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SnakeKob
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PostSubject: RP Character Creation   Mon Sep 12, 2011 5:06 am

For Simplicity sake we will be using rules from the Rogue Trader core rule book and its expansions. This guide is for the people who don't have access to the rule book and will be summarized.

1. Generate Characteristics
2. The Origin Path
- Homeworld
- Birthright
- Lure of the Void
- Trials and Trivails
- Motivation
- Career
3. Spend Experience Points
4. Profit Factor and Ship Points
5. Select Equipment

When creating your character make a new post in your character's thread and use it for dice rolls. Remember to specify which that roll is for.

Step 1: Generate Characteristics
Roll a 2d10(two 10 sided die) for each of your stats(WS, BS, S, T, AG, Int, Per, WP, Fel)
If you get a roll you do not like then you may re-roll ONCE.
add the results of both die and add 25 to it.
these will be your starting stats.



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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 9:25 am

Step 2: Origin Path - Career -

Now that you've rolled your stats it's a good time to choose: Do you want a character of your own creation regardless of stats or do you want to make a character based around the stats you rolled by choosing an origin path that benefits your character game wise.


There are multiple classes your character can take with each career having its own advancements to choose from. Go to the Career Advancements thread for to see descriptions of each class and tables where you can spend your exp.

Here are the list of classes you can choose from:
Arch-militant: Warriors without peer, leaders of soldiers
Astropath Transcendent: Communicators of the Imperium, soul-bound psykers
Explorator: Masters of machinery, seekers of ancient technology
Missionary: Emissaries of the Emperor's word, healers and leaders.
Navigator: Mutants, pilots of the warp
Rogue Trader: Masters of starships, leaders, diplomats, and rogues
Seneschal: Keepers of secret knowledge, subtle investigators
Void Master: pilots, gunners, and masters of space.

After choosing your class make sure you record the starting skills, talents, and equipment that you have gained onto your character's profile.

EDIT *The_Archivist
Also are two more added from the expansion, they are alien mercenaries
Ork: do i really have to explain this? They like shooting, fighting, and speak very broken english
Kroot: avian bipedal creature that can absorb DNA from what they eat, this ranges from flight, to hardened skin, to psychic abilities

There are also variances to all classes but those will be discussed later


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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 10:17 am

Step 3: The Origin Path - Home World -

This essentially gives the player an easier way to create a past for that one character but also adds extra stats to him or her.

Death World: Your character has lived on the edge constantly in threat. They find complex social situation uncomfortable and find it hard to relax among the noble and royalty.

Modifiers: +5 (S, T), -5(WP, Fel)
Starting Skills:
- Survival
- Choose either: Jaded(Poisons) or Resistance(Poisons)
- Melee Weapon Training(Primitive)
- On Interaction skill tests you must take a -10 penalty.
Starting Wounds: Double your Toughness bonus(the tens digit of your T stat) and add 1d5+2(roll a 1d5 and add 2 to the value).
Starting Fate Points: Roll a 1d10 if you get between 1-5 you have 2 fate points. If you have 6-10, have 3 fate points.

Void Born: Your character was born on an Imperial vessel or space-station. You find different cultures unnerving and you feel awkward with your companions at the start. Because you were born on a space ship you have experience in the technology of the ships and psychic phenomenons do not surprise you.

Modifiers: -5 (S) +5(WP)
Starting Skills:
- Speak Language(Ship Dialect) Basic
- When you spend a fate point roll 1d10. If 9 the fate point is not lost
- On Fellowship tests with non-void born humans take -5 penalty.
- Navigation(Stellar) and Pilot (Spacecraft) Basic
- Zero and low gravity environments are not considered difficult terrain to your character.
Starting Wounds:Double your Toughness bonus and add 1d5(note that there is no +2) to the result.
Starting Fate Points: Roll 1d5. 1-5: 3 fate points, 6-10: 4 fate points.

Forge World: Due to the rigid society your character possesses a sense of ruthlessness and ambition. They find that those who fear or profane sacred technology as fools. Technology is a Religion to you.

Modifiers: -5 (WS) +5 (Int)
Starting Skills:
- Common Lore(Tech) and (Machine Cult) Basic
- Technical Knock
- You may add +3 to any one stat
- Tests involving knowledge of Imperial Creed -10 penalty. Fellowship tests with the Ecclesiarchy -5 penalty
Starting Wounds: Double Toughness bonus and add 1d5+1
Starting Fate Points: Roll 1d5. 1-5: 2 fate points, 6-9: 3 fate points, 10: 4 fate points.

Hive World: Due to the terrible poverty, your character is driven by freedom, power, and wealth. They are resourceful and quick-witted. They tend to rely on technology and fast-talking to avoid a fight.

Modifiers: -5 (T) + 5(Fel)
Starting Skills:
- Speak Language(Hive Dialect) Basic
- When running or charging through a dense crown no Agility test penalty.
- Tech Use Basic
- On All survival tests -10 penalty. When not in a proper "hab"(places without manufactured goods, solid ceilings, and electrical power) suffer -5 penalty to all intelligence tests.
- On Initiative Rolls +1
Starting Wounds: Double Toughness bonus and add 1d5+1
Starting Fate Points: Roll 1d5. 1-5: 2 fate points, 6-8: 3 fate points, 9-10: 4 fate points.

Imperial World: Your character is a true believer in the Imperium and the Emperor. He/she have probably left their planet as a mercenary; probably brought in to defend a planet in war-time. Conflict, madness,and heresy are not strange. Your character embarks the galaxy in the name of the God-Emperor.

Modifiers: +5 (WP)
Starting Skills:
- Forbidden Lore tests -5 penalty
- Common Lore(Imperial Creed), (Imperium), (War) Basic
- Literacy Basic
- Speak Language(High Gothic) Basic
Starting Wounds: Double Toughness bonus and add 1d5
Starting Fate Points: Roll 1d5. 1-8: 3 fate points, 9-10: 4 fate points.

Noble Born: Your character was born in wealth and privilege. They understand the politics of high society and are able to bend other to your will. They are ignorant to anything harmful. Your character might understand the responsibility of your position or they may not care anyone of the lower classes.

Modifiers: -5 (WP) +5 (Fel)
Starting Skills:
- Literacy, Speak Language(High Gothic) and (Low Gothic) Basic
- On Interaction Skill Tests when dealing with high authority or formal situations +10 to roll.
- On the Groups starting profit factor +1
- Peer(Nobility). You can take an additional peer with the following: Academics, Adeptus Mechnicus, Mercantile, Military, or underworld.
- Your character has a rival group that is constantly after you. PM the GM about this before you join a campaign.
Starting Wounds: Double Toughness bonus and add 1d5
Fate Points: Roll 1d10. 1-3: 2 fate points, 4-9: 3 fate points, 10: 4 fate points


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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 11:19 am

Step 4: Origin Path: - Birthright -


- Scavenger
Your character lives their adult years as a single soul amongst the countless others forced to live as an outcast. their possesions come from the wastes of the higher classes of the Imperium. Simply living was a triumph. They have become hardened by living everyday on the fringe of death. Now they are out of the hell hole and can live a little easier yet they haven't escaped without mental scars.

Skills Gained:
- Take either Unremarkable or Resistance(Fear)
Stats Modified:
- gain +3 to either WP or AG
- add 1d5 points of either Corruption or Insanity

- Scapegrace
Your character lived adulthood on the edge of society with the entertainers, gangers, reclaimators, and other ne'er-do-wells'. You learn quickly that nothing bad happens if you never get caught. To your character, survival is like a game and he/she must live life to its fullest regardless of what happens. Death merely comes with the package.

Skills Gained:
- Sleight of Hand Trained
Stats Modified:
- gain +3 to either Int or Per
- add 1d5 points of either Corruption or Insanity

- Stubjack
Your character has always been surrounded by violence. He/she had once joined the PDF(Planet Defense Force) or the Imperial Guard, but orders were something of an annoyance. They wanted more and the life of a mercenary was where that was at. They've seen victory, defeat, and anything ugly in-between but as long as your purse was fat any battle was a goldmine. As for those who are dieing around you, they have the Emperor's best wishes.

Skills Gained:
- Quick Draw
- Intimidate Trained
Stats Modified:
- gain +5 to either WS or BS
- suffer -5 to Fel
- add 1d5 points to Insanity

- Child Of The Creed
Your character's life was constantly judged by the Emperor and those around you have shielded you from the horrors of the outer society. He/She has become zealous with pure faith from constant scripture, ritual, and lecture. All men hear the words of the Emperor but your character hears more. They hold their scriptures close as they venture the unknowns of the void.

Skills Gained:
- Unshakeable Faith
Stats Modified:
- add +3 to either WP or Fel
- suffer -3 to WS

- Savant
Your character has become a scholar and there is nothing worse than the ripping of a page as it is turned. They were bathed in knowledge as they aged and even the smallest amount of something unknown beckons them to study it. Their mind as a savant grows much larger than those that live in simple society yet even their knowledge is but miniscule compared to all the knowledge out there in the galaxy.

Skills Gained:
- Either Logic Trained or Peer(Academic)
Stats Modified:
- add +3 to either Int of Fel
- suffer -3 to T

- Vaunted:
Your character has always lived inside a spire filled with wealth and privilege high above the common Imperial mass. They expect obedience and work to their expense. Surrounded by proud scions, wastrel lords, and high-priced retainers of silent and watchful competence, they have found life to become a redundant cycle ruling society and dining on the best. The only break they had from their easy life was their constant threat of assassination.

Skills Gained:
- Decadence
Stats Modified
- add +3 to either Agi or Fel
- suffer -3 to Per
- add 1d5 points to Corruption



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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 11:58 am

Step 5: Origin Path - Call Of The Void -


- Tainted
Your character is vile to the holy eye and has been declared tainted by either their twisted form, marked by an accursed blood line or their strange demeanor and heretical beliefs. Some look to condemn them fearing the taint of chaos. Your character is in constant search for a where they would not be condemned for their blight by fate and to take revenge on those who sought your suffering.

Choose one of the three:
- roll 1d100 on the mutations table(check Tables forum). You can choose to spend 200 exp to select a mutation that is lower than 76 instead of rolling randomly.
- suffer either -3 Fel or -1 fate point, gain +3 T, gain Peer(The Insane), add 2d10 points to Insanity
- gain +3 WP and enemy(Ecclesiarchy)

- Criminal
The Imperial gears of justice turns slowly but once caught in-between, one will surely be crushed. To make matters worst the Underworld they thought to be safe in was no better for making enemies was much too easy. Constantly on the run, your character hides wearily among the mass of Imperial society. With the jaws of the Imperial police and Underworld Crime lords ever coming closer to closing in on them, the Void seems to be the only safe haven left.

Choose one of the three:
- gain Enemy(Adeptus Arbites) and Peer(Underworld)
- gain + 3 Per and Enemy(Underworld)
- suffer -5 Fel, gain one poor craftsmanship bionic limb or implant(you can spend 200 exp to upgrade to common or 300 to good)

- Renegade
Your character's rebellious mind curses the blind eyes of the noble and faithful. Though their minds be free from the contrictions of the Imperium, you must pay a price. They have never thought knowledge was a dangerous thing yet with the taint of chaos and heretical xenos littering the galaxy it was only a matter of time. Those high walls of restrictions were there for a reason. Regardless of what they found, it was enough to rebel against the Imperium and the wish to fight tyranny and injustice for their homeland was never stronger. Only the stars grant the power.

Choose one of the three:
- gain Enemy(Adeptus Arbites), Resistance(Interrogation), Concealment Trained
- gain +3 Int or Per, suffer -3 Wil, gain Enemy(Ecclesiarchy)
- add 1d5+1 to either Corruption or Insanity, gain Dark Soul, Forbidden Lore(choose one) Trained

- Duty Bound
Only the ignorant believe that duty is a prison forced on by others. It is true that your character's duty comes straight from the soul and their call to service should never be turned away. Their faith and honor compels them to take upon them the call of duty. Be it to serve the aquila, to protect the numberless masses, or to serve for a greater honor, only the void can show them the possibilities.

Choose one of the three:
- Gain +3 WP, if you have atleast 40 WP gain Armour of Contempt, suffer -10 penalty to Interaction tests when dealing with anything outside of the Imperium(xenos, heretics, etc.)
- gain +3 to either Per or Int, suffer -1 to your group's beginning profit factor.
- gain Rival(Rogue Trader family), suffer -3 T, gain +1 to group's beginning profit factor.

- Zealot
Your character's faith has caused them to be carried to a life far beyond the mundane life that was meant for them to live. Either it come from the battlefield or a revelation as you rested, when those merely believed, your character was certain. The void called them to pilgrimage and to bring the God-Emperor's will to convert the unbeliever, protect the righteous, and crush the enemies of mankind.

Choose one of the three:
- gain +10 to all Intimidation tests, suffer -10 to all Charm tests, gain one poor-craftsmanship bionic limb(you can upgrade it by spending either 200 exp for common and 300 for good)
- gain +5 to WP, suffer your choice of either -5 Fel or 1d10 points to Insanity
- gain +5 Fel, Peer(Ecclesiarchy), suffer -5 T

- Chosen by Destiny
Your character knew that one day that a grand destiny awaited them. Events simply unfolded exactly as they needed to progress. The possibilites that fate has shined upon your character is only limited by their enemies. It is up to your character to overcome all obstacles the Void throws at them and achieve the greatest honors that destiny can provide.

Choose one of the Three:
- gain Foresight, Enemy(Academics or Ecclesiarchy), suffer -3 WP
- gain +10 to all fellowship tests with xenos races or cultures, -5 penaly to WP tests when dealing with xenos artifacts and psychic powers.
- gain +1 fate point, add 1d10+1 points to Insanity




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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 12:04 pm

Step 6: Origin Path - Trial and Travails -


- The Hand of War
Your character has managed to live through a war. This has left his home world in ruin and many of your fellow men lost or died in front of your eyes. To this day the faces of the dead still haunt them. Those that they know that have fought and bled with them, dead or still living, are your character's only true allies. They can never forgive their old foe. Your character strives hard for what they desire for death's door is only a step away.

Skills gained:
- Choose either Weapon Training(Choose one) or Leap up
- Hatred(Choose among: Orks, Eldar, Mutants, Heretics, Imperial Guard, Imperial Navy, or Void Pirates)
- suffer -10 to all Fel tests when dealing with your hated faction
- you will always react violently towards the hated faction but you can take a WP test to avert this. Any Provocation can add modifiers to the test.

- Press Ganged
DESCRIPTION PLACE HOLDER

Skills gained:
- gain any single skill that has no pre-requisites
- gain either a single Common Lore skill or upgrade the skill you chose by one level
- You always react violently to the prospects of being in imprisonment or loss of freedom. You can take a WP test to avert this but provocation can add modifiers.

- Calamity
DESCRIPTION PLACE HOLDER

Skills gained:
- Light Sleeper
- Either Hardy or Nerves of Steel
- Reduce group's profit factor by -1

- Ship-lorn
DESCRIPTION PLACE HOLDER

Skills gained:
- Choose either Survival skill (upgrade it if you already have it) or Dark Soul
- Whenever you spend a fate point to recover wounds, you have the ability to re-roll ONCE
- Reduce your fate points by 1
- suffer -5 Fel when interacting with void born, rogue traders, and other void farers who are not personal friends if they have heard of your character's background and reputation.

- Dark Voyage
DESCRIPTION PLACE HOLDER

Skills gained:
- gain either a forbidden lore pertaining to your experiences(upgrade it if you have it already) or Resistance(Fear)
- add 1d5 points to Insanity

- High Vendetta
DESCRIPTION PLACE HOLDER

Skills Gained:
- Gain either Die Hard or Paranoia
- Gain Inquiry(Upgrade it if you already have it)
- If you meet a potential threat you always react with violence. you can take a WP test to avert this and can be modified by provocation.





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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 12:13 pm

Step 7: Origin Path - Motivation -


- Endurance
DESCRIPTION PLACE HOLDER

Effect: +1 Wounds

- Fortune
DESCRIPTION PLACE HOLDER

Effect: +1 Fate Points

- Vengeance
DESCRIPTION PLACE HOLDER

Effect: Hatred(choose one)

- Renown
DESCRIPTION PLACE HOLDER

Effect: Either Air of Authority or Peer(Choose one)

- Pride
DESCRIPTION PLACE HOLDER

Effect: Either gain an Heirloom Item(Check Tables Forum) or gain +3 T

- Prestige
DESCRIPTION PLACE HOLDER

Effect: Gain either Talented(Choose one) or Peer(Choose one)


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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 12:23 pm

Step 8. Spend Experience Points

After you've chosen your character's career path you are given 4500 exp to your current spent exp due to the skills gained through character creation. You are given an additional 500 exp to spend on any skills or talents.

As you spend exp that you gain from doing a campaign your character's rank raises depending on the amount of exp you spend on advancements.

Ranks go from 1 to 8
1: 5000-6999
2: 7000-9999
3: 10000-12999
4: 13000-16999
5: 17000-20999
6: 21000-24999
7: 25000-29999
8: 30000-34999


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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 12:44 pm

Step 9. Profit Factor and Ship Points

Profit Factor is the relative power of Rogue Trader dynasty's Warrant of Trade. This is used when selecting equipment from the armory through acquisitions which is done at the start of every new campaign.

Ship points are basically exp for the Rogue Trader's starship. This can be used to purchase your initial starship and later be used to customize it or even buy a new one. Any Ship points not spent after the starting Ship points roll goes directly to Profit Factor.

Roll a 1d10 when a new group starts their first campaign. It is possible that the GM will choose for you depending on the campaign.



Roll: Profit Factor / Ship Points
1: 60 / 30
2-3: 50 / 40
4-7: 40 / 50
8-9: 30 / 60
10: 20 / 70


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PostSubject: Re: RP Character Creation   Mon Sep 12, 2011 12:53 pm

Step 10. Choose your Equipment

After you gain your starting profit factor you are allowed to take any one item from the Armory Forum that has an acquisition rating of 0 or more. This means that you cannot take anything with a negative modifier.


CONGRATS YOU CHARACTER CAN NOW JOIN A CAMPAIGN
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