Ideas for elite advances wanted

By Joeker, in Dark Heresy General Discussion

Hi,

I have no clue about costs and special abilities but I have a commissar in mind from the imperial guard.

In my opinion the abilities should be about fear, motivation and leading.

Maybe too drastic: Shoot a npc to give your crew and other recruted npc's a bonus.

@Mupf, I like the idea of a PC that has motivation to shoot other PCs. LOL a +10 for every point of damage done to rolls. "its a very hard diplomacy roll, I'll shoot the Face to help him make it. I did nine points of damage so he has +90 on the Diplomacy roll for the peace treaty."

Make it +10 every 1 point of Critical Damage, otherwise way too many bonuses >.>

My take on Magos Elite Advance:

Magos

Experience cost: 1000xp

Prerequisites:

- Adeptus Mechanicus background

- Int 50

- Mastery in one or more of Int based skills

Instant changes:

- must replace three of his organs with cybernetics of his choosing, all best quality

- can install any number of best quality cybernetics to replace organs that are missing up to the advance

- receives Talent: Flesh is Weak if he doesn't already possess it

- receives Talent: Master of the Binary: when interacting socially with individuals speaking in Binary Chant through this language his test become (+20) easier. When speaking other language tests become (-20) harder

- receives Talent: Machine is Stronger : When level of his Machine Trait reaches 6, the magos can no longer be healed by applying medical help to him. He requires repairs instead, which can be performed through testing of Tech-Use(-20) or Forbidden Lore [Ad.Mech.](0).

- receives one level up in Linguistics (Binary Chatter), Common Lore (Ad.Mech.), Forbidden Lore (Ad.Mech.) and Forbidden Lore (Archeotech) skills and Peer (Ad.Mech.) talent

Available Talents:

500xp

- My body is no longer bound: Through extensive modification magos can install in his body and learn how to use multiple legs or arms. First time he takes this talent, he must add either Quadrupped or Multiple Arms (1) Trait to his character sheet. This talent may be taken multiple times increasing the level of Quadrupped or Multiple Arms (X) Trait by one each time. Every time the talent is chosen it counts as cybernetic for the purpose of determining level of Machine(X) trait.

500xp

- Serpent of the Omnissiah: Those magos, who despise their human body entirely, have the privilege to rebuild it into mechanical serpent that receives trait Amorphous . Their spine is elongated with machine vertebrae and set to move with new set of mechanical muscles. All their cybernetics are reattached to their bodies, but all living limbs must be amputated. This talent increases number of cybernetics for the purpose of determinging level of Machine(X) trait by 1.