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  1. Родной Мир
  2.  
  3. Death World
  4. +5 Strength, +5 Toughness, –5 Willpower, –5 Fellowship
  5. Starting Skills: Survival, Linguistics (Low Gothic).
  6. Starting Talents: Jaded or Resistance (Poisons), Weapon Training (Primitive), Resistance (Pinning, Shock).
  7. Paranoid:–10 penalty to all Interaction Skill Tests made in formal surroundings.
  8. Starting Fate Points: 2 (Emperor’s Blessing 6+)
  9. Starting Aptitude: Strength or Tougness
  10.  
  11. Voidborn
  12. Characteristic Modifiers: –5 Strength, +5 Willpower
  13. Starting Skills: Operate (Voidship), Trade (Shipwright), Navigation (Stellar), Linguistics (Low Gothic).
  14. Charmed: Whenever a void born character spends a Fate Point (though not if he burns one), roll a 1d10. On the roll of a natural 9, the Fate Point is not lost.
  15. Ill-omened: –5 penalty on all Fellowship Tests made to interact with non-void born humans.
  16. Void Accustomed: Zero- or low-gravity environments are not considered Difficult Terrain for void born characters.
  17. Starting Fate Points: 3 (Emperor’s Blessing 6+)
  18. Starting Aptitude: Tech or Willpower
  19.  
  20. Forge World
  21. Characteristic Modifiers: –5 Weapon Skill, +5 Intelligence, +3 to any Characteristic.
  22. Starting Skills: Common Lore (Tech, Adeptus Mechanicus), Linguistics (Low Gothic)
  23. Starting Talents: Technical Knock
  24. Stranger to the Cult: –10 penalty on Tests involving knowledge of the Imperial Creed and a –5 penalty on Fellowship Tests to interact with members of the Ecclesiarchy in formal settings.
  25. Starting Fate Points: 3 (Emperor’s Blessing 10)
  26. Starting Aptitude: Intelligence
  27.  
  28. Hive World
  29. Characteristic Modifiers: –5 Toughness, +5 Fellowship
  30. Starting Skills: Linguistics (Low Gothic), Tech-Use
  31. Starting Talents: Paranoia
  32. Accustomed to Crowds: Crowds do not count as Difficult Terrain for hivers, and when Running or Charging through a dense crowd, hivers take no penalty to the Agility Test to keep their feet.
  33. Hivebound: –10 penalty to Survival Tests whilst out of a “proper hab” (e.g., places without manufactured goods, solid ceilings, and electrical power).
  34. Starting Fate Points: 3 (Emperor’s Blessing 9+)
  35. Starting Aptitude: Social
  36.  
  37. Imperial World
  38. Characteristic Modifiers: +3 Willpower
  39. Starting Skills: Linguistics (Low Gothic), Common Lore (Imperial Creed, Imperium)
  40. Blessed Ignorance: –5 penalty on Forbidden Lore (Int) Tests.
  41. Starting Fate Points: 3 (Emperor’s Blessing 9+)
  42. Starting Aptitude: Fieldcraft
  43.  
  44. Nobleborn
  45. Characteristic Modifiers: –5 Willpower, +5 Fellowship
  46. Starting Skills: Linguistics (Low Gothic, High Gothic)
  47. Starting Talents: Peer (Nobility) Talent, one additional Peer and one Enemy.
  48. Etiquette: +10 bonus on Interaction Skill Tests when dealing with high authority and in formal situations.
  49. Legacy of Wealth: +1 to the group’s starting Profit Factor.
  50. Fate Points: 3 (Emperor’s Blessing 10)
  51. Starting Aptitude: Leadership
  52.  
  53. Происхождение
  54.  
  55. Scavenger
  56. Characteristic Modifiers: +3 Willpower or +3 Agility
  57. Starting Talents: Unremarkable, Resistance (Fear)
  58. Effect: You suffer your choice of 1d5 Corruption Points or 1d5 Insanity Points.
  59. Starting Aptitude: Agility
  60.  
  61. Scapegrace
  62. Characteristic Modifiers: +3 Intelligence or +3 Perception
  63. Starting Skills: Sleight of Hand
  64. Effect: You suffer your choice of 1d5 Corruption Points or 1d5 Insanity Points.
  65. Starting Aptitude: Perception
  66.  
  67. Stubjack
  68. Characteristic Modifiers: –5 Fellowship
  69. Starting Skills: Intimidate
  70. Starting Talents: Quick Draw
  71. Effect: You suffer 1d5 Insanity Points.
  72. Starting Aptitude: Offence
  73.  
  74. Child of the Creed
  75. Characteristic Modifiers: +3 Willpower or +3 Fellowship , –3 Intelligence
  76. Starting Talents: Unshakeable Faith
  77. Starting Aptitude: Willpower
  78.  
  79. Savant
  80. Characteristic Modifiers: +3 Intelligence or +3 Fellowship, –3 Toughness
  81. Starting Skills: Logic
  82. Starting Aptitude: Knowledge
  83.  
  84. Vaunted
  85. Characteristic Modifiers: +3 Agility or +3 Fellowship, –3 Perception
  86. Starting Skills: Intimidate
  87. Starting Talents: Resistance (Drugs)
  88. Effect: You suffer 1d5 Corruption Points.
  89. Starting Aptitude: Fellowship
  90.  
  91. Дорога в Пустоту
  92.  
  93. Tainted
  94. Choose one of the following results and apply it to your character.
  95. • Mutant: You must roll once on Table 14-3: Mutations (see page 369). If you choose, you may spend 200 xp to select one result from the table (must be a result of lower than 76–00) instead of rolling randomly.
  96. • Insane: You suffer your choice of either –3 Fellowship or –1 Fate point. You gain +3 Toughness, Peer (The Insane) Talent, and suffer 2d10 Insanity Points.
  97. • Deviant Philosophy: You gain +3 Willpower and Enemy (Ecclesiarchy) Talent.
  98.  
  99. Criminal
  100. Choose one of the following results and apply it to your character.
  101. • Wanted Fugitive: You gain the Enemy (Adeptus Arbites) and Peer (Underworld) Talents.
  102. • Hunted by a Crime Baron: You gain +3 Perception and the Enemy (Underworld) Talent.
  103. • Judged and Found Wanting: You suffer –5 Fellowship. You gain one poor Craftsmanship bionic limb or implant (you may spend 200 xp to upgrade it to common Craftsmanship or a total of 300 xp to upgrade it to good Craftsmanship).
  104.  
  105. Renegade
  106. Choose one of the following results and apply it to your character.
  107. • Recidivist: You gain the Enemy (Adeptus Arbites) and the Resistance (Interrogation) Talents. You also gain Stealth Skill.
  108. • Free-thinker: You gain your choice of +3 Intelligence or +3 Perception. You suffer –3 Willpower and gain Enemy (Ecclesiarchy) Talent.
  109. • Dark Visionary: You suffer your choice of 1d5+1 Corruption Points or 1d5+1 Insanity Points. In return,
  110. you gain the Cold Hearted Talent and Forbidden Lore (choose one) Skill.
  111.  
  112. Duty Bound
  113. Choose one of the following results and apply it to your character.
  114. • Duty to the Throne: You gain +3 Willpower, Nerves of Steel Talent and suffer a –10 penalty to Interaction Skill Tests when dealing with any source outside of the Imperium (e.g., aliens and traitors).
  115. • Duty to Humanity: You gain your choice of +3 Perception or +3 Intelligence. You suffer a –1 to your
  116. group’s beginning Profit Factor.
  117. • Duty to Your Dynasty: You gain Enemy (Rogue Trader family) Talent and suffer –3 Toughness. You gain a bonus of +1 to your group’s beginning Profit Factor.
  118.  
  119. Zealot
  120. Choose one of the following results and apply it to your character.
  121. • Blessed Scars: You gain +10 to Intimidate Tests and –10 to Charm Tests, and one poor-Craftsmanship bionic (you may spend 200 xp to upgrade it to common Craftsmanship or a total of 300 xp to upgrade it to good Craftsmanship).
  122. • Unnerving Clarity: You gain +5 Willpower. You also suffer your choice of –5 Fellowship or 1d10 Insanity
  123. Points.
  124. • Favoured of the Faithful: You gain +5 Fellowship and Peer (Ecclesiarchy) Talent. You suffer –5 Toughness.
  125.  
  126. Chosen by Destiny
  127. Choose one of the following results and apply it to your character.
  128. • Seeker of Truth: You gain Foresight Talent and Enemy (Academics or Ecclesiarchy) Talent. You suffer –3
  129. Willpower.
  130. • Xenophile: You gain a bonus of +10 to Fellowship Tests when dealing with alien races or cultures. You suffer a –5 penalty to Willpower Tests involving alien artefacts and alien psychic powers.
  131. • Fated for Greatness: You gain +1 Fate Point, but you also suffer 1d10+1 Insanity Points.
  132.  
  133. Испытания и лишения
  134.  
  135. The Hand of War
  136. The Ashes of War: You gain one Weapon Training Talent of your choice, or Leap Up Talent, as well as Hatred Talent against your foe in the war that defined your past.
  137. The Face of the Enemy: You will never willingly have dealings with your sworn enemy except under the direst circumstances, and if you must do so, you suffer –10 to all Fellowship Tests in those dealings. Also, if given the slightest provocation, you will react violently towards them. (You may take a Willpower Test to avert this, modified by the provocation and the consequences of succumbing to your hatred.)
  138.  
  139. Press-ganged
  140. Unwilling Accomplice: Thanks to your shadowed past, you have picked up some knowledge on the way that you would not normally have access to. You gain a single Skill for your character. You may also either select a single additional Common Lore Skill or improve a Common Lore Skill you already have by one level.
  141. Jealous Freedom: Having endured captivity once, you have no intention of doing so again. You react violently towards the prospect of imprisonment or loss of your freedom. You may take a Willpower Test to avert this, modified by the provocation and the consequences (set by the GM) of succumbing to your dread.
  142.  
  143. Calamity
  144. Inured to Adversity: You gain Light Sleeper Talent and your choice of Hardy Talent or Nerves of Steel Talent.
  145. Echo of Hard Times: Thanks to the adversities of the past and a sense of priority that promotes caution and the needs of the present over acquisition and risk, you reduce your group’s starting Profit Factor by –1.
  146.  
  147. Ship-Lorn
  148. Against All Odds: You gain the Survival Skill (or increase it by one level if you already possess it) or the Cold Hearted Talent. Additionally, whenever you spend a Fate Point to recover Wounds (see page 233), you may re-roll the dice if you wish but must accept the second result even if it is worse.
  149. Ill-starred: Reduce your starting number of Fate Points permanently by –1. Additionally, you suffer –5 on Fellowship Tests when interacting with the void born, Rogue Traders, and other voidfarers who are not personal friends, if they have heard of your background and reputation.
  150.  
  151. Dark Voyage
  152. Things Man Was Not Meant to Know: You may gain a single Forbidden Lore Skill pertaining to your experiences (or may increase a Forbidden Lore Skill you already possesses by one level), or may gain the Resistance (Fear) Talent.
  153. Marked by Darkness: Haunted by your experiences, you gain 1d5 Insanity Points.
  154.  
  155. High Vendetta
  156. Blood Will Have Blood: You gain your choice of the Die Hard or Paranoia Talent, and gain the Inquiry Skill (or, if you already possess it, increase it by one level).
  157. Brook No Insult: You will allow no serious offence to your honour and person or those under your protection to pass unchallenged, meeting threat with threat and violence with violence. You may take a Willpower Test to avert this if you wish, modified by the provocation and the consequences (set by the GM) of succumbing to your rage.
  158.  
  159. Устремления
  160.  
  161. Endurance
  162. Effect: +1 Wound.
  163.  
  164. Fortune
  165. Effect: +1 Fate Point.
  166.  
  167. Vengeance
  168. Effect: You gain Hatred (choose one) Talent.
  169.  
  170. Renown
  171. Effect: You gain your choice of Air of Authority or Peer (choose one) Talent.
  172.  
  173. Pride
  174. Effect: You gain +1 Profit Factor or +3 Toughness (your choice).
  175.  
  176. Prestige
  177. Effect: You gain your choice of the Skill (choose one) or Peer (choose one) Talent.
  178.  
  179. Карьера
  180.  
  181. Rogue Trader
  182. Starting Skills: Command , Commerce, Charm, Common Lore (Imperium), Scholastic Lore (Astromancy) Linguistics (High Gothic).
  183. Starting Talents: Air of Authority, 5 Weapon Trainings (excluding Heavy).
  184. Starting Gear: Best Craftsmanship laspistol or good Craftsmanship hand cannon or common Craftsmanship plasma pistol. Best Craftsmanship mono-sword or common Craftsmanship power sword. Micro bead, void suit, set of fine clothing, xeno-pelt cloak, best Craftsmanship enforcer light carapace or storm trooper carapace.
  185. Starting Aptitudes: Leadership, Fellowship, Social, Weapon Skill, Willpower, Finesse.
  186.  
  187. Arch-Militant
  188. Starting Skills: Common Lore (War, Imperial Guard, Imperial Navy), Dodge, Intimidate, Scholastic Lore (Tactica Imperialis).
  189. Starting Talents: Weapon Training (Universal), Sound Constitution.
  190. Starting Gear: Good Craftsmanship hellgun or best Craftsmanship sniper rifle or two bolt pistols, plus one good Craftsmanship primitive melee weapon of choice with the mono upgrade. Micro-bead, void suit, enforcer light carapace armour, bolt shell keepsake, advanced medikit, manacles, data-slate full of wanted bounties or arms coffer or 3 doses of stimm.
  191. Starting Aptitudes: Offence, Defence, Finesse, Strength or Toughness, Weapon Skill, Ballistic Skill.
  192.  
  193. Astropath
  194. Starting Skills: Awareness, Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (Cryptology), Linguistics (High Gothic).
  195. Starting Talents: 2 Weapon Trainings (excluding Heavy), Heightened Senses (Sound), Psy Rating 2.
  196. Starting Gear: Best Craftsmanship laspistol or best Craftsmanship stub automatic, Best Craftsmanship mono sword or force sword, mesh cloak, void suit, micro-bead, psy-focus, Emperor’s tarot deck.
  197. Starting Aptitudes: Willpower, Perception, Knowledge, Psyker, Defence, Weapon Skill.
  198.  
  199. Explorator
  200. Starting Skills: Common Lore (Adeptus Mechanicus, Tech), Forbidden Lore (Archeotech, Adeptus Mechanicus), Logic, Linguistics (Techna-lingua), Tech-Use, Trade (Technomat).
  201. Starting Trait: Mechanicus Implants.
  202. Starting Talents: Mechadendrite Training (Universal), 4 Weapon Trainings (excluding Primitive), Total Recall.
  203. Starting Gear: Boltgun or plasma gun or good Craftsmanship hellgun, best Craftsmanship shock maul or good Craftsmanship power axe, Enforcer light carapace, multikey, void suit, injector, sacred unguents, micro-bead, combi-tool, dataslate, 3 good craftsmanship cybernetics.
  204. Starting Aptitudes: Ballistic Skill, Offence, Fieldcraft, Intelligence, Knowledge, Tech.
  205.  
  206. Missionary
  207. Starting Skills: Common Lore (Imperial Creed, Imperium), Forbidden Lore (Heresy), Medicae, Scholastic Lore (Imperial Creed), Linguistics (High Gothic).
  208. Starting Talents: 3 Weapon Trainings, Weapon Training (Chain, Flame), Unshakeable Faith, Resistance (Psychic powers).
  209. Starting Gear: Good Craftsmanship chainsword or best Craftsmanship staff, good Craftsmanship flamer or best Craftsmanship lasgun, best Craftsmanship guard flak armour, Ecclesiarchal robes, aquila pendant, sepulchre, censer and incense, micro-bead.
  210. Starting Aptitudes: Weapon Skill, Offence, Fellowship, Social, Willpower, Strength.
  211.  
  212. Navigator
  213. Starting Skills: Common Lore (Navis Nobilite), Forbidden Lore (Navigators, Warp), Navigation (Stellar, Warp), Psyniscience (Per), Scholastic Lore (Astromancy), Linguistics (High Gothic), Operate (Voidship).
  214. Starting Trait: Navigator
  215. Starting Talents: 2 Weapon Trainings (excluding Heavy)
  216. Starting Gear: Best-Craftsmanship hellpistol or good-Craftsmanship hand cannon, best-Craftsmanship staff, best-Craftsmanship mesh armour, silk headscarf, Nobilite robes, charm, micro-bead.
  217. Starting Aptitudes: Weapon Skill or Ballistic Skill, Fieldcraft, Intelligence, Perception, Psyker, Defence.
  218.  
  219. Senechal
  220. Starting Skills: Commerce, Common Lore (Underworld), Deceive, Forbidden Lore (Archeotech), Inquiry, Stealth, Security.
  221. Starting Talents: 5 Weapon Trainings (excluding Heavy).
  222. Starting Gear: Best Craftsmanship hellpistol or common Craftsmanship inferno pistol, Best Craftsmanship hellgun or common Craftsmanship boltgun, mesh armour, autoquill, dataslate, micro-bead, multikey, two sets of robes, synskin, chrono, cameleoline cloak.
  223. Starting Aptitudes: Ballistic Skill, Fieldcraft, Agility, Perception, Knowledge, Intelligence.
  224.  
  225. Voidmaster
  226. Starting Skills: Common Lore (Imperial Navy, War), Forbidden Lore (Xenos), Navigation (Stellar), Operate (Voidship, Aeronautica), Scholastic Lore (Astromancy).
  227. Starting Talents: 5 Weapon Trainings, Nerves of Steel.
  228. Starting Gear: Best Craftsmanship mono-sword or common Craftsmanship power sword. Best Craftsmanship hand cannon or common Craftsmanship bolt pistol, guard flak armour, micro-bead, void suit, blessed ship token, re-breather, Imperial Navy uniform, 2 bottles of amasec, pict-recorder, vox-caster.
  229. Starting Aptitudes: Ballistic Skill, Weapon Skill, Fieldcraft, Agility, Perception, Strength, Toughness.
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