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OdinThePine

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OdinThePine

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About this mod

Expands the selection of Origins introducing new homebrewed, lore-friendly custom options. Pariah, Augmenticist

Requirements
Permissions and credits
Changelogs
How to Install
  • Download the file
  • Find the Modification folder in \AppData\LocalLow\Owlcat Games\Warhammer 40000 Rogue Trader\Modifications\
  • Extract or paste the file into the Modification folder
  • Add the folder name to the \AppData\LocalLow\Owlcat Games\Warhammer 40000 Rogue Trader\OwlcatModificationManagerSettins.json file; it should look like this:  "EnabledModifications": ["OriginsOfTheExpanse"], "ActiveModifications": ["OriginsOfTheExpanse"],
  • Start a new game or create a new Companion in an existing save

You can alzo use ModFinder for a easier installation.

NOTES: this is a OwlcatModManager mod and requires MicroPatches to load properly.



This mod is an attempt to integrate a handful of new Origins into the game, staying as true as possible to the setting.
Unlike the Homeworlds and Archetypes, the Origins are tied to reactity events. My intention is to complete two/three Origins and afterward try to add reactive dialogue.


Pariah

"A Pariah, also known as a Soulless, Blank, or Untouchable, is a human who possesses a rare mutation that causes them to generate no psychic presence in the Immaterium, leaving them essentially soulless. They are living anathema to psykers, daemons, and creatures of the Warp, with their mere presence painful for both friends and foes alike. All living creatures feel extreme discomfort in their presence, experiencing a natural hostility toward the Blank, generally condemning the Pariah to a brief and lonely life."


Even though it doesn't make much sense for the story of the game — starting from the prologue itself —  you can play as a possessor of the Pariah Gene: a Null is the opposite of a psyker and one of the most powerful mutation in Warhammer.

  • Psychic Null - The character is immune to warp damage, psyker spells and perils of the warp.
  • Anti-Psyker Aura - The characters adiacent to the Pariah are immune to warp damage, psyker spells, perils of the warp, can't use psyker abilities and deals -100% warp damage. The Pariah lose -5 FEL.
  • Anathema - Whenever the Pariah character suffers a hit from a daemon, the attacker immediately suffers damage equal to the Pariah's level.
  • Living Anomaly - At the start of the Pariah's turn, veil degradation is reduced by −2. The Pariah lose -5 FEL.
  • Dampening Aura - Every character in a 5-cell radius suffers and deals -50% warp damage. They also gains the psy dampening effect [-1 psy rating]. The Pariah lose -5 FEL.
  • Sever the Soul - Every character hit by the Pariah with a melee weapon suffers Psychosomatic trauma [can't use psyker and navigator spell] for 1 round. The Pariah lose -5 FEL.
The Origin is fully playable for RT and mercenaries, including a custom set of DarkestHour and MomentOfTriumph. The Talents support an aggressive, melee-oriented playstyle with Sever the Soul and Anti-Psyker Aura, and a supportive setup for the non-psyker part of your team with Dampening Aura and Living Anomaly.

Features Roadmap
  • Full list of Talents ✔
  • Available for Mercenaries ✔
  • Custom DarkestHour/MomentOfTriumph  ✔
  • Reactivity:  Prologue ✔ | Ch1 ✔ | Ch2✘ | Ch3✘ | Ch4✘ | Ch5✘ | DLC1✘ | Ending Slides ✘


Known issues:
Equipping and removing a SynthSkin armor can break the default Origin apparence. The visual can be re-equipped with ReDress until I patch the bug.
Adiacent enemy psykers with the Psychosomatic Trauma will probably disengage. This is good - you mere presence is painful and they should run - but let me know if the AI breaks or some specific fight became too easy.
The Anti-Psyker Aura prevent enemy and friendly unit to cast psyker abilities, and this should not break the game, but I haven't tested every bossfight and scripted event. Save often and let me know if something funky happens.



Augmenticist

Augmetic implants are common throughout the Imperium, from prosthetic limbs, life-extending sanguinary actuators, to the mechadendrites of the Adeptus Mechanicus. Most citizens sport some form of bionic modification, but for a select few, bionic modification is more than a mark of status, age, or devotion. For an Augmenticist, bionic enhancement is an obsession.


Cybernetic implants are a vital part of Warhammer 40k...a part that has been denied to us. The Augmentist is an Origin that makes use of all the game’s assets related to Augmentation, aiming to provide new options for different playstyles - except for Psykers. The talents primarily scale with TechUse and are not available right away; some unlock their improved version, while others have prerequisites such as statistics or levels. Those that modify the character model are only available upon the selection of Common Talent and aim to support melee or ranged builds.

  • Reject the Flesh (1) - This creature gains +1 deflection, +10% armour, and suffers −5% to dodge.
There are 4 talents that add an implant to the character model. They are unlocked only when you can pick a Common Talent (level 5, 9, 14 etc). Each Implant will unlock two other Talents and one Skill:

  • Mezoa-Pattern Power Limb - a mechanical right arm that increment STR based on TechUse
  • Seraphim-Pattern Tactical Limb - a mechanical left arm that reduce reload costs by -2
  • | Motive Bolt - skill, push the enemy away and deals damage
  • | Burst Protocol - Rate of Fire based on TechUse
  • | Servo-Deflector - parry with ranged weapons
  • Nomad-XR Kinetic Systems - mechanical legs, Movement Points based on TechUse
  • | Dash Protocol - skill, a dash based on Tech-Use
  • | Anti-grav Anchors - immunity to prone
  • | Adaptive Evasion Matrix - immune to AoO and threatened areas on the first turn
  • Crosshair-VI Targeting Module - a ocular implant that increase weapons range based on TechUse
  • | Auspex Protocol - skill, target enemy gains exploit based on TechUse
  • | Targeting Lens - extra ctritical hit damage
  • | Sentry Protocol - intelligence intead of perception


The Origin in fully playable, with minor placeholder texts and icons. I'll add more Talents and improvements with each patch, but a character created with the first release (v0.8.0) will be fully functional from the start.

Features Roadmap
  • Full list of Talents and Abilities ✘ 13/16
  • Available for Mercenaries ✔
  • Custom DarkestHour/MomentOfTriumph  ✘
  • Reactivity:  Prologue✘ | Ch1 ✔ | Ch2✘ | Ch3✘ | Ch4✘ | Ch5✘ | DLC1✘ | Ending Slides ✘


FAQ, ISSUES and 
FIXES:
- I see only one augmented arm model |
If you have picked both the arms Talents before v0.8.2, you will see only the last picked arm model. You can fix this permanently with ToyBox: -> open ToyBox with ctrl+F10 -> go to the Search 'n Pick tab -> write Augmenticist_Talent1_ in the search window -> remove the Augmenticist_Talent1_RArm_Visual and the Augmenticist_Talent1_LArm_Visual -> add the Augmenticist_Talent1_BothArm_Visual -> save the game and reload
-
I still see the augments models after a respec| you can fix this too with the metod above, just remove the corrisponding Arm_Visual object
- I want the mechanical arm without the Talent effect | pick the corrisponding Arm_Visual with ToyBox, or try ReDress
- Can we have Augmentics Talents for every character without the custom Origin? | talk to the Hight Factotum, he will open the augmentation bay for your RT





Feel free to use the comments section to suggest to suggest additions and report bugs. Creating an Origin has turned out to be quite a lengthy process, and I don't think I'll go beyond the ones I have planned, but your opinion on balancing and internal changes is extremely valuable


Thanks to the community on the official Discord server for the help and guidance with this small project.