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Zman Knight House

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Feb 7th, 2016
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  1.  
  2. Regiment-House Marlaeth(zman)
  3. -------------------------
  4. To Spend:3
  5.  
  6. Imperial Knight House: Standing out from the Imperiums myriad of other houses of nobility
  7. as the only holders of Knight Armour. Titanic suits of armour whose power is only dwarfed
  8. by the Titans of the Collegia Titanica and whose chivalric legacies of glory and honour stretches
  9. to long before the birth of the Imperium.
  10.  
  11. Cost: 3 points.
  12.  
  13. Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Weapon Skill, Willpower.
  14.  
  15. Skills: All Imperial Knights start with Common Lore (Imperium), Tech-use, and Linguistics (High Gothic).
  16.  
  17. Fluency: While Imperial Knight characters have learned to speak Low Gothic, they have no reason to learn
  18. to read and write the language of the lowly masses. Because of this, Imperial Knight characters do not
  19. start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging
  20. in any verbal communication in Low Gothic that does not require a Skill Test. Duty and Honour: Imperial
  21. Knights hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the
  22. low-born warriors that make up the common bulk of the Imperiums armies. Imperial Knight characters suffer a –10 penalty on all Charm,
  23. Inquiry, and Deceive Tests made to interact with characters who are not nobility. However, they gain a +10 bonus on all those same
  24. Skill Tests when dealing with the nobility and other high authority in formal situations.
  25.  
  26. Dutiful Attendants: Each Knight is served by a team of Sacristans sworn to his service, to maintain and
  27. repair his Knight Armour, arm its weapons and see that its war spirits are primed for battle. Imperial Knight
  28. characters have a +20 bonus to requisition rolls to acquire ammunition for their Knight armours and furthermore,
  29. the Sacristans receive a +10 bonus to Tech-use rolls to repair and maintain the Knight Armour.
  30. The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections
  31. to other military dynasties, have prepared each and every Knight Scion for a life at war. Imperial Knight
  32. characters start with one of the following Talents: Air of Authority or Peer (Nobility).
  33.  
  34. Starting Wounds: Imperial Knight Characters generate their wounds normally.
  35.  
  36. Freeblade
  37. Ambitious and glory seeking even for Imperial Knights,
  38. Freeblades are exiled knights whose quests for glory make
  39. them peerless warriors and legendary heroes.
  40.  
  41. Cost: 6 points
  42. Characteristics: +3 Fellowship, -3 Perception
  43. Starting Skills: Operate (Surface)
  44. Starting Talents: Sprint
  45. Standard Kit: 1 Questoris Knight Armour
  46.  
  47. Choleric
  48. The regiment’s commander is decisive and leads from the front,
  49. taking charge of situations personally, and never afraid to do
  50. what he orders his men to do. However, he is quick to anger, and
  51. can often be drawn into foolish actions. His men are ever ready
  52. for action, and familiar with the rigours of battle.
  53. Cost: 2 points
  54. Starting Talents: Rapid Reaction
  55.  
  56. Die-Hards
  57. The regiment is unyielding in the face of adversity, and will
  58. not falter amidst the fury of battle, no matter the horrors
  59. arrayed against them.
  60. Cost: 3 points
  61. Starting Aptitude: Toughness
  62.  
  63. Regimental Rivalry
  64. Regiment Points: 2
  65. Talents: Hatred (Choose one†) and Enemy (Choose one†)
  66.  
  67. †When selecting this Regimental Drawback, a single Imperial Guard
  68. regiment must be chosen. The Hatred and Enemy choices must be the
  69. same regiment, and cannot be another unit from the Player Character’s
  70. own regiment.
  71. Regiment-House Marlaeth(zman)
  72. -------------------------
  73. To Spend:3
  74.  
  75. Imperial Knight House: Standing out from the Imperiums myriad of other houses of nobility
  76. as the only holders of Knight Armour. Titanic suits of armour whose power is only dwarfed
  77. by the Titans of the Collegia Titanica and whose chivalric legacies of glory and honour stretches
  78. to long before the birth of the Imperium.
  79.  
  80. Cost: 3 points.
  81.  
  82. Characteristic Modifiers: +3 to any two of the following Characteristics—Ballistic Skill, Weapon Skill, Willpower.
  83.  
  84. Skills: All Imperial Knights start with Common Lore (Imperium), Tech-use, and Linguistics (High Gothic).
  85.  
  86. Fluency: While Imperial Knight characters have learned to speak Low Gothic, they have no reason to learn
  87. to read and write the language of the lowly masses. Because of this, Imperial Knight characters do not
  88. start with the Linguistics (Low Gothic) Skill at creation, although they are still capable of engaging
  89. in any verbal communication in Low Gothic that does not require a Skill Test. Duty and Honour: Imperial
  90. Knights hold themselves to standards of behaviour and etiquette, their upbringing distinguishing them from the
  91. low-born warriors that make up the common bulk of the Imperiums armies. Imperial Knight characters suffer a –10 penalty on all Charm,
  92. Inquiry, and Deceive Tests made to interact with characters who are not nobility. However, they gain a +10 bonus on all those same
  93. Skill Tests when dealing with the nobility and other high authority in formal situations.
  94.  
  95. Dutiful Attendants: Each Knight is served by a team of Sacristans sworn to his service, to maintain and
  96. repair his Knight Armour, arm its weapons and see that its war spirits are primed for battle. Imperial Knight
  97. characters have a +20 bonus to requisition rolls to acquire ammunition for their Knight armours and furthermore,
  98. the Sacristans receive a +10 bonus to Tech-use rolls to repair and maintain the Knight Armour.
  99. The Finest Tutors: Years of study under a wide range of military instructors, and traditional connections
  100. to other military dynasties, have prepared each and every Knight Scion for a life at war. Imperial Knight
  101. characters start with one of the following Talents: Air of Authority or Peer (Nobility).
  102.  
  103. Starting Wounds: Imperial Knight Characters generate their wounds normally.
  104.  
  105. Freeblade
  106. Ambitious and glory seeking even for Imperial Knights,
  107. Freeblades are exiled knights whose quests for glory make
  108. them peerless warriors and legendary heroes.
  109.  
  110. Cost: 6 points
  111. Characteristics: +3 Fellowship, -3 Perception
  112. Starting Skills: Operate (Surface)
  113. Starting Talents: Sprint
  114. Standard Kit: 1 Questoris Knight Armour
  115.  
  116. Choleric
  117. The regiment’s commander is decisive and leads from the front,
  118. taking charge of situations personally, and never afraid to do
  119. what he orders his men to do. However, he is quick to anger, and
  120. can often be drawn into foolish actions. His men are ever ready
  121. for action, and familiar with the rigours of battle.
  122. Cost: 2 points
  123. Starting Talents: Rapid Reaction
  124.  
  125. Die-Hards
  126. The regiment is unyielding in the face of adversity, and will
  127. not falter amidst the fury of battle, no matter the horrors
  128. arrayed against them.
  129. Cost: 3 points
  130. Starting Aptitude: Toughness
  131.  
  132. Regimental Rivalry
  133. Regiment Points: 2
  134. Talents: Hatred (Choose one†) and Enemy (Choose one†)
  135.  
  136. †When selecting this Regimental Drawback, a single Imperial Guard
  137. regiment must be chosen. The Hatred and Enemy choices must be the
  138. same regiment, and cannot be another unit from the Player Character’s
  139. own regiment.
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