Friday, December 13, 2019

[Setting] Gehenna

Gehenna
Name: Gehenna
Segmentum: Ultima
Sector: Manifestum
System: Eshtiaq
Population: 100,000,000
Affiliation: Imperium
Class: Death World
Tithe Grade: Solutio Prima


Alternate Homeworld Bonus:

The Damned Dance to the Tune of Greater Devils
Gehennite characters gain an additional +10 when the special Inspire use of the Command test along with gaining the Adamantium Faith talent for an encounter when the Terrify special use occurs and succeeds and they are the target.

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. These qlipoths are also the few places that potable water can be found in great reservoirs along with clean rain running down. Gehennites are bound together into tightknit puritanical societies that are built around the planet's lost history of punishment. Although unsure of why their ancestors were sent to this hell-rock, the members of each qlipoth keep the forgotten original sin in their hearts and minds that chains them there and act accordingly. The leaders of the fortresses, known as archwardens, keep a strict hand on the water and food supply and totalitarian control over the populace. They do this through the use of khatir corps, which are a mixture of enforcer, overseer, and militia. In the khatir are special investigative judges known as the shofetim. These are men and women chosen by the archwardens to use the archwarden's power to independently pass sentences and carry out justice. They are not unlike arbitrators in that way. To the point that the rare arbitrator on the planet has had to deal with a shofet severely overestimating their power and place to a grisly lead-filled end. One means the archwardens use are special guilds, known as Eanid hosts, of assassins, spies, and professional warriors that archwardens ally with rather than control. Many an upstart dissident, rival fortress leader, or even other guilds have fallen by these archwardens' orders and these hosts' deadly soldiers. These hosts know their own power and the influence they hold and as such are independent organizations that hold equal power with the archwardens of the qlipoths. These hosts take multiple forms from empowered mercenary companies using overwhelming technology scavenged from the surface to more primitive but equally effective death cults of devoted shadowy assassins that kill in the Emperor's name as a sacred rite. The hosts are essentially one of the only ways of upward mobility in Gehenna as the standard citizen is stuck to either forever mining new paths in the underground, farming in great fungal plantations overseen by cruel masters, as disposable soldiers for their qlipoths, or rarely allowed to take up craftsmen work as blacksmiths or potters or as some sort of help to the archwardens. Gehenna's surface holds treasures for those willing to find lost ruins of cities that have lost radiation to the point of relative safety or at least to the archwardens' less discerning tastes that don't mind losing their minions to cancer. These cities may hold weaponry in vaults where they have not been rusted over by exposure, great big machines that extremely few know how to use but can cause great power imbalances between the fortresses, and even simpler tools that can improve quality of life or reap more water or food that the archwardens barter for to jealously guard and keep. There are, however, great monsters on the surface that have adapted to the radiation. Armored fiends of chitin and claws, stealthy predators with reflective surfaces, and flying eye-less beasts that see by sound and senses that use the radiation around them. Along with them are those dissidents that make their home in the irradiated desert and are mutated beyond normal measure. These are the Maleun. These tainted humans are much better equipped to suffer the harshness of the surface and find scavenged remains of the surface. They build in great numbers to attack the fortresses at times.

Gehhena's tithe comes in two forms: first, the light infantry and scout regiment known as the Saeb Shrouds which are often mixed with other regiments to serve as reconnaissance and guerilla units; second, Shadida powder, which is a strong stimulant that is very useful for armored companies needing to be in operation for several days without sleep along with select other troopers.


Gehennite (Troop)
Skills Trade (Pick One), Survival
Gear Rag robes
Prisoners Gehennites are oddly amenable to strangers to the planet. Charm, Command, Deceive, and Intimidation rolls gain +20 bonuses when targeting Gehennites. However, they are also subject to the despotic command of the archwardens and their underlings like Shofets and Khatir Corpsmen so in the presence of those antagonistic to a character those same tests gain -20 penalties as they have extreme difficulty rejecting their betters.

Shadowed Eanid Acolyte (Elite)
Skills Awareness, Acrobatics, Deceive, Stealth +10, Survival
Gear Darkened robes, scavenged flak, 3x caltrop throws (Cover a 2x2 area. Moving into the area requires an acrobatics test that upon failure causes the target to be Snared but not helpless), 3x jury-rigged smoke bombs.
Talents Blind Fighting, Catfall, Face in a Crowd, Hard Target, Swift Attack, Takedown.
We Strike Hard and Fade into the Night A shadowed acolyte using the Shadowing special use of stealth gains +20 on their next stealth test. Success will give them Vengeful (8) to their attacks on a Surprise Round and the ability to make a Difficult (-10) Stealth Test to be hidden amongst a crowd again.

Seraphim Eanid (Elite)
Skills Athletics +10, Awareness, Command, Dodge +10, Intimidate +10, Medicae, Survival +10
Talents Devastating Assault, Die Hard, Hip Shooting, Iron Jaw, Jaded, Nowhere to Hide, Rapid Reload, Resistance (Fear), Swift Attack, True Grit.
Gear 2x Frag Grenades, 3x Magazines for Autogun Manstopper Rounds, Microbead, Reinforced Seraphim Flak Armour, 2x Stun Grenades, Wing Pattern Helmet with Visor.
Smiting Flame As a Half Action, the Seraphim may kneel down activate his specialized armor to shoot flames out in a 10-meter radius around him through multiple exterminators installed within itt.
Maleun Mutant (Troop)

Skills Athletics, Awareness, Dodge, Intimidate, Survival +20
Talents 
Gear
Inheritors Maleun mutants have the Bestial Hide, Cannibalistic Urge, Warp Regeneration, and Swollen Brute mutations.
Corruption 40
Unquenchable (Troop)
Skills Acrobatics, Stealth
Talents Double Team

Traits Bestial, Dark-Sight, Unnatural Toughness (3), Flyer (7), Weedy
Bleeding Tendrils An Unquenchable that succeeds on an attack gains half the damage it takes as restored wounds along with being grappled onto the character it attacked. It gains +10 to tests opposing Break Free and Slip Free Grappled Target Options. The character grappled may move normally, however.
Chitin Fiend (Troop)

Skills Athletics +20,
Talents Frenzy, Iron Jaw
Traits Bestial, Dark-Sight, Enormous (+20 Hit, -20 Stealth), Quadruped
Gear Chitin Hide
Earthshake Once a turn as a free action, a Chitin Fiend can stomp its large hooves into the earth with a special vibratory muscle that causes all within 20 meters of it to take an acrobatics test or be flung 1d5 meters and roll on the Scatter Chart to see where they go.
Hell Burrower (Troop)
Skills Acrobatics +10, Navigate (Surface) +20, Stealth
Traits Bestial, Blind, Crawler, Sonar Sense
Burrow As a half action, a Hell Burrower can move into the earth beneath or around it and move up to its half movement length. After this, the Hell Burrower counts the earth as covering all of it and it can move freely. In addition, they gain a +20 bonus on Stealth test while moving underground.
Khatir Corpsman (Troop)

Skills Athletics, Dodge, Survival
Talents Double Team
Gear Flak Vest, Dark Uniform, Canteen, Metal Chained Collar
Cruel A Corpsman that attacks a prone target in melee gains the Tearing quality on their weapons.
Overseer (Elite)
Skills Awareness, Command +10, Common Knowledge (Imperial Creed), Dodge +10, Intimidate +10, Navigate (Surface), Scrutiny, Survival.
Talents Ambidextrous, Devastating Assault, Halo of Command, Swift Attack, Two-Weapon Wielder
Gear Cat of Nine Tails, Lectitio Divinatus remnants
Propelling Lashes An Overseer that lashes at a Corpsman or Gehennite causes them and those within 1d5 meters of them to immediately charge at their nearest enemies. If they are out of charge range, they instead run to get into range and then will charge on their turns.

Shadowed Eanid Guildmaster (Master)
Skills Acrobatics +20, Athletics, Awareness +10, Charm +20, Deceive +20, Dodge +20, Parry +10, Scrutiny, Stealth +20, Survival +20
Talents Adamantium Faith, Assassin Strike, Blademastter, Blind Fighting, Catfall, Combat Master, Constant Vigilance, Counter Attack, Crushing Blow, Death Dealer (Melee), Devastating Assault, Disarm, Face in a Crowd, Hard Target, Inescapable Attack (Melee), Jaded, Keen Intuition, Resistance (Fear), Step Aside, Swift Attack, Takedown, Thunder Chargee, True Grit, Two-Weapon Wielder, Whirlwind of Death
Traits Touched by the Fates (2)
Gear Golden Devil Mask, Lamellar lined cloak, Mesh Armour,
A Cut Above the Rest A Guildmaster treats all characters in their way as normal terrain when moving and can move past them and can stand in the same space as another character. Along with this, they treat all difficult terrain as normal terrain in terms of movements and penalties. Along with this, when they use Thunder Charge, they may use Acrobatics to knock down enemies in the way of their targets to oppose the foe's Opposing Strength Test.

Shofet (Elite)

Skills Athletics +10, Awareness +20, Command, Dodge, Interrogation +10, Intimidate +20, Scrutiny +20.
Talents Ambidextrous, Coordinated Interrogation, Keen Intuition, Iron Jaw, Jaded, Resistance (Fear), Step Aside, Swift Attack, Two-Weapon wielder
Gear Book of Laws, Manacles, Mask of Damnation, Golden Dagger of Stewardship, 3x Hand Cannon Loads, Robes, Treasured Bestial Hide Armour
Punitive Measures A Shofet's weapons cause Crippling (3) on prone or stunned targets.
Archwarden (Master)
Skills Awareness +20, Command +20, Commerce +10, Deceive +10, Dodge +10, Intimidation +30, Parry +20, Scrutiny
Talents Adamantium Faith, Bulging Biceps, Crushing Blow, Devastating Assault, Hardy, Inescapable Attack (Melee), Jaded, Halo of Command, Hammer Blow, Hatred (Gehnnites), Resistance (Fear), Swift Attack.
Gear 3x Bolt Pistol Magazines, Command Rod, Fine Robes, Flak Armor, Jewelry, Lectitio Divinatus, Whip.
The Greater Devils Once a turn, all loyal to the Archwarden from Gehennite to Shofet can immediately use a half-action to attack if he succeeds a Challenging (+0) Command test.

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