Character Generation.   Posted by GM.Group: 0
GM
 GM, 53 posts
Sat 9 Jul 2016
at 12:31
Character Generation
1. Character Generation
 1.1 Homeworld/Origin
 1.2 Background
 1.3 Role
 1.4 Elite Advances

This message was last edited by the GM at 17:09, Sun 10 July 2016.

GM
 GM, 55 posts
Sun 10 Jul 2016
at 08:36
1.1 Homeworld/Origin
Agri-World

"Harvest of megacre aleph-stroke-237 is now complete at 41.5 gigatonnes. Survivors are directed to assemble for relocation and harvest of megacre aleph-stroke-238"
- Laud hailer announcement during the Tertiary Season of Verdale III

Agri-worlds are the breadbasket of the Calixis Sector. These verdant planets are given over almost entirely to industrial scale agriculture, and are home to massive, city-sized farms and ranches controlled by sector wide agriculture business concerns. They produce the bulk of the Sector’s food, as well as many plant and animal-based products such as oils, medicines, building materials, and textiles. While some of these worlds are fully automated, home only to a handful of technicians and overseers keeping tabs on ancient cultivating apparatus and armies of servitors, most are home to millions of Imperial citizens, both cosmopolitan, business-minded merchants and agents in the port cities and the many hardy homesteaders and labourers who do the actual work of tilling fields and breeding beasts. While agri-worlders have a reputation as honest, strong, and hard working, they are also viewed, unfairly or not, as unsophisticated yokels and easy marks for confidence men, grifters, and other predators.

Men and women who grow up on these pastoral worlds gain a deep understanding of both flora and fauna, and can use those skills on the field of battle to their advantage and to the advantage of their comrades. These characters can get food to grow in even the harshest conditions, and are an incredible asset to regiments embroiled in long, planet-bound campaigns.


Characteristic Modifiers
Bonus to Strength and Fellowship, penalty to Intelligence

Fate Threshold
3 (Emperor's Blessing 7+)

Home World Bonus
One With the Land Agri-world characters gain a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify or otherwise interact with domesticated beasts or those with potential to be domesticated and get a +10 bonus to any Knowledge, Survival, or Trade Tests made to identify, harvest, or cultivate food crops. They also gain Scholastic Lore (Beasts)

Aptitude
Strength

Wounds
An Agri-world character starts with 8+1d5



Death World

"Few born upon such inhospitable worlds will readily trust those who have not endured what they have. Instilling appropriate discipline is a difficulty faced by many Commissars, but the difficulties are regarded as acceptable, given the matchless survival instincts and natural resilience of such peoples."
- Extract from the Tactica Imperialis

A δτ-class or Death World is a planet in which the native flora and fauna has evolved into naturally aggressive and dangerous forms. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hell-holes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms. The most famous and notorious Death World is the hellish planet of Catachan.

Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them. Death worlds with human settlements or colonies can have populations of 1,000 to 15,000,000. Death worlds are not usually inhabited, and are nearly impossible to colonise but still need to be explored, which means the establishment of outposts and other support facilities. Some planets have rich mineral wealth, animal life, vegetables or gases, so tithes might range from Solutio Tertius to Solutio Prima.


Characteristic Modifiers
Bonus to Strength and Perception, penalty to Fellowship

Fate Threshold
2 (Emperor's Blessing 4+)

Home World Bonus
Death World natives begin with either Lightning Reflexes or Resistance (Poisons)

Aptitude
Fieldcraft

Wounds
A Death World character starts with 9+1d5



Feudal World

"Ours is the perfect life. All know their place, and all know their duty to their lords, vassals, and of course to the Emperor. All are surely comforted that this will be the same, both the next day and the next century."
- Federica VI, Lady Beneicia of Castillo

Woefully primitive by Imperial standards, feudal worlds are home to low-technology, largely pre-gun powder societies with a population made up largely of peasants and serfs ruled over by warrior aristocracies. Few feudal worlders take the time to learn to read and write, consumed as their lives are by toil and warfare, with written language largely the domain of scribes and other specialists. While nominally part of the Imperium, they are generally of little use to the Adeptus Terra due to their lack of technical acumen, their isolation, and their often heterodox beliefs. They do, however, pay tithes to the Imperium, and due to their largely agricultural society they are often converted into agri-worlds.

The majority of feudal worlders are brought up in a society with a very clear separation between nobles and the commoners. These societies have strict rules of etiquette surrounding how the aristocracy interacts with their inferiors and vice versa.  Nobles and their chosen favourites often reinforce this belief with impressive skills in single combat.

The beliefs and general understanding of the galaxy possessed by the average feudal worlder seems woefully backward and benighted to many other citizens. While most believe in the God-Emperor as the saviour of Man and his church as the one true religion, especially those that have been visited by Ecclesiarchy missionaries, many have other, more esoteric beliefs that are tolerated only thanks to their battlefield prowess. In addition, feudal worlds are by their nature millennia behind many worlds that provide tithe to the Emperor when it comes to technological advancement, and their wars are still fought with sword and shield, longbow and catapult.


Characteristic Modifiers
Bonus to Toughness and Weapon Skill, penalty to Intelligence

Fate Threshold
2 (Emperor's Blessing 3+)

Home World Bonus
At Home in Armour A Feudal World character ignores the maximum agility value imposed by any armour he is wearing

Aptitude
Weapon Skill

Wounds
A Feudal World character starts with 9+1d5



Fortress World

"Fortress worlds are a fine source of soldiers, owing to necessarily large defence forces, which are typically trained and equipped to the high standards of the Imperial Guard. Fortress Worlds are a valuable asset not only because of their significance as strategic bastions, but also because they can serve as a readily available source of skilled, disciplined fighting men, and it is a rare fortress world that does not raise its armies with the expectation that they may be called upon to serve the Imperial Guard."
- Extract from the Tactica Imperialis

A Fortress World is a type of planet within the Imperium of Man that serves as a bastion of the Imperium's defence against some constant and persistent threat to Imperial space. These worlds are extremely well-defended, usually with large numbers of Imperial Guard regiments and Imperial Navy assets, and their populations and economies are wholly geared towards meeting the demands of Imperial defence.

Fortress worlds are uncommon, but necessary, planets. They are established to act as military strongholds, staging points, and physical deterrents. Worlds like these are as much “roadblock” as they are bastion; they are often established on habitable planets and built up for warfare. Linked together, they are able to form blockades used to interdict the enemy and prevent them from spreading out into the Imperium. Life on a fortress world is steeped in military discipline and doctrine. From the moment the citizens wake until they go to sleep they train and operate as a military unit. All citizens of fortress worlds prepare for the day they are called upon to push back the darkness that sits beyond their crenelated walls. Cities are giant fortresses studded with artillery weapons, and industry is focused almost exclusively on manufacturing machines of war. Those old enough to enlist in the Imperial Guard or Planetary Defence Forces are often required to do so, and even those too young or infirm find ways to serve. It’s not uncommon to have whole generations of a family in service to the Imperium at one time, and many such Imperial Guard regiments boast a rich and proud history.


Characteristic Modifiers
Bonus to Ballistic Skill and Weapon Skill, penalty to Fellowship

Fate Threshold
3 (Emperor's Blessing 6+)

Home World Bonus
A Fortress World character gains a single Hatred Talent, where the group chosen is the enemy the fortress world has been established to defend against

Aptitude
Ballistic Skill

Wounds
A Fortress World character starts with 8+1d5



Frontier World

“I’m sure this fancy windup chrono does indeed mean you’re wealthy somewhere else. On this world, you’ll be needing to use that pretty laspistol of yours instead if you’re wanting to impress anyone.”
– Tildi Galloph, trading post dealer

Frontier Worlds are recently settled worlds which may not be totally explored or have a fully established government in place. Often they are havens for those escaping the harsh rule of the Imperium, or more often escaping the judgement of the Imperium, and as such often have a lawless reputation. Frontier worlders are rugged survivalists, and many frontier worlds are chosen for the founding of Imperial Guard regiments because of the relentless drive to endure and practical ingenuity that their harsh home worlds breed. While frontier worlders are sometimes less refined than other citizens of the Imperium, their skills in the field are undeniably useful.

Frontier worlders are more accustomed to working far from others than many of their counterparts in other regiments. Their activities on their home planet often call for them to range far and wide, often alone, and as a result they develop a sense of confidence in this solace. Though they are valued for their ability to act independently, frontier worlders can also be difficult to control thanks to this tendency. However, with time and patience, this friction can be overcome by outsiders who prove that they can stand on their own and contribute to frontier life.


Characteristic Modifiers
Bonus to Agility and Perception, penalty to Fellowship

Fate Threshold
3 (Emperor's Blessing 7+)

Home World Bonus
Rely on None but Yourself A Frontier World Character gains +20 bonus to tech use tests when applying personal modifications, and a +10 bonus when repairing damaged items

Aptitude
Fieldcraft

Wounds
A Frontier World character starts with 8+1d5



Imperial World

"A Quote about imperial worlds."
- Attributed

Characteristic Modifiers
Bonus to Fellowship and Intelligence, penalty to Willpower

Fate Threshold
3 (Emperor's Blessing 6+)

Home World Bonus
An Imperial World character starts with the Common Lore (Imperium) and Common Lore (Imperial Creed) skills

Aptitude
Leadership

Wounds
An Imperial World character starts with 8+1d5



Mining Colony

"A Quote about mining worlds."
- Attributed

A Mining World is an Imperial planet rich in one or more of the raw strategic materials required by the Imperium's manufactoria and Forge Worlds. Characters hailing from one of the Calixis Sector’s many mining colonies are a hardy breed, much used to the kind of privation and hard living found deep within the bowels of a planet. Their bodies and minds have adapted to a life of living underground and heavy toil, and the constant threat of accident and sudden death has sharpened their senses to a preternatural degree.

Mining Worlds tend to be rather inhospitable places, and many do not even possess a breathable atmosphere, though a few may support a greater variety of life, developed cities and even hive cities. Life below ground is incredibly dangerous, and those who make their living in the bowels of their worlds are a hardy lot indeed. Aside from the common industrial style accidents and the ever present threat of caveins, there are also dangerous extremes of temperature, deadly clouds of invisible toxic gasses, and the constant, oppressive gloom to deal with.


Characteristic Modifiers
Bonus to Agility and Toughness, penalty to Perception

Fate Threshold
3 (Emperor's Blessing 8+)

Home World Bonus
Tunnel Rat Mining colony characters gain a +10 to Awareness and Navigation (Surface) when underground

Aptitude
Tech

Wounds
A Mining World character starts with 8+1d5



Paradise World

"It was a world so utterly peaceful and calm, that after they replaced my eyes I was eager for combat again."
- Colonel Isimo Francon, concerning the recovery camp on Ardruin

A paradise world (also known as a garden world or pleasure world) is a class of planet characterized by its outstanding natural beauty. Its natural conditions are perfect for human habitation. They have little, if any, industry and low populations. Instead of populating or industrializing these rare planets, some are retained in their natural state and used as recreational bases for important Imperial servants. On these planets, warriors may train their bodies and minds for war, studying arcane battle-philosophy and practising martial arts.

Garden worlds hold a unique position within the Imperium, in that they are one of the few kinds of planets with minimal technological development. Tithes from these planets are often lower than usual or are entirely non-existent, as many are lightly populated and may have no readily available resources . Instead, garden worlds offer the Imperium a multitude of idyllic settings, ranging from recuperative locales to private estates, in exchange for protection. They are tranquil environments, though worrisome considerations still dangle like loose threads on a beautiful tapestry. Some are rumored to have been ancient terraforming experiments from the Dark Age of Technology, and could be unstable. Others are believed rediscovered after abating Warps storms, and so could disappear again without warning. Still more are thought to be the lost homes of alien species, and woe to any living there should the xenos return or reawaken.

They tend to be of outstanding natural beauty and the population of such worlds are dedicated to pampering the important Imperial visitors they often receive, such as members of major noble houses, members of the Navis Nobilite, Planetary Governors, important Ecclesiarchy officials like Confessors and Cardinals, Imperial Commanders, Rogue Traders and wealthy Chartist Captains. Pleasure Worlds are often very cultured places, and many have huge proportions of their populace dedicated solely to producing works of art, music or other forms of entertainment. Casino complexes, opulent restaurants and huge ballrooms are often found on such worlds. There is a darker side to Pleasure Worlds, particularly those who cater to the tastes of the more depraved guests they receive and Pleasure Worlds often host one or more Chaos Cults dedicated to Slaanesh, the Prince of Pleasure.


Characteristic Modifiers
Bonus to Fellowship and Agility, penalty to Toughness

Fate Threshold
3 (Emperor's Blessing 7+)

Home World Bonus
A Paradise World character halves the duration (rounded up) of any result from Shock or Mental Traumas table and can remove Insanity points for 50xp per point

Aptitude
Social

Wounds
A Paradise World character starts with 7+1d5



Penal Colony

"Within the Imperium, crime can be so prevalent that entire worlds are given over to the dumping of humanity’s dregs. Inmates—or just plain unlucky inhabitants—scrape by on worlds that barely support indigenous life, let alone tide of humanity dumped upon it. Not that it matters, as everyone from your world is considered to be a devious, lying criminal and the planet seen as sprawling den of thieves."
- Anonymous

A Penal World is a class of Imperial world that functions as a world-wide military-prison planet. A single such world's population consists entirely of criminals from hundreds of different worlds. This type of worlds tends to be barren worlds that have few other uses and have little, if any, indigenous population. Military formations are often raised from amongst the prison population as necessary, to serve as Penal Legion troops within Imperial Guard regiments. There, they might earn redemption through their term of service, which is for life.

In the Imperium, crime is widespread enough that entire worlds are given over to incarcerating the refuse of society. On these Penal Worlds live the criminals of the Imperium, the guards that keep them there, and any luckless denizen unfortunate enough to have been born there. Penal worlds are, very often, barely-habitable planets. Here, the criminals labour and toil at various menial tasks while serving out their sentences; and only a few parole out. On some worlds, the worst criminals (those whose crimes aren’t severe enough to warrant death) might be segregated from the rest, but this practice varies from world to world. Thus, murderers and rapists might mix with petty thieves and con-men. From this melting pot comes a brutal society, where survival comes only when one forgets morality and is willing to do whatever is necessary to make it to the next day.

Where most world classifications stem from the types of terrain or lifeforms found there, penal colonies are defined by strict Imperial Law. In every expansion, there are recidivists, looters, murderers, and thieves who appear in its wake. The most violent or persistent offenders, if not granted summary execution at the time of apprehension, may be shipped off-world to facilities designed to house them permanently. These purgatories made real are often ruined worlds left forgotten due to their lack of strategic importance or natural resources. Buildings are repurposed and retrofitted to accommodate massive numbers of inmates, and automated defences are brought in to keep the new residents in line. It is here that the lawbreakers are left to wither and die—though some survive to escape their sentence, and fight for the Emperor on other fronts.


Characteristic Modifiers
Bonus to Toughness and Agility, penalty to Influence

Fate Threshold
2 (Emperor's Blessing 8+)

Home World Bonus
A Penal Colony character begins with one rank in the Common Lore (Underworld) and starts with the Peer (Criminal Cartels) talent

Aptitude
Agility

Wounds
A Penal Colony character starts with 8+1d5



Research Station

"Send the last tonnages of recordings from batch four to adept Gaffiner for transcription, reconsecrate and re-anoint the scanners, and then begin recording batch five immediately."
- Subaltern Heironymous Molg, Datascribe

Imperial Research Stations (ρ-class) are listed in the classification system of Imperial worlds, but are not worlds themselves. Some are based in orbit around planets or on asteroids, or on the surface of a planet, such as Dead Worlds or Death Worlds. Types of research stations include actual laboratories, as well as surveillance posts for defensive purposes.

The Imperium and the Adeptus Mechanicus have many research stations across the stars to collect data in an often vain attempt to better control Mankind's surroundings. The aims of such stations vary, with researchers studying planetary storm patterns, dissecting captured xenos corpses, charting the stability of Warp entry locations, or probing the remains of ancient civilisations. Research stations provide a stable base of operations to Tech-Priests, scribes, adepts, servitors, and the small armies sometimes necessary to support them in these often remote locations. Most researchers never live to see any conclusive results. Once committed to a station, few ever leave, and their tasks are passed on through generations without end. Useful results might never occur, or be lost in the impossible depths of Imperial bureaucracies, but sometimes glimmers do emerge and catch the eve of those looking for aids in defending Mankind.


Characteristic Modifiers
Bonus to Intelligence and Perception, penalty to Strength

Fate Threshold
3 (Emperor's Blessing 8+)

Home World Bonus
When a Research Station character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill of his choice

Aptitude
Knowledge

Wounds
A Research Station character starts with 7+1d5



Schola Progenium

"We are concerned with the future. The victory of mankind depends on those who lead and those who serve. That responsibility is ours; that future is ours to bring to pass."
- Abbot Bernar Skrayling, Maccabeus Quintus Schola Progenium

The Schola Progenium is one of the many divisions of the Ecclesiarchy, the Adeptus Ministorum of the Imperium of Man. It is responsible for the upbringing and training of orphans, predominantly those of officers who have died in the service of the Imperium, often those who once served in the Imperial Guard. These children are known as the Progena, and most of them will end up serving the Ministorum or in other branches of the Adeptus Terra. Others will go on to become military leaders and special forces troops within the Imperial Guard or Imperial Navy such as elite Storm Troopers or iron-willed Imperial Commissars. Some may take office in a planetary government, the Administratum, the Ecclesiarchy, the Adeptus Arbites or even become Acolytes of the Inquisition on the path to assuming the duties of a full Inquisitor. Many girls of the Progena are destined for one of the Orders of the Adepta Sororitas. Those Progena who display psychic aptitude are often killed or used to meet the Emperor's levy of Psykers, but may sometimes be handed over to the Adeptus Astra Telepathica, or, in rare cases, receive further training as Inquisitor Acolytes.


Characteristic Modifiers
Bonus to Ballistic Skill and Willpower, penalty to Perception

Fate Threshold
3 (Emperor's Blessing 7+)

Home World Bonus
Whenever you would attempt a very hard (-30) or greater Willpower test you treat it as one step less

Aptitude
Finesse

Wounds
A Schola Progenium character starts with 8+1d5

This message was last edited by the GM at 23:44, Mon 11 July 2016.

GM
 GM, 56 posts
Sun 10 Jul 2016
at 14:24
1.2 Background
Adepta Sororitas

“We remember you, Alicia Dominica. You who received the word of our Father and cast down the apostate. You who returned us to our true path of vigilance and devotion. We remember you and honour you with our words, actions, bodies, and souls.”
 - from A Prayer of Remembrance

Legends say that in the inal moments of the Reign of Blood, Alicia Dominica, leader of the warrior Daughters of the Emperor, stood before the Golden Throne with a select few trusted of her order. There they received the Light of the Emperor, illing them with terrible purpose to defy the tyrant who had taken control of the Ecclesiarchy and instigated the worst civil war since the Horus Heresy. When they emerged from that most holy chamber, they carried His righteous ire within them. Dominica descended upon the treacherous High Lord Vandire and ended his terrible Reign along with his life.

In the Reformation that followed, the Decree Passive was enacted to forbid the Adeptus Ministorum from controlling any men under arms, and thus prevent the Ecclesiarchy from threatening the Adeptus Administratum’s rule over the Imperium. The allfemale Daughters were deemed exempt, though, and became the Orders Militant of the Adepta Sororitas—a powerful presence to ensure the will of the Ecclesiarchy was enacted faithfully. The ierce devotion of the Sisters to their Emperor has ended many a threat from within the Imperium since those dark days. No heretic can stand against their zeal in enacting the judgement of the Ecclesiarchy, but the Sisters have also grown into a number of Non-Militant Orders devoted to the healing arts, communications, and diplomacy. In all ways, though, they are supremely loyal to the Emperor, utterly incorruptible and ready to purge all heresies with hymns and ire.


Starting Skills
Athletics, Charm or Intimidate, Common Lore (Adepta Sororitas), Linguistics (High Gothic), Medicae or Parry

Starting Talents
Weapon Training (Flame or Las, Chain)

Starting Equipment
Hand lamer or laspistol, chainblade, armoured bodyglove, chrono, dataslate, stablight, micro-bead

Background Bonus
Incorruptible Devotion Whenever an Adepta Sororitas character would gain 1 or more Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead

Background Aptitude
Ofence or Social



Exorcised

“I am half alive. The thing destroyed so much of me, and when it was torn away from me it took a part of what was left. I fear that within me there are still parts of it, fragments left like thorns in  my soul.”
- The confessions of “Seraph” to Antonia Mesmeron

Exorcism is a process of ritually casting out a daemon, unclean spirit, or warp entity that has taken possession of a person, place, or object. A person who has been exorcised has been subjected to a full and invasive possession by a creature of the warp and then had that entity ripped out of him by the power of faith and ritual. People who have had their body and mind slaved to a thing from beyond—and then had that parasite ripped from them—are left with the withered remnants and deep scars in both mind and soul, and are never the same again. Many die from the shock, and more take their own lives shortly after rather than live with the relics of the possession. However, those who do survive being exorcised and can endure the scars they bear are steeled against the corrupting influences of the warp, their minds and bodies fortified against further posession. Many who have been exorcised claim to be able to see the smeared traces of corruption around them, to feel the ebb and flow of the warp nearby, and to hear the thoughts of daemons as maddening whispers in their minds.


Starting Skills
Awareness, Deceive or Inquiry, Dodge, Forbidden Lore (Daemonology), Intimidate or Scrutiny

Starting Talents
Hatred (Daemons), Weapon Training (Solid Projectile, Chain)

Starting Equipment
Autopistol or stub revolver, shotgun, chainblade, Imperial robes, 3 doses of obscura or tranq, disguise kit or excruciator kit, rebreather, stablight or glowglobe

Starting Malignancy
Starts with one Malignancy chosen from the Core Rulebook Malignancy Tables

Background Bonus
An Exorcised character counts his Insanity bonus as 2 higher for purposes of avoiding Fear tests Additionally, he can never again become possessed by the same Daemon that once possessed him.

Starting Aptitudes
Defence or Knowledge



Heretek

“++No Secutor, you may not move++ Even now conduction filaments are piercing your neural systems and unworthy flesh++ So they sent you to find me, did they?++ To carry out the Omnissiah’s judgment on me? ++ Well you found me —or more accurately I found you, foolish puppet of meat and iron ++ Well, now you will dance on my strings not theirs ++ Ah yes, your last paltry defences fall++ In a way I envy you; in a moment you will experience the most exquisite of agonies as I rip apart and overwrite your synapses one-by-one, it should be quite the experience++ Now Secutor, open wide, Here…I… Am.”
- Cognitive data-chain forensically recovered from Secutor Rho–456-0, aftermath of the destruction of Forge-Control Lathe-Het Delta-9

The strictures and dictates of the Adeptus Mechanicus are many and harsh; they form a labyrinthine and iron-clad code that defines every aspect of the lives of the Omnissiah’s priesthood, their outlook and practices. Their purpose is as simple as it is unwavering: to control and regulate knowledge and its use, stifle innovation, and above all maintain the Machine Cult’s stranglehold on the Imperium’s technology. To become a Heretek Savant by that phrase’s purest definition is to abandon this code, at least in the Tech-Priest’s private thoughts. It is to embrace individual innovation, experimentation, and free will and stray from the path ordained by the teachings of the Archmagos Doctrinal. For a Tech-Priest to do so is every bit as rare, as radical and heretical as a Confessor of the Ministorum straying away from the Imperial creed, and the consequences for those that do stray, should their deviation be discovered, is every bit as harsh. Although rather than a pyre, Heretek Savants can look forward to having their implants ripped bodily from them while alive and whatever meat that remains useful recycled into servitor components to pay for their sins. Heretek Savants can come to their renegade position for a variety of reasons, the most common of which are to do with the simple exercising of their free will away from the structured environments of the Machine God’s domains. Such tech-heresy is particularly prevalent among those Tech-Priests who serve in the Explorator cadres or are assigned to the Inquisition’s service. The consequences of self-reliance and forced adaptation in the field away from help can affirm the Omnissian faith for some Tech-Priests, but for others it can lead them increasingly to question and to innovate in order to overcome adversity and seek their own answers. Others come to tech-heresy for darker reasons, such as personal ambition and the obsessive quest for power and knowledge which will allow them no respite and lead them to increasingly rail against the narrow confines of the Cult Mechanicus’ approved technologies and patterns. Regardless, the path of tech-heresy is a dangerous one and as perilous in its way as tampering with the powers of the warp. Exposure to the artefacts and lore of the alien and the sins of humanity’s ancient past can be every bit as corrupting, both for the body and soul.


Starting Skills
Deceive or Inquiry, Forbidden Lore (pick one), Medicae or Security, Tech-Use, Trade (pick one)

Starting Talents
Weapon Training (Solid Projectile)

Starting Trait
Mechanicus Implants

Starting Equipment
Stub revolver with 2 extra clips of Expander bullets or Man Stopper rounds, 1 web grenade, combi-tool, flak cloak, filtration plugs, 1 dose of de-tox, dataslate, stablight

Background Bonus
Tech Heresy Knowing something as a Heretek makes a Tech-Use test to comprehend, use, repair, or modify an unfamiliar device, easier as he gains a +20 bonus if he has one or more relevant Forbidden Lore skill specialization at least Rank 1 (Known).

Starting Aptitude
Finesse or Tech



Imperial Navy

"If the Adeptus Astartes are the Emperor's wrath, and the Imperial Guard His hammer, then His Holy Navy is His mighty shield."
- Cardinal Kregory Hestor

The Imperial Navy is one of the armed forces of the Imperium of Man. While the Imperial Guard represents the Imperium's ground forces, the Imperial Navy is responsible for the fleets of starships that maintain order between the stars and planets in the Imperium, for all space and air support provided to the infantry of the Imperial Guard, and for transporting those Guardsmen across the galaxy to the Imperium's myriad warzones. The battlefleets of the Imperial Navy are constantly engaging threats both inside and outside the Imperium's borders.



Starting Skill
Athletics, Command or Intimidate, Common Lore (Imperial Navy), Navigate (Stellar), Operate (Aeronautica or Voidship)

Starting Talents
Weapon Training (Chain or Shock), Weapon Training (Solid Projectile)

Starting Equipment
Combat shotgun or hand cannon, chainsword or shock whip, flak coat, rebreather, micro-bead

Background Bonus

Close Quarters Discipline Gives Imperial Navy characters one additional degree of success on Ballistic Skill tests made at Point-Blank range, at Short range, and while engaged in melee

Starting Aptitude
Offense or Tech



Mutant

“From this moment on, you are under my protection, but also my watchful eye. Serve me unfailingly and live. Hesitate to act when commanded and suffer boundless, painful wrath.”
 - Inquisitor Aubschmidt, binding a mutant Acolyte into service

For all but the most privileged of Imperial citizens, there is little hope for anything but lives of misery and death. The diiculties presented by the insurmountable constraints of station and birthplace, and the punishing cruelties of disease, xenos raiders, and endless war are enough to sap the will of most men, but there are wretches who have been pushed deeper into the well of hopelessness. Alicted by abhorrent deformities of the lesh, mutants are denied even the comparative paradise of drudgery as forge workers or faceless soldiers. Marked by inhuman deformity, they are shunned by those around them at best, branded as living vessels of corruption and destroyed at worst.


Starting Skills
Acrobatics or Athletics, Awareness, Deceive or Intimidate, Forbidden Lore (Mutants), Survival

Starting Talents
Weapon Training (Low-Tech, Solid Projectile)

Starting Traits
One of the following: Amphibious, Dark-sight, Natural Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1)

Starting Corruption And Mutation
A Mutant character begins play with 10 Corruption points. Instead of rolling as normal for malignancy or mutation, roll 5d10 on Table 8–16: Mutations (see page 292 of the DARK HERESY Core Rulebook) to determine a starting mutation for the character

Starting Equipment
Shotgun (or stub revolver and great weapon), grapnel and line, heavy leathers, combat vest, 2 doses of stimm

Background Bonus
Twisted Flesh A Mutant character can always choose to fail any test associated with resisting malignancy or mutation. Whenever he would gain a malignancy, he may roll on Table 8–16: Mutations to gain a mutation instead

Background Aptitude
Fieldcraft or Ofence



Rogue Trader Fleet

"The endless dark of the universe is yours, if you but reach out to take it. Yield nothing—the void respects only strength."
- Serren Travius, Rogue Trader

The Imperium of Man is a vast, scattered realm, extending over almost the entire galaxy, impinging itself upon the more compact areas of alien-settled space. The million or more human-inhabited worlds the Imperium controls are but a tiny fraction of the galactic whole. Then there are the fringes and Halo Zones, remote areas where the Astronomican does not reach, and where the only human settlers are Renegades or pioneering groups whose ancestors were forgotten by the Emperor's servants millennia ago. Most of the Milky Way Galaxy remains unexplored, unknown, and extremely dangerous, even in the late 41st Millennium.

The potential of new worlds, alien civilisations, and unimaginable resources made necessary a class of free-ranging Imperial agents known as Rogue Traders. Licensed and often equipped by the Adeptus Terra, the Rogue Trader is free to explore the far regions of the galaxy, the areas where the Astronomican does not reach, and those areas within its reach as yet unvisited by humanity. Rogue Traders have even attempted to cross the great starless voids of intergalactic space, but over such distances even Astropaths' powers of psychic communication are useless, and whether such missions have succeeded is unknown. Operating in isolation from the central authority of the Imperium, the Rogue Trader must decide how to react to alien cultures, new discoveries, and threats. If he judges an intelligent xenos race to be potentially dangerous, he may attempt to destroy it or to gather as much information as he can so that others may do so. If he decides a race may be of use to humanity, he may attempt to make contact and establish relations. If merely rich in technology or minerals, a planet may be plundered, and the Rogue Trader will return to Terra laden with the treasures of space -- alien artefacts, rare and precious minerals, and undreamed-of technologies.


Starting Skills
Charm or Scrutiny, Commerce, Common Lore (Rogue Trader), Linguistics (pick one alien language), Operate (Surface or Aeronautica)

Starting Talents
Weapon Training (Las or Solid Projectile, Shock)

Starting Equipment
Autopistol or laspistol (fitted with Compact weapon upgrade), shock maul, mesh cloak or carapace chestplate, auspex, chrono

Background Bonus
Having to deal with aliens, a Rogue Trader Fleet character gains +10 bonus to Fear tests caused by aliens and +20 bonus to Interaction skill tests with alien characters

Starting Aptitude
Finesse or Social

This message was last edited by the GM at 00:15, Tue 12 July 2016.

GM
 GM, 57 posts
Sun 10 Jul 2016
at 17:09
1.3 Role
n/a
GM
 GM, 58 posts
Sun 10 Jul 2016
at 17:10
1.4 Elite Advances
n/a