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  1. Void Born Characters
  2. You have called the interior of a huge Imperial vessel or void-
  3. station your home all your life, but now you have been thrust
  4. into the company of others—people completely unlike your
  5. peers amongst the void born—and the culture shock gnaws
  6. at you. You feel awkward in the company of those born upon
  7. worlds, an outsider, distrusted and strange, in their eyes. You
  8. come into your own when your expertise is required, however,
  9. and what to others may be stark terrors are old familiar
  10. enemies to you. Unlike the world born, you are not blinded
  11. by ignorance when confronted by psychic phenomena, warp
  12. anomalies, and the strange technology of void-ships, and as
  13. such, your kind make the best Void-masters and Astropaths. As
  14. long as common dirt-dwellers stand in awe or fear of you, they
  15. will cease trying to make you fit into their strange cultures and
  16. will leave you to your own ways and your own secrets.
  17. Characteristic Modifiers: –5 Strength, +5 Willpower
  18. Starting Skills: All void born can speak a language unique
  19. to their home vessel. Void born gain the Speak Language (Ship
  20. Dialect) Skill.
  21. Charmed: The void born are touched by the fickle powers
  22. of the warp, making them preternaturally lucky. Whenever a
  23. void born character spends a Fate Point (though not if he burns
  24. one), roll a 1d10. On the roll of a natural 9, the Fate Point is
  25. not lost.
  26. Ill-omened: Whether because of their strange looks,
  27. clannish ways, or unwholesome air, the void born are shunned
  28. and mistrusted by most. In addition, the void born are most
  29. likely to attract any negative attention that the party of Explorers
  30. creates—accusations of deceit in trade, disgruntled negotiators,
  31. mobs armed with stones, and so on. Because of this, void born
  32. characters suffer a –5 penalty on all Fellowship Tests made to
  33. interact with non-void born humans.
  34. Shipwise: Birthed in the depths of a voidfaring craft,
  35. the void born have a natural affinity for such vehicles. As a
  36. result, Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are
  37. untrained Basic Skills (instead of Advanced Skills) for void
  38. born characters.
  39. Void Accustomed: Due to their strange and unnatural
  40. childhood, the void born are used to the vagaries of changing
  41. gravity. They are immune to space travel sickness. In addition,
  42. zero- or low-gravity environments are not considered Difficult
  43. Terrain for void born characters.
  44. Starting Wounds: Void born characters double their starting
  45. Toughness Bonus and add 1d5 to the result to determine their
  46. starting number of Wounds.
  47. Starting Fate Points: Roll 1d10 to determine a void born
  48. character’s starting Fate Points. On a 1–5, he begins with 3
  49. Fate Points; on a 6–10, he begins with 4 Fate Points.
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