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Elite Advances (Player Option thread)

Mutant (X) Cost 300 xp Requirements : You must have at least 10 Corruption points. Abhumans can ignore this requirement. Benefit : You immediately and randomly roll one physical malignancy, gain the Amphibious trait (if you don't already have it), and roll 1d10 on this chart. Blind, you also immediately gain Unnatural Senses (X, where X is your Perception bonus plus any Unnatural Perception you might have) Burrower (X, where X is your Strength bonus plus any Unnatural Strength you might have) Dark Sight Fear (X, where X is equal to half of your Fellowship bonus plus any Unnatural Fellowship you might have) Deadly Natural Weapons Flyer (X, where X is your Agility bonus plus any Unnatural Agility you might have) Multiple Arms (X, where X is your Weapon Skill bonus) Natural Armor (X, where X is your Toughness bonus plus any Unnatural Toughness you might have) Psy Rating (+1) and you gain randomly determined Psychic Power from the following list: Desperate Transmogrification, Enfeeble, Mental Force, Mind Shadow, /or Suggestion, <a href="https://app.roll20.net/forum/post/1119873/old-character-thread-pregens-included#post-1133664" rel="nofollow">https://app.roll20.net/forum/post/1119873/old-character-thread-pregens-included#post-1133664</a> Regeneration (X, where X is your Corruption bonus) Special : You can take this Elite Advance once for every 10 Corruption points you have. Each time you take the advance you also gain +2d10 Corruption points. Additionally, the first time Ogryn characters take this advance they get one Unnatural Characteristic (1) of their choice, chosen before they roll to determine the mutations that the advance provides them. Nascent Psyker Cost 500 xp Requirements : not Untouchable and has a Willpower of at least 40. Benefit : The elite advance makes you an unbound or rogue psyker with the Nascent trait, a Psy Rating of 0, the Psyker aptitude, the Psyker trait, and 1d10+3 Corruption points. You must always Push your abilities in order to manifest the Power of the Warp. Special : Additionally, for every 20 Corruption points your character has you can buy the advance for 100 xp less. Ogryn characters get a further discount, they can pick up Nascent Psyker for 250 xp at character creation but it costs 500 xp if purchased after that. Nascent Trait Each time a Nascent Psyker survives a Perils of the Warp roll, and possess the Nascent trait they gain bonus XP equal to the roll result that they can use at the end of the session to buy a new Psychic Power. This bonus XP is tracked seperately from their normal XP total and while they can use their normal XP to purchase Psychic Powers they cannot use this bonus XP on anything other than Psychic Powers. If the Nascent Psyker ever becomes Sanctioned or Soul-Bound they lose the Nascent trait. If the Nascent Psyker suffers Critical Damage or sees their Comrade die, or another PC get killed (even if they burn Fate), the GM may increase the Nascent Psyker Psy Rating by as much as +1d5 for the rest of the fight/encounter/scene. Soul-Bound Cost 500 xp Requirements : You must have the Psyker trait Benefit : You gain the Soul-bound trait Special : If you have the Nascent trait it is lost, but one of your psychic powers gains an additional bonus at the GMs discretion. The soul of this creature is bound to a higher purpose or being, in return for a measure of protection. When this Trait is first granted, the entity to which the soul is bound must be decided. Many Imperial psykers, especially Astropaths, are soul-bound to the Emperor, for example, whereas Chaos Sorcerers may be bound to one of the Ruinous powers. A soul-bound psyker rolls an additional dice when forced to roll on the Perils Of The Warp Table, discarding whichever one he chooses to get a more favourable result. Upon becoming soul-bound, a character must choose one of the following effects: Permanent loss of their sight, gain 10 insanity points, permanent loss of 2d10 from one Characteristic, or a random Mutation. Untouchable Cost : 300 xp Requirements : Characters with the Nascent Psyker elite advance or the Psyker support specialist class cannot gain the Untouchable elite advance. Benefit : You can longer gain the Psyker trait, but you gain the Resistance (Psychic Powers) talent, and can purchase further Untouchable talents. Special : Your Fellowship characteristic always counts as one-half (rounding up) its value for tests or other game usage. When interacting with anyone who has a Psy Rating or the Psyniscience skill, the Fellowship characteristic counts as 1. You can never gain nor benefit from the positive effects of Psychic Powers or any other related unnatural talents, traits, or abilities that call on the Warp for power. Henceforth you automatically ignore any effects resulting from Psychic Phenomena, and gains a +30 bonus on any tests to resist effects from a Perils of the Warp result.
Warning!!! It should be noted that should Rheelas ever rejoin the Imperium of Man that Mutants are considered second or third class citizens (if given any rights or privileges at all), and Nascent Psykers are likely going to be hunted down and shipped off to Terra to be sacrificed at the altar of the Astronomicon for the common good and in the name of the Holy God Emperor of Man. It should also be noted that I like trying to create new material for basically every game I've ever run. Sometimes the material is mechanically sound. Often times its a little over the top. If you find issue with something I've included in this thread or another thread. I love constructive criticism. Comments, questions, and concerns are welcome.
Dark Patronage Cost : 600 xp Prerequisites : You cannot have Common Lore (Imperial Creed), Insanely Faithful, or the Unshakable Faith talents, in addition you must receive the Dark Patronage by participating in a Warpcraft ritual performed by a Chaos cultist or sorcerer who bears the Mark of a Dark God. Daemons can also perform the ritual if properly coerced or commanded. Benefit : You may roll once on the following table, you also gain alignment with particular Chaos God as determined by the GM, and 5d10-1d5 Corruption points. Roll 1d100 Rewards of the Dark Gods 1-5 Spawndom: The character desiring the reward is transformed into a Chaos Spawn! This transformation takes one full Round, during which it uses its new profile but is Stunned. At the conculsion of every session that the character is a Chaos Spawn, they gain 10 Insanity points and 1 Corruption point until they become unplayable. 6-16 Unworthy Offering: The character desiring the reward is left with nothing but the taste of failure. 17-29 Warp Frenzy: This character desiring the reward gains the Frenzy Talent and immediately enters a Frenzy as per that Talent (see page 144 of the Only War Core Rulebook). While in a Frenzy, this character’s Melee Attacks inflict an additional 1d5 Damage 30-46 Fragment of Immortality: The character desiring the reward gains the Regeneration (4) and Undying Traits. If it already possessed the Regeneration Trait, increase the value of this Trait by +3 instead. 47-59 Strength of the Berzerker: The character desiring the reward gains the Unnatural Strength (5) Trait. If it already possesses the Unnatural Strength Trait, increase the value of this Trait by +4 instead. 60-71 Arcane Occulum: The character desiring the reward gains the Unnatural Senses (100) Trait or increase the value of this Trait to 100 if it already possessed it at a lower value. Its ranged attacks ignore any AP Targets gain from Cover. One of the characters eyes is replaced by a glowing pit of green fire. 72-80 Bloated Form: The character desiring the reward increases its Wounds by twice its Toughness Bonus and immediately removes all Damage it is currently suffering. It can no longer take the Run Action 81-86 Shield of Force: The character desiring the reward gains the effects of a Force Field with a Protection Rating of 35 that does not Overload. If it already possesses a Force Field, increase the value of its Protection Rating by +20. It can no longer Overload. 87-90 Mechanoid: The character desiring the reward gains the Machine (4) Trait. If it already possessed the Machine Trait, increase the level of that Trait by +3 instead. 91-95 Blade of Annihilation: The character desiring the reward selects one of his melee weapons. That weapon gains the Warp Weapon Quality. The weapon inflicts an additional 1d10 Damage 96-99 Cosmic Fate: The character desiring the reward gains the Touched by the Fates (3) trait or simply increase the character's Fate points by +2. 100 Multiple Rewards: Roll another 1d5–1 (to a minimum of 0) times on Rewards of Dark Gods chart and apply all of the results
Communitati Heretek Cost : 300 xp You were a devotee or apprentice of the famed Heretek Saturnina Theremin of Hive Helvetti. Somehow you've managed to escape notice and sanction of the orthodox Machine Cult on Rheelas. Though you retain a measure of the curiosity exhibited by your former master Theremin when exposed to xenos artifacts and ruins. You find it difficult to ignore xenos tech, however much you might fear and hate living xenos. Prerequisite : You must have the Tech-Use skill trained as well as either Trade (Armorer) or Trade (Technomat). Benefit : You gain training in the Deceive skill and either Forbidden Lore (Xenos) or the Linguistics (Tau) skill. Furthermore you can use Trade (Technomat) to upgrade weapons with the Gyro-Stabilized weapon quality but they gain the Unreliable quality if they don't already have it, you also learn to apply heretek patterns to existing plasma weaponry allowing you to use Trade (Technomat) to upgrade plasma weapons with the Overcharge (X) quality, where X is equal to your Intelligence bonus, but if you do, the weapon will Overheat on a 81+ You use Trade (Armorer) to upgrade armor with the Auto-Stabilized trait or the Unnatural Strength (1) trait but such upgrades increase the armor's weight by x 1.5 and require it to recharge its onboard power supply every 1d5 hours to power the trait (or every 1d5-1 hours if both upgrades are added). Lastly, every device that you build comes with a Failsafe Detonator that triggers automatically when the user dies, detonating in an explosion that completely destroys the device as well as dealing 2d10 Energy damage to everything within a 3 meter blast much like a frag grenade, alternatively the device may be booby trapped to explode with an Easy +30 Tech-Use test with a maximum delay equal to the degrees of success on the test, while a failed test could cause the device to explode immediately while still being handled. Special : You gain 2d5 Corruption points and twice that many Insanity points when taking this Elite Advance. Anytime you encounter a new xenos item you must succeed on a Difficult (-10) Willpower test to avoid becoming compelled to possess the item so that you can study it in secret. At GMs discretion your character can take apart the new xenos device (destroying it) in order to gain 50 xp by studying its inner workings. If you are unable to beg, borrow, or steal the device after failing the Willpower test, you will gain a number of Insanity points equal to the degrees by which the Willpower test failed.
Sister of Battle Hospitalier Cost : 300 xp The famed Sisters of Battle of the Adepta Sororitas pursue the ways of war to spread the Emperor's light. The Orders Militant are often tasked by the Ecclesiarchy with defending its Shrine and Cardinal Worlds or retaking such planets from Heretics, xenos or the blasphemous Forces of Chaos. There are literally dozens of different Orders Militant, with their convents scattered across the galaxy. The Sisters of Battle are also often attached to the Ordo Hereticus of the Imperial Inquisition and indeed serve the Witch Hunters as their Chamber Militant. Battle-Sisters are recruited solely from the female graduates of the Schola Progenium facilities spread across the galaxy. They are the orphans of those Imperial servants who have given their lives in the service of the Imperium, either in the Imperial Guard or some other Imperial Adepta. While being raised within the Schola they receive a strong Ecclesiarchy upbringing and education, coming to regard the Emperor as their spiritual father. Thirty-two years ago a small cadre of Adeptus Sororitas arrived on Rheelas, they were ordered to accompany the woman who would become known as the Hierophant of Heavens' Hook by an influential Throne Agent. These warrior women have served loyally and faithfully for three decades, many of those that arrived on the mining world in the early days were lowly novices but over the years they rose through their respective ranks in service of the Imperial Cult on the planet and received honor and status for their deeds and faith. You are one such Sororitas, who now wears a suit of ornate and venerable light power armor who happened to be visiting the Granite Spire on official business when the facility was attacked by the Archenemy. Prerequisites : You must be a Female Ministorum Priest to take this Elite Advance and your character must be no younger than forty-five years of age. You can only take this Elite Advance at character creation. Benefit : You gain the Blessed Ignorance trait, training in the Common Lore (Adeptus Sororitas) skill, the Medicae skill, and can increase either Common Lore (Ecclesiarchy) or Scholastic Lore (Imperial Creed) to +10, your character is also assigned a Good Craftsmanship boltgun, a Best Craftsmanship suit of light power armor with 1d5 hours of power, and three clips of bolter ammunition. Lastly, your character gains the Weapon Training (Bolt) talent. Special : You lose your Comrade and the Hatred (Imperium) talent. Your rank is now considered to be Hospitalier with a Logistics Rating of 20. Please do not choose a Rheelander name instead pick something Gothic from the Corebook.
Electro-Priest (Corpuscarii) Cost : 400 xp Many of the othodox members of the Machine Cult on Rheelas upon hearing of the Massacre of the Granite Spire where fifty of their fellow tech-priests were killed by what some would call an orbital bombardment. It was not difficult to convince otherwise passive and peaceful, Mechanicus to join the ranks of the Cult's fanatical techno-zealots on Rheelas, their bodies and potential coils overcharged with massive amounts of bioelectrical power, that they hope to use to smite their enemies but sometimes gets out of control and boils their eyes in their sockets. Since the beginning of the invasion of Rheelas the remaining tech-priests of the mining world have strongly considered acquiring the augmentations that would let them bolster the ranks of this militant Mechanicus brotherhood. Prerequisite: the Mechanicus Implants trait, and Strength of 30+ Benefit : The character gains a Good Craftsmanship Luminen Capacitor implant, a Common Craftsmanship Internal Reservoir implant, the Luminen Blast, Luminen Shock, and Blind Fighting talents. They also receive a Common Craftsmanship electrostatic gauntlet (Melee, 2d5+SB, Pen 3, Balanced, Felling (1), Shocking, Weight 1.5 kg). Special : The Electro-Priest may trade their Knowledge aptitude for the Offense aptitude. The character also gains the Blind trait.