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CeeEssJay

Catgirl World crunch

Apr 27th, 2018
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  1. Felinid World
  2. Cost: 3 points
  3. Characteristic Modifers: +5 Agility, +5 Perception, -5 Willpower, and an additional +3 to either Perception, Fellowship, or Agility
  4. Starting Skills: All Felinid world characters start with Stealth or Survival, Awareness and Acrobatics.
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  6. Fluency: Distanced from the rest of the Galaxy and with a location concealed from most of the Imperium, the local dialect has developed into a unique branch of its own, with standard forms of Gothic mostly limited to scribes and other specialists. Because of this, characters from Carlos McConnell gain Linguistics (Felinid) but do not start with the Linguistics (Low Gothic) Skill at character creation, although they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
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  8. Abhumans: Felinids have a very specific origin. Unlike hive-worlders or death-worlders, who can pass on some of their skills and abilities, there is just no way for Felinids to become what they already are. Therefore, characters from Carlos McConnell cannot be Support Specialists; they can only choose from the Guardsmen Specialities. To include Support Specialists alongside Guardsmen from Carlos McConnell, players should use the rules for Mixed Regiments presented in the Only War supplement, Hammer of the Emperor.
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  10. Felinid: Felinids are notable for the outwardly bestial characteristics, with varying amounts of dense fur and other catlike traits. Characters gain Heightened Senses (Sight, Smell, Hearing) but their ability to taste sweetness has diminished and their appearance attracts suspicion and distrust throughout their travels within the Imperium. They also gain one of the following Talents: Catfall or Leap Up.
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  12. Narrow Focus: Due to the restriction on Support Specialists, Felinid characters have fewer options when selecting a Speciality. However, unlike a lone Felinid operating in a Squad from another regiment, Felinids fighting alongside others of their own kind often more quickly adapt to the traditional roles of their homeworld. A Character from this regiment always count as both a Felinid and a Guardsman for the purposes of prerequisites, regardless of their current Speciality or Advanced Speciality.
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  14. Starting Wounds: Felinid world characters begin play with +1 starting Wound.
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