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  1. ERRATA 1:
  2. If ANY of these changes directly affect your character, feel free to take an experience refund and buy new things, or trade for an equally valuable ability (i.e. trading one Weirdboy Psychic Discipline for another).
  3.  
  4. Weirdboy:
  5. Every round (AKA 5 seconds) that a Weirdboy is within range of 10 or more Orks, he must roll a d10- on a result of a 9, he suffers an ‘Eadbang. This replaces the old rule where going two rounds without a successful Psychic Technique would cause an ‘Eadbang.
  6. The following Powers and Disciplines have been altered:
  7.  
  8. Punchy:
  9. 1: Weedy: The Weirdboy absorbs a massive amount of energy from his fellow Orks, until it fizzles out and is simply lost. The Weirdboy and all Orks within 10m gain d5 Fatigue Points.
  10.  
  11. 2-4: Da Big Punch: Pulsing with the strength of Gork himself, the Weirdboy’s arm swells with strength for one massive blow. This power lasts for 5 minutes or until the Weirdboy connects with an Unarmed Attack. In addition, after this power is used, the surge of energy allows the Weirdboy a melee attack or Charge as a Free Action for the round that this power was activated. If the hit connects, it explodes with Psychic Energy, effectively dealing 2d10+twice the Ork’s Strength Bonus in damage with the Warp Quality (ignores all armour). In addition, any creature hit must make a Toughness Test (+0) or be knocked back and/or upwards up to d10+SB metres. They may have any combination of upward and backward momentum the attacking Boy wishes, but must travel at least 1 meter in both directions if possible.
  12.  
  13.  
  14. 5-7: Warp Fart: Considered a cousin of Warp Vomit by Imperial scholars, this special attack forces all creatures within 5m of the Weirdboy to make an Agility Test (+0) or take 1d10+WPB Energy Damage, be thrown away from the Weirdboy 1d10+WPB meters upwards and away from the Weirdboy, and in addition, like Warp Vomit, anyone hit by Warp Fart must make a Toughness Test or be Stunned for 1 round.
  15.  
  16. 8-9: Smash ‘em gud!: The Weirdboy adds 10 to his Weapon Skill, and gains the Lightning Attack, and Berserk Charge talents for 1d10 Rounds.
  17.  
  18. 10: Yew Wouldn’t Likez Me When I’z Angry!: Swelling with the power of the Warp, the Weirdboy turns into a monster! He increases his size to Enormous, gains +40 Strength and Toughness, 20 Temporary Wounds and becomes Frenzied (but can still use compulsory powers when required to) for 1d5 Rounds. All equipment on the Weirdboy grows with him to avoid embarassment.
  19.  
  20.  
  21. Blasty:
  22.  
  23. 1: ‘Eadbang: Unchanged.
  24.  
  25. 2-4: Warp Vomit: Now deals 2d10+WPB Pen 4 E damage as opposed to it’s previous statline.
  26.  
  27. 5-7: Da Splodey Shot: Now has the Blast (2) Quality.
  28.  
  29. 8-9: Zzzzap: 5 Penetration instead of 4.
  30.  
  31. 10: Stomp: Through sheer force of will, luck, and/or fanatical belief, the Weirdboy calls down the foot or fist of Gork (or is it Mork?) himself to smite his foes. This attack may be centered anywhere the Weirdboy has sight to, and requires all creatures within 10m of the target point to make an Agility Test (+0) or be hit for 4d10+15 Impact Damage. Creatures who pass the Agility Test take half damage (rounded up), unless they pass with three or more degrees of success, in which case they avoid all damage.
  32.  
  33.  
  34. WAAAGH!: Support powers to make the Weirdboy and his Boyz twice as fast, killy and tuff!
  35.  
  36. 1: Oy... What Waz We’z doin’?...: Stun Duration reduced to 1 Round.
  37.  
  38. 2-4: Orkz is nevah beat! Nevah!: Unchanged.
  39.  
  40. 5-7: Tellyport: Unchanged.
  41.  
  42. 8-9: Green iz best!: All Orks within 10m ignore non-Death-causing Critical Damage for the next 1d10 Rounds- however, if attacked or attacking an enemy who is (wearing) green, then they too count as having these same bonuses when interacting with the Orks.
  43. 10: WAAAGH!: All Orks within 10m may make any Full Actions as Half Actions for the next 1d10 Rounds.
  44.  
  45.  
  46. New Discipline: Weird:
  47. All Weirdboys can draw upon the power of this dubious “Discipline”... whether or not it’s ever a good idea is an entirely different matter.
  48.  
  49. 1: Alone Time: The Weirdboy sucks himself into the Warp- he is protected by Gork and Mork, but is effectively held in Stasis for the next 1d10 minutes of Real Time- after which time, he reappears in the same spot from whence he departed as if nothing happened.
  50.  
  51. 2: Summon Squig Burger: From the darkest depths of the Immaterium appears one famous double-Squig-Burger with all the fixin’s in the Weirdy’s hands. It does not come with fries or a toy.
  52.  
  53. 3: Squig Form: A random creature within 10m of the Weirdboy (including the Weirdy himself) transforms into a rather plain Squig for 1d10 Rounds.
  54.  
  55. 4: Cake Generator: The Weirdboy twists not only memories, but all the laws of space and time themselves to change the actual Birthday of one creature (including himself) within 10m to any date of his choosing (it still occurred on the same year, and the creature’s apparent or effective age never seems to change as a result.)
  56.  
  57. 5: Da Runs: All creatures with digestive systems within 10m (including the Weirdboy) must make a Toughness Test- if they pass, nothing happens. If they fail, they double their Movement Speed, suffer from Explosive Diarrhea for 1d10 Rounds, and they must pass a Willpower Check every Round or be forced to Run to the closest lavatory or similar private place to relieve themselves.
  58.  
  59. 6: Orks is Made Fer Rockin’: The Weirdboy gains Jimi Hendrix-guitar-level abilities with one instrument of his choosing. He must then find such an instrument and play a song no shorter than 30 seconds (5 rounds) or longer than 20 minutes on it. To do anything else requires a successful Willpower (-20) Check. However, so fantastic are the Boy’s power chords and sweeping melodies that all allies within hearing distance gain a +10 to all tests while the song is going.
  60.  
  61. 7: Time Freeze: The Weirdboy stops all time and motion for 1d5 rounds, during which time only he may move. However, this also affects all clothing and equipment he wears, so he can only actually act during this time if completely naked (unless he just wants to wiggle his fingers or something.)
  62.  
  63. 8: FGSFDS: No one is exactly sure what this power does- all that is known for sure is that it spooks the Hell out of Space Llamas.
  64.  
  65. 9: SO. MUCH. WEIRDIES!: The Weirdboy creates 1d10 ghostly clones of himself for d10 rounds. They are intangible, but indistinguishable from the Weirdboy to the naked eye without a successful Awareness (-30) Test. The Weirdboy must make a successful Willpower (+0) Check every round to command them- otherwise they stand still, kick dirt and pick their noses. A successful Psyniscience (+20) Test, or the use of augmented vision i.e. Heat Vision will easily pierce the illusion.
  66.  
  67. 10: Zog It, Jeff!: The Weirdboy may break the Fourth Wall for 1 Minute.
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