character creation booklet (deathwatch)

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If you don’t have the Deathwatch Rulebook, you can get it here (right-click the pdf you want and select download). Note that this is on my Google Drive so is free! https://drive.google.com/#folders/0B-dk2o9g4JnwU1k4bTlBb0xvMWc You may also require other rulebooks for the early game (also available from that link). Although you may read as much of this as you wish now, the actual character creation will take place during the first session. Character Creation This game will not begin as a normal Deathwatch game would. Most likely the first session will tell the story of each player’s recruitment from the Schola Progenium into a chapter of the Adeptus Astartes. This will enable you to roughly shape your character before their indoctrination. This will also enable you to gain a hefty boost to your xp and possibly gear before you join the Deathwatch (SPOILERS! Jakes!) Each of your characteristics begins as 2d10 + 20. You are entitled to reroll two of these. You must accept the second result if you choose to reroll. Any characteristic many only be rerolled once. Your character begins with 1d4 +2 fate points. Your movement rate can be found in most rulebooks including pdf page 28 in the Deathwatch Rulebook. You begin with 12+d6 wounds. Starting Equipment Tempestus Carapace Armour Hot-shot laspistol Hot-shot lasgun with Omni-scope/ Hot-shot volley gun/ Meltagun/ Grenade Launcher (with frag & krak grenades) Monoscope Respmask Array Slate Monitron Starting Skills, Talents & Traits Intimidate/ Security Parry/ Dodge DEATHWATCH

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A tool to start a deathwatch campaign as storm troopers.

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Page 1: Character Creation Booklet (Deathwatch)

If you don’t have the Deathwatch Rulebook, you can get it here (right-click the pdf you want and select download).Note that this is on my Google Drive so is free!https://drive.google.com/#folders/0B-dk2o9g4JnwU1k4bTlBb0xvMWcYou may also require other rulebooks for the early game (also available from that link).Although you may read as much of this as you wish now, the actual character creation will take place during the first session.Character Creation

This game will not begin as a normal Deathwatch game would. Most likely the first session will tell the story of each player’s recruitment from the Schola Progenium into a chapter of the Adeptus Astartes. This will enable you to roughly shape your character before their indoctrination. This will also enable you to gain a hefty boost to your xp and possibly gear before you join the Deathwatch (SPOILERS! Jakes!)

Each of your characteristics begins as 2d10 + 20. You are entitled to reroll two of these. You must accept the second result if you choose to reroll. Any characteristic many only be rerolled once.

Your character begins with 1d4 +2 fate points.

Your movement rate can be found in most rulebooks including pdf page 28 in the Deathwatch Rulebook.

You begin with 12+d6 wounds.

Starting Equipment Tempestus Carapace Armour Hot-shot laspistol Hot-shot lasgun with Omni-scope/ Hot-shot volley gun/

Meltagun/ Grenade Launcher (with frag & krak grenades) Monoscope Respmask Array Slate Monitron

Starting Skills, Talents & Traits Intimidate/ Security Parry/ Dodge Quick Draw Rapid Reload Scholastic Lore (Tactica Imperialis), (Imperial Creed) and

(Officio Prefectus). All at +20

The Schola Progenium

DEATHWATCH

Page 2: Character Creation Booklet (Deathwatch)

This institution is designed to take the orphaned children of the Imperium’s nobles and notables and turn them into the best fighters in the Imperium. It is from here that the Sisters of Battle; the Storm Troopers; the Commissars and even assassins are recruited. After the initial few weeks, it is obvious to the Prefectus overseers who will be going to which area of the Imperium’s armed forces- if they survive.

We will join your characters roughly 3 years into their induction into the Schola. This is after the stage that the cadets undergo intrusive cranial surgery to better condition their minds for training. Moreover, you will have received a new name (probably from an Imperial Saint or renowned general).

The roleplaying will mainly be during exercises rather than the ‘boring’ reading, studying and ritual preparation that takes up most of your time.

XP earned during the few encounters at the Schola Progenium, will be saved to be spent once you leave.

Each player may select a name for their Tempestus organisation (your choice or use the codex for help- I’ll have it available) and it’s doctrine from the list below.

Doctrine Bonus LimitationThe Emperor’s Chosen +5 Willpower -5 FellowshipPhysical Conditioning +5 Toughness -5 Ballistic Skill

Tight Drill & Formations Gain Command & Tactics Skills -5 IntelligenceMechanicus Brethren Select 1 cybernetic or bionic of

excellent craftsmanshipAll fellowship based skills count

as ‘advanced’ for you.

Most of the mental training prevents irrational fears forming in these, the most precious and talented of soldiers. However, occasionally, a cadet may experience a particular moment that hides within their soul and cannot be scrubbed by their tutors and overseers.

Each player should roll a d10. On a 1, roll on the table below to see which quirk/ fear they acquire.

D4 roll

Quirk Effect

1 Fear of heights Suffer -10 to all actions while in a ‘high’ place (described by the GM).

2 Fear of losing an object If a character finds himself without a specific item, they gain d20 insanity points each day until they re-acquire

it (or find a replacement).3 Ritual Prayer If the character does not put aside 1 hour every day

(excluding if locked in battle) to pray, they gain 1 corruption point each day until they do.

4 Strict Fighting Philosophy Subtract d10 from your WS or BS and add (a separate) d10 to the other.

Ascension To An Angle of Death

Page 3: Character Creation Booklet (Deathwatch)

To even the most experienced or learned of the schola, it is almost unheard of Space Marines to recruit from anywhere other than their home worlds. However, the 41st Millennium is no normal time (if ever there was one).

After the first chapter of the campaign, we re-join your characters after joining your Space Marine chapter. Each player will choose their chapter, history and great feat that earned their recommendation to the Deathwatch. Your characters are reunited after serving only a couple of decades with their chapter and have passed their initial Deathwatch training.

You may name your Chapter whatever you wish or may select an existing canon chapter.

All players gain the following to their characteristics and gear:- +d10 wounds- +1 fate point (unburned fate points are also restored)- +20 to all characteristics- Chose (or roll) for your chapter tactics.- Select a speciality (Apothecary/ Assault/ Devastator/ Librarian/ Tactical/ Techmarine)- Roll for a distinctive action- Roll for the history of your power armourAll Specialities Standard Issue: Astartes power armour,Astartes bolt pistol, 3 Astartes frag grenades, 3 Astarteskrak grenades, Astartes combat knife, repair cement, oneChapter Trapping.

• Deathwatch Apothecary Standard Issue: Astartesbolter with fire selector, reductor and narthecium.

• Deathwatch Assault Marine Standard Issue: Astarteschainsword, Astartes jump pack.

• Deathwatch Devastator Marine Standard Issue:Astartes heavy bolter with backpack ammo supply.

• Deathwatch Librarian Standard Issue: Astartes bolterwith fire selector, force weapon.

• Deathwatch Tactical Marine Standard Issue:Astartes bolter with fire selector, one clip of Special Issueammunition (not exceeding 25 Requisition per clip)per mission. Note that you must still meet the Renownrequirement for this ammunition.

• Deathwatch Techmarine Standard Issue: Astartes bolterwith fire selector, Astartes servo-arm (as a part of his powerarmour), and one other Common craftsmanship cybernetic(chosen at character creation). See the Cybernetics sectionfor rules on installing further bionics.

Page 4: Character Creation Booklet (Deathwatch)

Definitive ActionD6 roll

Definitive Action Effect

1 No actual definitive action Nobody really knows why you’ve been selected for the Deathwatch. Maybe it was a bureaucratic mistake?

2 Survivor You were thought lost, but returned after many months a hero.+D3 toughness

3 Spiritual Leader Your zealous nature is inspiring for your battle brothers.

Gain the Inspire Wrath trait4 Centuries of Experience

(Due to warp travelling)After hundreds of years fighting for the emperor, your

experience is widely sought after.Gain 1000 xp.

5 Specific talent Chose a single weapon type. Whenever using this weapon, count as having +10 BS if attacking at ranged

ranged weapon, or +10 WS if attacking in melee (regardless of what type of weapon it is)!

6 Heroic Duellist You won fame after defeating a mighty foe in single combat.

Add a Master-crafted duelling sword to your character. The sword contains a weak forcefield.

Rating: 20 Overload: 01Dmg: 1d12 + 3 R Pen: 6 Special: Balanced Wt: 4

Chapter Tactics and Training (Rolling is optional)D6 roll

Chapter Style Effect

1 Disciples of the Codex Gain 500 xp.2 One with the machine Gain a level in tech-use.

You can drive/fly any space marine vehicle designed for atmospheric flight or the ground.

3 Armour of Faith You increase your armour by half of your willpower bonus (on all areas), note that this is still negated by

armour piercing weaponry.4 Chain of command You may reroll any command rolls if you wish.5 Specialist Weapon Training You may use any weapon as if you had the skill for it.6 Remain Unseen Gain +10 to concealment, move silently and survival

skills.

Page 5: Character Creation Booklet (Deathwatch)

Power Armour HistoryD6 roll

Chapter Style Effect

1 Saintly Heritage You gain the Fear (1) trait against enemies in close combat while wearing this amour.

2 Vox-Amp You gain +10 to command rolls when giving orders out loud.

3 Hexagrammic Wards The wards are placed so that they are all but impossible to find. If attacked by a psychic power or

warp weapon, you may use your armour value to negate damage.

4 Subtle Machine Spirit At any time you may declare that the machine spirit is being used. Roll a D6, on a 1-3 you lose a fate point.

At the GMs discretion, your power armour gives you a small but (possibly) game changing edge for/in the

next few minutes.5 Agile Suit Gain +10 agility while using this suit.6 Blood Lust The armour craves for blood. Every time you kill an

enemy with a close combat attack, roll a d10. On a 6+, restore d3+1 wounds. Against swarms, roll this for

each point of damage you deal to the swarm instead.