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  1. Родные миры:
  2.  
  3. Frontier World
  4. Characteristic Modifiers: +5 Strength; –5 Intelligence
  5. Starting Skills: Survival (Int), Scholastic Lore (Beast) (Int)
  6. Leery of Outsiders: –10 penalty on all Fellowship Tests when dealing with someone they have not previously met
  7. Tenacious Survivalist: Frontier world characters may re-roll any Initiative Roll they make, though they must accept the results of the second roll.
  8. Xenos Interaction: Frontier World characters are immune to Fear when caused by a xenos with a Fear (2) or Fear (1). If the Fear Test difficulty is 3 or higher, however, it affects the character as normal. –5 penalty to all Interaction Tests when dealing with members of the Imperial Cult.
  9. Starting Fate Points: 2 (Emperor’s Blessing 6+)
  10. Starting Aptitude: Strength or Fieldcraft
  11.  
  12. Footfallen
  13. Characteristic Modifiers: –5 Ballistic Skill; –5 Toughness; +5 Agility; +5 Fellowship
  14. Starting Skills: Common Lore (Koronus Expanse), Psyniscience
  15. Starting Talents: Peer (Choose one: Astropaths, the Insane, Underworld, Void Born, Workers), Polyglot, Enemy (Inquisition)
  16. Street Knowledge: —5 penalty on all Scholastic Lore Tests except those that involve information on the Koronus Expanse (whether or not a given Scholastic Lore Test involves the Koronus expanse is up to the GM).
  17. Starting Fate Points: 2 (Emperor’s Blessing 8+)
  18. Starting Aptitude: Social
  19.  
  20. Fortress World
  21. Characteristic Modifiers: +5 Ballistic Skill; +5 Willpower; –5 Intelligence; –5 Fellowship
  22. Starting Skills: Common Lore (War)
  23. Starting Talents: Hatred (the group chosen is the enemy that the fortress world has been established against), Weapon Training (Universal), Nerves of Steel
  24. Constant Combat Training: –5 penalty on Social Interaction Tests regarding non-combat topics (GM’s discretion)
  25. Starting Fate Points: 3 (Emperor’s Blessing 10)
  26. Starting Aptitude: Offence or Defence
  27.  
  28.  
  29. Battlefleet
  30. Characteristic Modifiers: +5 Willpower; +3 Fellowship; –5 Perception
  31. Starting Skills: Common Lore (Imperial Navy), Navigation (Stellar) or Pilot (Space Craft)
  32. Officer on Deck: +5 bonus to all Command Tests while aboard any spacecraft.
  33. Void-Born Ancestry: They also gain Void Accustomed
  34. Ship-Bound Fighter: –2 penalty to Initiative Tests and double the Ballistic Skill penalty for firing weapons at Long Range or greater on the planet.
  35. Starting Fate Points: 3 (Emperor’s Blessing 7+)
  36. Starting Aptitude: Leadership
  37.  
  38. Penal World
  39. Characteristic Modifiers: –5 Willpower; +5 Perception; +5 Toughness; –5 Fellowship
  40. Starting Skills: Security, Deceive or Intimidate
  41. Starting Talents: Peer (Underworld), Light Sleeper
  42. Criminal: –20 penalty on Interaction Tests when dealing with the following organisations: Adeptus Arbites, Ecclesiarchy, Enforcers, and the Military should his home world become known (at the GM’s discretion)
  43. Nightmares: 1d5 Insanity Points
  44. Underground Resources: When making Acquisition Tests on a world with a criminal underworld, the penal world character can opt to make use of these resources (providing the GM rules they
  45. are available) to make the item’s Availability one “level” more common (to a minimum of Abundant). This ability can only be used once every other game session (at the GM’s discretion)
  46. Starting Fate Points: 2 (Emperor’s Blessing 7+)
  47. Starting Aptitude: Toughness
  48.  
  49. Child of Dynasty
  50. Characteristic Modifiers: –3 Toughness; +3 Intelligence; –5 Willpower; +5 Fellowship
  51. Starting Skills: Linguistics (High Gothic), Scholastic Lore (Heraldry)
  52. Starting Talents: Enemy (On GM decision)
  53. Dynastic Warrant: +3 Ship Points
  54. Honour Amongst One’s Peers: +5 bonus to all Fellowship Tests to interact with high-ranking officials of the Imperium and members of the Imperial nobility in a formal setting
  55. Starting Fate Points: 2 (Emperor’s Blessing 7+)
  56. Starting Aptitude: Knowledge or Fellowship
  57.  
  58.  
  59. Происхождение:
  60.  
  61. Survivalist
  62. Cost: 300 xp
  63. Characteristic Modifiers: +3 Toughness or +3 Perception
  64. Starting Skills: Survival
  65. Effect: +1 Fate Point, 1d5+3 Insanity
  66. Starting Aptitude: Fieldcraft
  67.  
  68. Heretek
  69. Cost: 100 xp
  70. Characteristic Modifiers: +3 Intelligence
  71. Starting Skills: Select two: Trade (Chymist) Common Lore (Tech), Forbidden Lore (Archeotech), Tech-Use, Medicae, Scholastic Lore (any)
  72. Starting Talents: Enemy (Adeptus Mechanicus)
  73. Effect: 1d5 Corruption points
  74. Starting Aptitude: Tech
  75.  
  76. Pit-Fighter
  77. Cost: 200 xp
  78. Characteristic Modifiers: +3 Toughness or +3 Strength, +3 Weapon Skill
  79. Starting Talents: Enemy (Underworld)
  80. Effect: 1 Corruption point
  81. Starting Aptitude: Weapon Skill
  82.  
  83. Contaminated Environs
  84. Cost: 100 xp
  85. Characteristic Modifiers: +3 to Toughness or Willpower, –3 Fellowship
  86. Starting Talents: Peer (Mutants), Resistance (Poisons)
  87. Effect: For an additional 100xp, the character may roll once on Table 14-3:Mutation on page 369 of the ROGUE TRADER Core Rulebook, re-rolling any results of 75 or higher.
  88. Starting Aptitude: Willpower
  89.  
  90. False-man
  91. Cost: 300 xp
  92. Characteristic Modifiers: +3 to any two characteristic and -3 to any one other
  93. Starting Talents: Ambidextrous, Autosanguine, Chem-Geld
  94. Effect: 2d10 Insanity Points or lose one Fate Point permanently
  95. Starting Aptitude: Finesse
  96.  
  97. Tainted by-Warp
  98. Cost: 200 xp
  99. Characteristic Modifiers: -3 to Fellowship
  100. Starting Skills: Forbidden Lore (Warp)
  101. Starting Talents: Dark Soul, Jaded
  102. Effect: For an additional 300xp, the character may purchase the Favoured by the Warp talent, gaining an additional 1d10 Corruption Points in the process.
  103. Starting Aptitude: Psyker
  104.  
  105. Tithed
  106. Cost: 350 xp
  107. Characteristic Modifiers: +3 Willpower or Ballistic Skill
  108. Starting Skills: Common Lore (Choose one: Adeptus Astra Telepathica, Administratum, Imperial Creed, Imperial Guard, Imperial Navy, Imperium or War), any two from: Operate (any one), Medicae, Navigation (surface), Survival, Tech-Use, Weapon Training (Las), Weapon Training (SP).
  109. Starting Aptitude: Ballistic Skill
  110.  
  111. Born to Lead
  112. Cost: 200 xp
  113. Characteristic Modifiers: +3 Intelligence or Fellowship, –3 Toughness
  114. Starting Skills: Command and any one of Scholastic Lore (Bureaucracy, Imperial Creed, Judgement or Tactica Imperialis)
  115. Starting Aptitude: Leadership of Fellowship
  116.  
  117.  
  118. One among Billions
  119. Cost: 200 xp
  120. Characteristic Modifiers: +3 Perception or Intelligence, –3 Strength
  121. Starting Skills: anyone Trade or Common Lore
  122. Starting Talents: Paranoia, Unremarkable
  123. Starting Aptitude: Intelligence
  124.  
  125. Дорога в Пустоту:
  126.  
  127. Call to War
  128. Cost: 150 xp
  129. Characteristic Modifiers: +5 Ballistic Skill
  130. Starting Talents: Peer (Military), Hatred (select from the following list: Eldar, Orks, Kroot, Chaos, or other as approved by the GM)
  131. Effect: +1d10 Insanity points
  132.  
  133. Chasing the Enemy
  134. Cost: 150 xp
  135. Characteristic Modifiers: +3 Intelligence or +3 Willpower
  136. Starting Talents: Hatred
  137.  
  138. Warrior
  139. Cost: 250 xp
  140. Characteristic Modifiers: +5 Toughness or +5 Agility, +5 Weapon Skill, –5 Fellowship
  141. Starting Talents: Meditation
  142.  
  143. Bounty Hunter
  144. Cost: 250 xp
  145. Characteristic Modifiers: +3 Willpower, +3 Fellowship
  146. Starting Talents: Bloodtracker
  147. Effect: 1d5 Corruption or 1d5 Insanity points
  148.  
  149. Xenos Hunter
  150. Cost: 200 xp
  151. Characteristic Modifiers: +3 Weapon Skill or +3 Ballistic Skill
  152. Starting Skills: Scholastic Lore (Beasts) or Survival
  153. Starting Talents: Leap Up or Sprint
  154.  
  155. Hunted
  156. Cost: 100 xp
  157. Characteristic Modifiers: +3 Perception
  158. Starting Talents: Paranoia or Light Sleeper, Enemy
  159.  
  160. Seeker of Truth
  161. Cost: 100 xp
  162. Characteristic Modifiers: +3 Intelligence
  163. Starting Skills: Scholastic Lore (your choice)
  164. Effect: +1 Corruption Point
  165.  
  166. Xeno-arcanist
  167. Cost: 200 xp
  168. Characteristic Modifiers: +3 Intelligence or +3 Willpower
  169. Effect: Peer (Academics) Talent or Forbidden Lore (Xenos) Skill
  170.  
  171. Archeotechnologist
  172. Cost: 250 xp
  173. Characteristic Modifiers: +3 Intelligence or +3 Perception
  174. Starting Skills: Forbidden Lore (Archeotech)
  175. Effect: One randomly determined item from Table 1-2: Heirloom Items, on page 30 of the ROGUE TRADER Core Rulebook
  176.  
  177. Испытания и лишения:
  178.  
  179. Forbidden Knowledge
  180. Cost: 200 xp
  181. Starting Skills: Common Lore, Forbidden Lore
  182. Starting Talents: Paranoia, Enemy
  183.  
  184. Warp Incursion
  185. Cost: 100 xp
  186. Starting Talents: Resistance (Psychic Powers), Light Sleeper
  187. Effect: +1d5 Corruption Points
  188.  
  189. Dark Secret
  190. Cost: 200 xp
  191. Characteristic Modifiers: +6 to any one Characteristic
  192. Effect: +1d5 Insanity Points
  193.  
  194. New Blood
  195. Cost: 200 xp
  196. Starting Talents: Enemy (Nobility)
  197. Effect: +1 Profit Factor
  198.  
  199. Rivals
  200. Cost: 100 xp
  201. Characteristic Modifiers: +3 Fellowship
  202. Starting Skills: Peer
  203. Starting Talents: Enemy
  204. Effect: Whenever you encounter a member of this enemy faction the character attempts to visit retribution upon them. A Difficult (-10) Willpower Test can be made to prevent this from happening once per scene.
  205.  
  206. Decadent
  207. Cost: 150 xp
  208. Characteristic Modifiers: +3 Willpower
  209. Starting Talents: Decadence
  210. Effect: +5 bonus to Charm Tests, 1d5 Corruption Points.
  211.  
  212. Lost Dynasty
  213. Cost: 400 xp
  214. Effect: +1 Profit Factor, +1 Fate Point
  215.  
  216. Rogue Planet
  217. Cost: 200 xp
  218. Characteristic Modifiers: +3 Willpower
  219. Starting Skills: One from: Navigation, Survival, Security, Awareness
  220. Effect: +1d5 Insanity Points
  221.  
  222. Beyond the Pale
  223. Cost: 100 xp
  224. Starting Skills: Two Forbidden Lore Skills
  225. Effect: +1d5 Corruption Points and +1d5 Insanity Points
  226.  
  227. Мотивация:
  228.  
  229. Creed
  230. Cost: 200 xp
  231. Starting Skills: Charm and Common Lore (Imperial Creed)
  232. Starting Talents: Inspire Wrath
  233.  
  234. Duty
  235. Cost: 100 xp
  236. Characteristic Modifers: +3 Willpower
  237. Starting Talents: Armour of Contempt or Unshakeable Faith
  238.  
  239. Loyalty
  240. Cost: 100 xp
  241. Starting Skills: Trade (Voidfarer)
  242. Effect: +5 bonus to all Willpower and Fellowship tests made while aboard the ship the character lives on
  243.  
  244. Knowledge is Life, Life is Knowledge
  245. Cost: 300 xp
  246. Characteristic Modifers:
  247. Starting Skills: Two Scholastic Lore
  248. Starting Talents: Total Recall
  249. Effect: May purchase a third Scholastic Lore Skill for an additional 200xp
  250.  
  251. Know Thy Foe
  252. Cost: 200 xp
  253. Starting Skills: Forbidden Lore
  254. Effect: May purchase a second Forbidden Lore Skill for an additional 200xp.
  255.  
  256. Knowledge is Power, Guard It Well
  257. Cost: 300 xp
  258. Characteristic Modifers: +3 Intelligence or Perception
  259. Starting Skills: One Common Lore or Scholastic Lore
  260. Starting Talents: Foresight
  261.  
  262. Haunted by Thy Own Sins
  263. Cost: 200 xp
  264. Characteristic Modifers:
  265. Starting Skills: Forbidden Lore
  266. Starting Talents: Dark Soul, Frenzy
  267. Effect: 1d10 Corruption Points
  268.  
  269. Tormented by the Unspeakable
  270. Cost: 200 xp
  271. Starting Talents: Light Sleeper, Jaded, and Resistance (Fear)
  272. Effect: 2d10 Insanity Points
  273.  
  274. New Horizon
  275. Cost: 200 xp
  276. Starting Skills: Common Lore (Koronus Expanse) and Scholastic Lore (Astromancy) or Trade (Explorator)
  277.  
  278. The Thrill of War
  279. Cost: 250 xp
  280. Characteristic Modifers: +3 Weapon Skill or Ballistic Skill, –3 Fellowship
  281. Starting Skills: Scholastic Lore (Tactica Imperialis)
  282. Starting Talents: Nerves of Steel, Quick Draw
  283.  
  284. No Joy Unexplored
  285. Cost: 200 xp
  286. Characteristic Modifers: +3 Toughness or Fellowship, –3 Willpower
  287. Starting Talents: Decadence, Scrutiny
  288. Effect: 1d5 Corruption Points
  289.  
  290. Наследие:
  291.  
  292. A Dark Secret
  293. Cost: 100 xp
  294. Starting Skills: Deceive, Scrutiny
  295. Effect: Reduce starting Profit Factor by 1
  296.  
  297. My Great-Grandfather Built This Colony
  298. Cost: 350 xp
  299. Starting Talents: Peer
  300. Effect: Increase starting Profit Factor by 1
  301.  
  302. Prominent Ancestry
  303. Cost: 200 xp
  304. Starting Skills: Scholastic Lore (Archaic), Scholastic Lore (Legend)
  305.  
  306. Heir Apparent
  307. Cost: 100 xp
  308. Starting Talents: Talented for one skill
  309.  
  310. Uncertain Inheritance
  311. Cost: 300 xp
  312. Characteristic Modifers: +3 bonus to Intelligence or Perception
  313. Starting Skills: Deceive
  314. Starting Talents: Paranoid
  315.  
  316. Shamefull Offspring
  317. Cost: 150 xp
  318. Characteristic Modifers:
  319. Starting Skills: Scrutiny or Charm
  320. Starting Talents: Decadence
  321. Effect: 1d5 Corruption Points or 1d5 Insanity Points
  322.  
  323. Outraged Scion
  324. Cost: 300 xp
  325. Starting Skills: Two Forbidden Lore from: Daemonology, Heresy, Mutants, Pirates, Psykers, The Warp or Xenos
  326. Starting Talents: Armour of Contempt
  327.  
  328. Secret Taint
  329. Cost: 400 xp
  330. Characteristic Modifers: +5 Intelligence or Willpower
  331. Starting Skills: Deceive
  332. Starting Talents: Dark Soul
  333. Effect: 1d10+10 Corruption Points
  334.  
  335. Vile Insight
  336. Cost: 300 xp
  337. Starting Skills: Any three Forbidden Lore skills from: Daemonology, Heresy, Mutants, Pirates,
  338. Psykers, The Warp, or Xenos
  339. Effect: 2d5 Insanity Points and 2d5 Corruption Points
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