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DH | Background Packages/Alternative Ranks

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Crazy Pole
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Grey Order
Career: Assassin
Home World: Any
Cost: 200xp

The Grey Order is an enigmatic group of assassins serving anyone who can pay them. They specialize in discreet killings that leave very few clues for the enforcers to follow up on. This has made them a favorite among those that don’t want to even be suspected of ordering the deed. Because of this the Grey order maintains a very high secrecy, mostly about it’s true origin and purpose. What has been pieced together by the magistrates and arbites shows a benign group of scholars turning violent against members of the Ecclesiarchy, most of which has later been found out to be corrupt. As to why the group has turned on the clerics is not known, but it seems that rights to certain apple orchards on the Agri World of Eden were one of the reasons for this.
The Grey order has earned the goodwill of the Ordo Hereticus through the elimination of the corrupt priests. Because of that the order is tolerated, even tough it’s trade is illegal. The Ordo Hereticus also likes to use members of the Order to eliminate dangerous individuals that are too visible to take down publicly.

Skills: Acrobatics, Concealment, Shadowing
Talents: Catfall
Equipment: Replace Starting weapons with a common quality Blade Bracer, 20 Throwing Knives and a Sword. Replace the black bodyglove with a grey scholar’s robe.

Blade Bracer – A specially designed blade hidden under a bracer, made to be easily retractable with a flick of the wrist.
Class: Melee Dam: 1d5 Pen: 2 Special: Fast, Primitive, Unbalanced Wt: 1 Cost: 150 Availability: Very Rare
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Crazy Pole
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Awakened Soul
Career: Psyker
Home World: Imperial World, Hive World or Frontier World
Cost: 200xp

You never asked for it, you had a good job, a trade learned at the feet of good and respectable people. You had an income and security, now you face a daily struggle against the warp. And it’s not even your fault, at least that’s what you say to yourself every night. One day you just became what you are. A psychic abomination, at least that’s what the priests said during their sermons. You spent years on a black ship, bound for Terra. And while every human hopes to visit the holiest of planets, you only felt dread. You went through the sanctioning and survived. You became a psyker, even though you would do everything to go back to your life. But you know you can’t, your former life is gone. Now you are a servant to a master that is closer to you than any before. And while you know that you can do great things for the Emperor, you wish to have a normal life again. Maybe if you serve well, one day you will…

Characteristics: Gain a +5 to the Characteristic bound to your chosen Trade skill.
Skills: Gain one Trade skill of your choice.
Talents: Gain Peer (Middle Classes)
Age: Add 1d10 to your starting age.
Special: You are counted as a member of the Trading class when determining Income and Social standing.
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Crazy Pole
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Hyrican Warsmith
Career: Tech-Priest
Home World: Forge World, Imperial World or Fortress World
Cost: 400xp

Bordering on the proscribed and heretical the Hyrican Warsmiths are a potent element of martial power among the Legions of Skitarii and the Myrmidons of the Cult Mechanicus. Warlike in nature and curious by choice they create new weapons for the armies of the Mechanicus, though their path is different than that of similar martial sects. This is due to their desire to not only create potent weapons but also to wield them, thus proving that the servants of the Omnissiah are as potent as his tools. Due to this approach the Hyrican Weaponsmith are hostile to other, more sheltered, groups that follow the more traditional arts of weapon design. It’s especially visible in the open conflict with the Divine Light of Sollex, a sect of Tech-priests fascinated with light and laser based weapons.
The inquisition finds the Warsmiths useful as they not only fulfill the role of a Tech-priest in an acolyte cell, but also double as good and dependable warriors. Their skill with the use of weapons often outshines the fact that their true talents lie in weapon creation and maintenance.

Characteristics: +3 WS, +3 BS, -5 WP
Skills: Common Lore (War), Trade (Armourer)
Talents: Arms Master, Blade Master, Technical Knock,
Equipment: Gain a common quality MIU Weapon Interface.

Ordo Mnemonica Calixia
Career: Psyker
Home World: Any
Cost: 300xp

The Ordo Mnemonica is an old creation, it exists in many sectors in which the Inquisition deals with dangers of the warp. It’s purpose is to train and prepare young psykers to serve as repositories of knowledge about the hidden and forbidden. Taken young into training the psykers undergo a grueling regime of training and education. Their minds are conditioned to be loyal to the Emperor and the Inquisition, while their bodies are marked with wards against the cursed warp. Because of that training the psykers of the Ordo Mnemonica rarely fail during the sanctioning and return almost unchanged from Holy Terra.

Characteristic: +5 Int, +5 WP, -5 Per
Skills: Trade (Rememberancer), FL (Warp), FL (Daemons), FL (Psykers), one Forbidden Lore skill of choice, any save FL (Inquisition).
Talents: Remove Pistol Training (Las/SP) from starting Talents. Gain Orthoproxy
Equipment: Replace starting equipment with a good quality Monostaff, Psykana Blade, Banded armor, Mnemonica Robes (Good Quality), Psy Focus, Sanctioning brand.
Fate: -1 Fate Point.
Special: Do not roll on the Sanctioning table, instead you are covered in wards tattooed in blue and black upon your skin. You cannot become a daemonhost, if this would happen you simply die.

Wilderness Missionary
Career: Cleric
Home: Any
Cost: 200xp

Missionaries are a tough breed. Where other clerics preach to the faithful from pulpits in comfortable temples, the missionary takes to the field, to preach wherever humans dwell. Be it a dismal death world or the cold depths of a spaceship. To pursue this path is to be a man apart from other priests. Only the hardiest survive the harsh environs in which a missionary does his service. A missionary must have at least a basic understanding of fields like survival and medicine, he needs to withstand extremes of temperature and subsist on a diet that would kill a lesser man. Missionaries are often odd compared to other priests, they deal with people that are different from the normal imperial faithful, at the same time primitive and complicated. To deal with them a missionary has to blend his own understanding of ecclesiarchal doctrine and local belief. Because of this blending a missionary is often studded with small fetishes important to the people he preaches to, which makes him efficient in the eyes of some and almost heretical in the eyes of others.
A missionary in an inquisitorial cell is often someone who can show results when all others hit the wall of misunderstanding. He is used to getting through to people who don’t understand what they don’t see. He is the perfect facilitator of communications between the representatives of the inquisition and the primitive and unenlightened masses.

Characteristics: +3 T
Skills: Gain following skills as Basic Skills – Medicae, Survival, Speak Language (Tribal Dialect – choose one) or Speak Language (Hive Dialect – choose one) or Speak Language (Ship Dialect – choose one)
Talents: Resistance (Poison), Resistance (Heat) or Resistance (Cold)
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Crazy Pole
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Strike Team Zero

Strike Team Zero has been a covert group serving the needs of the Calixian Inquisition for a long time. The group has been created to alleviate the problems faced by acolyte cells forced to deal with hostile environments, hostile natives and vigilant enemies. At first an ad hoc team the Strike Team has grown to become a permanent posting for many soldiers that would otherwise be eligible for Storm Trooper or Sniper training. Members of the Strike Team are all experienced Imperial Guard NCOs whose reliability and loyalty is beyond question. This makes them an important asset for an organization that often recruits operatives unsuitable for deployments to dangerous locales like a death world or an underhive.
The process of entering the Strike Team is simple, most members are marked during operations in which their units are seconded to the Inquisition. Soldiers so marked are screened and tested after the operation to make sure they fulfill the requirements the Team has set up for prospective members. Those that fail, remain with their units without any knowledge that they have been tested. Those that pass are removed from their units rosters and move into the Strike Team barracks on Scintilla. The second and smaller group of members are or have been acolytes that were chosen to undergo Strike Team training. They most often return to their cells to provide permanent support, compared to the more usual temporary one. During their training Guardsmen undergo grueling training that encompasses rappelling and free climbing, evasion and blending techniques, small unit tactics, and survival training in various environments. Additionally veteran storm troopers teach Strike Team members various close combat styles to better deal with large groups of enemies. Every single recruit also undergoes a painful and disturbing psi process that allows them to withstand stressful situations that would break lesser men, combined with the cruelty of their physical training this makes Strike Team members almost unbreakable.
The main mission of the Team is to provide practical expertise to acolyte cells in need of survival and infiltration skills, and they deliver it in style. Any group that includes Strike Team members can breathe easily when dealing with even the deadliest planets. Strike Team members can also serve as cell marksmen, their training includes sharpshooting techniques and most operatives are already veteran warriors skilled in the art of war.

(Der Flufftext gefällt mir noch nicht so ganz, wird wahrscheinlich in Teilen umgeschrieben)
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Crazy Pole
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Administratum Auditor
Career: Adept
Home: Imperial World, Hive World, Schola Progenium, Fortress World
Cost: 100xp

There are millions of worlds in the Empire and the Administratum is responsible for them all. Under their watchful gaze the inhabitants toil away to fulfill their duties in the proper ways, for only can the exact quotas of the tithe be delivered to their destinations. The Administratum has learned however that by merely watching, they are allowing mistakes to be made, and that is not acceptable, so instead of passive oversight they use active inquiry to find and correct any possible problems. They send out men and women called Auditors, tasked with those duties and bearing sigils of inquiry. Wherever they go, they look into every nook and cranny, sift through stacks of datapads and squeeze every possible bit of information out of workers and overseers alike to find any, even minor, infraction. Because a single error may later doom a whole sector into oblivion, or so at least the Administratum says.
If there is one word describing an Auditor then it would be “curiosity,” for they are known to put their noses where they shouldn’t and it often leads them in front of hidden cults, criminal organizations and worse. The Inquisition loves such foolhardy souls, that in the name of duty are willing to ask too much, dig too deep and look too hard. Besides, no one ever suspects a single Administratum drone to be an agent of the Inquisition, right?

Characteristics: +5 Fel, -3 WS, -3 BS
Skills: Gain Inquiry, SL (Bureaucracy) and Scrutiny as Starting Skills

Gun Bravo
Career: Assassin
Home: Any
Cost: 200xp

Many treatises have been written about the finesse and skill needed to use a melee weapon properly and with ability. There are many schools in each sector training prospective members in the finer points of thrusts and parries. But any Gun Bravo will say that they are superfluous, because one never should bring a knife to gun fight. For it is the simple and mass produced gun that kills quicker and surer than any blade, and the Gun Bravo is a master of guns, completely devoted to training with them so that in the end they become extensions of his body and soul, a death dealing amalgamation of flesh and steel. Whether he is a Metallican Gunslinger blasting away from two pistols in an underhive gang war, a Volgite brute toting a massive stubber or a Mechanicus trained killer fused to his Archotech rifle, it’s the gun that defines him. And the gun kills people, if the Bravo wills it.
There is little difference between two assassins in the eye of the Inquisition, they all kill people when paid for it. Gun, blade or poison, it doesn’t really matter as long as the target is gone. Some Inquisitor’s however prefer the killer to be unseen and precise, and nothing is as precise in the business of killing as a well placed shot between the eyes made with a proper weapon. Plus, using the skills of a Gun Bravo saves a lot of thrones to those who like to hear the pennies squeal while pinched, all because ammo is cheap, just as life.

Characteristics: +3 BS, -3 WS
Talents: Gain Deadeye Shot and Marksman.

Hunter/Killer Detachment
Career: Assassin
Home: Any
Cost: 200xp

Since it’s inception the Imperial Guard has contained within it’s ranks specialist of various types, from logistical units through siege engineers to scouts. One of such special unit is the Hunter/Killer Detachment, a forward ranging team of scout snipers skilled in concealment, tracking and precision marksmanship. Members of such teams are picked early during the basic training every single guardsman goes through, drill sergeants are careful to extract prospective members early from the rote and repetition indoctrination, to better preserve the personality and creativity of the future scout sniper. Instead of their normal training the chosen guardsmen undergo a specialized course that teaches them how to find the enemy, sneak up on him and shoot him dead from a safe distance. During the duration of the course future snipers are paired off to form Hunter/Killer teams, one spotter and one sniper, after the training such tams are welded together and react as one in hostile situations, greatly increasing their effectiveness compared to a single man.
Many members of the IG’s Hunter/Killer Detachment are seconded to the Inquisition after losing their partner during a mission in which they stumbled upon something normal Guardsmen should never see. The members of the Ordos value skilled expert and can rarely afford to throw away good acolyte material, especially one trained to be disciplined and creatively resourceful at the same time. And so many scout snipers live out their lives as designated marksmen in acolyte cells tackling the enemies of mankind just as the Imperial Guard does, with weapons, faith and training.

Skills: Gain Concealment, Silent Move, Survival and Tracking as Starting Skills.
Talents: Basic Weapon Training (Las)
Equipment: Replace the starting equipment with Sword or axe or hammer, Autopistol and 1 magazine, Long-las and 1 charge pack or Hunting Rifle with Silencer and 16 bullets , knife, Guard Flak armor, uniform (Common Quality clothing), 1 week corpse starch rations, Imperial Infantryman’s Uplifting Primer.
Special: You are counted as a member of the Military class when determining Income and Social standing.
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Noble’s Retainer
Career: Any
Home: Any, save Feral World, Void Born, Noble Born and Famulous Protege
Cost: 100xp

The Imperium of Man is a vast realm, ruled by dynasties upon dynasties of powerful men and women. Their uncounted numbers are only matched by their influence and deft skill. But conflict lies in the nature of the human soul, and so the many noble families scheme within and without, plotting the downfall of their enemies. And yet they cannot do everything themselves, for they are too few compared to the teeming masses under them. They need their retainers, personal servants that can be trusted to remain loyal and tactful, men and women raised almost to the level of nobility, almost. They take upon themselves the many duties, from providing exquisite entertainment, caring for their masters personal needs or serving as their representatives. And while their duties are rarely glamorous they enjoy the trust of their betters, who see in them a bedrock upon which they can build a better future for themselves.
The Inquisition rarely finds decent acolyte material among the nobility, inbred imbecility, petty mindsets and inborn ineptitude are more common than one might think. Their closest servants are a different breed, they are more often than not skilled, crafty and cunning, traits as much in demand among the labyrinthine structures of a Noble house as they are among servants of the Inquisition. And with some effort they can even pass for nobility themselves, while infiltrating a heretical cult or playing decoys while the Inquisitor hides in the shadows.

Skills: Gain Speak Language (High Gothic) and Trade (Valet) or Performer (Any one) skill as starting skills, treat Scholastic Lore (Heraldry) as a basic skill.
Talents: Gain Peer (Nobility)

Outback Outlaw
Career: Scum
Home: Imperial World/Frontier World
Cost: 200xp

The word Scum summons images of back alley deals in crowded hives, of dirty deeds done in the shadow of imperial edifices on proud worlds firmly under imperial rule. But there is also another type of Scum, the type that almost looks honest when compared to other humans living around him, and he lives on the wild frontier planets that are barely recognized by the Administratum. The life on such planets is rough and cheap, just as the outlaws like it. They are filled with uncounted criminal endeavors that aren’t contained in any way, as most often the very enforcers of laws are criminals at heart. To survive the life on such outback worlds a man has to be tough and skilled, he has to be willing to take punishment and dish it out. Such lifestyle rarely leads towards intellectual pursuits, but it breeds a type of man ready for anything. And anything is what they can expect coming at them.

Characteristics: +5 T, -3 Int, -3 Fel
Skills: Gain Wrangling and Survival
Equipment: Replace starting equipment with a Steadholder Lever Gun and 12 bullets, Stub Revolver and 12 Bullets, knife, common quality Light Flak Coat and worn work clothing.
Corruption Points: Gain 1 Corruption point.
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Chorister Penitentiarum
Career: Cleric
Home World: Any
Cost: 100xp

The Imperial faith is a belief of penance, it’s core is based upon the assumption that everyone is guilty of sinning. And everyone needs to be reminded of it, especially during mass. For this the best voices among the young novices are chosen to undergo a specific and grueling training, to become one of the Choristers of Penance. Their role is to lead dirges and hymns extolling the sinfulness of human nature, their voices adding harsh and damning notes to the voices of the faithful. To improve on their talents they undergo vocal training that changes their voices to better match the cadence of the hymns and increases their range. In addition to this they are trained to use their skills to scare and interrogate the faithful, to ferret out the sin that lives in every man’s soul. All this however requires a price, for the training forever scars every man and woman, and changes how they see life.
Puritan inquisitors value Chorsiters in their cells, for nothing guards against sin and corruption than a mind skilled in identifying it. Radicals see use in the shock and awe the skills of the Choristers generate, their mere presence cowing the weak masses into total submission and servility. And the choristers themselves are more than willing to pursue sin under the shadow of the inquisitorial rosette.

Characteristics: -3 Perception
Skills: Performer (Singer) +10, Intimidate, Interrogation
Talents: Disturbing Voice
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Logis Strategos Analyst
Career: Adept
Home World: Any
Cost: 300xp

Wars are not waged blindly, they are prolonged chess matches played on a grand scale, by men who never see the battlefield. Those men are advised by groups of experts who through divination, logic and knowledge attempt to foresee the decisions of the enemies of the Imperium of Man. Thanks to them many campaigns have been cut short due to masterfully planned operations that have beheaded the armies arrayed against the Imperial Guard. The men and women of the Logis Strategos however rarely receive any thanks for their jobs, and are often scorned by the front line troops who refer to them as PoGs, People other than Guardsmen. But the Analysts toil away knowing that without them the Guardsmen on the line would all die, for without their guidance the regiments would be nothing but armed rabble.
Analysts of the Logis Strategos often inadvertently stumble upon things they shouldn't see, sifting through vast amounts of data leads them to reports purposefully misfiled by the order of the Inquisition, erratic movements of enemies reveal patterns of blasphemous rituals, requests of support lead to nonexistent units, and all push them into the web of shadows woven by the Ordos. Many Analysts disappear or get shot by Commissars, mostly often after connecting too many dots. But time and time again, one of their order gets noticed by a master that finds the skill set of the Logis Strategos useful for his operations, and the chosen Analysts starts waging war with tools he never imagined existed.

Characteristics: Per +3
Skills: CL (Imperial Guard), CL (War), SL (Tactica Imperialis), treat FL (Inquisition) as a basic skill.
Talents: Melee Weapon Training (Primitive), Pistol Weapon Training (SP or Las)
Equipment: Replace the starting equipment with a Set of Munitorum Robes (Common Quality), Chrono, Dataslate, Auto-Quill, Flak Vest, Stub Automatic (9 Bullets) or Laspistol (1 Charge Pack), Sword or Axe or Hammer.
Special: You are counted as a member of the Military class when determining Income and Social standing.
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