| Character Creation; Basics on rolling characters in general | |
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| Tweet Topic Started: Aug 21 2014, 12:01 AM (152 Views) | |
| Inquisitor Bohner | Aug 21 2014, 12:01 AM Post #1 |
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Dark Heresy is a roleplaying game set in the Warhammer 40K universe. You're all a bunch of acolytes to an inquisitor, which basically means you're doing most of the heavy lifting on a given planet along with other acolyte cells until the heresy can be rooted out. From there, the inquisitor will swoop down and claim a good majority of the credit leaving you all with a bunch of clean up. It's a tough job, shitty job, but someone has to do it for the security of the Imperium! Dark Heresy is played with a d100 for most of the rolls with d10s and d5s used for damage for the most part. For example, you have a Ballistics Skill of 40 and you use that handy dandy [roll] code and get 30, that means you've passed! The lower your roll for tests, the better. Damage is damage is damage, you want as close to 10 or 5 as you can possibly get (plus whatever the weapon's modifier plus your own are added). It's pretty easy to get the hang of things once you sit down and put your mind to it. But before we get into the nitty, gritty technical details, let's talk about how your acolyte needs to first come into existence. The Imperium of Man has been going strong for nigh on 40,000 years, but for the sake of simplicity it's usually written as, for example, "945.M41". That simply reads as the year 40,945. Not that important, but it's more for the sake of clarity when reading over documents. As the Imperium of Man has expanded throughout the stars, so too have the general populace expanded in backgrounds, ranging from Forge Worlds, where great machines of war are crafted over centuries, all the way to Feral Worlds, where the populace thinks that gunpowder is the work of the Emperor. As such, there are plenty of starting worlds and careers that your character has come from! You can choose all these yourself or consult the tables in the posts below, if you want a random experience without clogging posts with rolls, I suggest here! Skills are divided into Basic and Advanced Skills. Basic Skills: Awareness (Per), Barter (Fel), Carouse (T), Charm (Fel), Concealment (Ag), Contortionist (Ag), Deceive (Fel), Disguise (Fel), Dodge (Ag), Evaluate (Int), Gamble (Int), Inquiry (Fel), Intimidate (S), Logic (Int), Scale Sheer Surfaces (S), Scrutiny (Per), Search (Per), Silent Move (Ag), Swim (S), in addition to any skills that backgrounds treat as Basic Skills. Basic Skills can be tested with no penalty to the result. Advanced Skills: Any other skills and will confer a -10 penalty to being untrained if tested against. There are a total of eight careers available and not all are available for certain planets, such as tech-priests cannot be found on primitive feral worlds. |
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| Inquisitor Bohner | Aug 21 2014, 12:54 AM Post #2 |
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![]() Feral Worlds Careers Available: Assassin, Guardsman, Imperial Psyker, Scum Feral worlds are among the most primitive of populated planets in the Imperium, partly due to the environment and because they have been long out of touch with the rest of the Imperium. These planets often have a technological base that is pre-black powder, even Stone Age in the most backward cases. Some feral worlds are planets that are simply too dangerous to support widespread human settlement. These death worlds vary a great deal in type, some may be covered in jungles with man-eating plants, or barren rock-scapes strewn with volcanoes and wracked with nuclear storms. Like all worlds brought back to the bosom of the Emperor's rule, feral worlds are controlled by a planetary governor. In many cases, this ruler governs his planet from orbit and travels to the surface to purge psychic talents and mutations. Religious deviancy is rife on feral worlds, especially amongst warrior cults and the like. Assassins from feral worlds are plucked from a young age by Death Cults or Assassinorum schools. They begin a savage training regime which thins out the unworthy. Learning the art of the kill, they become fierce and merciless assassins, in high demand across many worlds. Guardsmen from feral worlds are usually tribal warriors tithed to the Imperial Guard by the elders of a particular clan and are sometimes trained en masse in vast drill camps or ship holds, while others are simply handed a lasgun and trusted to get on with it. Imperial Psykers from feral worlds were once shamans, witch doctors, or cunning fold of their clan. Their talent is such that they have been sought out and taken away for sanction by agents of the Black Ships of the Inquisition. They wield strange powers from healing charms to deadly hexes. Some peer into entrails to perceive the future, while others can create blight dolls to strike their foes down. Scum from feral worlds are the scavengers and survivors of their people. Some hang around colonies and outposts, thereby becoming semi-civilized, while others have come from post-apocalyptic worlds where theft and gang warfare are the norm. Adept at thievery and tricks, they manage to survive by using a combination of wits, light fingers, and barefaced cheek. As Player Characters Feral world characters are those who have made if off-world and remained sane - for the most part. They are robust, straightforward characters, usually following the Guardsman career and excel at close combat due to their size and strength. However, feral worlders are not comfortable in any strange situation and do not react well to psychic phenomena, extremes of technological accomplishment, or the polite society of the Imperial nobility. They are born to fight and survive and do it well. Feral Worlder Skills All feral worlders can converse in their regional tongue and gain the Speak Language (Tribal Dialect) (Int) and can more easily learn nuances of other planet's tribal languages as a result. Feral Worlder Traits Iron Stomach Food is often scarce on feral worlds and those born on such worlds learn to set aside their revulsion and eat whatever they must to survive. This gives a +10 bonus to Carouse Skill Tests made to resist the effects of ingested toxins, poison, or tainted foods. This bonus applies to Tests made to consume unusual or unpleasant meals as well to resist throwing up. Primitive Feral worlders have not ime for the mysteries of technology or the rubbishy constraints of etiquette and social niceties. As such, they take a -10 penalty on Tech-Use (Int) tests and a -10 penalty to Fellowship Tests made in formal or civilized surroundings. Rite of Passage Life is harsh for a feral worlder and blood spills all too frequently. Whether through surviving a brutal initiation ritual or through tribal teachings, feral worlders are adept at tending bleeding wounds. As such, a Full Action can be made for an Intelligence Test to staunch Blood Loss. Wilderness Savvy Feral worlders are accustomed to hutning their own food. Navigation (Surface) (Int), Survival (Int), and Tracking (Int) Tests count as Basic Skills instead of Advanced Skills. Character Flavor Tables
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| Inquisitor Bohner | Aug 22 2014, 12:02 AM Post #3 |
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![]() Hive Worlds Hive worlds are home to countless teeming millions. The populations are so dense that the entire surface of the planet is covered with enormous cities. Many hivers labor in thankless obscurity, manning huge factories that churn out endless streams of weapons, chemicals, or other ital goods. Others run rampant with violent gangs and mutants in the dark underhives. Hive worlds are vital to the welfare of the Imperium. They are industrial worlds, producing munitions for the Emperor's armies in vast factories, mining valuable minerals, et cetera. These planets are barren and hostile with much of the hive world's surface being inhospitable, sometimes even deadly to human life after centuries of pollution. The hives are astonishingly large - massive urban conglomerations that stretch miles into the sky. Each can house millions, even billions, of citizens ruled by mini-empires of trading and noble families. Palls of thick, acrid smoke cling to lower portion of the hives. Only the wealthy can afford to live in the gigantic spires that rise above the cloud layer, most working class citizens never see the sun. Below these spires are heavy gateways and security patrols to regulate the passage between upper and underhives. Arbitrators from hive worlds are usually skilled riot officers, adept at beating down uprisings and sedition along the corridors of the hive. They may come from a family of law keepers, even. Assassins from hive worlds are usually bounty hunters, skilled at finding and destroying their mark, whether hired by gangs or trade houses for their dealings in death. Clerics from hive worlds usually minister to the toiling masses in the middle hive, exhorting them to greater works in the name of the Emperor. Others may serve the upper classes or even seek to save the souls of the gangs and mutants below the hive. Guardsmen from hive worlds are often found from the ranks of the militia or the Imperial Guard tithe. Some defend their particular city from rival ones, out-wall savages and beasts, or even serve as a private military force for the noble trade houses. Still others are simply brutal gangers, adept at killing and defending. Imperial Psykers from hive worlds are usually plucked from their birth class and dragged into the service of the nobility, leading a life of indentured servitude and truthsaying or reading fortunes for nobles. Some soothe workers, others hunt for seditious people, and still others are mutated and secretly psychic. Scum from hive worlds are usually the downtrodden lower class. They are vicious gangers who are ready to murder on a moment's notice, though others may be petty thieves and cretescreevers. Some might even be of noble birth, driven to a life of disrepute by scandal or personal choice. Tech-Priests from hive worlds are usually recruited from hereditary castes that are dedicated to maintaining the fabricator units of the hive. They view other hivers as little more than organic components to the glorious machine spirits within the hive, some even seek to discover what secrets lie deep within the hive's origins. As Player Characters Not all hivers are content to serve their world in the timeless fashion. Some dream of better lives, driven by a desire for wealth, freedom, power, or adventure. One such hiver is yourself, a young adventurer who is willing to chance it all for a taste of wealth, prestige, and power. Hivers are resourceful, quick-witted, and more likely to rely on gadgets and fast-talking rather than outright confrontation. Hive Worlder Skills All hive worlders can converse in the common cant of their home and can more easily learn the dialect of other hive worlds and thus start with Speak Language (Hive Dialect) (Int). Hive Worlder Traits Accustomed to Crowds Hivers grow up surrounded by immense herds of humanity, they are used to weaving through even the densest mob with ease. As such, Crowds do not count as Difficult Terrain for hivers and can Run or Charge though a dense crowd with no penalty to Agility. Caves of Steel To a hiver, surrounded at all times by metal, machinery, and industry, the arcane mysteries are not so strange. As such, they treat the Tech-Use (Int) skill as a Basic Skill. Hivebound Hivers seldom endure the horrors of open sky or the indignity of the great outdoors. As such, hivers take a -10 penalty to all Survival (Int) Tests while out of a "proper hab" (places without manufactured goods, solid ceilings, and electrical power) as well as a -5 penalty to all Intelligence Tests. Wary Hivers are constantly alert for the first hint of trouble, be it a gang shoot-out, hab riot, or hivequake. As such, all hivers gain +1 to all Initiative Rolls. Character Flavor Tables
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| Inquisitor Bohner | Aug 23 2014, 12:19 PM Post #4 |
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![]() Imperial World There is a bewildering variety of worlds that are known to the Imperium. From hyper-technological democratic societies to drudging medieval worlds, many planets offer their fealty and devotion to the God-Emperor of Man. The Imperium covers such an utterly vast area of the galaxy that it is impossible to capture a "typical" Imperial world. No such thing exists. Amongst millions of worlds of man, there is endless variety. From agri-worlds, vast farms preparing food for untold billions, to mining worlds doing much of the same for the forge worlds. The closer a world lies to Holy Terra, the more important and advanced it is likely to be. Those that are far-flung on the fringes are more likely to be frontier worlds, constantly threatened by spiritual and physical attackers. A majority of scientific advances in the Imperium come from the rediscovery of forgotten secrets from the Dark Age of Technology. This reliance on ancient templates creates a mishmash of use on many worlds, for example many planets can rely on gigantic steam-powered monorails but be unable to reproduce those on a city-wide scale. These planets are ruled over by a planetary governor who assumes total control over a planet's workers, militia, fanatics, slaves, and dregs. Due to the constant war across the galaxy, many orphans have been created. These children are taken to the Schola Progenium, the special training for storm troopers, commissars, and other elite soldiers. They're trained by strict drill-abbots of the Ecclesiarchy to produce faithful servants of the Emperor. Those of noble blood may even become officers of the Imperial Navy or employment within the Ministorum. As Player Characters To have broken away from the dogmatic constraints of Imperial life, your character must either be of exceptional spirit or real potential. Perhaps you're an adventurer or soldier or a true believer beginning a long pilgrimage to prove your faith or mercenary, you've seen conflict, madness, maybe even heresy. Adepts from Imperial worlds are civil servants that run the Imperim of Man: The Administratum. They tirelessly work to record the workings of the Emperor's dominion from recording tomes of lore, stamping Imperial Tithe orders, or sending fleets to war. Assassins from Imperial worlds are often members of death cults or professional killers. Some hunt criminals, others assassinate nobles or even governors. Some are products of the Assassinorum, others are merely experienced executioners of war. Clerics from Imperial worlds are high valued members of the Ecclesiarchy. They might hail from a shrine world, or administer to an agri-world. Some may be orphans of war, raised and indoctrinated by the Ecclesiarchy to be fanatically loyal. Still others work amidst the blood and gunfire on the battlefield. Guardsman from Imperial worlds are usually warriors or troopers tithed to the Imperial Guard. Given up as part of their world's obligation to the Emperor, these acolytes have been trained and equipped by the best their world can offer. Others are from penal legions, or private armies as mercenaries. Imperial Psykers from Imperial worlds are sanctioned by the Throne of Terra, thereby gaining some measure of acceptance. Most are servants of some Imperial institutions, camouflaged behind scholastic-seeming titles and robes. Largely indistinguishable from other adepts, they serve the Imperium. Scum from Imperial worlds are the smugglers, thieves, deserters, and desperados of the Imperium. Some hail from rogue planets where there is no government, others plucked from penal colonies for their skills. No matter what, they're ready to do whatever dubious action it takes to survive. Tech-Priests from Imperial worlds are often the children of a forge world. Some are brought up by the Adeptus Mechanicus, others join due to natural skill. They attend rites of the technology of their world, whether it's of spaceport cogitators, catapults, or other such gear. Imperial Worlder Traits Blessed Ignorance Imperial citizens know that the proper ways of living are those that are tried and tested by generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for the who look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. As such, their wise nature gives them a -5 penalty on Forbidden Lore (Int) Tests. Hagiography Meditation upon the lives - and, more importantly, death - of the Emperor's blessed saints grants Imperial citizens a wide knowledge of the Imperium of Man. As such, Imperial workers treat the Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), and Common Lore (War) (Int) skills as Basic Skills. Liturgical Familiarity Surrounded as they are by folk of faith, Imperial citizens are accustomed to the preaching of the Ecclesiarchy. As such, they treat Literacy (Int) and Speak Language (High Gothic) (Int) as Basic Skills. Superior Origins Imperial citizens know that of all the worlds in the Imperium, theirs is, in fact, the most beloved of the Emperor. As such, they gain +3 Willpower. Character Flavor Tables
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| Inquisitor Bohner | Aug 23 2014, 01:30 PM Post #5 |
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![]() Void Born The Imperial Fleet is a vital factor in the maintenance of the Imperium; without it human worlds would be isolated from each other and from the protection of the Imperium. Trade wouldn't exist, weapons could not reach the Emperor's armies, and world after world would grind to a halt. Space travel throughout the Imperium is dangerous and arduous. Most interstellar travel is undertaken using powerful warp engines. Within the Warp, a ship can cover many thousands of light years within a relatively shor time, dropping back into realspace from beyond its starting point. Some parts of the Warp, however, act as power vortices - sucking helpless craft to their doom. There is also the danger of turbulence, warp storms, and loops. Ships can be sent thousands of light years off their course or even placed into stasis for eternity. On board a ship, travel could occur within a month ship-time, but arrive to their destination months or even years too late. Those who live their lives on spacecraft must become used to the reality-altering processes of warp space, of living in low or even zero-gravity environments and never even knowing the feel of solid ground beneath their feet. Trade or mining ships never make birth, raising generations of families in the cold depth of space. Some are born on huge space stations, whether they are mining bases or battlefield fleet refitting stations. The rest come variety of warships, miners, prison guards (or prisoners!) or even the illustrious Rogue Trader vessels. The largest of ships are the sizes of cities, thousands of years old in their career. Those who have the misfortune to be psykers will inevitably end up dead or aboard the Black Ships of the Inquisition. Here they will inevitably end up dead or survive horrific sanctioning. Void born Adepts are often part of the adminisphere of the ship, acting to serve the officer caste by analyzing data and attending to the Navigators, et cetera. Others are tasked with keeping accurate maps of the vessel, preserving the integrity of the ship's bloodlines, or even engraving names of every crew member into the hull of the craft. Void born Arbitrators stride the corridors of the ship, ever alert for trouble and sedition. Some work at the behest of the captain, watching for signs of witchery and rebellion. Others, instead, have close links to the Adeptus Arbites and watch the officers for signs of corruption. Void born Assassins frequently take orders from the high-ranking officers of the ship, these assassins kill off trouble makers and suspected cult leaders before sedition and corruption can take root. Others are simply members of strange death cults, mandated by engineers to pluck their victims seemingly at random for the Emperor. Void born Clerics are the padre to the lower orders of the ship, walking the corridors and offering confession to the sleepless, or screaming blessings amidst the crash and thunder of the gun deck. Some lead choirs of bilge-scrubbers, others ensure the Emperor's icons are properly adored. Others act as clergy for the captain and officers. Void born Imperial Psykers are prized and feared members of the crew. Some are employed to detect emerging psykers among the crew, hunting them out before they can become prey to some malefic horror of the warp. Others maintain the defences against such intrusion, whilst others bleed out portions of their soul to aid the ship's Navigators, and some are trained to even receive astropathic communications. Void born Scum are the misbegotten and outcast members of the crew, perhaps spawned through some forbidden inter-cast liaison or maybe from a traditional class of untouchables. Whatever the case, they drive the black market aboard the ship and are adept at scrounging or stealing all manner of illicit treats, from alcohol to meat - or worse. Void born Tech-Priests are those who are given to care for the fabric and soul of the ship, perhaps dedicated from birth or recruited through natural aptitude. They display an eerie connection to their vessel, some specialize in knowing the ways and rites of particular systems, whilst others dedicate themselves to repair. As Player Characters You've called the interior of a hulking vessel or space station home all your life. Now you're thrust into the company of others, some who are completely unlike you. The culture shock alone is like plunging your head into freezing water. You feel awkward around those whoa re not void born, your appearance is unusual to them and it is difficult to carouse with individuals unlike you. However, unlike the rest of them, you're far more at ease around psychic phenomena, warp anomalies, and spacecraft. As such, your kind are the best Adepts and Imperial Psykers. As long as the common man stands in awe of you, he'll leave you alone, just how you like it. Void Born Skills All void born can speak a language unique to their home vessel and understand those of other ships easier than those not born of ships, as such you gain the Speak Language (Ship Dialect) (Int) skill. Void Born Traits Charmed The void born unconsciously channel the fickle powers of the warp, making them preternaturally lucky. As such, whenever you spend a Fate Point (though not if you burn one), roll a 1d10. On a roll of a natural 9, you do not lose the Fate Point. Ill-Omened Whether because of their strange looks, clannish ways, or wholesome air, the void born are shunned and mistrusted by most. In addition the void born are most likely to attract negative attention that the party of acolytes creates - accusations of curdling milk, disgruntled merchants, children's with handfuls of grox dung, and so on. As such, you gain a -5 penalty to all Fellowship Tests to interact with non void born humans. Shipwise Birthed in the depths of a spacefaring craft, the void born have a natural affinity for such vehicles. As such, you treat Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) as Basic Skills. Void Accustomed Due to their strange and unnatural childhood, the void born are used to the vagaries of changing gravity. You are immune to space travel sickness and zero- or low-gravity environments are not Difficult Terrain for you. Character Flavor Tables |
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| Inquisitor Bohner | Aug 23 2014, 01:51 PM Post #6 |
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Characteristics The following stats represents your character's raw ability in a variety of physical and mental areas. Characteristics are on a scale of 0-100 and principally reflect your ability to succeed at certain actions. The higher your characteristic, the better. Weapon Skill (WS) Despite the fact guns and other ranged weapons are in fact "weapons", this skill determines your character's skill in hand-to-hand combat. Fists, knives, chainswords, if you hold it in your hand and swing it, it's a weapon. Ballistic Skill (BS) This skill reflects your character's ability to throw knives, shoot guns and crossbows, et cetera. If you pull a trigger or throw a thing, it's ballistic. Strength (S) How strong your character is. Toughness (T) Toughness defines how easily you can shrug off injury, poisons, toxins, disease, et cetera. Agility (Ag) How quick your character's reflexes are as well as poise. Intelligence (Int) How smart, reasonable, and knowledgeable a character is. Perception (Per) How well your character perceives his surroundings using all five basic sense. Willpower Willpower demonstrates the ability to withstand the horrors of war, terrors of space, and the general awfulness of whatever is encountered. Fellowship Fellowship is your character's ability to interact with other creatures to deceive, charm, befriend, inspire, etc. Strength, Toughness, Agility, Intelligence, Perception, Willpower, and Fellowship all have Characteristic Bonuses, denoted usually as SB, TB, etc. These are the tens digit of your skill, so someone with 35 Strength has a SB of 3. You may have one reroll after you've generated all your stats. To generate these characteristics, look at the following charts: Characteristic Generation The following tables are for Wounds. Wounds represent how much punishment your character can take before suffering serious injury. Wound Generation Fate Points are another integral part of those who do the Emperor's work. Fate represents this individual's special destiny that sets them aside from the teeming masses. Use a 1d10 to determine Fate Points. Fate Points may be gained during the game as well for doing an incredibly heroic (and possibly suicidal) action as determined by GM. Fate Point Generation
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| Inquisitor Bohner | Aug 23 2014, 01:56 PM Post #7 |
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Imperial Divination When anyone is born in the Imperium, they receive advice and other such wisdoms given to them. The Imperial Tarot is represented as such by a personal saying that confers the Emperor's Blessing onto your character. Imperial Divination
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| Inquisitor Bohner | Aug 23 2014, 02:06 PM Post #8 |
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A Character's Nature The rest of this is simply fluff to help you along in building your character, such as their personality, what do certain concepts mean to you, et cetera. What is your personality like? This is your disposition, a pretty important thing, obviously. Are you fierce and passionate? Earthy and practical? Maybe you're pessimistic, or even optimistic? Are you loyal and devout, or perhaps a person lacking on faith? How did you meet your Inquisitor? Your introduction to the Inquisitor and the Inquisition is a vital, life-changing event. Was it by chance you met them? Perhaps it was on the battlefield where you two stood the same ground? Maybe you are a sharp-eyed individual who accused the Inquisitor of heresy? Maybe you were simply asked by your superiors to lend a helpful hand. What does the Inquisition mean to you? The Inquisition is a bastion of defence in a universally hostile universe. Threats come from within and without, chaos heresy, xenos threats, et cetera. Why do you help them out? Are you faithful to the Imperium? A gun for hire? Maybe it's just a way for you to get off your planet. What will you sacrifice? "The Emperor will not judge you by your medals, but by your scars". What are you willing to give up in the name of the Imperium? Your limbs? Your life? Your soul? Death is almost certain in the uncaring universe, but a life lived to the fullest is not one wasted, especially in the name of the Emperor. What do you desire? Everyone has ambition, something they want more out of life. Money, fame, titles. All that is offered with the Inquisition. Someone who worked for the Holy Inquisition is someone to be feared, but respected. Perhaps duty alone is reward enough, but that's a romantic notion in this era. What do you hate? Hate is a flame that burns long and cold, even when everything else has been extinguished. Do you seek to purge mutants? Destroy blasphemous xenos and heretics alike? Maybe you hate indecision, or dishonor, or even your own lack of skill. |
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9:20 AM Jul 11