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== Career: Navigator ==
== Career: Navigator ==
Starting Skills
Starting Skills
Common Lore (Navis Nobilite) (Int)
:Common Lore (Navis Nobilite) (Int)
Forbidden Lore (Navigators, Warp) (Int)
:Forbidden Lore (Navigators, Warp) (Int)
Literacy (Int)
:Literacy (Int)
Navigation (Stellar, Warp) (Int)
:Navigation (Stellar, Warp) (Int)
Psyniscience (Per)
:Psyniscience (Per)
Scholastic Lore (Astromancy) (Int)
:Scholastic Lore (Astromancy) (Int)
Speak Language (High Gothic, Low Gothic) (Int)
:Speak Language (High Gothic, Low Gothic) (Int)
Starting Talents
Starting Talents
Navigator
:Navigator
Pistol Weapon Training (Universal)
:Pistol Weapon Training (Universal)
Starting Gear
Starting Gear
:Best-Craftsmanship hellpistol or good-Craftsmanship hand cannon
:Best-Craftsmanship hellpistol or good-Craftsmanship hand cannon

Latest revision as of 17:57, 17 January 2024

Homeworld: Imperial World

Characteristic Modifiers: +3 Willpower

Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a –5 penalty on Forbidden Lore (Int) Tests.

Hagiography: Widespread scriptures describing the lives—and, more importantly, the deaths—of the Emperor’s blessed saints and warmasters, and the sequence of endless wars, crusades, and terrors that make up history, grant Imperial citizens a comparatively wide knowledge of the Imperium of Man.

Imperial worlders gain Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int), and Common Lore (War) (Int) as untrained Basic Skills.

Liturgical Familiarity: Surrounded as they are by the zealous and the faithful, Imperial citizens are accustomed to the tutelage of the Ecclesiarchy. Imperial world characters gain Literacy (Int) and Speak Language (High Gothic) (Int) as untrained Basic Skills.

Starting Wounds: Imperial world characters double their starting Toughness Bonus and add 1d5 to the result to determine their starting number of Wounds.

Starting Fate Points: Roll 1d10 to determine an Imperial world character’s starting Fate Points. On a 1–8, he begins with 3 Fate Points; on a 9–10, he begins with 4 Fate Points.

Birthright: Child of the Creed

Effect: You gain the Unshakeable Faith Talent and a bonus of either +3 Willpower or +3 Fellowship (your choice), but you suffer –3 Weapon Skill.

Lure of the Void: Zealot

Effect: Choose one of the following results and apply it to your character.

Blessed Scars: You gain +10 to Intimidate Tests and –10 to Charm Tests, and one poor-Craftsmanship bionic (you may spend 200 xp to upgrade it to common-Craftsmanship or a total of 300 xp to upgrade it to good-Craftsmanship).

Unnerving Clarity: You gain +5 Willpower. You also suffer your choice of –5 Fellowship or 1d10 Insanity Points. Favoured of the Faithful: You gain +5 Fellowship and the Peer (Ecclesiarchy) Talent. You suffer –5 Toughness.

Trials and Travails: Dark Voyage

Things Man Was Not Meant to Know: You may gain a single Forbidden Lore Skill pertaining to your experiences (or may increase a Forbidden Lore Skill you already possess by one level), or may gain the Resistance (Fear) Talent.

Marked by Darkness: Haunted by your experiences, you gain 1d5 Insanity Points.

Motivation: Pride

Effect: You gain an Heirloom Item (see Table 1–2: Heriloom Items) or +3 Toughness (your choice).

Career: Navigator

Starting Skills

Common Lore (Navis Nobilite) (Int)
Forbidden Lore (Navigators, Warp) (Int)
Literacy (Int)
Navigation (Stellar, Warp) (Int)
Psyniscience (Per)
Scholastic Lore (Astromancy) (Int)
Speak Language (High Gothic, Low Gothic) (Int)

Starting Talents

Navigator
Pistol Weapon Training (Universal)

Starting Gear

Best-Craftsmanship hellpistol or good-Craftsmanship hand cannon
Best-Craftsmanship metal staff
Best-Craftsmanship xeno-mesh armour
Emperor’s tarot deck
Silk headscarf
Nobilite robes
Charm
Micro-bead

Warp Eye: All Navigators begin with the Lidless Stare Navigator power as detailed in Chapter VII: Navigator Powers and may either select one additional power or improve an existing power. As the Navigator develops, he may select more powers or improve existing powers by selecting the Navigator Power Advance.

The Boons of Lineage: A Navigator hails from a lineage of a particular type that grants him a number of advantages and quirks. The Lineages which a Navigator may hail from are Nomadic Houses, Magisterial Houses, Shrouded Houses, or Renegade Houses. The details and effects of each of these lineages may be found on pages 176 to 178 in Chapter VII: Navigator Powers.

Navigator Mutations: The Navigator begins play with a number of Navigator Mutations determined by the nature of his Lineage.

Lineage: Renegade House

The Fruits of Corrupted Blood: In tampering with the fundamental nature of their bloodlines the Renegade Houses have created both monsters and marvels. The Navigator begins play with an additional Navigator Power. Additionally, the Navigator may also choose three Navigator Powers; these may include powers he does not yet have, but plans to later acquire. He gains a +10 bonus to all tests with these powers (in addition to bonuses for being an Adept or Master). In addition, all tests by others to resist these powers suffer a –10 penalty.

Unchecked Mutation: The Navigator is more prone to mutation and mental instability that any others of his kind, representing the tampering of his family line and a life overshadowed by doom. When taking tests for mutation for gaining a new power or increasing an existing one (see page 182), his tests are Challenging (+0) rather than Ordinary (+10) and he begins play with 1d5 Insanity points.

Renegades: The price of dabbling in the unknown is high, and it has cost the Renegade Houses in both security and status. Navigators from Renegade Houses begin play with 1d5 Corruption points and the watchful eye of the Inquisition ever waiting to uncover wrongdoing. Also, all tests that involve interacting with the official bodies of the Imperium are at a –10 penalty.

Initial Mutation: Navigators from a Renegade House begin play with two Navigator Mutations rolled randomly from Table 7-1: Navigator Mutations. They may develop additional mutations as normal when they acquire new Navigator Powers or increase their mastery of existing powers.

Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight Trait.

Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed translucent fluid and close quickly, bones knit together after being horrifically broken. You gain the Regeneration Trait.

Starting Experience

  • Simple Intelligence +5 (100)
  • Simple Perception +5 (100)
  • Simple Willpower +5 (100)
  • Trained Awareness +0 (100)
  • Trained Common Lore (Imperial Navy) +0 (100)