Difference between revisions of "Rogue Heresy Death Crusade"

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=Mission statement=
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[[Category:Home Rules]]
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[[Category:RHDC]]
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==Mission statement==
 
Создать универсальную систему для DH, RT, DW, BK игр.
 
Создать универсальную систему для DH, RT, DW, BK игр.
  
 
Система должна отвечать следующим требованиям, в порядке значимости: фан, универсальность в предоставляемых опциях развития персонажа, универсальность в предоставляемых опциях power level'а.
 
Система должна отвечать следующим требованиям, в порядке значимости: фан, универсальность в предоставляемых опциях развития персонажа, универсальность в предоставляемых опциях power level'а.
=Character Creation=
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==Chapters==
When creating a character, first select his or her race. This basic supplement only offers baseline Humans as a race player characters may come from, but further supplements will greatly expand on that. The race chosen can be further modified by applying a Template to it, if you wish, which represents your character belonging to one of the multitudes of humanity's subraces, such as gregarious ratlings, or noble Navigators, whose solitary gift makes warp travel possible.
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[[Rogue_Heresy_Death_Crusade_Chargen|Character Creation]]
  
The combination of race and template determines your starting skills, talents and traits, wounds number, your character's starting attributes, as well as the amount of experience you get to spend at character creation to further customize your character.
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[[Rogue_Heresy_Death_Crusade_Rules|Playing the game]]
  
Once you've chosen your race and template, it's time to determine your character's starting attributes. There are two ways to go about this: rolling randomly, or point-buy. If using random generation, roll two ten-sided dice nine times, writing down the sums of the numbers rolled on the dice. You also have an option to reroll those nine rolls, taking the second result set instead of the original one. Then, add the resultant numbers to the attributes of your choice, their basic value determined by your race and template choice. If using point-buy system, assign 90 points between the attributes of your choice, with no less than 5 and no more than 20 points assigned to each attribute.
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[[Rogue_Heresy_Death_Crusade_Combat|Combat]]
  
Example: John and Jane decide to make their player characters. John chooses a baseline human, while Jane decides to play a ratling. John thinks it best to determine his character's attributes randomly, and rolls 2d10 nine times, getting a line of 6,2,4,8,7,10,3,11 and finally 13. That's way below average, so he chooses to reroll, now getting a line of 12,19,16,8,11,10,17,15 and 18. Since he's playing a human, he'll be adding those roll results to base attribute values of 25 around the board, getting a final attribute line of Weapon Skill 44 (25+19), Ballistic Skill 42 (25+17), Strength 43 (25+18), Toughness 37 (25+12), Agility 41 (25+16), Intelligence 36 (25+11), Perception 40 (25+15), Willpower 35 (25+10) and Fellowship 33 (25+8). Jane prefers point-buy, and spends the 90 attribute points, adding them to Ratling basic scores, and getting an attribute line of Weapon Skill 25 (20+5), Ballistic Skill 50 (30+20), Strength 25 (20+5), Toughness 40 (25+15), Agility 50 (30+20), Intelligence 30 (25+5), Perception 35 (25+10), Willpower 35 (25+10) and Fellowship 35 (30+5).
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[[Rogue_Heresy_Death_Crusade_Skills|Skills]]
==Race==
 
=== Human ===
 
Your character is one of the uncountable teeming masses of baseline humanity, and much of your personality is determined by your homeworld culture and personal background.
 
<poem>
 
*Starting Skills: Common Lore(Imperium)[Int], Common Lore(choose one)[Int], Linguistics(Low Gothic, Homeworld Dialect)[Int], Trade(choose one)[Int]  
 
*Starting Talents: choose any one for which you satisfy the prerequisites.
 
*Starting Wounds: 10 + Toughness Bonus
 
*Experience: Human Characters can spend 1000 experience points on advances during Character Creation.
 
</poem>
 
<pre>
 
-----------------
 
WS    = 25+2d10
 
BS    = 25+2d10
 
Str  = 25+2d10
 
T    = 25+2d10
 
Ag    = 25+2d10
 
Int  = 25+2d10
 
Per  = 25+2d10
 
WP    = 25+2d10
 
Fel  = 25+2d10
 
-----------------
 
</pre>
 
==Template==
 
===Abhuman(Ogryn)===
 
Your character is an ogryn, a human colonist forever changed by the generations his predecessors spent on a high-gravity world. His strength and endurance are as legendary as his stupidity.
 
<poem>
 
*Cost: 400 exp.
 
(Replace standard Human starting skills, talents, traits and wounds.)
 
*Starting Skills: Common Lore(choose one)
 
*Starting Talents: Hardy choose any one for which you satisfy the prerequisites.
 
*Starting Traits: Size(Hulking), Unnatural Strength(+3), Unnatural Toughness(+3)
 
*Starting Wounds: 15 + Toughness Bonus
 
</poem>
 
<pre>
 
-----------------
 
WS    = 25+2d10
 
BS    = 25+2d10
 
Str  = 35+2d10
 
T    = 35+2d10
 
Ag    = 25+2d10
 
Int  = 15+2d10
 
Per  = 25+2d10
 
WP    = 25+2d10
 
Fel  = 15+2d10
 
-----------------
 
</pre>
 
===Abhuman(Ratling)===
 
Your character's ancestors lived on a abundant planet, where food and resources were aplenty. Generations of inbreeding during the Age of Strife made them short and frail; but also gregarious and optimistic.
 
<poem>
 
*Cost: 400 exp.
 
(Replace standard Human starting skills, talents, traits and wounds.)
 
*Starting Skills: Common Lore(choose one), Charm, Deceive, Sleight of Hand, Stealth
 
*Starting Talents: Peer(choose one) and choose any one for which you satisfy the prerequisites.
 
*Starting Traits: Size(Scrawny)
 
*Starting Wounds: 7 + Toughness Bonus
 
</poem>
 
<pre>
 
-----------------
 
WS    = 20+2d10
 
BS    = 30+2d10
 
Str  = 20+2d10
 
T    = 25+2d10
 
Ag    = 30+2d10
 
Int  = 25+2d10
 
Per  = 25+2d10
 
WP    = 25+2d10
 
Fel  = 30+2d10
 
-----------------
 
</pre>
 
===Navigator===
 
A mysterious breed of stable human mutants rumoured to be created by the Emperor himself, Navigators bind the very fabric of the Imperium together, guiding its ships through the Warp with the guidance of Astronomicon. Your character is one of this secretive kin.
 
  
===Novitiate===
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[[Rogue_Heresy_Death_Crusade_Talents|Talents and Traits]]
Your character has had a great honour of being chosen as one the Space Marine Novitiates, having no doubt passed tests most grievous at the very dawn of his life. Many more await him before he will be able to join the ranks of his chapter as a Space Marine.
 
  
==Homeworld==
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[[Rogue_Heresy_Death_Crusade_Social|Contacts and Social Interactions]]
Your character's upbringing upon his homeworld determines many of his abilities, skills and talents, as well as giving him unique traits as the very nature of his birthplace works itself into his bones.
 
===Feral World===
 
<poem>
 
*Starting Talent: Heightened Senses(Any one)
 
*Starting Trait: '''Rite Of Passage''' - Survival[Per] Skill Tests are one step easier for a Feral Worlder in any environment reminiscent of his homeworld.
 
</poem>
 
===Hive World===
 
<poem>
 
*Starting Talent: Unremarkable or Technical Knock
 
*Starting Trait:  '''Wary''' - Hive Worlders gain +1 to Initiative and do not treat dense crowds of people as Difficult Terrain.
 
</poem>
 
===Void Born===
 
<poem>
 
*Starting Talent: Resistance(Cold) or Resistance(Heat)
 
*Starting Trait: '''Charmed''' - Whenever a Void Born spends a Fate Point (though not if he burns one), roll a 1d10. On the roll of a natural 9, the Fate Point is not lost.
 
</poem>
 
===Forge World===
 
<poem>
 
*Starting Talent: Technical Knock or Peer(Adeptus Mechanicus)
 
*Starting Trait: '''Fit For A Purpose''' - Forge Worlders gain one bionic or implant system as appropriate for chosen Archetype or Trade Skill(determined by GM). 
 
</poem>
 
===Schola Progenium===
 
<poem>
 
*Starting Talent: Iron Jaw or Peer(Ecclesiarchy)
 
*Starting Trait: '''Tempered Will''' - Willpower Tests with a difficulty above(and including) Very Hard(-30) are one step easier for Progena characters. Thus, for example, a Hellish(-60) Willpower Test will become Punishing(-50) and so on.
 
</poem>
 
==Backgrounds==
 
===Mind Cleansed===
 
<poem>
 
*Cost: 200 exp
 
*Bonus Starting Skills: Deceive[Fel]
 
*Bonus Starting Talents: Jaded
 
*Bonus Starting Traits:
 
**'''Imperial Conditioning''' - Mind Cleansed gain a +10 bonus to resist Fear or any attempts to control or possess their minds(psychically, chemically or otherwise).
 
**'''Failsafe Control''' - Relevant NPC may trigger an effect similar to Compel Telepathy Psychic Power targeting the Mind Cleansed. The "Imperial Conditioning" Trait does not affect the character's chances to resist this effect.
 
</poem>
 
===Noble Born===
 
<poem>
 
*Cost: 200 exp
 
*Bonus Starting Skills: Linguistics(High Gothic)
 
*Bonus Starting Talents: Excessive Wealth, Peer(Nobility)
 
*Bonus Starting Traits: '''Vendetta''' - Noble Born gain the Enemy(2) Talent. The nature of these enemies are left to GM to define.
 
</poem>
 
===Untouchable===
 
<poem>
 
*Cost: 500 exp
 
*Prerequisite: The Character may have no other package, talent, trait or similar that grants psychic, faith or warp-based powers or abilities, both during creation or later development.
 
*Characteristics Change: The Untouchable's Fellowship Characteristic is reduced by -10, and the Character suffers a -10 penalty on all Interaction Skill Tests.
 
*Bonus Starting Traits:
 
**'''Psychic Blank''' - The character may never gain Psychic Powers, Pure Faith, Sorcery or related Talents.
 
**'''Psychic Invulnerability''' - An untouchable is completely immune to Psychic Powers, psychic energy and effects directed against them (as well as warp powers, possession, sorcery, Corruption from warp shock, and so forth) Also, he cannot be detected by means of Psyniscience or similar abilities — powers of this type directed at their person, even though successfully manifested, simply fail. Powers in whose wider areas he is caught simply fail to affect him — although they may affect other people normally, subject to their disruption effect.
 
**'''Psychic Disruption''' - All Psychic Powers and abilities manifested in the character’s immediate area (a radius equal to the Untouchable’s Willpower Bonus in metres) have their associated Focus Power Test difficulty increased by -20. In addition, the effective Psy Rating of Psychic Powers successfuly manifested in this area is reduced by a number equal to Untouchable's Willpower Bonus.
 
</poem>
 
==Divinations==
 
  
'''IN THE WORKS.'''
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[[Rogue_Heresy_Death_Crusade_Powers|Powers]]
  
'''For now follow these guidelines:'''
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[[Rogue_Heresy_Death_Crusade_Gear|Armoury]]
 
 
===Reading of the Present===
 
<poem>
 
(choose one)
 
 
 
0. Refuse to know your Present
 
 
 
1. Receive +5 bonus to one Characteristic, but -3 to two other.
 
 
 
2. Receive +5 bonus to one Characteristic, but -5 to one other.
 
 
 
3. Receive +3 bonus to two Characteristic, but -3 to two other.
 
 
 
4. Receive +3 to Income, but -5 to one Characteristic
 
 
 
5. Receive +20 bonus to one Income Test at the Character Creation, but -3 to one Characteristic
 
</poem>
 
 
 
===Reading of the Past===
 
<poem>
 
(choose one)
 
 
 
0. Refuse to know your Past
 
 
 
1. Receive +3 to Income, but -5 to one Characteristic
 
 
 
2. Receive +5 to Income, but -10 permanent penalty to all Tests with one Skill
 
 
 
3. Receive +2 starting Wounds, but -5 to one Characteristic
 
 
 
4. Receive +10 permanent bonus to all Tests with one Skill, but suffer either +5 Corruption or +5 Insanity
 
 
 
5. Decrease number of starting Wounds by -2, but gain either +3 to one Characteristic or +3 to Income 
 
</poem>
 
 
 
===Reading of the Future===
 
<poem>
 
(choose one)
 
 
 
0. Refuse to know your Future
 
 
 
1. Suffer +5 Insanity, but receive +1 starting Wound
 
 
 
2. Suffer +5 Corruption, but receive +5 to one Characteristic
 
 
 
3. Suffer +5 Insanity, but receive +3 to Income
 
 
 
4. Suffer +5 Corruption, but receive +20 bonus to one Income Test at the Character Creation
 
 
 
5. Receive +1 starting Fate Point, but suffer either +5 Insanity or +5 Corruption
 
</poem>
 
 
 
==Archetypes==
 
 
 
===ADEPT===
 
<poem>
 
*Characteristics Bonus: +3 Int, +3 WP
 
 
 
*Bonus Starting Skills: Awareness, Common Lore(Any two), Scholastic Lore(Any three), Forbidden Lore(Any two), Inquiry or Commerce, Inquiry(+10) or Commerce(+10), Security or Logic
 
 
 
*Bonus Starting Talents: Total Recall, Light Sleeper or Unremarkable, Polyglot or Mimic, Weapon Training(Primary or SP)
 
 
 
*Special Ability: '''Cyclopaedic Learning''' - Choose one Lore Skill(Common, Scholastic or Forbidden) which the character already has. From now on he counts as having the Mastery Talent for that Skill, even if he does not have the prerequisite Skill Rank in that Skill.
 
</poem>
 
 
 
 
 
===ARBITRATOR===
 
<poem>
 
*Characteristics Bonus: +3 Fel, +3 WP
 
 
 
*Bonus Starting Skills:  Awareness, Inquiry, Awareness(+10) or Inquiry(+10), Common Lore(Any two), Scholastic Lore(Imperial Warrants), Command or Intimidate, Command(+10) or Interrogation, Scrutiny, Dodge or Parry
 
 
 
*Bonus Starting Talents: Peer(Underworld or Enforcers), Air of Authority or Takedown, Rapid Reload or Quick Draw, Weapon Training(Primary, SP), Weapon Training(Bolt or Shock)
 
 
 
*Special Ability: '''Imperial Authority''' - Whenever clearly presenting any authentic sign of authority(Arbites Sigil, Enforcer's badge etc.), Arbitrator gains a +10 bonus on all Interaction Skill Tests, and scores one aditional degree of success on such Tests, as long as the insitution the Arbitrator represents holds any sway in surrounding region.
 
</poem>
 
 
 
===ASSASSIN===
 
<poem>
 
*Characteristics Bonus: +3 Ag, +3 BS or WS
 
 
 
*Bonus Starting Skills: Awareness, Dodge or Parry, Dodge(+10) or Parry(+10), Acrobatics or Athletics, Deceive or Sleight of Hand, Deceive(+10) or Security, Tech-Use or Medicae, Stealth, Stealth(+10) or Scholastic Lore(Chymistry)
 
 
 
*Bonus Starting Talents: Ambidextrous or Unremarkable, Sure Strike or Deadeye Shot, Catfall or Sprint, Meditation or Frenzy, Weapon Training(Primary), Weapon Training(SP or Throwing), Exotic Weapon Training(Any one).
 
 
 
*Special Ability: '''Honed Skill''' - Whenever an Assassin deals Critical Damage, with normal attack or due to inflicting Righteous Fury, he deals and additional amount of Damage equal to half his WS or BS Bonus.
 
</poem>
 
 
 
 
 
===CLERIC===
 
<poem>
 
*Characteristics Bonus: +5 WP
 
 
 
*Bonus Starting Skills: Common Lore(Imperial Creed), Linguistics(High Gothic), Scholastic Lore(Any one), Charm or Command, Charm(+10) or Command(+10), Medicae or Forbidden Lore(Any one) or Scrutiny, Parry or Trade(Any one)
 
 
 
*Bonus Starting Skills: Air of Authority, Unshakable Faith, Inspire Wrath or Iron Discipline, Hatred(Any one) or Peer(Ecclesiarchy), Weapon Training(Primary or SP), Weapon Training(Chain or Flame).
 
 
 
*Special Ability: '''Inspired Sermons''' - When dealing with the faithful of the Emperor, Clerics can affect double the number of listeners(after accounting for any other Talents with similar effects) with their speeches, and gains a +10 bonus on all Interaction Tests.
 
</poem>
 
 
 
===GUARDSMAN===
 
<poem>
 
*Characteristics Bonus: +3 WS, +3 BS
 
 
 
*Starting Skills: Common Lore(War), Athletics, Navigate(Surface), Operate(Surface), Command or Stealth or Athletics(+10), Dodge or Parry, Survival or Tech-Use
 
 
 
*Starting Talents: Weapon Training(Choose any four), Nerves of Steel, Catfall or Combat Sense, Double Team or Marksman, Jaded or Quick Draw
 
 
 
*Special Ability: '''Life is War''' - Guardsmen receive a +10 bonus on Willpower Tests to resist Pinning, and also a +10 bonus on Tests to resist Stunning and gaining Fatigue.
 
</poem>
 
 
 
 
 
===IMPERIAL PSYKER===
 
<poem>
 
*Characteristics Bonus: +3 Int, +3 WP
 
 
 
*Starting Skills: Psyniscience, Forbidden Lore(Psykers), Deceive or Intimidate, Dodge or Parry
 
 
 
*Starting Talents: Psy Rating 2, Up to 500 exp worth of Psychic Powers chosen from Divination, Telepathy, or Telekinesis Disciplines, Weapon Training(Primary), Weapon Training(SP or Las), Warp Sense or Warp Lock
 
 
 
*Starting Traits: Psyker
 
 
 
*Special Ability: '''Scholastica Psykana Failsafes''' - When determining Psychic Strength, Imperial Psyker counts as Bound. In addition, if the Psyker ever rolls a result on the Perils of the Warp Table that would result in him being possessed, he must make a Challenging (+0) Willpower Test. Success means his conditioning activates, and he kills himself with whatever weapon he has at hand (or his Psykana Mercy Blade). The Psyker may still permanently burn a Fate Point to avoid death; if he does so he does not count as having suffered any of the listed effects from his Perils roll
 
</poem>
 
 
 
===SCUM===
 
<poem>
 
*Characteristics Bonus: +5 Fel
 
 
 
*Starting Skills: Awareness, Deceive, Charm or Commerce, Deceive(+10) or Stealth, Sleight of Hand or Scrutiny, Charm(+10) or Commerce(+10), Dodge or Parry,
 
 
 
*Starting Talents: Ambidextrous or Unremarkable, Sprint, Paranoia, Mimic or Orthoproxy, Weapon Training(Primary, SP)
 
 
 
*Special Ability: '''Shady Dealings''' - Scum may add +5 to any Income Test roll when purchasing goods or services, or when trying to bribe someone.
 
</poem>
 
 
 
===TECH-PRIEST===
 
<poem>
 
*Characteristics Bonus: +5 Int
 
 
 
*Starting Skills: Logic, Common Lore(Tech, Adeptus Mechanicus), Tech-Use, Dodge or Parry, Tech-Use(+10) or Security, Forbidden Lore(Any two), Linguistics(Techna Lingua)
 
 
 
*Starting Talents: Die Hard, Technical Knack, Mechadendrite Training(Weapon or Utility), Weapon Training(Primary), Weapon Training(SP or Las), Weapon Training(Plasma or Bolt), Weapon Training(Shock or Power), Armor-Monger or Weapon-Tech, Lesser Cohort(must be servitor or servo-skull) or Chem-Geld
 
 
 
*Starting Traits: Mechanicus Implants
 
 
 
*Special Ability: '''Binary Chatter''' - When determining Loyalty of servitors or other cybernetic constructs as Followers, use Tech-Priest's Intellegence rather than Fellowship. For the purposes of obtaining servitors or other cybernetic constructs through Lesser Cohort, Cohort or Greater Cohort Talents, Tech-Priest may substitute his Intellegence for his Fellowship if this would allow him to meet the prerequisites of these Talents.
 

Latest revision as of 12:16, 22 January 2016

Mission statement

Создать универсальную систему для DH, RT, DW, BK игр.

Система должна отвечать следующим требованиям, в порядке значимости: фан, универсальность в предоставляемых опциях развития персонажа, универсальность в предоставляемых опциях power level'а.

Chapters

Character Creation

Playing the game

Combat

Skills

Talents and Traits

Contacts and Social Interactions

Powers

Armoury