Archive

Dark Heresy Travellerized

Dark Heresy Travellerized

I like the Warhammer 40K Dark Heresy setting but dislike the system so I thought I’d Travellerize it so I’d actually use the setting instead of just using it to mine ideas.

Not sure how copyright works for something like this so won’t write it all – just illustrate the general process.

#

Dark Heresy has a lot of attributes, skills and traits/talents – too many imo so

  • remove the attributes (mostly)
  • simplify the skill list
  • remove most of the talents/traits except those that add career and setting flavor

###

Mechanic

keep it ultra simple – play like CoC with rocket launchers – focus on investigation – combat lethal – shoot them in the back with rocket launchers or die

  • standard task with skill-0 roll 8+ on 2D6
  • hard task with skill-0 roll 12+
  • standard task with no skill roll 12+

failure by 1 or 2 generally isn’t complete failure depending on task – adds more time or a complication – fail by 3+ is more final

succeed by 3+ is a crit

###

Physical Traits

characters can have two

  • one fixed choice assigned with career choice
  • one chosen as an advance

list

  • acute senses
  • strong
  • agile
  • tough (resistance to physical attacks)
  • intelligent
  • strong-willed (resistance to mental attacks)
  • perceptive (social skills)
  • sanctioned psyker (only psyker career)
  • mechanical implants (only tech priest career)

physical traits give a DM+1 on relevant skill rolls

###

Skills

compact a lot of the skills

  • barter (inc evaluate)
  • charm (inc deceive)
  • command
  • drive (pick one specialty – others are one skill rank less)
  • pilot (pick one specialty – others are one skill rank less)
  • navigation

languages and lore – combine into one skill with different target scores

  • lore (common lore 8+, scholastic lore 10+, forbidden 12+)
  • languages (common, high, secret, ciphers)

demolition
medic
stealth: urban (inc silent move, concealment, shadowing, security)
survival: rural (inc silent move, concealment, tracking, wrangling)
tech use

inquiry (inc scrutiny, search)
interrogation
intimidate (success adds DM to inquiry or interrogate)

psy-rating
psy-awareness
invocation

weapon skill categories

  • melee (inc primitive ranged)
  • pistols
  • ranged
  • heavy

weapon type categories

  • primitive
  • blackpowder
  • slugs
  • las
  • shock
  • chain
  • bolter
  • flame
  • melta
  • plasma
  • power
  • exotic

###

Traits & Talents

by career

example

Adept
  • chem geld (immune seduction, resist charm)
  • disturbing voice (acts as intimidate-0 skill)
  • electro graft (requires tech-use-0) (effect DM+1 lore, tech use)
  • binary chatter (requires electro graft) (effect boon command servitor)
  • flagellant (DM+1 sv vs corruption)
  • master chirurgeon (requires medicae-0) (boon medicae)
  • orthoproxy (DM+1 sv vs corruption)
  • resist psyker/walled mind/mental fortress (DM+1/2/4 sv vs psychic attack)
  • total recall (requires intelligence) (boon lore)

boon = roll 3d6 and keep two highest

###

Careers

career focus

  • adept : knowledge
  • arbitrator : inquiry & combat
  • assassin : stealth & combat
  • cleric : command
  • guardsman : combat
  • psyker : psyker
  • scum: inquiry & stealth
  • tech-priest : tech-priest

#

Career Start

example

Adept
  • physical trait: intelligent
  • lore-1
  • language-1
  • choose melee-0 or pistols-0

gear:

  • robes, chrono, data slate, writing kit, staff or revolver+6

#

Available Advances

  • common advances
  • career advances
Common
  • drive
  • pilot
  • navigation
Adept
  • 1 archivist: lore, language, melee, pistol, flagellant
  • 2 scrivener: inquiry, tech-use
  • 3 scribe: interrogation, electro graft, shock
  • 4 chirurgeon: medic, master chirurgeon, chem geld, chain
  • 5 scholar: command, binary chatter, disturbing voice, bolt
  • 6 comptroller: barter, resist psyker, flame, melta
  • 7 logister: walled mind, orthoproxy, plasma
  • 8 sage: total recall, mental fortress, exotic, power

nb the character doesn’t get these advances automatically – the advances listed are the ones available to choose

###

Progression

#

Option 1: Traveller Style

1) pick career – base skills and gear

2) roll above next career rank for promotion on 2d6

  • add 4 years to character age
  • add 3 skill advances or 2 skill advance and 1 trait/talent per rank

example Adept

  • need > 2 roll 4
  • need > 3 roll 7
  • need > 4 roll 10
  • need > 5 roll 7
  • need > 6 roll 6

so four promotions, now Scholar, rank 5, 34 years old, 12 skill/trait advances

  • drive-0
  • lore-2
  • language-2
  • inquiry-0
  • tech-use-0
  • interrogation-0
  • melee-1
  • pistols-1
  • flagellant
  • disturbing voice
  • shock weapons
  • bolt weapons

weapons: bolt pistol and shock mace

#

Option2: DH Style
  • 1) pick career – rank 1, base skills and gear
  • 2) take free advance
  • 3) one advance per successful mission
  • 4) roll for promotion to next rank after successful mission
  • promotion requires total start skill ranks >= new rank
  • promotion DM+1 per total start skill ranks > new rank

example Adept – Rank 1, c. 20 years old, 1 free advance

  • Archivist
  • lore-1
  • language-1
  • pistols-1

###

Campaign Start – Void Ship

players are part of the inquisition team on a ship the size of a small town

#

Locations

#

Bilges
  • old ships used more fuel, most fuel space reclaimed but base level left for bilges
  • sewage reclamation
  • here be monsters
Engine Room
  • lower deck – aft
  • tech priests and minions
Hold
  • large central block – lower, middle and top decks
  • elevators no longer work
  • stevedores lift cargo with chain pulleys
Cargo Deck
  • lower deck fore
  • stevedore town (rough)
Administratus
  • middle deck aft (imperial: adepts, arbites, players)
Crew Deck
  • middle deck fore (other non officer crew)
Priory Deck
  • upper deck aft (clerics)
Bridge Deck
  • upper deck fore (ship’s officers)

#

Campaign

create a bunch of end nodes that contain

  • red herrings
  • criminals
  • heretics
  • mutants
  • cults
  • bilge monsters
  • a chaos thing
  • a xeno thing

nodes

  • create set of clues which point to various locations – multiple clues per location
  • eventually players hit one of the end nodes
  • each end node successfully investigated gives an advance
  • first clue leads towards a weak criminal end node but side clues may lead away

extremely useful links for node based design (follow all links)

Three Clue Rule

###

 

 

Advertisements