Thursday, February 14, 2019

[Dark Heresy 2E] Homebrew Homeworld: Beastman

Home World
Beastman Rules
A Beastman character applies the following benefits during character creation

Characteristic Modifiers
+Strength +Toughness -Intelligence

Fate Threshold
2 (Emperor's Blessing 9+)

Home World Bonus
Wild Howl: A Beastman character may take a Challenging (+0) Intimidate test as a half action to gain the Fear (1) Trait for a turn

Home World Aptitude
Offense

Wounds
12+1d5

Recommended Backgrounds
Imperial Guard, Rogue Trader, Outcast.

OR

Background Changes
use the Mutant rules in Enemies within with the Starting Traits replaced by the Beastman Mutant Special detailed below, the Starting Corruption and Mutation replaced with the Specialized Mutant rules below, and the Background Bonus replaced with the Home World Bonus above.

I'm not putting in a convenient list like the homeworld above because that seems like plagiarism since most of it would just be copy and pasted from the Enemies Within page.

The point of offering both is if one wanted to have a different background as a Beastman like in earlier editions of the tabletop where they were once abhuman auxilliaries, taken in by Rogue Traders to serve as bodyguards and killers, or were outcast and wander the various criminal underworlds of the galaxy like the beastman bounty hunter introduced in the relatively recent Necromunda release.

Two Variants

Specialized Abhuman Variant
An Abhuman Beastman character starts with 0 Corruption. They gain all the advantages of the base homeworld.

OR

True Mutant Variant
A True Mutant beastman starts with 10 corruption and rolls 2d10 additional corruption. If the required corruption is gained, a malignancy test or tests is required per the core rulebook's rules. True mutant beastmen gain the Bestial Hide mutation, and a modified Razor Fangs mutation of gaining an unarmed attack that deal 1d10+SB that can be done once as a free action per turn by itself or with with another attack, and lose 1d5 Fellowship at character creation. They gain all the advantages of the base homeworld.

BOTH VARIANTS GAIN
-Hated Visage: both variants gain -20 Fellowship tests to interact with pure Imperial NPCs including citizens, officials, nobles, merchants and the like with their true form known. Depending on the NPC, they may tolerate the beastman.
-Dark Sight.

Example character: Slake Rotbased is a beastman with the visage of an ancient Terran hyena that is part of inquisitor Riddayne's Order of the Fang, a cover for her radical usage of mutants to fight the enemies of mankind. The Order outfits their "knights" with armour that hides their abominable visages to the masses of humanity. The helmets these knights wear are often facsimiles of the mutant's visage as part of intentional comedic irony on Riddayne's part. Slake was forsaken on a backwater feral world and forced to survive by the skin of his teeth. Finding solace in a god that abhors his deviation from the perfect form but seeks to use his inner core human soul and his ferocious strength as a tool, Slake purges the enemies of mankind in hope of absolution.

Update: I learned recently that 40k beastmen are actually termed abhumans via the 6E codex's rules and with the bounty hunter in Necromunda that does make more sense than being full mutants. I think I was letting Warhammer Fantasy color my perception. So I am lowering the amount of corruption for them. Apparently, the most current lore says they are Dark Age of Technology experiments. That doesn't preclude warp-made or influenced beastmen but it does make more sense to use them in auxiliary purposes now. Also, they're animal men so the bigoted Imperium is still going to treat them more poorly than say a squat or felinid that look mostly normal. I have also split the types between abhuman and true mutant.

Alt Beastmen
Change the modifiers and the homeworld bonuses of the profile above with the alternates below to make an alt beastman.

Dogman/Wolfman:
Characteristic Modifiers:
+Perception +Fellowship -Willpower

Homeworld Bonus
Pack Attack: special ability that counts a canid beastman as counting as two characters in regards to Ganging Up bonuses when they and another ally engage and outnumber the same foe, IE An exorcised acolyte and a wolfman engage one cultist in melee, the acolyte counts as one foe and the wolfman counts as two foes for a total of 3:1 ganging up bonus (which would be +20). This extends to stacking with Double Team but is negated by Combat Master.

Wounds
9+1d5


Ratman:
Characteristic Modifiers:
+Perception +Agility -Fellowship

Homeworld Bonus
Rat Bastard Ratman's attacks gain the Vengeful (9) quality during Surprise Rounds and allow a Ratman to re-roll damage rolls that cause critical damage. The re-roll has to be committed to if chosen. The reroll does not apply to Righteous Fury rolls.

Wounds
7+1d5


Mothman:
Draws real good.
Characteristic Modifiers:
+Agility +Willpower -Intelligence

Homeworld Bonus
These Broken Wings The mothman has the Flyer trait equal to their Agility Bonus.


Wounds
7+1d5

Bullman
Characteristic Modifiers
+Strength +Toughness -Agility

Homeworld Bonus
Red Rage: special ability giving the Bullman Brutal Charge (5) on Charges.

Wounds
11+1d5

Goatman
Characteristic Modifiers
+Toughness +Agility -Intelligence

Homeworld Bonus
Devilish Hooves: special trait giving the Goatman the ability to treat difficult terrain as normal terrain.

Wounds
8+1d5

Deerman
Characteristic Modifiers
+Agility +Willpower -Intelligence

Homeworld Bonus
Graceful Leap: allow Stagmen to reroll Acrobatics and Athletics tests to traverse difficult terrain or ignore it and to reroll Maneuvering special use tests in combat.

Wounds
9+1d5

Foxman
Characteristic Modifiers
+Agility +Intelligence -Fellowship

Homeworld Bonus
Cunning Like A, Well-: give foxmen one rank in Security and Awareness along with starting with the Keen Intuition talent.

Wounds
7+1d5

Lionman
Characteristic Modifiers
+Strength +Fellowship -Agility

Homeworld Bonus
Cruel King's Roar: A half action can be taken to roll an Ordinary (+10) Intimidation test to force all enemies in earshot to take a (-10) Pinning test.

Wounds
11+1d5

Snakeman
Characteristic Modifiers
+Agility +Toughness -Intelligence

Homeworld Bonus
Hngh...: which gives his bite attack Toxic (2) and the ability to spread venom on weapons giving them the Toxic (1) quality. A snakeman needs an hour in between uses to use this ability on weapons.

Wounds
8+1d5

Crowman
Characteristic Modifiers
+Intelligence +Willpower -Strength

Homeworld Bonus
Carrion Prince: begins play with Warp Lock and Warp Sense regardless of psyker power.

Wounds
7+1d5

Ocelotman
Characteristic Modifiers
+Agility +Perception -Intelligence

Homeworld Bonus
More Than Enough to Kill Anything That Moves: When an Ocelotman attacks a target they receive a +30 bonus on survival tests to find that target. This bonus lowers by 5 each day the target has not been seen.

Wounds
7+1d5


Crocodile/Aligatorman
Characteristic Modifiers
+Toughness +Strength -Fellowship

Homeworld Bonus
Deathroll: A Crocodile/Aligatorman gets a +10 on all grapple tests and their SBx2 in damage for Grapple attacks.

Wounds
13+1d5

Tigerman
Characteristic Modifiers
+Willpower +Agility -Fellowship

Homeworld Bonus
Thy Fearful Symmetry: Gains the Fear (1) talent for an encounter when striking from a surprise round.

Wounds
12+1d5

Redpandaman
Characteristic Modifiers
+Fellowship +Perception -Toughness

Homeworld Bonus
Too Cute to let Die: Medicae Tests performed on Redpanda beastmen get +20 Bonuses.

Wounds
7+1d5

Lynxman
Characteristic Modifiers
+Agility +Strength -Fellowship

Homeworld Bonus
Big Game Hunter: Charges and All-Out Attacks against targets with a larger size than the Lynxman gain a +10 Bonus.

Wounds
9+1d5

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