Wednesday, August 21, 2019

[Ruleset] Dark Heresy 2E: Vigilante (WIP)

Dark Heresy 2E: Vigilante Ruleset

Starting Characteristics Rolls: 2d10+20 baseline +15 if - Characteristic +25 if + Characteristic

Starting XP: 500 XP
For Homeworld, Background, and Role choose among the core rulebook, expansion books, and homebrew then have GM give you appropriate and pared-down versions of them. The player and the GM can be narratively flexible about how the character creation choices fit a character.
All characters start with 10+1d10 Influence. Scavenging and wages will be really important.

By Malice Overhaul rules, one's wages they get for a week of work at their 9-5 jobs will be their influence score multiplied by three. The upper and standard tiers at around 30 are far away from these types of Imperials but possible with a long enough campaign.

Selling prices for non-rare items are 25% of their value instead of the 5% of Malice Overhaul in normal Dark Heresy acolyte play. Rare and items of rarer availability are sold for 50% by Vigilante rules.

Every character gets one Trade skill at Known of their choice for free to represent their civilian lives. Choose one trade skill related to your character's history or profession, at the GM's discretion

ABSOLUTELY NO *SANCTIONED* PSYKERS (Unless you and your GM have an ingrained story reason like being an acolyte of the Inquisition that has been placed to infiltrate vigilante circles. Discovery of one's true nature and motives would reasonably lead to that character being thrown out of the vigilante party or have possible attempts to kill that party member depending on the severity of betrayal the individual characters would naturally feel.)

This Ruleset is going to assume you're using my homebrew Sestra setting, but I think it can work in other settings with adjustments.


Use Malice Overhaul and Dark Heresy 1E prices for items and 2E character progression along with Malice's wage system or Dark Heresy 1E's if you prefer. Whichever has the lowest price for an item between MO and DH1E go with that one.

The following changes to Character Creation rely on using Dark Heresy 2E

Homeworlds:
Except for flavor, these will mainly stay the same.

Core Rule Book

Feral World: Jungler/Underhiver/Wastelander
Keep as Written

Forge World: Lapsed Indentured Servant to Techpriest, private Omnissian occultist, or apprentice.
Keep as Written except Technical Knock must be chosen as the Home World Bonus for Omnissiah's Chosen

Highborn: Disinherited member of the lowest gentry strata kicked out of family and home.
Keep as Written

Hive World: High population high crime slum inhabitant.
Keep as Written except rename Home World Bonus to Teeming Masses in Concrete Jungles

Shrine World:  Ministorum acolyte, or fervent believer.
Keep as Written

Void Born: Abandoned immigrant from either voidship or satellite.
Keep as Written

Enemies Within

Agri-world: Farmer, field hand.
Keep as written

Feudal World: Forrester, lumberjack.
Keep as written

Frontier World: Ex-penal Colonist, hunter, frontiersman.
Keep as Written

Enemies Without

Death World: Deep Jungler, polar inhabitant
Keep as Written

Garden World: Mount Dulcis worker, ex-pleasure satellite inhabitant.
Keep as Written

Research Station: Terrestrial or space research station
Keep as Written



Backgrounds:
These will change the most.

Core Rule Book

Adeptus Administratum: Administratum clerk, commercial clerk, or secretary.

Starting Skills
Commerce or Medicae, Common Lore (Starting Planet), Linguistics (Local Planetary Language [Includes slang and certain ciphers]), Logic, Scholastic Lore (Pick One).

Starting Talents
Peer (Boss and Workplace)

Starting Equipment
Knife, Imperial robes, work clothes, writing kit, dataslate.

Background Bonus
Paperwork Jockey: Count the Availability of all legally available items as one level more available.

Background Aptitude
Knowledge or Social

Adeptus Arbites: Beat enforcer, disgraced inspector, merchant bodyguard, bouncer.

Starting Skills
Awareness, Common Lore (Enforcers, Underworld), Inquiry or Interrogation, Intimidate, Scrutiny.

Starting Talents
Weapon Training (Solid projectile or Low-Tech)

Starting Equipment
Stub Revolver with 6 in the chamber or truncheon, Armoured Body Glove or Flak Vest, manacles, 3 lho sticks.

Background Bonus
Keep As Written

Background Aptitude
Offense or Defence

Adeptus Astra Telepathica
FORBIDDEN

Adeptus Mechanicus: Mechanicus shrine assistant, autocarriage body shop worker.

Starting Skills
Awareness or Operate (Surface), Common Lore (Omnissian Occult), Logic, Security, Tech-Use

Starting Talents
Peer (Adeptus Mechanicus)

Starting Equipment
Combi-tool, Imperial robes, glow-globe, wrench (Improvised Weapon).

Background Bonus
Tinkerer: This character may re-roll attempts to craft weaponry, apply modifications, or repair items and vehicles.

Background Aptitude
Knowledge or Tech

Adeptus Ministorum: Priest-in-training, monk.

Starting Skills
Keep as Written

Starting Talents
Weapon Training (Low-Tech)

Starting Equipment
Knife, Imperial robes, backpack, prayer book

Background Bonus
Keep as Written

Background Aptitude
Keep as Written

Imperial Guard: PDF Trooper

Starting Skills
Athletics, Dodge, Common Lore (Imperial Guard), Medicae or Operate (Surface), Navigate (Surface)

Starting Talents
(Solid Projectile, Low-Tech)

Starting Equipment
Stub Automatic or Knife, Flak Vest, 3 Lho Sticks.

Background Bonus
Keep as Written

Background Aptitude
Keep as Written

Outcast: Petty Criminal, Pit Fighter, Former Prisoner, Performancer.

Starting Skills
Acrobatics or Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth

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

Starting Equipment
Poor Quality Stub Automatic with one full magazine, knife, armoured bodyglove or flak vest, injector, 2 doses of obscura

Background Bonus
Keep as Written

Background Aptitude
Fieldcraft or Social

Enemies Within

Adepta Sororitas: Sister initiate, nurse (male or female with male in an institution other than the Adepta Sororitas).

Starting Skills
Keep as Written except if playing male then change Common Lore to (Local Planet).

Starting Talents
Jaded

Starting Equipment
Knife, Medi-kit, armoured bodyglove, imperial robes, work clothes, chrono, data slate, and stablight.

Background Aptitude
Keep as Written

Mutant: Mutant
Keep as Written

Enemies Without

Heretek: Secretive tinkerer or gadgeteer that bends the rules for STCs and Adeptus Mechanicus tech but doesn't quite break them

Starting Skills
Keep as Written

Starting Talents
Keep as Written

Starting Traits
Remove but allow one body part to have a replacement common quality bionic.

Starting Equipment
Keep as Written

Background Bonus
Keep as Written

Background Aptitude
Keep as Written

Imperial Navy: PDF navy

Starting Skills
Athletics, Command or Intimidate, Common Lore (Sestra), Navigate (Surface), Operate (Aeronautica or Surface)

Starting Talents
Keep as Written

Starting Equipment
Shotgun or Stub Automatic, Sword or Whip, flak coat, rebreather, micro-bead

Background Bonus
Keep as Written

Background Aptitude
Keep as Written

Rogue Trader: Merchant Mariner, Guildsman bodyguard

Starting Skills
Awareness or Scrutiny, Commerce, Common Lore (Sestra), Linguistics (High Gothic), Operate (Surface or Aeronautica)

Starting Talents
Keep as Written

Starting Equipment
Laspistol or autopistol (fitted with Compact weapon upgrade), truncheon, flak coat or flak vest, auspex, chrono

Background Bonus
Inured to the Bullshit: A character from this background gains a +10 bonus to fear tests caused by the upper class and a +20 bonus to Interaction skill tests with upper class characters (low gentry all the way to planetary ruler)

Background Aptitude
Keep as Written

Homebrew (MO/EHBR)

Explorator: Explorer

Starting Skills
Awareness, Acrobatics, Navigate (Surface), Medicae OR Operate (Surface), Survival

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

Starting Equipment
Grapnel and Line, Stub Automatic OR Laspistol, Flak Cloak, Flak Helmet, Magnoculars

Background Bonus
The Undiscovered Country - The character may reroll Navigate and Survival tests at -10.

Background Aptitudes
Finesse OR Fieldcraft

Death Cultist: Ex-Death Cultist, ex-tribal, ex-communal ganger

Starting Skills
Athletics OR Acrobatics, Awareness, Common Lore (Imperial Creed), Stealth, Survival.

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

Starting Equipment


Mono Sword or Mono Axe (1d10+1 Pen 1[+2]), Stub Automatic, Armoured Bodyglove, 3 doses of Slaught, Stummer.


Background Bonus
Slaughter Rites - A Death Cultist may reroll damage on any melee attack against a target he wounded the previous round in melee combat. He may also spend a fate point to cause his attacks against the target he wounded in the previous round to gain the Vengeful (9) quality for the rest of an encounter. 

Background Aptitude

Offense OR Fieldcraft

Roles
Keep as Written for all splats, homebrew, and the core rulebook

Talents
Contact Network - Contact network becomes a talent like Enemy or Peer which you have to earn and keep through gameplay rather than just buy with XP. It no longer has the Cover-Up prerequisite anymore, however.

Special Rules
Brawler: A player that starts with the Adeptus Arbites, Imperial Guard, or Outcast backgrounds may choose to receive Lethal Weapon (Unarmed Specialist) for free by trading their background talent or a -5 decrease in Intelligence or Fellowship symbolizing the price that learning such skills came with.

Malice Overhaul Rules: Malice rules for swapping aptitudes apply in the Vigilante ruleset. That is one aptitude can be changed at character creation to the player's choice, and aptitudes can be switched out based on an initial XP cost of 1500 that gains discounts based on feats the players have performed. Except the XP to begin as a sanctioned psyker is not available and if one elects to spend the XP to become sanctioned after character creation that character is unavailable for the rest of the campaign (but may be used in other game lines or 2E Malice Overhaul/Vanilla)



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