Ideas for elite advances wanted

By Joeker, in Dark Heresy General Discussion

What ideas do you have for elite advances? Witch Hunter? Technovore? Arms Dealer? Grisled Veteran? Librarian?

Magos? :)

Magos? :)

What would be his abilities?

Magos? :)

What would be his abilities?

I made up a first draft for Magos recently.

But I'm not really pleased with it.

Magus Special Rules

Experience Cost: 750 xp.

Prerequisites

  • Tech-Priest

Instant Changes

  • Soul of Iron : All Interaction Skill Tests used against a Magos suffer a –30 penalty. The Magos should choose one appropriate Common Lore, Scholastic Lore, Forbidden Lore, or Trade Skill as his main focus and area of expertise. The Magos gains one bonus degree of success with any of his successful Skill Tests involving Tech-Use or his chosen Skill, and in addition gains +10 to any Opposed Test involving Tech-Use or his chosen Skill.

Choose One:

  • Weapon-Tech: All Magos become masters of machine spirits and the sacred workings of tech. Many, however, specialise learning the blessed and secret intricacies of particular devices such as guns. Once per combat, the Magos can enhance his weapon, or seek out the weak points in an opponent’s armour, increasing the Magos’ deadliness. Once per game session, a weapon personally wielded by the Magos from the las, melta, plasma, shock, or power category (this may also include the Exotic category at the GM’s discretion) increases its Damage and Penetration by an amount equal to his Intelligence Bonus for one Round.

  • Armour-Monger: The finest armours and most powerful shields are all products of the followers of the machine god, based on the fabled and ancient designs of man’s glorious past. With years of training, a Magos can learn to enhance these protections, or use them in their optimum fashion. The Magos increases the Armour Points of any armour he wears by 2 on all locations it would normally cover as long as he has at least an hour each day to bless and prepare the armour. This bonus applies only to armour worn by the Magos.

  • Tech-Tinker: Not all Magos focus on war. Some favour the workings of other more miscellaneous kinds of machinery. A Magos can increase the effectiveness of a piece of technology, increasing its function or output. Once per day as a Full Action, the Magos can increase the power of a piece of technology which is neither a weapon nor protective device. This, in effect, increases its function by 50%, be it the range of the signal it can broadcast or the amount of items it can fabricate. This boost only lasts for the duration of a single scene or encounter (this amount of time may be extended at the GM’s discretion). The GM always has final say in the exact effects of a boosted piece of tech.

Unlocked Advances

Magos characters gain access to a special set of talents. These talents available only to Moagos, and are purchased with experience in the same way as regular talents are purchased.

Ally of the Departmento Munitorum

Tier: 2

Prerequisite: Career: Hierophant, Magos or Sage

Aptitudes: Fellowship, Social

The character may re-roll failed influences tests when attempting to requisition equipment or troops from the

Imperial Guard, Imperial Navy, or a PDF.

Call of Iron

Tier: 2

Prerequisite: Mechanicus Implants

Aptitudes: Ballistic Skill, Agility

The character may lift or move any unsecured metal objects weighing up to 3 kilograms per point of Willpower Bonus within a 40m range. He may move the objects slowly anywhere within 30m but cannot make attacks with objects he manipulates. Once he ceases controlling the object, it falls to the ground. Alternatively, the character may instantly call the metal objects to him. The character must make a Willpower Test and spend a Half Action to activate this Talent, and it may be ended as a Free Action.

Machine Spirit Empathy

Tier: 1

Prerequisite: Binary Chatter

Aptitudes: Intelligence, Tech

When making an Skill Test using the Binary Chatter, Electro Graft Use, Gun Blessing or Technical Knock Talent the Magos gets an additional +10 Skill Bonus

Watched From On High

Tier: 2

Prerequisite: Fellowship, Social

Aptitudes: Ballistic Skill, Tech

Whenever Influence is awarded for completing an

adventure successfully, the Magos gains a bonus of+1 Influence.

Conditioned Intellect

Tier: 2

Prerequisite: INT 40

Aptitudes: Intelligence, General

When making an Intelligence Test using the Foresight or Total Recall Talent the character gets an additional +10 Skill Bonus

Mental Aegis

Tier: 3

Prerequisite: WP 50

Aptitudes: Willpower, Defence

The character has a +10 bonus to all tests he makes to

resist the effects of all psychic or warp based effects (including daemonic abilities and sorcery) and may re-roll failed Willpower Tests to resist any psychic powers that affect his mind. In addition, when the character is the target of a psychic attack of any kind (including direct physical attacks using telekinesis) he

may force the attacking psyker to make a Willpower Test. On a failure, the attacking psyker suffers 1d10 points of damage plus 1 damage per point of the character’s Willpower Bonus. This damage is considered Impact Damage, directed at the head (more specifically, the face). The attacking psyker can reduce this damage by an amount equal to his Willpower Bonus but this damage bypasses armour and Toughness Bonus.

Voice of the Omnissiah

Tier: 2

Prerequisite: Mechanicus Implants

Aptitudes: Willpower, Tech

If you succeed your Skill Test when using the Disturbing Voice, Feedback Screech, Mimic, Rite of Awe or Rite of Fear Talent you gain an additional DoS.

Wow, you put a lot of thought into it. I like where you are going with it. What are you not liking about it?

What is a Technovore?

I want Mind-Cleansed, and something like "Wrought for Purpose" where you get to play someone engineered for a specific purpose (to fight a specific enemy, to resist something, to be unnaturally good at something) but with strange disadvantages (maybe mutations of some kind, or related disadvantages). A little table to roll off would be great!

I saw Technovore as a Tech priest obsessed with getting rid of the flesh and upgrading what he already has turned into machine, including the use of xeno tech.

Mind cleansed I could see them coming out with in Beyond as a home world. Wrought for Purpose would be an interesting home world option too.

There should be a set of Elite Advances that have to do with promotions, ranks, and titles that are earned in the course of play. Not so much "Now you are a Lord-Militant" but perhaps a Barony, Lordship, Administratum Manager, Gang Boss, Guild Master, or things like that.

By the way, "Tech-Priest" isn't a Background or Role in the game. Not everyone who chooses Adeptus Mechanicus as a Background is a Tech-Priest, ya know :P

I've always thought that about High Born, including in the character creation part. "Powerful family 500xp" "third son 50xp". And buying up a military levels makes sense too. Officer or Storm trooper as elite advances for military. Gang boss is a good idea for an outsider. I keep wanting to go 'Middle Management' for Adminsitratum elite. Lordship would be great for subtlety, I'm not using the power of the Inquestion to order people around I'm just being a Lord.

There should be a set of Elite Advances that have to do with promotions, ranks, and titles that are earned in the course of play. Not so much "Now you are a Lord-Militant" but perhaps a Barony, Lordship, Administratum Manager, Gang Boss, Guild Master, or things like that.

It really would be neat to have elite advance "Capstones" for various archetypes, so when one player becomes Inquisitor (or Interrogator) the others have a chance to rise up in their own specialties.

It really would be neat to have elite advance "Capstones" for various archetypes, so when one player becomes Inquisitor (or Interrogator) the others have a chance to rise up in their own specialties.

You mean some mechanic for Ascension in their field? I am of the belief that Dark Heresy works better at the Acolyte level, but there should defintely be Elite Advances that are flavorful choices or ranks/positions/titles/accolades that arise from gameplay, rather than character creation.

Hi guys, check my ideas about "Interrogator" elite advance ( i will be very pleased with any comments and suggestions):

Elite advance: Interrogator

Experience Cost: 500 xp

Prerequisites:
*) Influence: 50
*) Inquisitor blessing (up to GM)

Instant Changes:
Gains the Peer (Ordo Malleus \ Hereticus \ Xenos) talent, the Forbidden Lore (Daemonology \ Heresy \ Xenos) skill, and one free Aptitude


(a lore is matched with appropriate Ordos, so if you pick Malleus , the lore is Daemonology. One free aptitude is a serious benefit, but Interrogator is a person who must be finesse and flexible.I don't think that it will breake game balance and every player would pick this elite advance, furthermore it is up to GM to allow this and don't forget about high Influence rift)

Servant of the Inquisitor: acolyte gain access to the Inquisitor influence (page 270)

(I find it logical, if you are not one of the cloasest inquisitor's acolytes , how can you act, using his name and influence?)

Investigator Talents:
The following talents are available only to characters with the Interrogator elite advance, and are purchased in the same manner as other talents (see page 81)

(ofcourse, there are not all talents, which can be placed here, but i think it is enough to understand main path of Interrogator - a way to be an inquisitor. But at the same time you don't have to pick these talants, if you don't want, for example if you are battle focused interrogator)

Strong Ties
Tier: 3
Prerequisite: Clues from the Crowds, Cover-Up
Aptitudes: Fellowship, Social
The alolyte becomes an expert in establishment durabel working contacts and recruting loyal agents in the name of the Emperor.
Any time a character would increase his Influence, he increases it by 1 more

(
Strong Ties is analogue of Breeding Counts, helps heroes to acomulate enough influence for becoming Inquisitor)

His Right Hand
Tier: 2
Prerequisite: Fellowship 45
Aptitudes: Fellowship, Leadership
Often Interrogator becomes a leader of a cell and takes reasponsebility of compliting tasks. Many of them train their acolytes to be a coordinated group of professionals, where every one knows his place.
One time per game session, Interrogator can share one of his skills to other players characters, they count as they have this skill at Rank 1 (Known), if player character already has this skill, it increases for one step, but not higher then Interrogator's level, for the rest of game session.

(many players complain about no talants for Leadership aptitude, i find this talant pretty cool, after all it allows any character to helps you)

Purity Is The Only Defense
Tier: 2
Prerequisite: Willpower 40, Deny the Witch
Aptitudes: Willpower, Defence
To be an Inquisitor is to have a rare insight into the very soul of the Emperor. This affects men in different ways, sometimes affirming their faith and sometimes shattering it. Those who stay true to the path of the Emperor, however, have a powerful shield against the darkness of the warp and the insidious whispers of its inhabitants.
From now on, the Interrogator reduces all Corruption Points he gains by half (rounding up).

Escaped From Death
Tier: 3
Prerequisite: burn fate point for saving from death
Aptitudes: General
Emperor's watchfull eye looks after character life, Emperor's protection save him from death one, and maybe do it again in the future. Who knows? Only fate.
When this talent is acquired, the character recovers his burning fate point - it increases character's Fate Threshold by one.

( last two directed for safety play. Ussualy you have much Corraption points and alredy burn one (or maybe more) fate point, so they helps you to continue play with this character for much longer time)

I like it, but my only complaint is that the free Aptitude is a really, really strong impetus to take this Elite Advance. Maybe make it a free Characteristic Aptitude?

For our Haarlock's Legacy campaign our group made Cultist of Red Redemption, Tyrantine Shadow Agent and later Throne Agent/Interrogator Elite Advantage packages. We were a bit lazy with them as most of the talents are repurposed from 1st edition or other books.

Like Daddypool, my Throne Agent -package gives a free aptitude. I didn't find it too broken as at the point my players gained it, everyone had "depleted" their specialities and my players asked me for something to make them more versatile. Free aptitude is really powerful, but in late-game I found that PCs became powerful enough so it hasn't broken our game much. Nobody picked Red Redemption nor Shadow Agent, so I have no idea how they'd work in game.

Here's a link if anyone's interested: https://drive.google.com/file/d/0B6kEdDgCpnWQYkUtZ0RuZ19NSlU/view?usp=sharing

Personally I'd like to see an official version of the Throne Agent -package as I find the Inquisitor package unfair as realistically only one player a group is ever going to get it. Also anything that adds versatility, especially in the late game (something like Only War's specialities). It'd be nice to have some way to change aptitudes/focus during the game.

I was a bit disappointed that Enemies Without had no Elite Advantages in it (Faceless Trader, anyone?). Perhaps Enemies Beyond will have Possessed or Exorcised options?

Hi guys, check my ideas about "Interrogator" elite advance ( i will be very pleased with any comments and suggestions):

Inquisition have dozens of Ordoses, not everybody working with major ones. You can work in Inquisition for years and never meet any daemons, witches or xenos.

Hi guys, check my ideas about "Interrogator" elite advance ( i will be very pleased with any comments and suggestions):

Inquisition have dozens of Ordoses, not everybody working with major ones. You can work in Inquisition for years and never meet any daemons, witches or xenos.

Yes, you are right, but it doesn't mean that you need to write rules for all. Usually Inquisitors are in one of three major Ordoses, and yes, i know that you can never meet xenos, while youare in Ordo Xenos, but commonly, this rule works

I have made an Interrogator and Magos Elite Advance for my table; I haven't written up any talents for the two, but that's just a lack of time/knowledge on where to start.

The Interrogator receives (for 500 exp):
One Aptitude of Their Choice (Being trained to suit their proclivities)
One Level of Scrutiny (People who don't pay attention die, and it helps you do the whole 'interrogation' thing)
Jaded OR Resistance (Fear) (If you're an Interrogator, you've already seen enough bad things and/or been taught to deal with them).

The Inquisitor in my game actually has a three month long 'program' to train his possible Interrogators, which has basic classes for everyone, a little PT, and some specialized parts for each person in the last month (for the Aptitude). They don't receive any Forbidden Lores or Peers because while they are given a little authority, they are by no means equals or even respected, and such knowledge is not just given out in pamphlets like '5 Signs Khorne Worshipers Show.'

The Mago spends 600 experience and must have Mastery in their focus (Medicae, Tech-Use, Logic, a Lore, etc.) on top of 50 Influence and being from the Mechanicus:
The Fieldcraft Aptitude (Fieldcraft is a nifty Aptitude that some Tech-Priests don't have, which helps with Medicae and a couple of intelligence based skills)

One Level of Forbidden Lore: Mechanicus (As they are initiated into the deeper secrets of their order)
Peer (Mechanicus) (Since you've reached a high level in them...)

Techno-Lingua (Walk the walk, talk the talk)

A Good Set of Bionic Ears and a set of Vocal Implants (So as to speak and understand Techna-Lingua properly)

I've been trying to come up with some other good Elite Advances; current ideas include Judge for the Arbites, Psyker Primaris for the Adeptus Astra-trained psykers, Storm-Trooper and Preacher.

This is a bit of a loose and half-baked idea, but bear with me.

The idea behind Roles is that a character can make most character concepts adhering to a broad archetype. An assassin can be a sniper, a poison master or a gunslinger or a blade in the dark. A warrior can be Heavy Weapons guy or he can carry eight different types of rifle all calibrated for different situations. Or he could be a mad bomber. With that in mind, I offer up;

The Pinnacle

You have triumphed and prospered where countless hundreds have fallen. Amongst your peers you are revered, a walking legend in the making. Songs are already sung of you and scribes ensure your story is meticulously accurate in dusty vaults.

For this advanced class, you have reached a high-point in your career in the Inquisition. Perhaps you're not an interrogator or an inquisitor, but that was never the thing you sought. You are the best at what you do.

Cost: 500 XP

Prerequisites: 8000 XP, 45 Influence, 50+ in primary Role characteristic (Refer to your character concept here. A snipers primary characteristic is BS, a Seekers may well be Perception or Fellowship).

Immediate Benefits: Gain the Peer (Role) trait. You gain an extra Degree of Success when spending a fate point to activate your Role bonus.

Choose one:

The Exemplar: You are the very model of your role. When someone calls to mind a Chirurgeon, there is nobody in their mind before you. You count your Influence as 10 higher when utilising it for Role-relevant purposes. This can include item acquisition as well as contact interaction. Your Subtlety is reduced by 1d5+3. Who after all wouldn't want to meet the Black Blade of Desoleum, much less work for her?

The Professional: You care not for the fame you have accrued, that you are the best at what you do is just background noise. You do it because you're good at it, not for the fame. Treat any tests related to your Role's primary characteristic as one step easier (+0 to +10 for example). This follows the rules laid out above, establish with your GM upon purchasing the advance what your Role Characteristic is.

I hadn't made any special talents for this role, it was just an idea kicking about in my head, half baked as I said. Ideally it could be applied to any role, but I didn't fancy making a suite of talents that would ultimately boil down to "Pick a skill and you're really good at it" as that's what most of them would be. Thoughts?

I like it, especially since it fills the gap for those not interested in Inquisitorial promotion. There really ought to be more general Elite Advances that arise as a course of play and this is a good first start.

Considering there are already advances for Psykers and Untouchables, I feel what's really missing is an Elite Advance for being a Discordant.

Though I can't come up with specific details right now, I'd imagine it having a similar talent structure to Untouchables, except instead of acting as a warp null, they'd be able to affect technology within a certain radius, jam non low-tech weapons, shut down cogitators and servitors, etc.

This might be silly but I have always considered DH characters to represent the "Base" classes of humanity. Therefore; ANY class in the other products could be taken as an Elite advance. For example: Any character currently part of the Imperial guard could take any of the "Guardsman" classes for free at 2500 pts.

What classes in the other products? They don't exist yet, besides Sister of Battle and... Is there one in the Enemies Without?

Nope.

I actually meant only war and black crusade specifically. Rt would also be possible but require a lot of work until a RT2 comes out (I hope!).

Indeed. Some people made the Rogue Trader and an other one from this game line into elite advance for DH. It's non official, but in the same principle.