Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

Sunday, October 20, 2019

[DH2E] Astartes Chapter World Acolytes Homeworld

Astartes Chapter World Acolytes

Home World
Chapter World Rules
A Chapter World Character applies the following benefits during character creation
Characteristic Modifiers
+Willpower +Str -Fel
Fate Threshold
3 (Emperor's Blessing 7+)
Home World Bonus
Stock of Demigods: A Chapter World character starts with the Iron Jaw and Iron Resolve talents
Home World Aptitude
Willpower
Wounds
9+1d5
Recommended Backgrounds
Administratum, Imperial Navy, Rogue Trader, Outcast

Also possibly known as the initiate dropout or chapter serf acolytes. These are the acolytes that lived upon chapter worlds in the conditions that Astartes prefer or attempted to become Astartes but could not cut it yet survived the initiation process to either live on or become chapter serfs. Those that survive Space Marine trials but still fail are those that have fallen short of becoming demigods by most accounts of the populace of their worlds. Those are individuals of strength that inquisitors can use.

Note: Tried to do an alternate start version using the different homeworlds like the different types of beastmen, but it didn't quite line up or would have overlapped with many other homeworlds. 

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. 









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.

Tuesday, August 27, 2019

Malice Overhaul Part 1 (Safety)

Dark Heresy 2.1: Malice Fan Overhaul
By Kadoken/Masque and Tanta Formidda
This overhaul is a compilation of changes, expansions, and clarifications to Dark Heresy 2E.

For this fan overhaul, one needs the Dark Heresy 2E core rulebook to use it. Unless the specified change is in this fan patch changelog, then consult the core rulebook for play. Unless noted in the overhaul, the rules are the same as in the book.


Big Disclaimer: I am not endorsed by Ullysies Spiele, Fantasy Flight Games, or Games Workshop. Do not try to sell this. Do not try to copy this as your own.

Word Doc version. Easier to read with complete index.
The blog is the most up to date version. In conflicts or missing parts between doc and blog, always choose the blog as the final authority between the two.

Index
1 Index
3 Playing the Game Changes/Clarifications
5 New Homeworlds
8 New Backgrounds
13 New Roles
17 Skill Changes/Clarifications
18 New and Changed Talents
21 Talent Clarifications
22 Armoury, Monetary System
23 Currency
24 Wages, Selling Items, Trading Items
26 Influence Changes
27 Rank Privilege
28 Core Weapons Changes
29 Buying Ammo
30 Generalized Weapon Changes
31 Weapon Damage and Profile Changes
32 New Weapons
33 Unarmed
35 Fighting Gear
38 Mine and Triggered Variants of Explosives
40 Modification/Quality Changes
42 Gear, Drugs and Consumables
44 Tools Additions and Changes
48 Cybernetics
49 Psychic Powers
51 Structured Time Reactions and Grappling Changes/Clarifications
52 Unarmed Changes/Clarifications
53 New/Clarified Combat Actions
54 Combat Circumstances Changes/Clarifications
55 Shooting in and out of Combat Rules, Obstructed View Combat Rule
56 Cover System Changes/Clarifications
57 Cover Modes
58 Misc Cover and Shooting Vehicle Crew Rules
59 Engagement Changes and the Area of Engagement
62 Overwatch Changes/Clarifications
63 Movement Changes/Clarifications
64 Grapnel and Line Changes/Clarifications
65 Chase Rules
68 Fear Clarifications
69 Fervour Mechanic
73 Misc-Fatigue, Succumbing, Doors, Carrying, Suicidal Actions, Righteous Fury
75 Narrative Tools Changes/Clarifications
76 NPCS and Adversaries
77 Corruption Array
78 Splat Changes, Enemies Within Changes, Enemies Without Changes
79 Flyer/Skimmer Rules, Enemies Beyond Changes
80 Alternate Optional Damage Mod
83 Narrative Fluff

85 Why, Though?

Need to add: Throwing folks, taking folks hostage, expanding psyker system and changing push rules, and other stuff while cleaning up the presentation.


(As a rule, any homebrew stuff found in the Dark Heresy: Malice blog is included in this fan patch like the felinid character creation, the Hot Shot Volley Gun, etc.)
(Errata changes are also valid in this overhaul UNLESS a part of this overhaul already replaces the changes they made.)


PART 1:
Playing the Game Changes and Clarifications, Character Creation
PART 2:
Skill Changes and Clarifications, Talent Changes and Clarifications, Armoury Changes and Clarifications: Monetary System, Influence Changes, Rank Privileges, Weapons Changes, New Weapons, Unarmed, Fighting Gear, Mine and Triggered Variants of Explosives, Modification and Qualities Changes, Drugs and Consumables
PART 3:
Tools additions and changes, Cybernetics, Psychic Powers, Structured Time: Combat, Reactions, Grappling Changes, Unarmed, New/Clarified Action Types, Grappling Changes, Stun Changes, Shooting into Combat Personal Rule, Engagement Clarification, Shooting in an out of Combat Actual Rules, Obstructed View Combat Rule, Cover System Changes/Clarifications, Shooting and Vehicle Crew, Air Vehicle Jink Penalty, Engagement Changes and the Area of Engagement, Overwatch Changes and Clarifications, Flame, Movement Changes and Clarifications: Difficult Terrain, Climbing, Falling.
Part 4:
Grapnel and Line Changes/Clarifications, Chase Rules, Fear Clarifications, Dropping Shit, Fervour Mechanic, Misc Rules: Fatigue, Succumbing, Doors, Carrying, Suicidal Actions; Narrative Tools: presentation, group rolls,  mutation changes, NPCs and Adversaries, Comrade system; NPCs: Corruption Array
PART 5:

Splat changes: Enemies Within, Without (Flyer/Skimmer changes), Beyond, Alternate Optional Damage Mod, Narrative Fluff
Playing the Game Changes and Clarifications
Opposed Tests:
-Opposed Degrees of Success: In an opposed test, the losing character's test lowers the winning character's test by the DoS of the loser's test. IE, if a heretic gains 3DoS on a grappling check, but an acolyte gains 4DoS on opposing that check, then the acolyte would have 1DoS at the end.
-Opposed Degrees of Failure: When a character in an opposed test fails their test, the DoS of that failing character counts as 0DoS. IE, the same heretic tries a grappling action again and gains 3 DoF on their test while the acolyte gained 2 DoS. The Acolyte still only receives 2 DoS on their test.

Re-rolls Rule:
If a player decides to re-roll a test, they must commit to re-roll results. If a re-roll is done then the first roll is invalid. Choosing to reroll accepts the re-roll's results. Exceptions to this are talents, weapon qualities, and special abilities that specify the choice that one could take the higher roll or the lower roll such as the tearing quality.


General Housekeeping
The Use of SB in Damage Profiles: When the overhaul has "SB" as part of a weapon's damage profile, do not add another strength bonus. "SB" (like in the case of 1d10-1+SB Pen 0) is to represent the core rulebook's rule of addition of Strength Bonus to melee weapon damage (and for a 33 Strength character, you would just total 1d10-1+3 and not 1d10-1+3+3). I just do it as a rule. However, when it is on something that didn't have SB, like bows do now, then add it. Weapons with "SBx2" in their profile work like Power Fists do and double up on Strength Bonus.

Character Creation
-Character Creation Aptitude Changing: Change out one role aptitude for another at character creation. This is limited to exchanging only one for another at character creation.
-Ingame Aptitude Changing: Costs 1500 XP. Change aptitude from one to another for an existing character. Discounts based on character history and achievements can be given.
-Character Creation Sanctioned Psyker Start: Costs 1000 XP. Begin as a sanctioned psyker with any homeworld, background, and role.
-Ingame Psyker Sanctioning: Become sanctioned in gameplay for 1000 XP. This requires 1d5 years of training and will take a character from play until that time is done.

(The off-text here was written by one of my players and friends [with some edits by me] that offered to be known as his character, Tanta, who also is serving as an editor and idea guy on this overhaul)

Homeworlds
Home World - Cohort World
"I'm doing my part!" -246010-200111-Lans, Krieger 
The Imperial Guard is quite possibly the most vast organization in the galaxy. It has an insatiable need for soldiers to prosecute the countless campaigns against Mankind's numberless enemies. These soldiers are generally drawn from the Tithes from almost every world in the Imperium. While most worlds export numerous goods in addition to any Guardsmen, some worlds, such as the infamous Krieg, specialize in producing soldiers as their primary tithe. People from these worlds are trained from early childhood to fight against
any who would deny Mankind its destiny.

Characteristic Modifier
+Strength
+Weapon Skill
-Perception

Fate Threshold
3 (Emperor's Blessing + 5)


Home World Bonus
Death to the Enemies of Mankind - When fighting an enemy who he has the hatred talent against, a character from a cohort world treats all of his weapons as if they have the Proven (X), where X is equal to half of his Weapon Skill Bonus rounded up, or increases the Proven Quality by 1 if it already has it. 

Krieg Alternate Bonus
Nameless, Faceless, Selfless - Conditioned from birth to die in service to the Imperium, those from Krieg care nothing for their own lives. When forced to make Fear or Pinning Tests, they ignore any penalties, treating it as a +0 test before any positive modifiers.
Homeworld Aptitude
Offense

Wounds
9+1d5

Homeworld: Fortress World
"These colours don't run from cold, bloody war!" -Jus Latian, dying Cadian Standard Bearer
Fortress Worlds are those imperial worlds that are under constant attack. Whether their foe is Xenos, Demons, or Heretics, one thing is certain- a human born on a fortress world has never known peace. Raised from young
childhood to defend their homes, such men and women are among the hardiest the Imperium can muster.

Characteristic Modifiers:
+Toughness
+Willpower
-Agility

Fate Threshold
3 (Emperor's blessing + 7)

Home World Bonus- Hold the Line!
Whenever a fortress world character uses the Terrify special use of the command skill, he counts as having the Fear (2) Trait. In addition, whenever a Fortress world character must roll to resists pinning or fear while under the effects of the Inspire special use of the Command skill as a War Cry or Rousing Speech, he gains an additional +10.

Home World Aptitude
Defense

Wounds
10+1d5

Homeworld: Imperial World
"Blessed is the mind too small for doubt." -Thought for the Day
A blanket classification for the vast bulk of planets under the dominion of the Imperium, they are generally more technologically advanced than a Feudal World, but perhaps less mechanistic than a forge world. They generally more peaceful than a frontier world, but not as idyllic as a garden world. They produce more food and goods than a death world, but not as much as an agri-world. In short, they occupy every position between the extremes, and for that their citizens constantly thank the God-Emperor.

Characteristic Modifiers:
+Fellowship
+Willpower
-Strength

Fate Threshold
3 (Emperor's blessing + 4)

Home World Bonus - Blessed Ignorance
Whenever a character from an Imperial World would gain Corruption, he gains half of that amount instead, rounded up. This benefit is lost if the character has 1 or more ranks in any forbidden knowledge skills related to the cause of corruption.

Homeworld Aptitude
Social

Wounds
7+1d5

Backgrounds
Background: Death Cult
"Welcome to the everlasting danse, sacrifice" -Sister Atalia before skewering her next victim.
A member of one of the numerous cults that make death their obsession and object of religious devotion. They excel at bloodshed, and are capable of tracking their targets under the most punishing of circumstances. A dark shadow of the more mainstream sects of the Imperial Cult, a number of death cults are fanatically loyal and dedicated to the Emperor. However, any organization that so revels in blood and death is vulnerable to corruption by the Ruinous Powers, or things older and more terrible still...

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

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

Starting Equipment
Warhammer OR Chain Axe, 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

Background - Explorator
"It belongs in a reliquary!" -Polus, Magos to the thieving tech-scavengers of the Tempest Litany.
Beyond the reaches of the Imperium lie countless worlds filled with horrors - and wonders. While it is primarily the role of Rogue Traders to plunder what they may from these planets, the Mechanicus also sends out fleets of ships to attempt to retrieve secrets from the dark age of technology. While many die on such expeditions, the bounties they recover more than make up for whatever is lost. The tech-priests sent on such expeditions be necessity acquire skills more suited to fieldwork than their more academically inclined bretheren.

Starting Skills
Awareness
Dodge
Tech-Use
Medicae OR Operate(Surface)
Common Lore (Tech)

Starting Talents
Mechadendrite (Weapon)
Weapon Training (Solid Projectile OR Las)

Starting Traits
Mechanicus Implants

Starting Equipment
Ballistic Mechadendrite (Las Gun OR Autogun)
Combat Shotgun OR Long Las
Monotask Servo Skull
Flak Armor

Background Bonus
Armory of the Machine God - When attempting to acquire wargear within the remit of the Mechanicus, an Explorator counts its rarity as two levels higher (E.G. A Grav-Gun would count as Rare, while Tempest Bolt Shells would count as Very Rare)

Background Aptitudes
Tech OR Fieldcraft


Background - Law Enforcement
While the Adeptus Arbites is tasked with enforcing Imperial Law across the million worlds of the Imperium, each of those million worlds has entirely distinct laws and customs. It falls to whatever passes for local governance to legislate and enforce them, but any but the most hellish, anarchic nightmare planets have some form of law enforcement or another. These men and women tend to be less martially adept than the Arbites, more often concerned with relatively petty matters such as theft or pedestrian murder. They are adept at wringing information out of subjects and putting together pieces that other may overlook, skills any Inquisitor appreciates.

Starting Skills
Charm OR Intimidate 
Scrutiny
Interrogation
Awareness
Scholastic Lore: Judgement

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

Starting Equipment
Cosh (DH1E Book of Judgement)
Hand Cannon
Flak Cloak 
Manacles
12 Lho Sticks

Background Bonus
Eyes of the Law - Law Enforcement characters may re-roll failed Awareness and Scrutiny checks, and may substitute their Perception bonus for Degrees of Success when using these skills. 

Background Aptitudes
Social OR Fieldcraft


Background - Mercenary Soldier
There are innumerable petty conflicts conflicts on any one planet in the Imperium at a given time, and the overwhelming majority of them fall far beneath the notice of those capable of calling in the forces of the Imperial Guard. Simply put, nobody cares about which petty lord is in control of a backwater river crossing - nobody except the lords and the mercenaries they hire. There are countless men and women willing to sell their guns, swords, or even fists to the highest bidder, and many Inquisitors find use for the less scrupulous, more adaptable nature of these soldiers of fortune over the soldiers of the Imperial Guard. 

Starting Skills
Dodge
Intimidate
Commerce
Command OR Operate Surface
Common Lore: Underworld

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

Starting Equipment
Combat Shotgun
Imperial Guard Flak
Sword
Combat Vest

Background Bonus
Gunpoint Negotiations - a Mercenary Soldier may reroll Commerce and Intimidate checks, and may use Weapon Skill or Ballistic Skill instead of the normal characteristic.

Background Aptitudes
Social OR Offense


Background - Mind Cleansed (Adapted from 1E Inquisitor's handbook)
"It's a magical place." -Lars Krell, instinctively repeating her memento chant implanted into her mind on Titan.
There are secrets that are too terrible to know and live. Unfortunately, this does not prevent them from occasionally being discovered.
Usually, the one who discovers them is (perhaps mercifully) summarily executed. However, on rare occasions the person is question possesses something that makes a different solution necessary. In such cases, they are instead mind cleansed- all that they were, wiped away and replaced with a blank slate. The mind cleansed are effectively newly made people in the shape of whatever the inquisition desires. Despite this, some Mind Wiped acolytes report occasional flashes of what can only have been their lost
history.

Starting Skills
Deceive
Intimidate
Dodge
Inquiry OR Interrogate
Athletics

Starting Talents
Weapon Training (SP OR Las, Chain)

Starting Traits
Through a Mirror, Darkly- The process of creating a Mind Cleansed is imperfect, and some rare stimuli (such as people, places,
or even sights or sounds) may bring disjointed fragments of their past roaring back; in such cases, they must make a +0 willpower check or roll on the shock table.

Starting Insanity and Corruption
Begin Play with 1d10 insanity and 1d10 corruption

Starting Equipment
Laspistol OR Autopistol, Chainsword, Flak Armor,

Background Bonus
Imperial Conditioning - The Mind Cleansed gain a +10 to resisting fear and any attempts to control or possess their minds.

Background Aptitudes
Defense OR Social 


Background: Missionaria Galaxia
"Yea, thine allfather hath been with thee and thou has been known to Him for all time, for the Emperor's eye is upon all!" -Father Sol Katalan, Missionary preaching to the newly-found human tribe of Krost IV.
Almost every sect of the Imperial Creed seeks to spread it to every corner of the galaxy, or perhaps even beyond. In addition, millennia of expansion has scattered holy relics across countless worlds. As such, the Missionaria Galaxia is dedicated to gifting the Emperor's light to those benighted souls without it, and to recover any sacred items they come across. While many die in the attempt, those that survive frequently develop skills and devotion that would be useful to any inquisitor.

Starting Skills
Charm
Common Lore (Imperial Creed)
Deceive OR Stealth
Navigate (Surface)
Awareness

Starting Talents
Weapon Training (Flame, Low-Tech)

Starting Equipment
Flamer, Whip, Flak Cloak, Laud Hailer, Grapnel and Line

Background Bonus
Tongue of Flame- The character can spend a fate point to add +40 to a social test.

Background Aptitude
Social OR Fieldcraft


Background: Schola Progenium
"Three things make the Imperium great: Faith, Plasteel, and the Lasgun" -Director Septimus Pyranos, in a Scholam Auditorium speech.
Progena are those who are taken in by the Scholam Pregenium after their parents perished in service to the emperor. They can
range from the child of an Imperial Guard officer to the offspring of a Noble lost in the far reaches of space. They are trained
to be the backbone of the Imperium, filling roles from administrators to commissars. As such, they are rigorously trained to
be adept at both mental and martial skills, particularly the ways of command.

Starting Skils
Command
Charm
Common Lore (Imperial Creed, choose one Imperial Institution)
Scholastic Lore (Tactica Imperialis )
Intimidate OR Inquiry

Starting Talents
Weapon Training(Solid Projectile, Las)

Starting Equipment
Lasgun OR Autogun, Imperial Robes, Micro Bead, Mono-Task Serv0-Skull, Data Slate

Background Bonus
Raised for Command: When interacting with a member of any imperial organization that draws from the Progena, such as the Administratum, Arbites, or Ministorium, this character has a +10 to all interaction checks. In addition, he may spend a fate point to automatically succeed at these checks with FelB DoS.

Background Aptitude
Social OR Leadership



Roles
Role: Ballistic Savant
"Killing's easy. Just point, click, and the rest is applied physics." -Alexei Tull before wiping out the Big Smile gang.
While the vast majority of the Imperium believes that ignorance is a blessing, some individuals have learned that to destroy your
enemy, you must first know them. While this knowledge helps them thwart the enemies of man, some of the more puritanical members
of the Imperium believe that they go altogether too far.

Role Aptitudes
Intelligence, Knowledge, Ballistic Skill, Finesse, Agility

Role Talent
Field Vivisection OR Weapon Tech

Role Bonus
Knowledge is Power - When inflicting damage with a ranged weapon on a target on which he has training in the relevant forbidden lore skill, the Ballistic Savant counts his weapon(s) as having crippling x, where x is equal to his ranks of relevant forbidden knowledge. 

Role - Cell Leader
"You secure that shit, Erie!" -Frella Justinian, Interrogator to her acolyte before the drop to the quarantine world of LI-616.
While every Inquisitor is the ultimate authority in his or her domain, no single human is capable of coordinating the vast networks of information, resources, and acolytes their lofty work requires. As such, they are forced to delegate some responsibilities and oversight to trusted subordinates. These subordinates, in turn, may delegate some of their tasks, and so on until they reach the Cell Leader. In charge (in name, at least) of a cell of acolytes, the Cell Leader is trusted by his superiors to make sure the warband survives long enough to succeed and is acutely aware of the cost of failure. Though usually the leader of a cell in action as  well as title, few Inquisitors care which of their acolytes commands the others, as long as the job gets done. 

Role Aptitudes
Fellowship, Leadership, Toughness, Willpower, Defense

Role Talent
Iron Jaw OR Die Hard

Role Bonus
Get Down! - When an allied character within a number of meters equal to the cell leader's fellowship characteristic fails an evasion test, the cell leader may immediately use his reaction to make a command test with a penalty equal to 5 x the degrees of failure on the evasion. If he succeeds, the character counts as having succeeded at the evasion with a number of degrees of success equal to the number scored on the command test. (E.G. an assassin fails her dodge test with 3 DoF, and gets hit 4 times. The cell leader may use his reaction to make a -15 command test. He scores 2 d 


Role: Explorer
"Beyond the black are things the likes of which even the Emperor has never seen" -Captain Malc Charon's last astropathic message before disappearing into the Molochian Nebula
The vast stretches of space are filled with the remnants of ancient, dead cultures. Even on many civilized worlds, there are countless unexplored ruins from ages past, some even pre-dating the God Emperor's crusades. While most loyal citizens of the Imperium are too frightened of (or forbidden from) exploring them, some men and women are brave or foolish enough to attempt it. 
Those that survive often find nothing more than the dust of ages, but on occasion, they discover powerful relics from long ago. While the legality of their action is dubious at times, none can argue with their never before seen results.

Role Aptitudes
Intelligence, Agility, Fieldcraft, Knowledge, Perception

Role Talents
Jaded OR Takedown 

Role Bonus
Master of Ancient Secrets- When an Explorer attempts to discern the age and origin of an object he may spend a fate point to automatically succeed with his Intelligence Bonus DoS.

Role - Inspector
"You give me something or I will break your fucking jaw." -Quintus Dec, Enforcer Detective
Inspectors are aggressive detective types that have a keen eye for details while also defaulting to bad cop in most situations. They want leads, clues, and answers and are willing to coax, force, and beat the truth out of suspects in their hunt for heresy.

Role Aptitudes
Fieldcraft, Willpower, Strength, Perception, Social

Role Talents
Coordinated Interrogation OR Face in a Crowd

Role Bonus
You're Not Telling Me Something - In addition to normal uses of Fate points (page 293), an Inspector character may spend a fate point to Automatically succeed at a Scrutiny or Intimidate skill with a number of degrees of success equal to his Perception Bonus for Scrutiny and Willpower Bonus for Intimidate.

Role - Operative
"You don't understand, gentlemen. I was never really here." -Kelle Primm, Imperial Throne agent, AKA "Lilith Juvenal", thirty-five minutes after calling for the purge of house Linnaeus.
While many within the Imperium prefer a "Blood and Thunder" style of operation, a few outliers acknowledge the usefulness of subtlety. All but the most puritanical of Inquisitors fall into the latter category and prefer agents that can operate in the shadows until the time is right to strike. An operative is such an agent, capable of fitting in with any group and possessing the skills to assist with almost any undertaking their masters may require of them.

Role Aptitudes
Social, Fellowship, Fieldcraft, Intelligence, Agility

Role Talents
Clues from the Crowd OR Peer (Choose One)

Role Bonus
Social Chameleon - An Operator excels at blending in with different groups, from an Apex Prince to the scum of the Underhive. He may spend a fate point to automatically succeed at Deceive tests with FelB DoS and Linguistics tests with IntB DoS.

Adeptus Astra Telepathica Change and Clarification
The Constant Threat
The Constant Threat can raise and lower psychic phenomena, but not perils of the warp, by an equivalent of a character's Willpower Bonus multiplied by 2.

Aptitude Changes

-The leadership aptitude shall be replaced by the Social aptitude for all XP purchases of skills, characteristics, and talents it is used for. Leadership is extremely narrow in scope to the point of being extremely subpar.

-Alternatively, one can choose to keep Leadership as part of the aptitudes in the game; however, it is now a third aptitude for Willpower increases. You may only count matching aptitudes up to two (ex: if you had Willpower, Psyker, and Leadership at the same time you only count two of those three for XP spending).

Character Wound Generation and Emperor's Blessing Changes
Due to the current system basically deciding if a character is straight-up better or worse with the wounds they roll or the Emperor's Blessing, here is a fallback method you can try just to remain parity. Count both Wound Generation rolls (as a 1d5 done with a 1d10) and Emperor's Blessing rolls as having automatically have rolled 6s on both 1d10s.

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

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