Rogue Heresy Death Crusade

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Revision as of 17:31, 27 March 2012 by HarleyQueen (talk | contribs) (Mind Cleansed)
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Character Creation

HUMAN.

  • Starting Skills: Common Lore(Any two)[Int], Linguistics(Low Gothic, Homeworld Dialect)[Int], Trade(Any one)[Int]


  • Starting Talents: One(Varies)


  • Starting Traits: One(Varies)


  • Starting Wounds: 10 +Toughness Bonus


  • Experience: Human Characters can spend 1000 experience points on advances during Character Creation.
-----------------
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 
-----------------

OPTIONS

ABHUMAN(Ogryn)

  • Cost: 400 exp.


(Replace standard Human starting skills, talents, traits and wounds.)

  • Starting Skills: Common Lore(Any one)


  • Starting Talents: Hardy, One(Varies)


  • Starting Traits: Size(Hulking), Unnatural Strength(+3), Unnatural Toughness(+3), One(Varies)


  • Starting Wounds: 15 +Toughness Bonus
-----------------
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 
-----------------


HOMEWORLD

Feral World


  • 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.
Hive World
  • Starting Talent: Unremarkable


  • Starting Trait: Wary - Hive Worlders gain +1 to Initiative and do not treat dense crowds of people as Difficult Terrain.
Void Born
  • Starting Talent: Resistance(Cold)


  • 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.
Forge World
  • Starting Talent: Technical Knack


  • 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).

 


Schola Progenium
  • Starting Talent: 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.


Backgrounds

Mind Cleansed
  • 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.


Noble Born
  • 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.
Untouchable
  • 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.

Divinations

IN THE WORKS.

For now follow these guidelines:

Reading of the Present

(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

Reading of the Past

(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

Reading of the Future

(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

Archetypes

ADEPT

  • 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.


ARBITRATOR

  • 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.

ASSASSIN

  • 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.


CLERIC

  • 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 his speeches, and gains a +10 bonus on all Interaction Tests.

GUARDSMAN

  • 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.


IMPERIAL PSYKER

  • 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

SCUM

  • 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.

TECH-PRIEST

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  • 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.