Archiv > Dark Heresy 2nd - Field of Souls

Leitfaden in der Finsternis

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Luther Engelsnot:
Regeln und Schritte zur Erschaffung eines neuen Charakters

Schritt 1: Wahl der Heimatwelt

Dies bestimmt auf was für einer Art Welt euer Charakter aufgewachsen ist. Folgenden Arten von Welten stehen euch zur Verfügung und haben die folgenden Auswirkungen:

Feral World (Anzeigen)Characters from feral worlds apply the following benefits during their creation:

Characteristic Modifiers: + Strength, + Toughness, – Influence

Fate Threshold: 2 (Emperor’s Blessing 3+)

Home World Bonus: The old ways: In the hands of a feral world character any low-tech weapon loses it's primitive quality (if it had it) and gains the proven (3) quality.

Home World Aptitude: Toughness

Wounds: Feral world characters start with 9+1d5 wounds.

Recommended Backgrounds: Adeptus Arbites, Adeptus Astra Telepathica, Imperial Guard, Outcast
Forge World (Anzeigen)Characters from forge worlds apply the following benefits during their creation:

Characteristic Modifiers: + Intelligence, + Toughness, – Fellowship

Fate Threshold: 3 (Emperor’s Blessing 8+)

Home World Bonus: Omnissiah’s Chosen: Forge world characters start with either the Technical Knock or Weapon-Tech talent

Home World Aptitude: Intelligence

Wounds: Forge world characters start with 8+1d5 wounds.

Recommended Backgrounds: Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard
Highborn (Anzeigen)Highborn characters apply the following benefits during their creation:

Characteristic Modifiers: + Fellowship, + Influence, – Toughness

Fate Threshold: 4 (Emperor’s Blessing 10+)

Home World Bonus: Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by one less (to a minimum reduction of 1).

Home World Aptitude: Fellowship

Wounds: Highborn characters start with 9+1d5 wounds.

Recommended Backgrounds: Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Ministorum
Hive World (Anzeigen)Characters from hive worlds apply the following benefits during their creation:

Characteristic Modifiers: + Agility, + Perception, – Willpower

Fate Threshold: 2 (Emperor’s Blessing 6+)

Home World Bonus: Teeming Masses in Metal Mountains: 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.

Home World Aptitude: Perception

Wounds: Hive world characters start with 8+1d5 wounds.

Recommended Backgrounds: Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast
Shrine World (Anzeigen)Characters from shrine worlds apply the following benefits during their creation:

Characteristic Modifiers: + Fellowship, + Willpower, – Perception

Fate Threshold: 3 (Emperor’s Blessing 6+)

Home World Bonus: Faith in the Creed: Whenever a shrine world character spends a Fate point, he rolls a 1d10. On a roll of a 1, the character’s total number of Fate points is not reduced.

Home World Aptitude: Willpower

Wounds: Shrine world characters start with 7+1d5 wounds.

Recommended Backgrounds: Adeptus Administratum, Adeptus Arbites, Adeptus Ministorum, Imperial Guard
Voidborn (Anzeigen)Voidborn characters apply the following benefits during their creation:

Characteristic Modifiers: + Intelligence, + Willpower, – Strength

Fate Threshold: 3 (Emperor’s Blessing 5+)

Home World Bonus: Child of the Dark:: A voidborn character starts with the strong minded talent and gains a +30 bonus to tests for moving in a zero gravitiy enivroment.

Home World Aptitude: Intelligence

Wounds: Voidborn characters start with 7+1d5 wounds.

Recommended Backgrounds: Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, Outcast

Agri-World (Anzeigen)Agri-World characters apply the following benefits during their creation:

Characteristic Modifiers: + Fellowship, + Strength, – Agility

Fate Threshold: 2 (Emperor’s Blessing 7+)

Home World Bonus: Strength from the Land: An agri-world character starts with the Brutal Charge (2) trait.

Home World Aptitude: Strength

Wounds: An agri-world character starts with 8+1d5 wounds.

Recommended Backgrounds: Adeptus Mechanicus, Adeptus Ministorum, Imperial Guard, Mutant
Feudal World (Anzeigen)Feudal World characters apply the following benefits during their creation:

Characteristic Modifiers: + Perception, + Weapon Skill, – Intelligence

Fate Threshold: 3 (Emperor’s Blessing 6+)

Home World Bonus: At Home in Armour: A feudal world character ignores the maximum Agility value imposed by any armour he is wearing.

Home World Aptitude: Weapon Skill

Wounds: A feudal world character starts with 9+1d5 wounds.

Recommended Backgrounds: Adepta Sororitas, Adeptus Administratum, Adeptus Ministorum, Imperial Guard
Frontier World (Anzeigen)Frontier World characters apply the following benefits during their creation:

Characteristic Modifiers: + Ballistic Skill, + Perception, –Fellowship

Fate Threshold: 3 (Emperor’s Blessing 7+)

Home World Bonus: Rely on None but Yourself: A frontier world character gains a +20 bonus to Tech-Use tests when applying personal weapon modifications, and a +10 bonus when repairing damaged items.

Home World Aptitude: Ballistic Skill

Wounds: A frontier world character starts with 7+1d5 wounds.

Recommended Backgrounds: Adeptus Arbites, Adeptus Astra Telepathica, Mutant, Outcast
Specific Home Worlds (Anzeigen)Home World NameBase Home World TypeHome World BonusHraxFeudal WorldA Keen Blade: The first time a character from Hrax inflicts damage on a target with a bladed melee weapon each encounter, he gains a +10 bonus to Weapon Skill tests to attack that target with that weapon until the end of the encounter.KaltoAgri-WorldDeny Thyself: A character from Kalto ignores any effects from his first level of Fatigue, and counts his Toughness bonus as two higher for the purposes of determining starvation.PellenneForge WorldGuard the Pure-blooded: A Pellennian character starts with the Resistance (Radiation) talent and the Trade (Prospector) skill at rank 1 (Known), plus either the Hatred (Mutants) talent or the Dark-sight trait.Port AquilaVoidbornForceful Negotiations: A character from Port Aquila starts at rank 1 (Known) in the Commerce skill, and can use his Strength or Willpower characteristic instead of Intelligence when making Commerce tests.Selvanus BinaryForge WorldObsession 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 a Difficult (–10) Logic test before using a device. If he succeeds, the device counts as being one level of craftsmanship higher (Poor becomes Average, Average becomes Good, etc.) 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.SnopeHive WorldAttention to Nuance: A character from Snope’s world starts with one rank of the Deceive skill and one rank of the Scrutiny skill. He also gains a +20 bonus to tests he makes to determine the warband’s Subtlety value.TemperanceFrontier WorldCleansing of Flames: Due to the constant threat of mindmould infestation, every Temperance citizen masters the use of flame weapons from an early age. A character from this world begins with the Weapon Training (Flame) talent.

Death World (Anzeigen)Death World characters apply the following benefits during their creation:

Characteristic Modifiers: + Agility, + Perception, – Fellowship

Fate Threshold: 2 (Emperor’s Blessing 5+)

Home World Bonus: 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.

Home World Aptitude: Fieldcraft

Wounds: An death world character starts with 9+1d5 wounds.

Recommended Backgrounds: Adeptus Arbites, Adeptus Mechanicus, Adeptus Ministorum, Imperial Guard
Garden World (Anzeigen)Garden World characters apply the following benefits during their creation:

Characteristic Modifiers: + Fellowship, + Agility, – Toughness

Fate Threshold: 2 (Emperor’s Blessing 4+)

Home World Bonus: Serenity of the Green: A garden world character halves the duration (rounded up) of any result from Table: Shock or Table: Mental Traumas, and can remove Insanity points for 50xp per point rather than the normal 100xp.

Home World Aptitude: Social

Wounds: A garden world character starts with 7+1d5 wounds.

Recommended Backgrounds: Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Ministorum, Rogue Trader Fleet
Research Station (Anzeigen)Research Station characters apply the following benefits during their creation:

Characteristic Modifiers: + Intelligence, + Perception, –Fellowship

Fate Threshold: 3 (Emperor’s Blessing 8+)

Home World Bonus: Pursuit of Data: Whenever a research station character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill specialisation of his choice. The GM is the final arbiter of whether the two specialisations are related.

Home World Aptitude: Knowledge

Wounds: A research station character starts with 8+1d5 wounds.

Recommended Backgrounds: Adeptus Administratum, Adeptus Astra Telepathica, Adeptus Mechanicus, Mutant
Specific Home Worlds (Anzeigen)Home World NameBase Home World TypeHome World BonusForralissGarden WorldThe Perfect Host: A character from Forraliss scores an extra degree of success on successful Charm and Deceive tests.Dark EchoResearch StationDark Obsession: To live and work on this station is to become consumed with gathering information, resulting in rigid mentalities inured to the actual reality of the subject. If faced with a Fear-causing subject or situation for which a character from Dark Echo possesses the associated specialisation in the Forbidden, Common, or Scholastic Lore skills, he gains a bonus equal to ten times his ranks in that skill.GregornFeral WorldManners are All: A character from Gregorn has a highly ingrained sense of honour and custom. Should he discover that another character has lied to him (such as by winning an Opposed Scrutiny versus Deceive test), he gains the Hatred talent against that character.Vouxis PrimeHive WorldArt from Below: A character from Vouxis Prime starts with the Blind Fighting talent and Trade (Sculptor) as a Rank 2 (Trained) skill.YanthDeath WorldCraftsmaster: A native of this world is instructed from birth on how to turn his surroundings into sustenance, medicines, weapons, and shelter. A character from Yanth gains a +20 bonus to Crafting special uses of the Medicae and Survival skills, and halves the time needed for completion.

Daemon World (Anzeigen)Daemon World characters apply the following benefits during their creation:

Characteristic Modifiers: + Willpower, + Perception, – Fellowship

Fate Threshold: 3 (Emperor’s Blessing 4+)

Home World Bonus: Touched by rhe Warp: A 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 the skill unless he acquires the Psyker Trait. This character also begins with 1d10+5 Corruption points.

Home World Aptitude: Willpower

Wounds: An death world character starts with 7+1d5 wounds.

Recommended Backgrounds: Adeptus Astra Telepathica, Adeptus Ministorum, Exorcised, Outcast
Penal Colony (Anzeigen)Penal Colony characters apply the following benefits during their creation:

Characteristic Modifiers: + Toughness, + Perception, – Influence

Fate Threshold: 3 (Emperor’s Blessing 8+)

Home World Bonus: Finger on the Pulse: One survives a penal colony by instinctively knowing who is in charge and who is a threat. A penal colony character begins with one Rank in the Common Lore (Underworld) and Scrutiny skills, and starts with Peer (Criminal Cartels) talent.

Home World Aptitude: Toughness

Wounds: A garden world character starts with 10+1d5 wounds.

Recommended Backgrounds: Adeptus Administratum, Adeptus Ministorum, Imperial Guard, Outcast
Quarantine World (Anzeigen)Quarantine World characters apply the following benefits during their creation:

Characteristic Modifiers: + Ballistic Skill, + Intelligence, –Strength

Fate Threshold: 3 (Emperor’s Blessing 9+)

Home World Bonus: Secretive by Nature: Those who manage to leave a quaratine world learn how to keep secrets. Whenever the warband's Subtlety would decrease, it decrease by 2 less (to minimum reduction of 1).

Home World Aptitude: Fieldcraft

Wounds: A research station character starts with 8+1d5 wounds.

Recommended Backgrounds: Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast
Specific Home Worlds (Anzeigen)Home World NameBase Home World TypeHome World BonusKulQuarantine WorldMyth Made Truth: A character form Kul has seen childish tales and superstitions take on a terrifying forms to stalk the surface of his cursed planet, and has instinctive insight into the Immaterium. He counts as having the Forbidden Lore (The Warp, Daemonology) skills each with a number of Ranks equal to half his Intelligence bonus (rounded down), unless the number of Ranks would be higher otherwise.NexumPenal ColonyFind the Weak: Whenever a character from Nexum inflicts Critical damage, he may add +1 when determining which result to apply from the appropriate Critical Effects table.OssuarShrine WorldAbsolute Faith in the Past: In addition to the normal uses of Fate points, once per encounter a character from Ossuar may spend a Fate point after he fails a Fear test to count as having passed it with 1 degree of success, but also gains 1 Insanity point.The Emperor's SongVoidbornAttuned to the Warp: A character from The Emperor's Song gains the Deny the Witch talent.TuchulchaDaemon WorldInured to the Horrors: A character from Tuchulcha begins with 3d5 Corruption points. In addition to the normal uses of Fate points, once per encounter he may spend a Fate point to count as having the Adamantium Faith talent until the beginning of his next turn.
Schritt 2: Werte bestimmen

Werte die nicht durch die Heimatwelt modifizert werden, werden mit 2d10+25 bestimmt. Werte ,die durch die Heimatwelt ein + bekommen, werden mit 3d10dl+25 bestimmt und Werte, die durch die Heimatwelt ein - bekommen, werden mit 3d10dh+25 bestimmt. Um euch eine bessere Chance für eure Werte zu geben, würfelt ihr zwei Reihen aus, jeweils zehn Werte, und wählt eine von beiden aus. Zusätzlich dürft ihr einen Wert neu würfeln oder zwischen den beiden Reihen tauschen, nicht beides. Sind beide Reihen besonders schlecht, erlaubt der Spielerleiter einen Neuwurf, oder sollte große Unzufriedenheit herrschen, kann ebenso ein Neuwurf in Abstimmung mit der Gruppe erlaubt werden. Die Heimatwelt bestimmt außerdem eure Startlebenspunkte und Schicksalspunkte, die gleich dem Fate Threshold sind. (Emperor’s Blessing X+) wiederum bestimmt eure Chance mit einem zusätzlichen Schicksalspunkt zu startet. Erreicht ihr mit 1d10 den Wert von X oder seid drüber, erhaltet ihr diesen.

Schritt 3: Wahl des Hintergrundes

Dieser stellt dar wie die Ausbildung und der Werdegang eures Charakters vor seiner Zeit in der Inquisition ausgesehen hat. War er ein Mitglied der imperialen Armee, ein Techpriester oder gar ein Ausgestoßener in seiner eigenen Welt? Folgende Hintergründe und ihre Auswirkungen stehen euch zur Verfügung:

Adeptus Administratum (Anzeigen)Characters from the Adeptus Administratum apply the following benefits:

Starting Skills: Commerce or Medicae, Common Lore (Adeptus Administratum), Linguistics (High Gothic), Logic, Scholastic Lore (Pick one)

Starting Talents: Weapon Training (Las or Solid Projectile)

Starting Equipment: Laspistol or stub automatic, Imperial robes, auto quill, chrono, data-slate, medi-kit

Background Bonus: Master of Paperwork: Adeptus Administratum characterscount the availability of all items as one level more available.

Background Aptitudes: Knowledge or Social

Recommended Roles: Chirurgeon, Hierophant, Sage, Seeker
Adeptus Arbites (Anzeigen)Characters from the Adeptus Arbites apply the following benefits:

Starting Skills: Awareness, Common Lore (Adeptus Arbites and Underworld), Inquiry or Interrogation, Intimidate, Scrutiny

Starting Talents: Weapon Training (Shock or Solid Projectile)

Starting Equipment: Shotgun or shock maul, enforcer light carapace armour or carapace chest plate, 3 doses of stimm, manacles, 12 lho sticks

Background Bonus: The face of the law: An arbitrator can reroll any intimidation and interogation test and can substitute his willpower bonus for his degrees of success on these tests.

Background Aptitudes: Offence or Defence

Recommended Roles: Assassin, Desperado, Seeker, Warrior
Adeptus Astra Telepathica (Anzeigen)Characters from the Adeptus Astra Telepathica apply the following benefits:

Starting Skills: Awareness, Common Lore (Adeptus Astra Telepathica), Deceive or Interrogation, Forbidden Lore (the Warp), Psyniscience or Scrutiny

Starting Talents: Weapon Training (Las, Low-Tech)

Starting Equipment: Laspistol, staff or whip, light flak cloak or flak vest, microbead or psy focus

Background Bonus: The Constant Threat: When the character or an ally within 10 metres triggers a roll on table psychic phenomenon the adeptus astra telephatica character can increase or decrease the result by an amount equal to his willpower bonus.

Testing on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait.

Background Aptitudes: Defence or Psyker

Recommended Roles: Chirurgeon, Mystic, Sage, Seeker
Adeptus Mechanicus (Anzeigen)Characters from the Adeptus Mechanicus apply the following benefits:

Starting Skills: Awareness or Operate (Pick one), Common Lore (Adeptus Mechanicus), Logic, Security, Tech-Use

Starting Talents: Mechadendrite Use (Utility), Weapon Training (Solid Projectile)

Starting Traits: Mechanicus Implants

Starting Equipment: Autogun or hand cannon, monotask servo-skull (utility) or optical mechadendrite, Imperial robes, 2 vials of sacred unguents

Background Bonus: Replace the Weak Flesh: Adeptus Mechanicus characters count the availability of all cybernetics as two levels more available.

Background Aptitudes: Knowledge or Tech

Recommended Roles: Chirurgeon, Hierophant, Sage, Seeker
Adeptus Ministorum (Anzeigen)Characters from the Adeptus Ministorum apply the following benefits:

Starting Skills: Charm, Command, Common Lore (Adeptus Ministorum), Inquiry or Scrutiny, Linguistics (High Gothic)

Starting Talents: Weapon Training (Flame or Low-Tech and Solid Projectile)

Starting Equipment: Hand flamer or warhammer and stub revolver, Imperial robes or flak vest, backpack, glow-globe, monotask servo-skull (laud hailer)

Background Bonus: Faith is All:: When spending a Fate point to gain a +10 bonus to any one test, Adeptus Ministorum characters gain a +20 bonus instead.

Background Aptitudes: Leadership or Social

Recommended Roles: Chirurgeon, Hierophant, Seeker, Warrior
Imperial Guard (Anzeigen)Characters from the Imperial Guard apply the following benefits:

Starting Skills: Athletics, Command, Common Lore (Imperial Guard), Medicae or Operate (Surface), Navigate (Surface)

Starting Talents: Weapon Training (Las, Low-Tech)

Starting Equipment: Lasgun or laspistol and sword, combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars

Background Bonus: Hammer of the Emperor:: When attacking a target that an ally attacked since the end of the guardsmans last turn the guardsman can reroll any results of 1 or 2 on damage rolls.

Background Aptitudes: Fieldcraft or Leadership

Recommended Roles: Assassin, Desperado, Hierophant, Warrior
Outcast (Anzeigen)Outcast characters apply the following benefits:

Starting Skills: Acrobatics or Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth

Starting Talents: Weapon Training (Chain, Las or Solid Projectile)

Starting Equipment: Autopistol or laspistol, chainsword, armoured bodyglove or flak vest, injector, 2 doses of obscura or slaught

Background Bonus: Never Quit: Outcast characters count their Toughness bonus as two higher when determining the results of Fatigue.

Background Aptitudes: Fieldcraft or Social

Recommended Roles: Assassin, Desperado, Seeker

Adepta Sororitas (Anzeigen)Characters from the Adepta Sororitas apply the following benefits:

Starting Skills: Athletics, Charm or Intimidate, Common Lore (Adepta Sororitas), Linguistics (High Gothic), Medicae or Parry

Starting Talents: Weapon Training (Flame or Las, Chain)

Starting Equipment: Hand flamer or laspistol, chainblade, armoured bodyglove, chrono, dataslate, stablight, micro-bead

Background Bonus: Incorruptible Devotion: Whenever an Adepta Sororitas character would gain 1 or more Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead.

Background Aptitudes: Offence or Social

Recommended Roles: Chirurgeon, Fanatic, Sage, Warrior
Mutant (Anzeigen)Mutant characters apply the following benefits:

Starting Skills: Acrobatics or Athletics, Awareness, Deceive or Intimidate, Forbidden Lore (Mutants), Survival

Starting Talents: Weapon Training (Low-Tech, Solid Projectile)

Starting Traits: One of the following: Amphibious, Dark-sight, Natural Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1)

Starting Corruption and Mutation: A Mutant character begins play with 10 Corruption points. Instead of rolling as normal for malignancy or mutation, roll 5d10 on Table 8–16: Mutations (see page 292 of the Dark Heresy Core Rulebook) to determine a starting mutation for the character.

Starting Equipment: Shotgun (or stub revolver and great weapon), grapnel and line, heavy leathers, combat vest, 2 doses of stimm

Background Bonus: Twisted Flesh: A Mutant character can always choose to fail any test associated with resisting malignancy or mutation. Whenever he would gain a malignancy, he may roll on Table 8–16: Mutations to gain a mutation instead.

Background Aptitudes: Fieldcraft or Offence

Recommended Roles: Assassin, Desperado, Penitent, Warrior

Heretek (Anzeigen)Heretek characters apply the following benefits:

Starting Skills: Deceive or Inquiry, Forbidden Lore (pick one), Medicae or Security, Tech-Use, Trade (pick one)

Starting Talents: Weapon Training (Solid Projectile)

Starting Trait: Mechanicus Implants

Starting Equipment: Stub revolver with 2 extra clips of Expander bullets or Man-Stopper rounds, 1 web grenade, combi-tool, flak cloak, filtration plugs, 1 dose of de-tox, dataslate, stablight

Background Bonus: Master of Hidden Lores: When a Heretek makes a Tech-Use test to comprehend, use, repair, or modify an unfamiliar device, he gains a +20 bonus if he has one or more relevant Forbidden Lore skill specialisations at Rank 1 (Known) or higher.

Background Aptitudes: Finesse or Tech

Recommended Roles: Chirurgeon, Desperado, Sage, Seeker
Imperial Fleet (Anzeigen)Characters from the Imperial Fleet apply the following benefits:

Starting Skills: Athletics, Command or Intimidate, Common Lore (Imperial Navy), Navigate (Stellar), Operate (Aeronautica or Voidship)

Starting Talents: Weapon Training (Chain or Shock, Solid Projectile)

Starting Equipment: Combat shotgun or hand cannon, chainsword or shock whip, flak coat, rebreather, micro-bead

Background Bonus: Close Quarters Discipline: An Imperial Navy character scores one additional degree of success on successful Ballistic Skill tests he makes against targets at Point-Blank range, at Short range, and with whom he is engaged in melee.

Background Aptitudes: Offence or Tech

Recommended Roles: Ace, Chirurgeon, Hierophant, Warrior
Rogue Trader Fleet (Anzeigen)Characters from a Rogue Trader Fleet apply the following benefits:

Starting Skills: Charm or Scrutiny, Commerce, Common Lore (Rogue Traders), Linguistics (pick one alien language), Operate (Surface or Aeronautica)

Starting Talents: Weapon Training (Las or Solid Projectile, Shock)

Starting Equipment: Laspistol or autopistol (fitted with Compact weapon upgrade), shock maul, mesh cloak or carapace chestplate, auspex, chrono

Background Bonus: Inured to the Xenos: A character from a Rogue Trader Fleet gains a +10 bonus to Fear tests caused by aliens and a +20 bonus to Interaction skill tests with alien characters.

Background Aptitudes: Finesse or Social

Recommended Roles: Ace, Desperado, Hierophant, Seeker

Exorcised (Anzeigen)Exorcised characters apply the following benefits:

Starting Skills: Awareness, Deceive or Inquiry, Dodge, Forbidden Lore (Daemonology), Intimidate or Scrutiny

Starting Talents: Hatred (Daemons), Weapon Training (Solid Projectile, Chain)

Starting Equipment: Autopistol or stub revovler, shotgtun, chainblade, imperial robes, 3 doses of obscura or tranq, disguise kit or excruciator kit, rebreather, stablight or glow-globe

Starting Malignancy: An Exorcised character start with one Malignancy.

Background Bonus: Touched by a Daemon: An Exorcised character counts his Insanity bonus as 2 higher for purposes of avoiding Fear tests. Additionally, he can never again become possessed by the same Daemon that once possessed him.

Background Aptitudes: Defence or Knowledge

Recommended Roles: Assassin, Sage, Hierophant, Seeker
Schritt 4: Wahl der Rolle

Die Rolle bestimmt euren jetzigen Charakter. Wie geht er vor, welche Herangehensweisen entsprechen am meisten seinem Charakter und wie sieht er die Welt? Ist jede Herausforderung ein Kampf den man überwinden muss? Ist der Charakter vielleicht eher ein Suchen von Wissen oder ein Desperado, der jeden Konflikt mit Blei oder notfalls anderen Mitteln löst? Folgenden Rollen stehen euch zur Verfügung:

Assassin (Anzeigen)Assassin characters gain the following benefits:

Role Aptitudes: Agility, Ballistic Skill or Weapon Skill, Fieldcraft, Finesse, Perception

Role Talent: Assassins start with either the Jaded or Leap Up talent.

Role Bonus: Sure Kill: In addition to the normal uses of Fate points, when an Assassin successfully hits with an attack he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts.
Chirurgeon (Anzeigen)Chirurgeon characters gain the following benefits:

Role Aptitudes: Fieldcraft, Intelligence, Knowledge, Toughness, Strength

Role Talent: Chirurgeons start with either the Resistance (pick one) or Takedown talent.

Role Bonus: Dedicated Healer: In addition to the normal uses of Fate points, when a Chirurgeon character fails a test to provide first aid, he can spend a fate point to automatically succed instead with the degrees of success equal to his intelligence bonus.
Desperado (Anzeigen)Desperado characters gain the following benefits:

Role Aptitudes: Agility, Ballistic Skill, Defence, Fellowship, Finesse

Role Talent: Desperados start with either the Catfall or Quick Draw talent.

Role Bonus: Move and Shoot: Once per round after performing a move action a desperado character may perform a single standard attack with a pistol weapon he is currently wielding as a free action.
Hierophant (Anzeigen)Hierophant characters gain the following benefits:

Role Aptitudes: Fellowship, Offence, Social, Toughness, Willpower

Role Talent: Hierophants start with either the Double Team or Hatred (pick one) talent.

Role Bonus: Sway the Masses: In addition to the normal uses of Fate points, Hierophant characters can spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to their Willpower bonus.
Mystic (Anzeigen)Mystic characters gain the following benefits:

Role Aptitudes: Defence, Intelligence, Knowledge, Perception, Willpower

Role Talent: Mystics start with either the Resistance (Psychic Powers) or Warp Sense talent.

Role Bonus: Stare into the Warp: Mystic characters start the game with the Psyker elite advance. It is recommended that a character who wishes to be a Mystic have a Willpower of at least 35.
Sage (Anzeigen)Sage characters gain the following benefits:

Role Aptitudes: Intelligence, Knowledge, Perception, Tech, Willpower

Role Talent: Sages start with either the Ambidextrous or Clues from the Crowds talent.

Role Bonus: Quest for Knowledge: In addition to the normal uses of Fate points, Sage characters can spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to their Intelligence bonus.
Seeker (Anzeigen)Seeker characters gain the following benefits:

Role Aptitudes: Fellowship, Intelligence, Perception, Social, Tech

Role Talent: Seekers start with either the Keen Intuition or Disarm talent.

Role Bonus: Nothing Escapes My Sight: In addition to the normal uses of Fate points, Seeker characters can spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to their Perception bonus.
Warrior (Anzeigen)Warrior characters gain the following benefits:

Role Aptitudes: Ballistic Skill, Defence, Offence, Strength, Weapon Skill

Role Talent: Warriors start with either the Iron Jaw or Rapid Reload talent.

Role Bonus: Expert at Violence: After making a successful attack test, but before determining hits, Warrior characters can choose to substitute their Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test.

Fanatic (Anzeigen)Fanatic characters gain the following benefits:

Role Aptitudes: Leadership, Offence, Toughness, Weapon Skill, Willpower

Role Talent: Fanatics start with either the Deny the Witch or Jaded talent.

Role Bonus: Death to All Who Oppose Me!: In addition to the normal uses of Fate points, a Fanatic character may spend a Fate point to count as having the Hatred talent against his current foe for the duration of the encounter. Should he choose to leave combat against a Hated foe in that encounter, however, he gains 1 Insanity point.
Penitent (Anzeigen)Penitent characters gain the following benefits:

Role Aptitudes: Agility, Fieldcraft, Intelligence, Offence, Toughness

Role Talent: Penitents start with either the Die Hard or Flagellant talent.

Role Bonus: Cleansing Pain: Whenever a Penitent character suffers 1 or more points of damage (after reductions for Toughness bonus and Armour), he gains a +10 bonus to the first test he makes before the end of his next turn.

Ace (Anzeigen)Ace characters gain the following benefits:

Role Aptitudes: Agility, Finesse, Perception, Tech, Willpower

Role Talent: Ace start with either Hard Target or Hotshot Pilot.

Role Bonus: Right Stuff: In addition to the normal uses of Fate points, an Ace character may spend a Fate point to automatically succeed at an Operate or Survival skill test involving vehicles or living steeds with a number of degrees of success equal to his Agility bonus.

Crusader (Anzeigen)Crusader characters gain the following benefits:

Role Aptitudes: Knowledge, Offence, Strength, Toughness, Willpower

Role Talent: Crusaders start with either Bodyguard or Deny the Witch.

Role Bonus: Smite the Unholy: In addition to the normal uses of Fate points, a Crusader character can also spend a Fate point to automatically pass a Fear test with a number of degrees of success equal to his Willpower bonus. In addition, whenever he inflicts a hit with a melee attack against a target with the Fear (X) teait, he inflicts X additional damage and counts his weapon's penetration as being X higher.
Schritt 5: Erfahrungspunkte ausgeben und zusätzliche Ausrüstung ausgeben

Wenn durch Heimatwelt, Hintergrund und Rolle eine Apititudes mehrmals erhalten wird, darf derjenige sich eine wertebezogene Apititude nach Wahl aussuchen, welche die doppelte ersetzt. Wenn also jemand zweimal die Apititude Willpower bekommt, darf er die zweite in ein beliebiges anderes Attribut wie zum Beispiel Toughness umwandeln.
Nach dem der Charakter in den Grundzügen soweit steht, stehen euch 2000 Erfahrungspunkte zu die ihr frei auf Werte, Fertigkeiten und Talente verteilen könnt. Die Steigerungskosten sehen dabei so aus:

Steigerungskosten (Anzeigen)Werte
Matching AptitudesSimpleIntermediateTrainedProficientExpertTwo100 xp250 xp500 xp750 xp1250 xpOne250 xp500 xp750 xp1000 xp1500 xpZero500 xp750 xp1000 xp1500 xp2500 xpFertigkeiten
Matching AptitudesKnownTrainedExperiencedVeteranTwo100 xp200 xp300 xp400 xpOne200 xp400 xp600 xp800 xpZero300 xp600 xp900 xp1200 xpTalente
Matching AptitudesTier 1Tier 2Tier 3Two200 xp300 xp400 xpOne300 xp450 xp600 xpZero600 xp900 xp1200 xp
Doch welche Aptitudes gehören zu welchen Werten, Fertigkeiten und Talenten? Dies könnt ihr jederzeit hier einsehen:

Aptitudes für Werte (Anzeigen)Characteristic/Aptitude 1Aptitude 2Weapon SkillOffenceBallistic SkillFinesseSrowengthOffenceToughnessDefenceAgilityFinesseIntelligenceKnowledgePerceptionFieldcraftWillpowerPsykerFellowshipSocial
Aptitudes für Fertigkeiten (Anzeigen)Skill Aptitude 1 Aptitude 2 AcrobaticsAgilityGeneralAthleticsStrengthGeneralAwarenessPerceptionFieldcraftCharmFellowshipSocialCommandFellowshipLeadershipCommerceIntelligenceKnowledgeCommon LoreIntelligenceGeneralDeceiveFellowshipSocialDodgeAgilityDefenseForbidden LoreIntelligenceKnowledgeInquiryFellowshipSocialInterrogationWillpowerSocialIntimidateStrengthSocialLinguisticsIntelligenceGeneralLogicIntelligenceKnowledgeMedicaeIntelligenceFieldcraftNavigateIntelligenceFieldcraftOperateAgilityFieldcraftParryWeapon SkillDefensePsynisciencePerceptionPsykerScholastic LoreIntelligenceKnowledgeScrutinyPerceptionGeneralSecurityIntelligenceTechSleight of HandAgilityKnowledgeStealthAgilityFieldcraftSurvivalPerceptionFieldcraftTech-UseIntelligenceTechTradeIntelligenceGeneral
Aptitudes für Talente (Anzeigen)Talents Tier 1 (Anzeigen)TalentPrerequisitesAptitude 1Aptitude 2BenefitAmbidextrousAg 30Weapon SkillBallistic SkillReduce penalties for using two weaponsBlind FightingPer 30PerceptionFieldcraftEliminates melee combat penalties for obscured vision.BodyguardAgi 35AgilityDefenceIntercept an attack against an ally.CatfallAg 30AgilityFieldcraftReduce falling damage. Clues from the CrowdsFel 30 GeneralSocialCan re-roll a test made to gather information from a groups.Die HardWP 40WillpowerDefenceTest Willpower to avoid Fatigue from Blood Loss.DisarmAg 30Weapon SkillDefenceForce opponent to drop weapon. Double Team— GeneralOffenceGain additional +10 for outnumbering opponent. Ferric SummonsFerric Lure Implants,Mechanicus ImplantsWillpowerTechCan summon larger metallic objects. FlagellantWP 30OffenceToughnessInjure yourself to gain a bonus to resist Fear, Pinning, Psychic Powers and CorruptionFrenzy— StrengthOffenceEnter psychotic rage to gain combat bonuses. GrenadierBS 35 Ballistic SkillFinessReduce scatter distance when using blast weaponsIron JawT 40ToughnessDefence Test Toughness to overcome Stunning. JadedWP 40WillpowerDefenceIgnore mundane horrors. Keen IntuitionInt 35PerceptionSocialCan retry Awareness test once with –10 modifier.Leaping DodgeAg 35, Dodge +10AgilityDefenceUse dodge against attacks of weapons with the spray qualitiyLeap UpAg 30AgilityGeneralStand as a Free Action. Mounted WarriorRank 2 in any Operate skill or Survival skill, BS 30 or WS 30Weapon Skill or Ballistic SkillOffenceReduce penalties when attacking from a vehicle or mountNowhere to HidePer 30PerceptionOffenceCan add DoS from the attack to reduce armour values of coverPeer(GM Permission only)Fel 30FellowshipSocialCharacter has good reputation amongst chosen group. Quick Draw— AgilityFinesseDraw weapon as Free Action. Rapid Reload— AgilityFieldcraftReduce reload time. Resistance† — ToughnessDefenceGain +10 bonus to particular resistance Test. Skilled RiderOperate (any) +10AgilityFieldcraftLand saftly after forcefully knocked from a vehicle Sound Constitution— ToughnessGeneralGain an additional Wound. Takedown— Weapon SkillOffenceMake special attack to stun opponent. Technical KnockInt 30IntelligenceTechUn-jam gun as Half Action. Warp SensePsy Rating, Psyniscience, Per 30PerceptionPsykerAllows Psyniscience Test as Free Action. Weapon-TechTech Use +10, Int 40IntelligenceTechIncrease potency of advanced weaponry. Weapon Training — GeneralFinesseUse Weapon Group without penalty.
Talents Tier 2 (Anzeigen)TalentPrerequisitesAptitude 1Aptitude 2BenefitAmbassador ImperialisFel 35, Int 35PerceptionSocialEliminate penalties when interacting with xenos. Armour-MongerInt 35, Tech-Use, Trade (Armourer) IntelligenceTechIncrease the efficacy of physical armour. ArchivatorInt 40KnowledgePerceptionCan retry Lore test once with –10 modifier if using recorded informations. Battle RageFrenzyStrengthDefenceParry while frenzied. Bulging BicepsS 45StrengthOffenceRemove bracing requirement from Heavy weapons. Bulwark of FaithWil 45, Iron FaithDefenceWillpowerDamage daemons by passing fear tests.Combat MasterWS 30Weapon SkillDefenceOpponents get no bonus for outnumbering the character. Constant VigilianceInt 35 or Per 35, Awareness +10PerceptionDefenceCan use Per or Int instead of Agi for Initiative rolls, and rolls two dice (picking higher) for the resultContact NetworkCover-Up, Int 35FellowshipLeadershipUse Fellowship instead of Influence for Requisitions TestsCoordinated InterrogationS 40 or WP 40, Clues from the CrowdsIntelligenceSocial+10 bonus to all Interrogate tests, additional +5 for others who also have Coordinated Interrogation.Counter AttackWS 40Weapon SkillDefenceMay attack after successful Parry. Cover UpInt 35IntelligenceKnowledgeCan reduce Influence by 1 to gain 1d5 Subtlety.DaemonhunterForbidden Lore (Daemonology), Willpower 40OffenceWillpowerReroll failed Awareness and Psyniscience test to detect daemons and gain Proven (3) against them.DaemonologistPsy Rating 3, Willpower 45, Forbidden Lore (Daemonology)PsykerWillpowerGain +10 to Focus tests against Daemons.Deny the WitchWP 35WillpowerDefenceCan use Willpower to Evade against psychic powers. Devastating AssaultWS 35Weapon SkillOffenceA successful All Out Attack grants a second attackDouble TapTwo-Weapon WielderFinesseOffenceSuccessful first attack grants bonus to second attack. Exotic Weapon Training— IntelligenceFinesseGain proficiency with one exotic weapon type. Face in a CrowdFel 35, Clues from the CrowdsFellowshipSocialCan use Fellowship instead of Agility when Shadowing Field VivisectionBS or WS 40, Forbidden Lore (Xenos–Any), Medicae +10Weapon Skill/Ballistic SkillKnowledgeUse medicae with called shots for xenos targets with appropriate forbidden lore (Xenos) skill.Hard TargetAg 40AgilityDefence–20 to hit character when he Charges or Runs. Hardened SoulWillpower 35, 10 Corruption pointsDefenceWillpowerReceive less Corruptions points and gain Insanity points instead.HardyT 40ToughnessDefenceCharacter always heals as if Lightly Damaged. Hatred— Weapon SkillSocialGain +10 bonus to attack hated creatures. Hip ShootingBS 40, Ag 40Ballistic SkillFinesseCharacters may shoot when moving. Hotshot PilotSurival +10 or Operate (any) +10, Agi 35AgilityTech Suffer fatigue to gain bonus degrees of success or reduce degrees of failure Independent TargetingBS 40Ballistic SkillFinesseFire at multiple targets more than 10 metres apart. Inescapable AttackBS 40 or WS 40, Per 35Weapon Skill/Ballistic SkillFinessAttacker imposes penalty on DoS from Evasion test equal to DoS of his initial attack. Iron ResolveIron ResolveResistance (Fear), JadedDefenceWillpowerCan retry Pinning and Fear test once with –10 modifier.Inspiring AuraHalo of CommandLeadershipWillpowerAffect all kinds of allies with Terrify.Killing StrikeWS 50Weapon SkillOffenceSpend Fate Point to make melee attacks unavoidable. LexographerLinguistics (any) +20IntelligenceKnowledgeUse linguistics skill untrainedLuminen ShockLuminen Capacitors, Mechanicus ImplantsWeapon SkillTechCharacter can discharge energy in melee attack. Maglev TranscendenceMaglev Coils, Mechanicus ImplantsIntelligenceTechCharacter can hover for longer periods of time. MarksmanBS 35Ballistic SkillFinesseNo penalties for firing at long or extreme range. Mechadendrite UseMechanicus ImplantsIntelligenceTechGain ability to use certain Mechadendrites. One-On-OneWeapon Skill 40FinesssWeapon SkillExtra degrees of success when fighting a single enemy in melee combat.Penitent PsykerPsy rating, Strong Minded, WP 40PsykerDefenceGain fatigue to help allies resist psychic powers Precision KillerBS 40 or WS 40 Ballistic Skill/Weapon SkillFinessNo penalty to making Called Shots in either Ranged or Melee Combat. ProsanguineAutosanguine Implant, Mechanicus ImplantsToughnessTechTest to heal 1d5 Damage. Purity of HatredHatred (Any)OffenceWillpowerGain Vengful quality against hatred enemyRites of BanishmentCommon Lore (Imperial Creed) +10 or Forbidden Lore (Daemonology)OffenceWillpowerSpeak litanies and invocations to disrupt Daemons.Strong MindedWP 30, Resistance (Psychic Powers) WillpowerDefenceMay reroll failed WP Tests to resist Psychic Powers. Swift AttackWS 30Weapon SkillFinesseMay make multiple melee attacks. Tainted PsykerPsy rating, Rank 2 in Psyniscience skill, 10 Corruption pointsKnowledgePsykerGain Corruption points for bonus on Focus Power tests.Two-Weapon Wielder— Weapon Skill/Ballistic SkillFinesseMay fight with two weapons. Unarmed SpecialistAmbidextrous, Ag 35, WS 35StrengthOffenceWhen fighting unarmed, attacks hits as Deadly Natural Weapons an user can reroll damage. Warp ConduitPsy Rating, Strong Minded, WP 50WillpowerPsykerSpend Fate Point to get +1d5 to Psy Rating. Whirlwind of DeathWS 40Weapon SkillFinesseMake one attack for each melee opponent. Witch FinderRank 2 in Forbidden Lore (Psyker) skill, WP 45KnowledgePerceptionCount as possessing the Psyniscience skill at
Rank 1.XenosavantForbidden Lore (Xenos-any) +20IntelligenceKnowledgeCan use forbidden lore (xenos) untrained.
Talents Tier 3 (Anzeigen)TalentPrerequisitesAptitude 1Aptitude 2BenefitAdamantium FaithJaded, Resistance (Fear), WP 45WillpowerDefenceReduces DoF from failed Pinning and Fear testsAssassin StrikeAg 40, AcrobaticsWeapon SkillFieldcraftAfter making melee attack, test Acrobatics to move. Bastion of Iron WillPsy Rating, Strong Minded, WP 40WillpowerPsykerGain bonus to Opposed Tests when defending against psychic powers. BlademasterWS 30, Weapon training (any melee) Weapon SkillFinesseReroll missed attack, once per round. Crushing BlowWS 40Weapon SkillOffenceAdd half WS Bonus to Damage inflicted in melee. Daemonic DisruptionBane of the Daemon, Willpower 50, Untouchable elite advanceWillpower-If successfully attacking you, must test for Warp InstabilityDark SoulHardened Soul, 20 Corruption pointsToughnessWillpowerAutomatically pass tests for mutations, but gain Malignancy and Corruption points.DeathdealerBS 45 or WS 45PerceptionFinessAdd Per bonus to damage inflicted in combat. Delicate InterrogationFel 50, Coordinated InterrogationIntelligenceFinessReduce Subtlety loses by 1d5 when conducting an interrogation. Divine ProtectionBS 45, WP 35FinessProtect allies from own spray attacksEye of VengeanceBS 50Ballistic SkillOffenceSpend 1 Fate Point to increase damage and penatration. Favoured by the WarpWP 35WillpowerPsykerRoll twice for Psychic Phenomena and choose result. Flash of InsightInt 40, Contact Network, Coordinated InterrogationPerceptionKnowledgeSpend 1 Fate point to reveal clue.Halo of CommandFel 40, WP 40FellowshipLeadershipAffect NPCs within 100xFelB metress with Social skills.Hammer BlowCrushing BlowStrengthOffenceMake a thunderous strike with a melee weapon. Hull DownSurvival +10 or Operate (any) +10AgilityFieldcraftReduce size modifier of combat actions of vehicles by oneInfused KnowledgeInt 40, Lore (any one) IntelligenceKnowledgeKnow a little bit about everything. Instrument of His WillWillpower 50OffenceWillpowerSpend Fate points to increase damage of the first hit against a daemon.Iron FaithIron ResolveDefenceWillpowerThe character is immune to the effects of the Baneful Presence trait.Lightning AttackSwift AttackWeapon SkillFinesseCharacter may make many melee attacks with single roll. Luminen BlastLuminen Shock, Luminen Capacitors, Mechanicus ImplantsBallistic SkillTechMay discharge stored energy as a ranged attack. MasteryRank 4 in selected skillIntelligenceKnowledgeMay spend Fate Point to succeed on Test. Mighty ShotBS 40Ballistic SkillOffenceAdd half BS Bonus to ranged Damage rolls. Never DieWP 50, T 50ToughnessDefenceIgnore penalties from Critical Damage by spending Fate Point. Preternatural SpeedWS 40, Ag 50AgilityOffenceDouble speed when charging. Push the LimitSurvival or Operate (any) +10, Tech-UsePerceptionTechOnce per round +20 to operate tests but chance for crashingSanctic PurityDaemonologist, Favoured by the Warp, Willpower 50PsykerWillpowerUse a Faint point to negate Psychic Phenomena when manifesting a power from the Sanctic Daemonology discipline.Shield WallAmbidextrous, Weapon Skill 40DefenceWeapon SkillReroll one failed Evasion test when armed with a shield.Sprint— AgilityFieldcraftMove more quickly in combat. Step AsideAgility 40, Dodge or ParryAgilityDefenceMay make additional Dodge or Parry attempt. Superior ChirurgeonRank 2 in Medicae skillIntelligenceFieldcraftGain +20 to Medicae tests, bonuses to first aid tests. Target SelectionBS 50Ballistic SkillFinesseMay shoot into melee without penalty. Thunder ChargeS 50StrengthOffenceBreak enemies with armoured charge. True GritT 40ToughnessDefenceReduce Critical Damage taken. Two-Weapon MasterAG 45, Ambidexterous, BS 40 or WS 40, Two-Weapon Wielder (Melee, Ranged)FinessOffenceNo penalties when fighting with two singlehanded weapons. Warp LockPsy Rating, Strong Minded, WP 50WillpowerPsykerIgnore Psychic Phenomenon once per session. Weapon IntuitionExotic Weapon Training (any)IntelligenceFinessReduce penalty of untrained weapon using by 10
Zusätzlich zu der Startausrüstung zu eurem Hintergrund, steht euch noch eine Anzahl von Einkäufen zur Verfügung in Höhe des Influence Bonus. Keiner dieser Einkäufe darf einen höheren Modifikator als -10 (scarce) aufweisen. Anschließen fehlt nur noch die Divination. Nehmt einen 1d100 und lasst das Schicksal entscheiden, wie es mit euch verfahren will. Diese gebe ich euch dann einfach raus.
Zusätzlich gibt es die theoretische Möglichkeit einen Elite Advance zu erwerben. Zur Auswahl stehen dabei Psioniker, Unberührbarer, Inquisitor und Sororitas. Ein kleines Wort zu jeweils den vier möglichen Elite Advances.

Psioniker: Wenn man nicht die Rolle des Mystics wählt, muss man dafür 300 Erfahrungspunkte bezahlen und eine Willenskraft von mindestens 40 aufweisen. Der Mystic hingegen bekommt es kostenlos ohne die Anforderungen erfüllen zu müssen. Wenn man sie wählt bekommt man ein Psi-Rating von 1 und die Psyker Aptitude. Allerdings auch 1d10+3 Verderbnis, wenn man nicht durch das Adeptus Astra Telepathica sanktioniert wurde. Zusätzlich darf man ab dann Psi-Kräfte erwerben und den Psi-Wert steigern. Seinen Psi-Wert zu erhöhen kostet immer neuer Psi-Wert x 200 Erfahrungspunkte und sie müssen in Reihenfolge erworben werden. Ich würde bitte nicht mehr als zwei Psioniker in der Gruppe haben, die dies zusätzlich gekauft haben. Außer es soll ein Thema der Gruppe werden.

Unberührbare: Auch dies kann man für 300 Erfahrungspunkte kaufen, was einen zu einem sozialen Ausgestoßenen macht, aber auch immun für Psi-Kräfte. Zusätzlich schaltet es etliche spezifische Talente frei mit denen der Unberührbare sein Psistörende Aura nach und nach stärker machen kann. Hier von möchte ich niemals mehr als einen in der Gruppe haben und angesichts der jetzigen Gruppe wäre wohl keiner am besten. Aber ich bin offen für alles.

Inquisitor: Dies ist zum Start nicht wählbar. Ich werde ihn allerdings nicht generell verbieten, jedoch muss sich jemand das Privileg erarbeiten und vor allem die Unterstützung der Gruppe haben. Zur Information man braucht mindestens Einfluss 70 und bezahlt 1000 Erfahrungspunkte.

Sororitas: Ist zum Start nicht wählbar und kann nur mit dem Adepta Sororitas Hintergrund gewählt werden. Er kostet 750 Erfahrungspunkte und hat als zusätzliche Vorraussetzungen Willenskraft von 40 und Einfluss von 50. Im Gegenzug gibt es jedoch eine ganze Reihe neuer Talente sowie alles was zu einer Sororitas gehört.

Astropath: Ist zum Start verfügbar und kostet 300 Erfahrungspunkte. Ist jedoch nur von sanktionierten Psionikern wählbar und erlaubt es Astropath mit allen Vor- und Nachteilen zu werden, inklusive der Blindheit und besondere Talente und Psi-Kräfte.

Schritt 5: Dem Charakter Leben einhauchen

Zu guter Letzt fehlt natürlich noch der Hintergrund und Aussehen des Charakters. Um jetzt Richtlinien für Statur, Alter und andere sowie Hilfe für kleinere Eigenheiten zu haben, hat FFG vier nette Pdfs veröffentlicht, die ihr hier finden könnt: Dark Heresy Character Creation Supplement, Enemies Within Character Creation Supplement, Enemies Without Character Creation Supplement und Enemies Beyond Character Creation Supplement.
Zusätzlich ein paar wichtige Eckpunkte und Hinweise. Eure Heimatwelt muss keiner der bekannten aus dem Grundregelwerk sein. Wenn ihr möchtet könnt ihr das und müsstet entsprechend warten, aber es steht euch frei eure Heimatwelt so wenig oder so viel detailliert wie ihr wollt selbst zu erfinden und sie wird einfach in den Sektor verfrachtet. Das Weltall ist groß und das Imperium riesig, es stellt kein Problem dar.
Andere wichtigen Frage sind, wie verlief euer Leben bisher? Habt ihr etwas vollbracht oder doch einfach nur euer Leben vor euch hin gelebt? Seid ihr erst kürzlich bei der Inquisition oder schon länger? Wodurch habt ihr überhaupt die Aufmerksamkeit der Inquisition erregt und wie steht ihr zu ihr? Dient er mit vollem Herzen? Hat der Inquisitor vielleicht was gegen euch in der Hand? Oder misstraut ihr ihm? Dazu eine allgemeine Information für alle. Ihr hattet bisher noch nie persönlichen Kontakt mit eurem Inquisitor, sondern nur Nachrichten. Sonst sind Verknüpfungen gerne gesehen und ich freue mich auf eure Charaktere.

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