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A Guide to Fantasy Europe In the mystic weirdness of 1650, there is relative peace. The Thirty Years' War came to a close when Scandinavia was swallowed in Ragnarok, leaving the Hapsburg's Holy Roman Empire the nominal victors, though their lands lie in ruin. Prussia has rapidly reunited the remnants of the Hapsburg Empire, their armies rendered nigh invincible by their careful distribution of lycanthropy among their ranks. Spain lost many soldiers in the war, costing the King Philip the throne when a champion of the people, one Don Quixote, led a bloodless coup. While France's gold reserves and manpower were damaged in the war, they have largely resumed their usual baguette-baking and general elfishness. Italy remains a barren wasteland, haunted by the ghosts of the victims of the Spellplague, Senatus Populusque Romanus' last effort to push back the Huns' centaur hordes. The Vatican stands as a beacon against the restless dead, where the Pope and his greatest Cardinals research and pray tirelessly to undo the damage of the last Emperor. Meanwhile, Saint Andrew Bobola, the Polish missionary and “hunter of souls” leads the Jesuit Order in its crusade against the festering dead within Rome, securing a single main road out to the sea by which supplies and volunteers for the 10th Crusade.

Britain remained relatively uninvolved in the War, but there is trouble at home. The bloody tyrant Queen Morgan du Lac's extended life came to an end twenty years ago, leading to the current splintering of the United Kingdom. The barbarians of Scotland are gradually being unified under a cadre of necromancers, while the war drums of the Welsh beastmen can be heard to the west. Ireland has been unusually quiet, which is rarely a good thing.

Chapter 1: General Changes Characteristic Changes Talent Changes Skill Changes

Chapter 2: Character Creation Races Human Wood High Elf Dwarf Backgrounds Aristocracy/Bourgeoisie Constabulary Ministry Outcast Paladin Order Privateer Royal Army Royal Navy Royal Sorcerer’s Academy Savery’s Service Roles Assassin Crusader Demagogue Doctor/Scientist Gunslinger Mystic Penitent Sage Seeker Warrior

Chapter 3: Magic

Appendix A Common Lores Scholastic Lores Forbidden Lores Trades

Chapter 1: General Changes

Characteristic Changes

● The Aptitudes for increasing Willpower are now Willpower+Psyker or Willpower+Defense

Talent Changes

● Two new Talents for bows ○ Swift Shot: Gives bows Burst (2). Tier Two, BS/Finesse ○ Singing String: Gives Bows Full Auto (3). Tier Three, BS/Finesse ● Weapon Trainings have new categories ○ Melee: Standard melee weaponry, swords, shields, staves, axes, thrown weapons, etc ○ Primitive Ranged: Bows and crossbows ○ Solid Projectile: Things that use balls or bullets, muskets, flintlocks, revolvers, rifles,etc ○ There may be additional more exotic Weapon Trainings if the PCs gain access to more advanced or strange technology ● The Mechanicus Implants trait is replaced with the Implant Compatible Talent ○ Implant Compatible: Your mind and body are prepared to accept cybernetics ■ Tier 1 Talent, General+Tech Aptitudes

Skill Changes

● The Aptitudes for Security are now Intelligence+Fieldcraft rather than Intelligence+Tech ● A list of new Lore and Trade categories are listed in Appendix A

Chapter 2: Character Creation

Character creation is much the same as baseline Dark Heresy 2e.

Races

To represent the more heroic nature of characters, Characteristics begin at 25+2d10. Races replace Homeworlds. Note that NPCs of a given Race may not have all the traits that a heroic PC has.

Races with a + to a Characteristic roll 25+3d10kh2. Races with a - to a Characteristic roll 25+3d10kl2. Races with a ++ to a Characteristic roll 25+4d10kh2.

Human ● + to any one Characteristic ● Aptitude in any one Characteristic ● 10+2*TB Wounds ● 4 Fate Points ● Renaissance Men: Humans may select any one Linguistics and 3 Trades or Lores to be Trained in.

Wood Elf ● +Agi, +Per, -T ● Agility Aptitude ● 10+2*TB Wounds ● 3 Fate Points ● Masters of the Forests: Wood Elves have the talents Constant Vigilance (Per) and Keen Intuition.

High Elf ● +Int, +WP, -T ● Willpower Aptitude ● 9+2*TB Wounds ● 3 Fate Points ● Ley-Attunement: High Elves have Psyniscience at Trained, as well as the talent Warp Sense.

Dwarf ● +T, +WP, -Agi ● Toughness Aptitude ● 11+2*TB Wounds ● 3 Fate Points ● Runeblood: Dwarves are incapable of using sorcery, but gain the talents Resistance (Magic) and Strong Minded.

Halfling ● +Agi, +Fel, -S ● Agility Aptitude ● 8+2*TB Wounds ● 3 Fate Points ● Heart of the Wee-Folk: have the trait Size-Scrawny (-10 to be hit, +10 Stealth, -1 Movement), as well as the talent Jaded and the skill Trade (Cook).

Orc ● ++Str, ++T, -Agi, -Int, -Fel ● Strength Aptitude ● 14+2*TB Wounds ● 3 Fate Points ● Green is Best: have the talents True Grit, Hardy, and Iron Jaw.

Backgrounds

Backgrounds are essentially the same as in Dark Heresy 2e, renamed to fit the setting and with small tweaks.

Aristocracy/Bourgeoisie You are a member of the educated elite.

● Skills: Commerce/Medicae, Common Lore (Government), Linguistics (Latin, French), Logic, Scholastic Lore (Any) ● Talents: Weapon Training (SP, Crossbows) ● Equipment: 2 Flintlock pistols, robes, writing tools, med kit ● Well Connected: All items count as 10% cheaper for you. If the campaign is not tracking currency, at least you still get to lord over the commoners. ● Aptitudes: Knowledge or Social

Constabulary You are a member of a police force of some kind.

● Skills: Awareness, Common Lore (Police, Underworld), Inquiry/Interrogation, Intimidate, Scrutiny ● Talents: Weapon Training (Melee, SP, Crossbows) ● Equipment: Blunderbuss, flintlock pistol, gambeson, leathers, mace ● Face of the Law: Spend a Fate point to automatically pass any Intimidate or Interrogate check. You can also substitute your WP bonus for DoS on any successful Intimidate or Interrogate check. ● Aptitudes: Offense or Defense

Ministry You are a member of a religious organization, most likely a branch of Christianity.

● Skills: Charm, Command, Common Lore (Church), Inquiry/Scrutiny, Linguistics (Latin) ● Talents: Weapon Training (Melee, SP) ● Equipment: Warhammer, flintlock pistol, robes ● Faith Is All: Whenever you spend a Fate point to gain a +10 on a test, gain an additional +10. ● Aptitudes: Leadership or Social Outcast You are a member of a land-based military organization, most likely the Royal Army.

● Skills: Acrobatics/Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth ● Talents: Weapon Training (Melee, SP) ● Equipment: Flintlock pistol, axe/sword, leathers ● Sterner Stuff: Add 2 to your Fatigue Threshold. ● Aptitudes: Fieldcraft or Social

Paladin Order You are a member of a militant branch of a religious organization.

● Skills: Athletics, Charm or Intimidate, Common Lore (Paladin Order), Linguistics (Latin), Medicae or Parry ● Talents: Weapon Training (Melee, Primitive Ranged, SP) ● Equipment: Warhammer or Great Sword or Mace and Shield or Rapier, Crossbow or Hand Crossbow or Flintlock Pistol, Chainmail Shirt or Leather Jacket, Blessed Torch ● Incorruptible: Whenever the character would gain Corruption, they instead gain Insanity and reduce the points by 1. ● Aptitudes: Offence or Social

Privateer You are a member of a naval organization, most likely the Royal Navy.

● Skills: Charm/Scrutiny, Commerce, Common Lore (Navy), Linguistics (Pick), Operate (Sea) ● Talents: Weapon Training (Melee, SP) ● Equipment: Blunderbuss or flintlock pistol, gambeson, sword ● Seen the Sights: Privateers gain a language of choice and +10 to resist Fear checks caused by “strange” sources. ● Aptitudes: Finesse or Social

Royal Army You are a member of a military organization, most likely a branch of the Royal Military.

● Skills: Athletics, Command, Common Lore (Military), Medicae/Operate(Equine), Navigate (Surface) ● Talents: Weapon Training (Melee, SP) ● Equipment: Rifled musket, 2 flintlock pistols, sword, chainmail ● Might of the Crown: When you deal damage to an enemy who an ally has hit this turn or who has hit an ally this turn, your first attack of the turn gains the Proven (3) trait. ● Aptitudes: Fieldcraft or Leadership

Royal Navy You are a member of a naval organization, most likely the Royal Navy.

● Skills: Athletics, Command/Intimidate, Common Lore (Navy), Navigate (Sea), Operate (Sea) ● Talents: Weapon Training (Melee, SP) ● Equipment: Musket, 2 flintlock pistols, axe, gameson, leathers ● Close Quarters Discipline: Naval characters gain an additional DoS on Ballistic skill checks at Point Blank, Half, or melee range. ● Aptitudes: Offence or Tech

Royal Sorcerer’s Academy You studied at the Royal Sorcerer’s Academy or other magical education institution.

● Skills: Awareness, Common Lore (Magic), Deceive/Interrogation, Forbidden Lore (Sorcery), Psyniscience/Scrutiny ● Talents: Weapon Training (Melee) ● Equipment: Staff, leathers, focus ● Warding: Your skin is seared with hexagrammic wards. Whenever a psychic phenomena or peril occurs within 10m of you, you can increase or decrease its die roll by your WP bonus. ○ Conditioned Reactions: You have an irrational fear of something strange like bald women, needles or acupuncture, or trios of birds flying overhead. ● Aptitudes: Defense or Psyker

Savery’s Service You have worked in Thomas Savery’s Service, inventing cutting-edge technology.

● Skills: Awareness/Operate (Pick), Common Lore (Engineering), Logic, Security, Tech-Use ● Talents: Weapon Training (SP) ● Equipment: Revolver or bolt action rifle, robes, machine oil ● Savery’s Savories: You are Implant Compatible and the Service is more likely to grant you such devices. ● Aptitudes: Knowledge or Tech

Roles

Roles are essentially the same as in Dark Heresy 2e, renamed to fit the setting and with small tweaks.

Assassin ● Aptitudes: Agility, BS or WS, Fieldcraft, Finesse, Perception ● Talents: Jaded or Leap Up ● Sure Kill: When an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to the DoS of the attack roll of the first hit.

Crusader ● Aptitudes: Knowledge, Offense, Strength, Toughness, Willpower ● Talents: Bodyguard or Deny the Witch ● Smite the Unholy: You can spend a fate point to automatically pass a Fear test with WP DoS. Whenever you inflict melee damage to a target with Fear (X), inflict (X) damage with (X) penetration.

Demagogue ● Aptitudes: Agility, BS, Defense, Fellowship, Finesse ● Talents: Catfall or Quickdraw ● Hit and Run: Once per round, after performing a Move action, a Gunslinger may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action.

Doctor/Scientist ● Aptitudes: Fieldcraft, Intelligence, Knowledge, Willpower, Toughness ● Talents: Resistance (Pick 1) or Takedown ● Hippocratic Oath: When a Doctor fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with DoS equal to his Intelligence bonus.

Gunslinger ● Aptitudes: Agility, BS, Defense, Fellowship, Finesse ● Talents: Catfall or Quickdraw ● Hit and Run: Once per round, after performing a Move action, a Gunslinger may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action.

Mystic ● Aptitudes: Defense, Intelligence, Knowledge, Perception, Willpower ● Talents: Resistance (Magic) or Warp Sense ● Stare into the Beyond: A Mystic starts the game with the Psyker elite advance with Psy Rating 2 and the Psyker aptitude.

Penitent ● Aptitudes: Agility, Fieldcraft, Intelligence, Offense, Toughness ● Talents: Die Hard or Flagellant ● Revengeance: Whenever a Penitent character suffers 1 or more points of damage (after reductions), they gain a +10 bonus to the first test they make before the end of their next turn.

Sage ● Aptitudes: Intelligence, Knowledge, Perception, Tech, Willpower ● Talents: Keen Intuition or Clues from the Crowds ● Quest for Knowledge: A Sage may spend a Fate point to automatically succeed at a Logic or Lore test with DoS equal to his Intelligence bonus.

Seeker ● Aptitudes: Fellowship, Intelligence, Perception, Social, Tech ● Talents: Keen Intuition or Disarm ● Can’t Hide From Me: A Seeker may spend a Fate point to automatically succeed at an Awareness or Inquiry test with a DoS equal to his Perception bonus.

Warrior ● Aptitudes: BS, WS, Defense, Offense or Finesse, Strength ● Talents: Iron Jaw or Rapid Reload ● Expert at Violence: After a successful attack, a Warrior may spend a Fate point to substitute his Weapon Skill or Ballistic Skill bonus for the DoS on the attack.

Chapter 3: Magic

Magic works essentially the same way as in Dark Heresy 2e. However, the Discipline trees and many spells have been changed or added. This is probably the least balanced and most frequently changed part of this homebrew.

Here is a link to the spellbook: https://sites.google.com/view/bigbookofmagic/home ​

Appendix A

Common Lores

Constabulary: Knowledge of general law enforcement structure, reeves, constables, and basic law.

Church: Understanding of the structure of the Church as well as its various festivals, rites, personages, and practices.

England: Information concerning the history and geography of England.

Europe: Information concerning the history and geography of Europe.

Government: Broad knowledge of the workings, rules, and traditions of English government.

Military: Information concerning the ranking system, logistics, structure, and tactics of the Royal Army, as well as its famous commanders and battles.

Navy: Information concerning the ranking system, logistics, structure, and tactics of the Royal Navy, as well as its famous Admirals and ships.

Paladin Order: Information concerning the ranking system, structure, famous members, and exploits of the Paladins.

Sorcerers: Knowledge of how Sorcerers are gathered and trained, as well as some understanding of their powers.

Underworld: Familiarity with basic criminal elements of society.

War: Knowledge of great battles, commanders, heroes, and famous stratagems used throughout history. Scholastic Lores

Alchemy: A knowledge of chemicals, their applications, and their prevalence or scarcity.

Astronomy: Knowledge of the stars, constellations, the solar system, and the movements of astral bodies.

Beasts: An understanding of the characteristics of animals.

Bureaucracy: A familiarity with the rules and regulations of daily governmental functions.

Heraldry: A grasp of the principles and devices of heraldry, as well as a knowledge of the most common seals and heraldic devices used in England.

Law: Knowledge of the proper sentences for crimes punishable by English law, as well as the various legal codes.

Occult: An understanding of obscure, though not necessarily heretical, religious practices, superstitions, and items.

Philosophy: Knowledge concerning theories of thought, belief, existence, and other intangibles.

Physics: An understanding of mathematical principles as applied to the physical universe.

Forbidden Lores

Daemonology: Terrible knowledge about daemonic manifestations and entities.

Heresy: Wisdom concerning acts deemed anathema by Christianity, as well as famous heretics throughout history.

Her Immortality’s Secret Service: Knowledge of the Secret Service and Privy Council, as well as their activities and history.

Sorcery: Knowledge of the finer workings of magic and those who use it.

Trades

Agriculture: Used to grow, tend, and harvest crops. Also used for animal husbandry.

Alchemist: Used to create poisons, drugs, and a wide variety of other compounds.

Archaeologist: Used in the study of ancient ruins and artifacts.

Armourer: Used to design, upgrade, and forge weapons and armor.

Artillerist: Used to operating siege machinery of various types.

Astrographer: Used to chart the stars.

Cartographer: Used in the creation of maps.

Cryptographer: Used to create or decode complicated cyphers and puzzles.

Cook: Used to prepare meals and determine if foraged items are edible.

Mortician: Used to prepare, preserve, and render down corpses.

Performer: Used to perform for audiences, either through art, acting, song, or poetry.

Prospector: Used to locate and identify valuable minerals.

Shipwright: Used to design and construct sea-going vessels.