Thursday, September 26, 2019

[Character] Magde Seltz: Felinid Bounty Hunter

Magde Seltz
Felinid Bounty Hunter
Magde is an ex-bounty hunter from the planet of Sestra. She became an orphan along with her younger sister, Solla at the age of ten when her parents were kidnapped and press-ganged. By a human crew or a xenos one she didn't know. Having to scrape and scrounge to survive, she raised her sister by herself for a year until she was welcomed into the home of a librarium manager named Gertrude Schreiner.
Not having the opportunity to attend a primer educatory like pure-bloods, she and her sister was tutored by the woman who brought her in. She did not take well to the studies while her sister did. She kept the independent streak she gained when she was out on the streets and often went out at night to cause trouble. She learned to shoot by being taught by a ganger that was trying to impress her as an odd exotic felinid. She would later use that same gun on him when in a drunken rage he raised a knife against her.
She continued training and took up street and building traversal. She was tired of either being a victim or a charity case. She decided she would get her own. To this point her tenacity had her impress another bounty hunter, one Theda Radermann. A veteran that was getting a little too old for the game, she taught the younger Magde her tricks. Magde was at her bedside the night Radermann died of lead poisoning. She inherited her office and began the hunt.

As an abhuman, business was not trickling in easily so she had to go out at night and find her own marks. She used what charm she had built up over her life to find targets. She was a much bigger fan of bringing in marks dead than alive as the walls marked with bullet holes and blood would attest. She always cared for her sister and as she grew to be a librarian and found another felinid she still made an effort to keep up their relationship and sent her money every now and then. Magde found herself in a comfortable situation, relatively as she was dodging bullets at night, when she stumbled upon something out of her paygrade.
Looking at a warp-summoning ritual would be just cause for an inquisitor to silence the witness, but they thought her skills would be of better use as an acolyte. Knowing she was dead or forced to work for the Inquisition, she made a few demands. Her sister and her new family would be moved to a safer high-class neighborhood and be assigned to new jobs that would keep them comfortable. These positions would be protected and they would not be kicked out just by the whims of a bigoted pure-blood. They would receive a steady monthly influx of local currency by the Inquisition. She was dead anyway so she assumed these paltry terms would be easily carried out. She also had one that was more tricky. She wanted to find the captain that kidnapped her parents and kill him.
Now she serves as a killer for an organization that treats her kind with disgust, but with the dual motivations of keeping her sister happy as she always wanted and seeking revenge as she's always needed.






Tuesday, September 24, 2019

Expanded Quirks: Unusual Pasts

These are character creation options that directly replace a character's homeworld, background, and role.

Unusual Homeworld: This character's place of birth is different from many other in the Imperium. He re-rolls (or rearranges) his original Characteristic scores to reflect his world of origin, choosing two Characteristics that benefit and one that suffers. He begins with 3 fate points (Emperor's blessing 5+) and 9+1d5 wounds. Choose any one aptitude as the Homeworld Aptitude. As a Homeworld Bonus, he begins play with one skill and one tier one talent of his choice.

Unusual Background: While most within the Imperium life in a rigid, defined way, some few manage to exist in a more fluid state. Instead of gaining the usual benefits of choosing a background, this character selects one non-characteristic aptitude, five Skills, any two Weapon Training Talents, and 5 articles of weaponry, armor, or other equipment to begin play with. The character may choose to either take a single Rare or more common item and 4 Average or more common items, or 2 Scarce or more common item and 3 Average or more common items. As a Background Bonus, he chooses one characteristic: when the final test modifier when using that characteristic is negative, he may decrease the penalty by 10 down to a minimum of zero.

Unusual Role: While most of the tools an Inquisitor employs can be categorized into the various named roles, occasionally one falls somewhere outside this paradigm. Instead of gaining the usual benefits of choosing a role, this character selects five aptitudes (two of which must share the name of a characteristic, and two of which must not) and selects any tier 1 talent or any tier 2 talent for which he meets the prerequisites. As a role bonus, he selects two skills: he may re-roll failed attempts to use those skills with a -10 penalty.

Dark Heresy 2E Quirk Mechanic

Dark Heresy 2E Quirks


The goal of this project is basically to give PC's a way to more mechanically distinguish themselves from each other and the countless other denizens of the galaxy. During character creation, each player can choose to start with up to two of these "Quirks" for their character if they so desire. That said, I'm not a professional game designer by any means, so it's not exactly perfectly balanced. 


Absurdly Abstruse: The PC is incredibly knowledgeable, but frequently has difficulty communicating that knowledge. He gains +5 intelligence and 1 rank in 3 different Scholastic or Forbidden Lores of his choice and receives a +20 to tests involving those Lores, but when attempting to communicate knowledge from one of them he must make a Fellowship check with a penalty equal to 5 times his rank in the relevant lore skill to be understood. If the PC fails, the character he is attempting to communicate with can make a Logic test with a penalty equal to 5 times the PC's degrees of failure to understand what he is attempting to say. (Extremely obvious information gained from a test may not need a test to communicated; for example, the fine points of disrupting a daemonic ritual should require a test, but the fact that the screaming, blood covered cultist should be shot probably shouldn’t.)

Agile Frame: The PC has an uncommonly light, willowy body. He gains +5 agility and 1 rank in Acrobatics and Dodge. However, his slight build is unsuited for tasks that require raw strength; he counts his combined strength and toughness bonus as 2 less for the purposes of determining carrying, lifting, and pushing capacity, and suffers a -20 for using the Heft special use of the Athletics skill.

Bastard Lunatic: The PC is worryingly skilled at killing defenseless people. When making a melee attack against a target that he is engaged with or a ranged attack against a target at point blank range and while the target is prevented from making a reaction (this does not include targets that have simply used their reaction for the turn), his attacks score additional degrees of success and gain additional damage and penetration equal to half of his weapon skill bonus for melee attacks or ballistic skill for ranged attacks. However, there is very clearly something wrong with him; he suffers a -20 tests involving typical social interactions, and particularly nervous individuals may refuse to talk to him at all. 

Bloody Blade (From 1E Inquisitor's Handbook): While most combatants within the Imperium prefer guns over swords for obvious reasons, there are some that feel that more modern weaponry is inelegant and uncivilized. Such people prefer to get up close and personal with bladed weaponry, no matter how dangerous that may be. This PC is one of them. He increases his WS by 5, replaces any starting weaponry with a mono sword and six throwing knives, and gains the Low Tech weapon training instead of any weapon training he would normally start with, and when wielding a melee weapon that deals Rending damage against a living target, his attacks gain the Tearing quality if they do not already have it, or the proven(3) quality if they do. Some followers of this philosophy extend it to ranged weapon that deal Rending damage; while such individuals maintain the bonuses of Tearing or Proven (3), they lose the +5 increase to Weapon Skill as their area of expertise is broader, but less deep. Regardless of choice, he must pass a -30 Willpower Test to use a non-Rending weapon against a living target for any reason. 


Chemical Balance: The PC has an affinity for drug use far beyond that of a normal person. When using any substance that can be classified as a drug, he doubles the effective duration of the drug, halves any negative effects from the drug(rounded up), and does not suffer penalties from repeated use (For example, Desoluem Fungus still grants only 1 re-roll, but it lasts for 2d10 rounds, still causes 1 fatigue, and can be used again immediately after it ends). His bizarre internal chemistry prevents him from becoming addicted to any specific compound, but he absolutely MUST have some drugs very frequently. For every 6 hours that pass without consuming some sort of hideous chemical, he receives a cumulative -5 penalty to all characteristics, though they cannot be reduced below 1 from this. Should this reduce his Willpower, Fellowship, or Intelligence to 1, he enters a frenzy that only ends in unconsciousness or drug consumption, which removes the characteristic penalties but not any damage he may have caused.  While under this frenzy, his strength, agility, perception, and weapon skill return to their normal values in order to facilitate acquiring the relevant substances. Should the PC be in a situation where he is unable to consume any drugs for an extended period of time (as determined by the GM, but probably at least several weeks), his metabolism greatly slows to avoid completely shutting down. He counts all of his characteristics as being fatigued for the duration of this period, but he doesn’t need chemicals to continue to function.
Curious: The PC has an insatiable desire for new experiences, a trait that is especially frowned upon in this day and age. He gains +5 perception and may re-roll any tests to investigate anything that particularly catches his eye (his specific areas of interest should be established between the player and the GM). However, this interest has frequent dangers: the PC must pass a willpower check to not investigate an item that falls within an area of interest, even when doing so is obviously a very bad idea. (The willpower check should generally be fairly difficult, but should vary based on the exact subject. A PC curious about Xenos would probably not be equally interested in, say, a forbidden book about a minor Xenos species and an actual, living Eldar. )

Dilettante: This PC easily takes to new skills, but has difficulty advancing them to true mastery. When purchasing skill advances of ranks 1 and 2, he counts as having 1 more aptitude than he does to a maximum of 2 (i.e. if he has no related aptitudes, he counts as having 1, if he has 1 aptitude, he counts as having both, if he has both aptitudes, he is unaffected). However, when purchasing skill advances of ranks 3 and 4, even if he has both related aptitudes he only counts as having 1 related aptitude.
Eloquent in my Native Tongue: The PC’s home world does generally communicate in Low Gothic, but uses another language in its place. The PC should choose a different language from the Languages of the 41st Millennium chart on page 107 to use as his default language (This should probably be an Imperial language like High Gothic or Techna Lingua, but that is of course ultimately up to the Player and the GM). When communicating in this language, he gains a +20 on all social interactions due to his incredible skill with it; however, he receives a -10 penalty on all social interactions that are based in other languages due to his obvious discomfort with the language.

Friendly: The PC is an exceptionally sociable person, especially by the standards of the Imperium. He gains +5 fellowship and reduces the cost of purchasing ranks in the Charm skill by 25%, and in addition gains a +10 on Charm checks to interact with strangers. However, due to his innate tendency to forge bonds with people, he must pass a -20 willpower test to knowingly harm someone he is on good terms with and gains 5 insanity points if he does so. (“Good terms” is purposefully a bit nebulous, but should generally exclude characters who are actively trying to kill him, and other things of that nature.)

Huge: The PC is as large as humans come. He gains +10 toughness and +2 wounds and increases his size trait by one. However, the atypical nature of his bulk imposes a -10 penalty to Weapon Skill/Ballistic Skill tests involving Basic and Pistol Ranged Weapons and One-Handed melee weapons without the Custom Grip modification due to them being designed for nimbler hands. In addition, all common-craftsmanship armour counts as being one level of availability rarer due to the difficulty of finding large enough gear without getting it custom made.

Muscle Saint: The PC is muscular enough to arm-wrestle a Space Marine - and might even be strong enough to win. He gains +10 strength and the Athletics Skill and Bulging Biceps Talent, but is so grotesquely muscular he gains one less degree of success on all agility tests down to a minimum of 1 and reduces his base Agility Bonus by 1 for the purposes of movement.

Relic Bearer (Inspired by the talent of the same name in OW): The PC carries a small item that he (and possibly, though not necessarily, others) consider to be holy. While this trinket is in his possession, he gains +10 an all tests to resist fear and pinning tests and tests to resist corruption and insanity, and rolls a d10 whenever he uses a fate point: on a 10, he may select another standard effect for it to add (if he spends a fate point to re-roll a test and rolls a 10, he may choose to add a +10 to the test, recover 1d5 wounds, etc.) However, losing this relic is a truly grievous blow to him: should the relic be lost or destroyed, he is unable to spend or burn any fate points until it is recovered, repaired, or replaced.   
Soul Eater (Suggested by Kadoken, from the 1E Daemon Hunters): Many within the Imperium turn to the Emperor's Tarot to know what their god has planned for them. A very few who do discover that the answer is "nothing". Perhaps they are destined to commit an act so deplorable the Emperor will not look upon them; perhaps the Emperor has blessed them with obscurity so that the monstrous forces of chaos cannot harm them. Either way, their immunity to the cruel whims of fate is both a blessing and a curse. The PC begins play with 0 Fate Points and no divination. However, whenever he kills or participates in the killing of a character with a Fate Point total or Touched by the Fates rating higher than his current Fate Point maximum, he increases his total Fate Point threshold by 1, and receives a divination related to the slain character (the GM should decide which divination).

Specialist Training: The PC has been trained from a young age to master a single class of weapons. He chooses Las, Solid Projectile, or Low-Tech as his weapon group of focus: the relevant weapon training replaces any he may otherwise start with, and he may not purchase any other ranged weapon training. He begins play with a single weapon of scarce or less rare rarity of the selected group, and gains +2 damage, +10 to attack rolls, and may choose to increase the semi-automatic and automatic fire rates by 1 when wielding ranged weapons of this group.
Supreme Arrogance: The PC is completely assured in his superiority against any dangers he might face, physical or otherwise. He gains +5 willpower and a +10 on any rolls to resist Pinning or Fear, and to rolls to use the Terrify and Inspire special uses of the command skill. However, anything that shakes this deep-seated sense of superiority can be tremendously threatening to his mental well-being; whenever this character loses an opposed test, he must make a -10 Willpower check or gain Insanity Points equal to the difference between his degrees of success and his opponents'.

Unemotive: The PC is apparently unmoved by even the most extraordinary events, whatever his internal reaction may be. All scrutiny tests where he is the subject suffer a -20 due to him not displaying any tells to analyze. However, this stoniness is a double-edged sword; whenever this character attempts a Charm, Deceive, or Command test based on displaying emotion, whether fake or utterly genuine, he suffers a -20 penalty.

Well Connected: The PC, through birth, deed, or simply luck is connected to people it is very beneficial to be connected to. He increases his influence by 5 and gains one Peer talent of his choice. However, this attention is not without downsides; the GM should choose a group and have the PC gain the Enemy talent for that group, though which group should be kept concealed from the player, at least initially. In addition, the Peer may demand favors in return for their patronage, and should the PC be unable or unwilling to fulfill them, the GM should choose an appropriate response, such as temporarily losing the Peer, losing a point or two of influence, or even permanently losing the Peer and gaining them as an Enemy instead for extreme circumstances, though fulfilling the request can have positive results.

Whim of Fate (From the 1E Book of Judgement Proven Innocent): Trillions of humans die every day. Many of them die without having even the slimmest chance of escaping their fate. This is an unfortunate but unavoidable truth of life in the 41st millennium. However, very rarely, someone lives through something that, rationally speaking, could not have failed to kill them. Whether they were rescued from an uninhabited Death World, survived a Gellar field failing, were acquitted by an Inquisition court, or any other impossible miracle, such a person is surely blessed by the Emperor himself, and begins play with +3 to all characteristics, and with the Jaded and Resistance: Fear talents, as he has surely seen far worse than his current troubles. However, such extraordinary luck does not strike twice: he begins play with one less fate point than he normally would, and adds a +10 to any rolls made the Psychic Phenomena chart, as darker forces have also taken an interest in him. 









Monday, September 23, 2019

[Setting] The Manifestum Sector

The Manifestum Sector
(WIP)
Sector Governor: Rosabel Goswinus
Sector Capital World: Manifestus
Segmentum: Ultima

      The Manifestum Sector is an Imperial sector of the Milky Way Galaxy. It is located to the galactic core western border of Segmentum Ultima located around the middle of the border's length. Settled and conquered by the Imperium in the 36th Millenium, the Manifestum Sector has had human settlements and population for millennia dating back to the Dark Age of Technology. Lost technology with markings of ancient Terran tribes were found and the histories of those worlds have been shaped by the influence of their ancient foundings and their newer masters. It has enjoyed a relatively peaceful existence as part of the Imperium being buffeted by more dangerous sectors with larger concentrations of forces all around it. The Manifestum Sector's history is still one of strife and conflict with the various dangers and troubles that plague it. These were either created by the Imperium and its enemies or are a result of ancient things that have been there since before humanity stepped foot on the place. Due to its location, it is in the perfect location for encroachment by a great many of Mankind's foes including vile Tyranids offshoots from invasions in the galactic north east to the hated T'au empire, its allied xenos, and its probing elements that also reside in the Segmentum Ultima, orks of the various warring tribes found almost ubiquitously in the galaxy, the duplicitous craftworld Eldar, the sadistic Dark Eldar, and of course Man's most infernal and insidious enemy. 

Baroquia - A sprawling, beautiful civilized world of hundreds of principalities rivaling each other. Here princes, noble republic aristocrats, theocrats, plutocrats, and the like wage every type of conflict imaginable from the barest slight to outright war. Known for the extreme ostentatiousness of its myriad rulers, the extravagant operas it creates, and the fineness of its clothes. It is found near the center-east of the sector.

https://darkheresychainsofmalice.blogspot.com/2018/12/planet-baroquia-wip.html

Bianjing - A frontier world that has the contrast of large cities and the great wild. Once colonized by an ancient alliance of Terran tribes that once occupied Merika and the Yndonesic Bloc during the time of the Unification Wars. It is known for its high-quality silk obtained from the larva of dangerous bug-like Silk Striders. On its surface lies the recurring threat of the barbaric "Tiangou" mutant xenos as they are called by the local language.

https://darkheresychainsofmalice.blogspot.com/2018/12/planet-bianjing-wip.html

Grace's Pasture - An agriworld that specializes in raising grox in large amounts.

Gehenna - A Death World and once a prison planet for Shrket. It is a world of long deserts, giant arthropods, and little water. Gehenna was the site of a long nuclear war that plunged the topside into a cold radioactive desert. The land's livable space is a severely tiny fraction compared to the vastness of the lifeless surface. Those who survive Gehenna do so in mountain fortresses known as qlipoths that rise above the irradiated wastes and have settlements built into the rock. 

Manifestus - A Hive world found in the western side of the Sector. Manifestus was renamed from its original lost empire's name. It was the first world in the sector conquered by the Imperium. The war waged led to the name of the sector and the planet by its nature being quick and efficient war won with a dearth of resources by the attackers. The victories won were said to be by the blessing of the Emperor and a sign of His will that the sector should be ruled. It was decided this would be the foundation of the Imperium's rule of the sector.

Sestra - A civilized world found near the center-west of the sector. Home to four sprawling continents and a large interconnected river with fields, steppes, mountains, deserts, jungles, tundra, polar caps. It has a wide and diverse biome and has many similarities to M3 Terra. Has a rather powerful central government that is still swayed greatly by merchant houses and a small but influential aristocratic class. Also a common stop for voidships on the way to other sectors being near the center of the grand warp paths that are well traveled and well navigated.

https://darkheresychainsofmalice.blogspot.com/2019/08/homebrew-world-sestra-civilized-world.html

Shrket - A shrine world with varied climates, geology, and clans. Ruled by a union of caliphs, priest-kings, the world is ruled from top to bottom to the scriptures of the Lecitio Divinatus and to the glory of the God-Emperor. The history of Shrket is one of warring powers that kept a constant struggle until the Imperium chose preferred groups of religious leaders that took easily to the message of the Missionaria Galaxia and followed the whims of the new owners of the planet. The Imperial Guard generals set out the new borders of the caliphates and chose specific clans to rule them. This suited those clans well as finally given the edge over their competitors and with a prayer on their lips and fire in their heart conquered the rest of the world for the glory of the Emperor. Shrket is a world of deserts broken up by oases, rolling beautiful green hills, steppes, plains, great big basins between mountains, and oceans.

Wylde - A feudal world found in the northwestern reach of the Sector. Rather out of the way and the paths to it through the warp being weakly mapped out, it often only receives communication by its ruling masters once every decade. It is a planet full of fervent knights, nobles, and peasants that are extremely loyal to the Imperium at large. Its culture was created via necessity against the constant threats of mutated beastmen and feral orks on the planet's surface. The arrival of the Imperium only entrenched society more and gave them a focal point of worship and devotion in the God-Emperor of mankind. They see the voidships of the Imperium as the hands of the Imperium itself smiting the wicked and vile and ensuring the prosperity of the valorous kingdom. To this point they gladly give up their knights to form rough rider regiments to fight in their god's myriad wars.

https://darkheresychainsofmalice.blogspot.com/2018/12/planet-wyld.html

Yaketsuku - A dead world and the former home of the destroyed Emperor's Flames chapter. Destroyed by a traitor librarian in M40.939.142 with help of a Thousand Sons Warband.

https://darkheresychainsofmalice.blogspot.com/2018/12/the-last-flames-of-yaketsuku-wip.html

Saturday, September 21, 2019

[Vigilante] Erika Weiss: The Secret Vigilante known as the "No-Show"

Erika Weiss: The No-Show

Residence: Wallside Peaksangle, Sestra Primus, planet Sestra
Age: 31
Job: Inspector for the Administratum
Medium-length brown hair, green eyes, 6'5", Athletic build.

        Erika was born to a member of the Adepta Sororitas. The product of a moment of impiety, Erika early on was raised in Jaq's Crook by her father, a well-meaning pit fighter and manufactorum worker named Dieterich Weiss. Due to the circumstances of her mother's position in the Orders Hospitaller she could never be claimed by her mother, Grite Ohrstein. That did not stop her mother from seeing her when she could. Grite's connections at being raised to a Curia Advance, with her scandal well hidden, allowed her to make connections with several different figures of the Sestrite upper crust and Erika was able to attend a boarding school for training administratum members in the northern portion of the content of Fortisia known as Saint Drau's. Erika was raised to be an inspector for the administratum with her schooling showing her to have a curious demeanor and a good eye at sussing out secrets, mysteries, and reading account logs. She would investigate different merchant guilds, noble houses, and other powers of Sestra to see that they were paying their share of the Tithe in full.
       Erika never cared much about being essentially a bastard. She has a good relationship with both of her parents. She took after her father in his fighting ability and her mother in her persistence and tenacity. She was sadly ineligible to join the Adepta Sororitas as she was not Schola Progenium raised nor a special enough case to be recruited. That did not stop her from taking inspiration from the brawny and resilient Sisters of Battle. She trained herself to be a steadfast fighter. Back in school and now she can be found lifting weights, sprinting, and generally exercising to keep an athletic figure and strength. She took to fist fighting and convinced her father to teach her how to fight. She trained on her own when she couldn't see him. Her size, build, and training made her a brutal brawler. She loved it. She was almost expelled from Saint Drau's for essentially holding a fight club that included several students. She was allowed to stay due to intervention by patrons of the school spurred by her mother.
       Starting service in the administratum when she was twenty-one, Erika felt pride in her work and a sense of satisfaction at essentially having all these large organizations at her mercy as an inspector. With a wrong allocation of resources or another impropriety, she could essentially snap her fingers and the administratum could sanction anyone. It wasn't that simple, however. Furthermore, the Administratum's definition of impropriety did not always match her own. She became frustrated with what she would see as unfairness to downright cruelty done by these powers. They suffered no consequences for their actions. Erika became downtrodden and jaded over time by the things she saw all over Sestra.
      This came to a head with her introduction to the Hellenbrecht sisters. Nominally the prim and proper scions of a powerful trade house, they were vicious predators at night and serially tortured murdered those they could catch during off-hours. Erika could not prove with evidence that they did this without legal access to their holdings nor that it truthfully interfered with the Tithe because they were smart in their coverups. The sisters' parents were rich and powerful enough to cover over their predations. In a moment of rage at her impotence, she smashed a wardrobe open. Out of it fell a white ski-mask. It was a keepsake from one of the few times away from St. Drau's she could spend with her mother. Along with this, she felt inspired from tales she heard about a masked and armoured individual in black garb waging his personal war against the Underworld of Sestra.
       She put together an ad-hoc disguise and went stalking in the night. She found the sisters and followed them to their usual haunt. She waited until they found a victim and took them away. She was able to follow them to a basement in Peaksangle. Erika freed the victim, took picts of the entire incidence into the basement, defended herself when they discovered her and beat a confession out of the sisters to be given in recorded form to the SPED. They were taken away. For the first time, Erika felt she could dole out true justice.
      She went out into the night continuously. She went after gangs, abusers, the corrupt, and the vile. She never gave herself a name and obstinately refused to answer questions trying to get one out of her. With her blank appearance and her penchant to disappear after saving victims or away from reporters, she was given the appellation "the No-Show". She upgraded her costume to a dark blue trenchcoat, hat, and suit. She upgraded from the white ski-mask to a white head mask she stole from a  burgeoning gang of thugs called the Ivory Riders. Her outfit is unisex and it is difficult to tell whether she is a man or a woman sometimes leading to her being called Mr. No-Show and Miss No-Show. To befuddle those that attempt to place her she also uses an audio modulator with her normal suit to give her an unnaturally deep voice. She has steadily upgraded her weaponry from gloved fists to brass knuckles and to now a mixture of shock gear for her upper body and magnetically enhanced dueling greaves for her lower body. Along with that, she has in her gear a grapnel and line, a hand cannon, manacles, investigative gear, an auspex, pict recorder, and photo-visors. She is an extremely efficient and brutal fighter along with being a proficient investigator and interrogator. Furthermore, she excels at stealthy skullduggery to make up for her working alone.
     Now, at the start of the Vigilante campaign Who Shot Ya, she is currently investigating the Network, a rumored cartel of different powers around Sestra that hold great influence over events of the planet. She is worried they will inhibit the tithe along with being an unchecked power over Sestra. She is a veteran Vigilante with about nine years under her belt.

Erika used to be in a league known as Bulwark that included her, the Black Rook, the Sunshine Ranger, and one other until an incident in the city of Batlzerburg four years before the time of the vigilante campaign. Preparing an ambush for a resurfacing pirate outfit, the Black Rook made a snap decision to begin it too early and it led to the death of her friend Mackenzie Day, otherwise known as the Cat Burglar, a stealthy and acrobatic vigilante that worked with the No-Show since their early days. Since then, Erika has forsworn all leagues and partners and has decided to work on her own. She has a burning hatred for the Black Rook and will only very reluctantly work with him again.




Thursday, September 12, 2019

[Dark Heresy 2E] Ratling Homeworld

Home World
Ratling Rules
A Ratling character applies the following benefits during character creation
Characteristic Modifiers
+Ballistic Skill +Fellowship -Toughness
Fate Threshold
3 (Emperor's Blessing 3+)
Home World Bonus
Tricksy Halfling: A Ratling character start with +5 to their agility and perception characteristics. Ratlings count as Size (3) Weedy.
Home World Aptitude
Fieldcraft
Wounds
5+1d5
Recommended Backgrounds
Imperial Guard, Navy, Rogue Trader, Outcast


FOR BOTH
A character with the Ratling Home World applies the following malus:
Abhuman
Tests using Fellowship as a characteristic take a Difficult (-10) penalty applied to all other modifiers when speaking with loyal Imperial citizens and officials.
Optional Additional Penalties
-All gains in influence are reduced by one to a minimum of one. (GM discretion: depending on how and by who the influence was gained from, this penalty may be removed for specific individuals or influence gaining actions).
-Take influence as a negatively modified characteristic in exchange for a third positively modified characteristic.

Dark Heresy 2E. the FFG 40k RPG system, and the future of this blog

I do not like this system anymore. I will probably be switching content to GURPS when I'm not just using DND content. I might convert ol...