Wyrm 40k.
WYRM, the system used for Warrior, Rogue & Mage, as well as Resolute, Adventurer & Genius and Nautilus Project's GRIT.
I'm making a simple version for use with the Imperial Guard, for now. For those interested, I'll post it as I go, in simple text format. I am also posting this for some help in regards to some necessities that I may have missed they should really be included as well as some naming help.
First, I've coined it Guardsman, Scout & Commissar. I think it might be a bit of a mouthful currently and am thinking of alternate names to the basic attributes, but those fit the concept of each for now.
GUARDSMAN:
This attribute governs ranged and hand-to-hand combat, as well as most strength and toughness-based situations.
SCOUT:
This attribute governs stealth, sleight of hand, agility and sense-based situations, as well as physical reaction.
COMMISSAR:
This attribute governs knowledge, leadership, wisdom, social situations and mental reaction.
(If the GM allows the Psyker talent, this also governs psychic powers and psyker levels)
-----
<<HUMAN>>
May take any Path.
<<RATLING>>
May only take Infantry or Specialist Path.
Talents: Exceptional Attribute(Scout), Hunter, Weak
<<OGRYN>>
May only take Infantry or Devastator Path.
Talents: Exceptional Attribute(Guardsman), Tough As Nails, Psy-nil.
<<Eldar>>
May only use the Outcast Path, specific to Eldar.
Talents: Exceptional Attribute(Commissar), Sixth Sense, Outcast
-----
Characters will a high Guardsman are referred to as Infantry, high Scout are Specialists and high Commissar are Officers.
<<GUARDSMAN>>
Athletics
Demolition
Drive
Mechanic
Melee Training* (specific weapon, includes unarmed)
Pilot
Support Firearm Training (specific weapon)
<<SCOUT>>
Acrobatics
Awareness
Dodge
Firearm Training* (specific weapon)
Riding
Sleight of Hand
Stealth
Survival
<<COMMISSAR>>
Cogitae (computers and devices, includes cybertech)
Influence
Investigation
Lore
Medicae (healing and medicine, includes biotech)
Psyniscience** (psychic awareness, powers and tarot-use. *Talent: Sanctioned Only)
Tactics
-------------
*- may be taken multiple times, each time for a different weapon
**- may only be taken if the character has the Sanctioned talent.
----
That's a snippet of it. Currently working on Talents and Weapons, as well as porting all of the information into a stand-alone document, no need to download Warrior, Rogue and Mage.
I'm making a simple version for use with the Imperial Guard, for now. For those interested, I'll post it as I go, in simple text format. I am also posting this for some help in regards to some necessities that I may have missed they should really be included as well as some naming help.
First, I've coined it Guardsman, Scout & Commissar. I think it might be a bit of a mouthful currently and am thinking of alternate names to the basic attributes, but those fit the concept of each for now.
GUARDSMAN:
This attribute governs ranged and hand-to-hand combat, as well as most strength and toughness-based situations.
SCOUT:
This attribute governs stealth, sleight of hand, agility and sense-based situations, as well as physical reaction.
COMMISSAR:
This attribute governs knowledge, leadership, wisdom, social situations and mental reaction.
(If the GM allows the Psyker talent, this also governs psychic powers and psyker levels)
-----
<<HUMAN>>
May take any Path.
<<RATLING>>
May only take Infantry or Specialist Path.
Talents: Exceptional Attribute(Scout), Hunter, Weak
<<OGRYN>>
May only take Infantry or Devastator Path.
Talents: Exceptional Attribute(Guardsman), Tough As Nails, Psy-nil.
<<Eldar>>
May only use the Outcast Path, specific to Eldar.
Talents: Exceptional Attribute(Commissar), Sixth Sense, Outcast
-----
Characters will a high Guardsman are referred to as Infantry, high Scout are Specialists and high Commissar are Officers.
<<GUARDSMAN>>
Athletics
Demolition
Drive
Mechanic
Melee Training* (specific weapon, includes unarmed)
Pilot
Support Firearm Training (specific weapon)
<<SCOUT>>
Acrobatics
Awareness
Dodge
Firearm Training* (specific weapon)
Riding
Sleight of Hand
Stealth
Survival
<<COMMISSAR>>
Cogitae (computers and devices, includes cybertech)
Influence
Investigation
Lore
Medicae (healing and medicine, includes biotech)
Psyniscience** (psychic awareness, powers and tarot-use. *Talent: Sanctioned Only)
Tactics
-------------
*- may be taken multiple times, each time for a different weapon
**- may only be taken if the character has the Sanctioned talent.
----
That's a snippet of it. Currently working on Talents and Weapons, as well as porting all of the information into a stand-alone document, no need to download Warrior, Rogue and Mage.