Grim Dark Reality (Inactive)

Game Master wanderer82

A Dark Heresy game.


CHARACTER CREATION :

Sourcebooks: Dark Heresy Core Rulebook, Inquisitor's Handbook, Radical's Handbook, the Lathe Worlds, the Lost Dataslate, Blood of Martyrs, Book of Judgement, Daemon Hunter (no Grey Knights), and the Errata.
****I will entertain requests to use material from other 40k sourcebooks if something fits your storyline****

Homeworld: You may choose or roll (use chart on pg 8, Inquisitor's Handbook).

Statistics: Inquisitors are schrewd judges of character and will only take a cut above average. Roll 9 stats per normal (20+2d10). Then reroll 4d10 of out the entire set (could be 2 full scores, 4 individual die from different scores, or a full score and a single die from two others), keeping the higher roll (new or old).

Assign stats to the 9 characteristics as you see fit.

Details: Gain starting gear, wealth, and experience (400 xp) per the Core Rulebook.

Background: Roleplaying will play a major part in this game, and you will need to have been recruited by the Inquisitor for a reason, so put something definitive that will stand out. You can either create your own homeworld, or select one from the existing material. There are several great wiki sites that can be used for reference. Character creation rewards will be given for exceptional backgrounds.

Direction: Give a few notes about how you see the character growing as they advance. This does not need to be hard and fast or set in stone, I just want to get an idea of your perspective of the character.

Recruitment: I am looking for 6-8 characters, that will make up a diverse party capable of a balanced game consisting of roleplaying, investigation and combat.

If your character can only do one thing, it will probably not be selected.

Rules Updates: I recently got Black Crusade, which has many updates to the FFG 40k ruleset. I am interested in integrating a good deal of these, but will discuss them more specifically with the players selected. Please note that those updates being considered are listed below.

Skills::

- Untrained basic skill use now characteristic -20, not 1/2 characteristic.
New skill = Old skills that are replaced
- Acrobatics = Acrobatics and Contortionist
- Athletics = Climb and Swim
- Awareness = Awareness, Lip Reading and Search
- Charm = Charm, Blather and Performer
- Commerce = Barter, Commerce and Evaluate
- Deceive = Deceive and Disguise
- Logic = Logic, Gambling and Tactics
- Linguistics (Certain Language) = Ciphers, Literacy, Secret Tongue and Speak Language
- Medicae = Chem-Use and Medicae
- Operate (Type of Vehicle) = Drive and Pilot
- Parry = New Skill, if you have a WS of 50 or your class has ‘cheap’ WS increases you get it
- Stealth = Concealment, Silent Move and Shadowing
- Survival = Survival, Tracking, and Wrangling
- Tech-Use = Demolitions and Tech-Use
- Toughness is now used for Carouse

Talents::

- Crushing Blow – Add half your Weapon Skill Bonus to melee damage instead of +2
- Lightning Strike – Weapon Skill check -10%, one hit per Degree of Success up to a max of the attacker’s Weapon Skill Bonus
- Mighty Shot – Add half your Ballistic Skill Bonus to ranged damage instead of +2
- Swift Attack – Weapon skill check, one hit for the first Degree of Success, then another for every two additional Degrees of Success up to a max of the attacker’s
Weapon Skill bonus
- Weapon Training is now based on Weapon Type, not Class, so you know how to use all Las Weapons or none. Updates will be handled on a Career by Career basis.

Traits::

- Unnatural Characteristic is now additive, not multiplicative. When you succeed with am Unnatural Rating in the Characteristic you add a number of additional Degrees
of Success equal to half your rating. A rating of 3-5 is equivalent to the old x2. Unnatural Speed is gone, as Unnatural Agility now does increase movement ratings
- Daemonic will also have a Number Rating that adds to the Toughness bonus and stacks with Unnatural Toughness. A rating of 3-5 is the same to how it was in Dark Heresy
- Brutal Charge will have a number rating that is the amount of bonus damage made on the same round as the charge instead of a flat +3
- Multiple Limbs will have a number rating that adjusts the modifier instead of a flat amount from Multiple Arms
- Quadruped no longer multiplies movement rates, but rather adds a +2 for every extra pair of legs
- Toxic deals damage to anyone who successfully attacks the creature with Toxic, also has a number rating which is the penalty to the Toughness test equal to -10% times the rating

Combat::

- Standard attacks now have a +10% to them as default
- Aiming helps non-single shots / melee attacks
- Semi Auto has no modifier anymore but is a half action
- Full Auto has a -10% but is a half action
- Fatigue only affects Weapon and Ballistic Skill tests, not all rolls (-10% as per usual)
- Lightning and Swift Attacks have changed to mirror the Full and Semi Auto Attacks, see Talent section below
- and more....

Equipment::

- Good quality Armor does not give 1 AP to the first hit of the round anymore. Now it gives a +5 to Charm or Intimidate checks, depending on appearance.
- Las weapons gain the variable charge setting.

Equipment Qualities:
- Accurate - Add damage dice with degrees of success on Aimed attack
- Concussive (X) – Rating times 10 is the penalty to the Toughness check, old weapons are a (1) Rating
- Felling (X) – Reduces the Unnatural Toughness of the target by X, old weapons with Felling (1) should be a rating of 3-5 to match the changed Unnatural Characteristic talent
- Flame, Spray – Old Flame quality is now these two qualities. Something that has a chance to set someone alight is Flame, where something that you don’t test Ballistics has Spray, old Flame weapons have both
- Overheat - A good quality weapon with this condition only overheats on a natural roll of 96-00
- Primitive – No longer a weapon type, now has a number rating with is the max damage on a rolled d10
- Reliable – Now jams on a natural 00 roll
- Scatter – At point blank range adds +10% to hit and +3 damage, at short range adds +10% to hit, and at long range or above takes away 3 damage to a min of 0
- Shocking – Character is stunned for number of rounds equal to Degrees of Failure on the Toughness test, not half the damage taken
- Snare (X) – Now has a number rating, Agility test is at a penalty of X time 10% to not be entangled, old weapons are Snare (1)
- Toxic (X) – Same as the Toxic Trait above, old weapons are Toxic (1)
- Twin-Linked – Double the weapon’s RoF, wielder can choose to either get a +10% to hit, or score an additional hit if they get at least one successful hit
- Unbalanced, Unwieldy – These weapons can no longer be used for Lightning Attacks