken to me when compared with what alternative homeworlds get.

The stat bonuses are considered one higher before being considered Fatigued .

That means, for the purpose of Fatigue, your stat bonus is one higher. Not for damage soak, not for speed.

Fatigue Threshold is when you pass out. If your accumulated Fatigue is higher than a stat bonus, however, you half the stat - the stat is Fatigued. That isn't Fatigue Threshold.

Edited by bluntpencil2001
The wording is easily fixable. Personally, I would've taken it in the spirit of the rule anyways, though I can see how it might be confusing for someone not privy to the discussion (and thus the remark that it's somewhat similar to Never Quit).


That being said, the similarity is why I'm not really a fan. The characteristics, aptitude and wounds look great, but although the suggested Raise to Serve perk would be a fitting representation of the militaristic upbrining and a life of drill, it's too close to the Outcast. Most of all, I still feel that it should have a more useful effect, but simultaneously come with a suitable drawback, similar to the DH1 Background, to properly convey that the Schola has you "pay a price" instead of simply producing better people.


For comparison, in DH1, being a Schola graduate gave you:


- a bunch of Lore skills

- a bunch of Weapon Proficiencies

- treat Very Hard (-30) Willpower Tests as Hard (-20)*

- a -10 penalty to Charm, Command, Deceive and Scrutiny when dealing with cultists, traitors, criminals, mutants, etc.


*: Granted, this part isn't very good either. Gotta pass a Hard Test? Your trait has no effect. An Arduous Test? Nope. Only the one in-between the two nets you a bonus. Perhaps that perk should have worked more like a Targeter, just for WP.

The wording is easily fixable. Personally, I would've taken it in the spirit of the rule anyways, though I can see how it might be confusing for someone not privy to the discussion (and thus the remark that it's somewhat similar to Never Quit).
That being said, the similarity is why I'm not really a fan. The characteristics, aptitude and wounds look great, but although the suggested Raise to Serve perk would be a fitting representation of the militaristic upbrining and a life of drill, it's too close to the Outcast. Most of all, I still feel that it should have a more useful effect, but simultaneously come with a suitable drawback, similar to the DH1 Background, to properly convey that the Schola has you "pay a price" instead of simply producing better people.
For comparison, in DH1, being a Schola graduate gave you:
- a bunch of Lore skills
- a bunch of Weapon Proficiencies
- treat Very Hard (-30) Willpower Tests as Hard (-20)*
- a -10 penalty to Charm, Command, Deceive and Scrutiny when dealing with cultists, traitors, criminals, mutants, etc.
*: Granted, this part isn't very good either. Gotta pass a Hard Test? Your trait has no effect. An Arduous Test? Nope. Only the one in-between the two nets you a bonus. Perhaps that perk should have worked more like a Targeter, just for WP.

I have been following this discussion - it's just that a wording like that is does enable a quite overpowered literal interpretation :)

I'd fix it if I were you!

But I do agree with Lynata.

The wording is easily fixable. Personally, I would've taken it in the spirit of the rule anyways, though I can see how it might be confusing for someone not privy to the discussion (and thus the remark that it's somewhat similar to Never Quit).
That being said, the similarity is why I'm not really a fan. The characteristics, aptitude and wounds look great, but although the suggested Raise to Serve perk would be a fitting representation of the militaristic upbrining and a life of drill, it's too close to the Outcast. Most of all, I still feel that it should have a more useful effect, but simultaneously come with a suitable drawback, similar to the DH1 Background, to properly convey that the Schola has you "pay a price" instead of simply producing better people.
For comparison, in DH1, being a Schola graduate gave you:
- a bunch of Lore skills
- a bunch of Weapon Proficiencies
- treat Very Hard (-30) Willpower Tests as Hard (-20)*
- a -10 penalty to Charm, Command, Deceive and Scrutiny when dealing with cultists, traitors, criminals, mutants, etc.
*: Granted, this part isn't very good either. Gotta pass a Hard Test? Your trait has no effect. An Arduous Test? Nope. Only the one in-between the two nets you a bonus. Perhaps that perk should have worked more like a Targeter, just for WP.

The reason I did it the way it is, is that it affects Fatigue of all stats. It benefits Lore skills, makes for good shooters, et cetera.

However, it doesn't just hand out skills, or Proficiencies, because it's overly focused, and, is pretty crap for a Homeworld bonus - skills and talents tend to be handled by Backgrounds (Void Born excluded, and that's because its bonus is overly specialised). There are no penalties, because penalties are no longer a thing, aside from weak stats for Homeworlds. Void Born don't take penalties in dealing with non-Void Born. Feral Worlders don't take penalties in formal situations, Hive Worlders are no longer agoraphobic. Same thing.

I went with 'brutal rote learning', which applies to those brought up to become Psykers (see: Eisenhorn), to be Arbitrators, to be Commissars. They're not better than others at what they do, but can do it even when too tired to think, the muscle memory of repetitive schooling coming to the fore.

It's similar to the Outcast, but can also stack with the Outcast too, as they're both different in application, although both relate to Fatigue.

One relates to when Fatigue penalties kick in, the other relates to when you pass out.

That being said, I see that it certainly needs to be clearer. Rephrasing coming!

Edited by bluntpencil2001

Schola Progenium

+ stats: Willpower and Toughness

- stat: Perception

Bonus Aptitude: Willpower

Wounds: 9 + 1d5

Raised to Serve :

Characters usually consider a characteristic Fatigued when their Fatigue level is higher than the statistic bonus provided by that characteristic. Characters who are Raised to Serve consider a characteristic Fatigued when their Fatigue level is two higher than the characteristic in question.

Idea for Imperial Navy background...

Imperial Navy

Starting skills: Athletics or Navigate (Stellar), Command, Common Lore (Imperial Navy), Operate (Voidcraft), Trade (Voidfarer)

Starting talents: Weapon Training (Las or Solid Projectile, Low Tech)

Starting equipment: Laspistol or Autopistol, Mono-dagger, Flak Coat or Good-Quality Void Suit

All Hands on Deck!

When using Command to Inspire others, Imperial Navy characters get a +10 bonus to the roll. When others use Command to Inspire on them , they get an additional +5 to their action.

Bonus Aptitude: Tech or Leadership

Edited by bluntpencil2001

Schola Progenium

+ stats: Willpower and Toughness

- stat: Perception

Bonus Aptitude: Willpower

Wounds: 9 + 1d5

Raised to Serve :

The character treats every statistic bonus as one higher before they are considered Fatigued for the purpose of calculating Fatigue Threshold .

---

Raised to Serve is similar to the Outcast's Never Quit, but it doesn't affect Fatigue Threshold, as opposed to just ignoring the Fatigue they are suffering from.

You'd need top modify that a bit - see my quick attempt.

If you leave it as is, it becomes hilariously broken - +1 TB and AB are awesome for everyone, and seeing the number of skills/talents that use characteristic bonuses (especially those involved with melee fighting), a blanket, unconditional +1 to every single one just seems kinda broken to me when compared with what alternative homeworlds get.

The stat bonuses are considered one higher before being considered Fatigued .

That means, for the purpose of Fatigue, your stat bonus is one higher. Not for damage soak, not for speed.

Fatigue Threshold is when you pass out. If your accumulated Fatigue is higher than a stat bonus, however, you half the stat - the stat is Fatigued. That isn't Fatigue Threshold.

Wouldn't it be easier to just give the character +2 Fatigue Threshold then?

Also, that sounds super similar to that other background, which I cannot recall the name of.

Schola Progenium

+ stats: Willpower and Toughness

- stat: Perception

Bonus Aptitude: Willpower

Wounds: 9 + 1d5

Raised to Serve :

The character treats every statistic bonus as one higher before they are considered Fatigued for the purpose of calculating Fatigue Threshold .

---

Raised to Serve is similar to the Outcast's Never Quit, but it doesn't affect Fatigue Threshold, as opposed to just ignoring the Fatigue they are suffering from.

You'd need top modify that a bit - see my quick attempt.

If you leave it as is, it becomes hilariously broken - +1 TB and AB are awesome for everyone, and seeing the number of skills/talents that use characteristic bonuses (especially those involved with melee fighting), a blanket, unconditional +1 to every single one just seems kinda broken to me when compared with what alternative homeworlds get.

The stat bonuses are considered one higher before being considered Fatigued .

That means, for the purpose of Fatigue, your stat bonus is one higher. Not for damage soak, not for speed.

Fatigue Threshold is when you pass out. If your accumulated Fatigue is higher than a stat bonus, however, you half the stat - the stat is Fatigued. That isn't Fatigue Threshold.

Wouldn't it be easier to just give the character +2 Fatigue Threshold then?

Because that's completely different.

Fatigue Threshold is WP bonus plus T bonus. If you have more Fatigue than your WP bonus + T bonus you pass out, unconscious.

A characteristic is Fatigued when the character has Fatigue in excess of that characteristic's bonus.

An example:

Solomon has Strength 44, Toughness 51 and Willpower 34.

His Fatigue Threshold is 8. He passes out, unconscious, when he has 9 Fatigue levels (one more than his Toughness and Willpower bonuses added together).

His Strength bonus is 4. When he has 5 Fatigue levels (that is, one more than his Strength bonus), he suffers the following effects - In Structured Time (such as in combat), his Strength is halved ( therefore 22). In Narrative Time, he takes twice as long to do anything that requires the Strength characteristic.

--

Increasing Fatigue Threshold is not what I want to achieve. I want the character to pass out at the same amount of Fatigue. However , I want Solomon, the example character, to reduce his Strength to 22 when he has 6 Fatigue levels , not 5.

He will still pass out at 9 Fatigue levels, however, Fatigue will not impair his performance until a little bit later.

Schola Progenium

+ stats: Willpower and Toughness

- stat: Perception

Bonus Aptitude: Willpower

Wounds: 9 + 1d5

Raised to Serve :

The character treats every statistic bonus as one higher before they are considered Fatigued for the purpose of calculating Fatigue Threshold .

---

Raised to Serve is similar to the Outcast's Never Quit, but it doesn't affect Fatigue Threshold, as opposed to just ignoring the Fatigue they are suffering from.

You'd need top modify that a bit - see my quick attempt.

If you leave it as is, it becomes hilariously broken - +1 TB and AB are awesome for everyone, and seeing the number of skills/talents that use characteristic bonuses (especially those involved with melee fighting), a blanket, unconditional +1 to every single one just seems kinda broken to me when compared with what alternative homeworlds get.

The stat bonuses are considered one higher before being considered Fatigued .

That means, for the purpose of Fatigue, your stat bonus is one higher. Not for damage soak, not for speed.

Fatigue Threshold is when you pass out. If your accumulated Fatigue is higher than a stat bonus, however, you half the stat - the stat is Fatigued. That isn't Fatigue Threshold.

Wouldn't it be easier to just give the character +2 Fatigue Threshold then?

Because that's completely different.

Fatigue Threshold is WP bonus plus T bonus. If you have more Fatigue than your WP bonus + T bonus you pass out, unconscious.

A characteristic is Fatigued when the character has Fatigue in excess of that characteristic's bonus.

An example:

Solomon has Strength 44, Toughness 51 and Willpower 34.

His Fatigue Threshold is 8. He passes out, unconscious, when he has 9 Fatigue levels (one more than his Toughness and Willpower bonuses added together).

His Strength bonus is 4. When he has 5 Fatigue levels (that is, one more than his Strength bonus), he suffers the following effects - In Structured Time (such as in combat), his Strength is halved ( therefore 22). In Narrative Time, he takes twice as long to do anything that requires the Strength characteristic.

--

Increasing Fatigue Threshold is not what I want to achieve. I want the character to pass out at the same amount of Fatigue. However , I want Solomon, the example character, to reduce his Strength to 22 when he has 6 Fatigue levels , not 5.

He will still pass out at 9 Fatigue levels, however, Fatigue will not impair his performance until a little bit later.

My bad, I thought you specifically said that that application was not what you intended. All clear now.

Just got notice about contributor copies, so I don't think the release of the book is that far off now. :D

BYE

Any idea about when the digital copy will become available ?

Usually DriveThru have them up pretty quickly on release. Slightly longer from FFG I find.

An article has been posted, explaining that we can now do exciting thing like make extended Skill Tests. Hurrah!

If you read the article, you can clearly see that there is more to it.

I'm more interested in this one than in Inquests.

If you read the article, you can clearly see that there is more to it.

I'm more interested in this one than in Inquests.

Yeah, but the Explication mechanic seems a bit iffy to me. Not that it's terrible per se, but it seems to me like something that could easily be completely unbalanced. Imagine getting bonuses specifically tailored to be good against specific enemies after just a few Lore Tests (which with a standard adept powerbuild and maybe a few Fate point rerolls if quite achievable), which last forever? This could completely unbalance and campaign focusing on a single Xenos threat!

However, it could also be absolutely great, and a fun addition to the game!

Crossing my fingers FFG! good luck!

I think we are headed for another abomination like that 'make your own cult thing'. That, to me, was pretty useless.

I think we are headed for another abomination like that 'make your own cult thing'. That, to me, was pretty useless.

Useless, but funny!

As a GM I like to have that kind of thing around, even if I never really use it. It's at least a good source of ideas.

I'm just waiting for another opus like Haarlock's Legacy. I can't stress how many hours I've donated to that series and that man/monster. What a masterpiece.

I also really liked the old format of bringing in a new world with campaign. This gives you these rich worlds like Sinophia, Solomon, and Quaddis.

One could argue they brought in Thaur this way, but I really didn't care for Thaur that much. To me it was just 'ending punishment crazy religion world' for my FG group.

Edited by fog1234

If you read the article, you can clearly see that there is more to it.

I'm more interested in this one than in Inquests.

Yeah, but the Explication mechanic seems a bit iffy to me. Not that it's terrible per se, but it seems to me like something that could easily be completely unbalanced. Imagine getting bonuses specifically tailored to be good against specific enemies after just a few Lore Tests (which with a standard adept powerbuild and maybe a few Fate point rerolls if quite achievable), which last forever? This could completely unbalance and campaign focusing on a single Xenos threat!

However, it could also be absolutely great, and a fun addition to the game!

Crossing my fingers FFG! good luck!

It sounds like something that really depends on how well the GM handles it. Something that can easily turn out badly unless the GM put in a bit of effort to account for it before it comes up.

Edited by Bilateralrope

I suspect there'll be some encouragement to add side missions on top of the Lore tests. Maybe collecting samples, observing behaviour or something to give the acolyte something to work on in their research.

That's what I think also.

But hey, these are mechanics. Here to help, to do everything ;)

As a GM I like to have that kind of thing around, even if I never really use it. It's at least a good source of ideas.

I like it, it as small ressource that can be of help but not more of it.

I'm just waiting for another opus like Haarlock's Legacy. I can't stress how many hours I've donated to that series and that man/monster. What a masterpiece.

I also really liked the old format of bringing in a new world with campaign. This gives you these rich worlds like Sinophia, Solomon, and Quaddis.

One could argue they brought in Thaur this way, but I really didn't care for Thaur that much. To me it was just 'ending punishment crazy religion world' for my FG group.

I ran book one for my group and everyone involved agreed it was a boring railroad. The plot was actually kind of interesting but the execution was boring. Are books 2 and 3 any better?