Iidark Heresy
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DARK HERESY HOPE YOU KNOWII WHAT YOU’RE DOING EDITION Home World Options Fate Home World Home World Modifiers Home World Bonus Wounds Threshold Aptitude Agri-World + Fellowship, + Strength 2 (7+) Strength from the Land Strength 8 + 1d5 DH2 Enemies Within p. 24 – Agility Daemon World + Willpower, + Perception 3 (4+) Touched by the Dark Willpower 7 + 1d5 DH2 Enemies Beyond p. 26 – Fellowship Death World + Agility, + Perception 2 (5+) Survivor’s Paranoia Fieldcraft 9 + 1d5 DH2 Enemies Without p. 26 – Fellowship + Strength, + Toughness Feral World 2 (3+) The Old Ways Toughness 9 + 1d5 – Influence Feudal World + Perception, + Weapon Skill 3 (6+) At Home in Armour Weapon Skill 9 + 1d5 DH2 Enemies Within p. 26 – Intelligence + Intelligence, + Toughness Forge World 3 (8+) Omnissiah’s Chosen Intelligence 8 + 1d5 – Fellowship Frontier World + Ballistic Skill, + Perception 3 (7+) Rely on None but Yourself Ballistic Skill 7 + 1d5 DH2 Enemies Within p. 26 – Fellowship Garden World + Fellowship, + Agility 2 (4+) Serenity of the Green Social 7 + 1d5 DH2 Enemies Without p. 28 – Toughness + Fellowship, + Influence Highborn 4 (10+) Breeding Counts Fellowship 9 + 1d5 – Toughness + Agility, + Perception Teeming Masses in Metal Hive World 2 (6+) Perception 8 + 1d5 – Willpower Mountains Penal Colony + Toughness, + Perception 3 (8+) Finger on the Pulse Toughness 10 + 1d5 DH2 Enemies Beyond p. 28 – Influence Quarantine World + Ballistic Skill, + Intelligence 3 (9+) Secretive by Nature Fieldcraft 8 + 1d5 DH2 Enemies Beyond p. 30 – Strength Research Station + Intelligence, + Perception 3 (8+) Pursuit of Data Knowledge 8 + 1d5 DH2 Enemies Without p. 30 – Fellowship + Fellowship, + Willpower Shrine World 3 (6+) Faith in the Creed Willpower 7 + 1d5 – Perception + Intelligence, + Willpower Voidborn 3 (5+) Child of the Dark Intelligence 7 + 1d5 – Strength Stage 2: Choose Home World Pursuit of Data Whenever a research station character reaches Rank 2 Home World Bonuses (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) At Home in Armour in one related or identical Forbidden Lore skill specialisation A feudal world character ignores the maximum Agility value of his choice. The GM is the final arbiter of whether the two imposed by any armour he is wearing. specialisations are related. Breeding Counts Rely on None but Yourself Any time a highborn character would reduce his Influence, he A frontier world character gains a +20 bonus to Tech-Use tests reduces it by 1 less (to a minimum reduction of 1). when applying personal weapon modiications, and a +10 bonus Child of the Dark when repairing damaged items. A voidborn character starts with the Strong Minded talent, Secretive by Nature and gains a +30 bonus to tests for moving in a zero gravity Those who manage to leave a quarantine world learn how environment. to keep secrets. Whenever the warband’s Subtlety would Faith in the Creed decrease, it decreases by 2 less (to a minimum reduction of 1). Whenever a shrine world character spends a Fate point, he Serenity of the Green rolls 1d10. On a result of 1, the character’s total number of Fate A garden world character halves the duration (rounded up) points is not reduced. of any result from Table 8–11: Shock or Table 8–13: Mental Omnissiah’s Chosen Traumas, and can remove Insanity points for 50xp per point A forge world character starts with either the Technical Knock or rather than the normal 100xp. Weapon-Tech talent. Strength from the Land acquires the Psyker aptitude. This character also begins with An agri-world character starts with the Brutal Charge (2) trait. 1d10+5 Corruption points. Survivor’s Paranoia While a death world character is Surprised, non-Surprised attackers do not gain the normal +30 bonus to their Weapon Skill and Ballistic Skill tests when targeting this character. Teeming Masses in Metal Mountains A hive world character ignores crowds for purposes of movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus to Navigate (Surface) tests. The Old Ways Any Low-Tech weapon the character uses loses the Primitive quality (if it had it) and gains the Proven (3) quality. Touched by the Dark Daemon world native begins with one Rank in the Psyniscience skill. Should he gain this skill again in a later step of character creation, he instead gains one additional Rank in the skill. Note that he cannot purchase more Ranks of this skill unless he Alternative Home Worlds Home World Base Type Home World Bonus Dark Obsession: If faced with a Fear-causing subject or situation for which a character from Dark Echo Research Dark Echo possesses the associated specialisation in the Forbidden, Common, or Scholastic DH2 Enemies Without p. 80 Station Lore skills, he gains a bonus equal to ten times his ranks in that skill. Forrallis The Perfect Host: A character from Forraliss scores an extra degree of success on successful Garden World DH2 Enemies Without p. 76 Charm and Deceive tests. Manners are All: A character from Gregorn has a highly ingrained sense of honour and Gregorn Feral World custom. Should he discover that another character has lied to him (such as by winning an DH2 Enemies Without p. 85 Opposed Scrutiny versus Deceive test), he gains the Hatred talent against that character. The Sacredness of Oaths: Desoleum’s main hive exists in a tangled system of involute oaths, and for its denizens this has become an ingrained part of their mentality. If he gives Hive Desoleum Hive World his oathbond word, a character from this world gains a +10 bonus to Willpower-based tests DH2 Forgotten Gods p. 7 involved in fulfilling that oath. If he ever goes back on his oathgiven word, however, he gains 1d5 Insanity Points. A Keen Blade: The first time a character from Hrax inlicts damage on a target with a bladed Hrax Feudal World melee weapon each encounter, he gains a +10 bonus to Weapon Skill tests to attack that DH2 Enemies Within p. 80 target with that weapon until the end of the encounter. Kalto Deny Thyself: A character from Kalto ignores any efects from his first level of Fatigue, and Agri-World DH2 Enemies Within p. 85 counts his Toughness bonus as two higher for the purposes of determining starvation. Myth Made Truth: A character from Kul counts as having the Forbidden Lore (The Warp, Kul Quarantine Daemonology) skills each with a number of Ranks equal to half his Intelligence bonus DH2 Enemies Beyond p. 78 World (rounded down), unless the number of Ranks would be higher otherwise. Nexum Find the Weak Spot: Whenever a character from Nexum inflicts Critical damage, he may add Penal Colony DH2 Enemies Beyond p. 83 +1 when determining which result to apply from the appropriate Critical Effects table. Absolute Faith in the Past: In addition to the normal uses of Fate points, once per encounter Ossuar Shrine World a character from Ossuar may spend a Fate point after he fails a Fear test to count as having DH2 Enemies Beyond p. 89 passed it with 1 degree of success, but also gains 1 Insanity point. Guard the Pure-blooded: A Pellennian character starts with the Resistance (Radiation) talent Pellenne Forge World and the Trade (Prospector) skill at rank 1 (Known), plus either the Hatred (Mutants) talent or DH2 Enemies Within p. 90 the Dark-sight trait. Forceful Negotiations: A character from Port Aquila starts at rank 1 (Known) in the Port Aquila Voidborn Commerce skill, and can use his Strength or Willpower characteristic instead of Intelligence DH2 Enemies Within p. 97 when making Commerce tests. Zeal of the Convert: Characters from Rund start with the Hatred (Heretics) talent. They also Rund Feral World count as having the Hatred talents possessed by any clearly identiied member of the Adeptus DH2 Enemies Within p. 104 Ministorum within 10 metres. Alternative Home Worlds (Continued) Home World Base Type Home World Bonus Obsession to Tech-Ritual: A character from Selvanus Binary always seeks to follow the proper rites associated with correct usage of holy technology. As a Full Action, he may make Selvanus Binary Forge World a Difficult (–10) Logic test before using a device. If he succeeds, the device counts as being DH2 Enemies Within p. 108 one level of craftsmanship higher until the end of the encounter. If he fails with a number of degrees of failure greater than his Willpower bonus, he gains 1 Insanity point. Attention to Nuance: A character from Snope’s world starts with one rank of the Deceive skill Snope’s World Hive World and one rank of the Scrutiny skill. He also gains a +20 bonus to tests he makes to determine DH2 Enemies Within p. 115 the warband’s Subtlety value. Temperance Cleansing of Flames: A character from this world begins with the Weapon Training (Flame) Frontier World DH2 Enemies Within p. 122 talent. The Dead are Watchful: The first time a character from Thaur suffers Critical damage each Thaur Shrine World session, after determining and resolving the Critical Effect, he gains back one spent Fate Point DH2 Forgotten Gods p. 109 (this cannot exceed his Fate threshold). The Emperor’s Song Voidborn Attuned to the Warp: A character from The Emperor’s Song gains the Deny the Witch talent. DH2 Enemies Beyond p. 95 Master of the Drunnels: All those from the Oath Unspoken have become expert at the art of The Oath Unspoken haggling and trading from time spent in the Drunnels or from working with their Rogue Trader Voidborn DH2 Forgotten Gods p. 57 Captain. A character from this vessel gains a +20 bonus to Opposed Commerce tests and tests for the Evaluate special use of the Commerce skill.