Character Creation and Intro
greendoor
(Verified Door)
- Location
- Arizona
- Pronouns
- He/Him
The Bloody Gates
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The Hive City of Lozepath, on the Hive-World of Rorschah Mundi has fallen to rebellion. Along with the loss of the manpower and danger it poses to the rest of the world, the fall of the Hive City has caused a 4% decline in Ball Bearing production destined for off-world military production within the surrounding sub-sectors.
Given the catastrophic consequences for the whole of the embattled Verantis Sector should military production decline, a task force was immediately assembled to retake Hive Lozepath. Legions of Skitarii, elite strike groups of the Adeptas Sororitas and Tempestus Scions, and an entire Imperial Guard Army Group have been landed, and move to assist the local forces in the task of recapturing the Hive and its vital production.
Among these teeming millions of soldiers is the 593rd Vankillan Penal Infantry Legion, a freshly raised force of condemned criminal scum, penitents, and the scrapings of Vankilla's city sized cell blocks.
You are among them.
Whatever crime you committed, whatever sin of your ancestors that stains your soul, whatever reason you've drawn the ire of Imperial Law, you have no chance but to fight and hopefully survive to the end of your term. A lucky few might well earn their freedom by some incredible act of valor. Most you know, will die long before any such opportunity presents itself.
Your only hope is redemption, either in death or in victory.
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The Bloody Gates is an adventure set in the dystopian future of Warhammer 40k.
As implied by the intro, you will be playing members of the Penal Legions. You will be poorly equipped, only half trained, and thrown into the most dangerous battles. This will be a game about desperate struggle, to survive, to achieve redemption for crimes real and imagined, to win glory sufficient to see you free from the accursed legion.
It will also be a game about dying.
Do not expect your characters to make it through the meatgrinder intact: Not only will you have all the disadvantages of the Penal Legion, you will lack the abnormal fortune or plot protection associated main characters of less bloody genres. Any bullet, lasbeam, or weapon strike could strike a crippling or lethal blow. Rolls are final, and will not be rerolled or fudged just because you are the PCs.
You might find yourself making more than one character.
Finally, as a matter of practicality, this game will be a Play by Post endeavor. I hope to retain a fast pace for this game: Updates will hopefully be Biweekly once the IC is up. You IC posts do not have to be long or react to everything that happened: getting something out is more important, especially in combat situations.
The system this game will be ran with is fairly mechanically complex, so all mechanical interactions and rolls (Aside from character creation) will be handled behind the scenes by me. When it comes to combat situations, all you have to do is give me the general gist of your actions for the next few turns*. Combat maps will be available in the Roll20 linked below so you can understand the tactical situation.
*A Good example of this would be something like "Move quickly towards the pile of rubble 10m ahead, trying to avoid enemy fire, then lay down suppression fire on the enemy bunker once I'm in cover."
IC Link
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Character Creation:
(As a note, you may optionally roll for a background package. See the Background chart below. Do this before you roll anything, and preferably before you fill out your personal details)
Personal Details Form: Character Creation:
(As a note, you may optionally roll for a background package. See the Background chart below. Do this before you roll anything, and preferably before you fill out your personal details)
-Name: Your Name
-Appearance: Keep this to less than three descriptors (IE, 'Tall', 'Dark Haired', and 'Tattooed')
-Reason for 'Enlistment': Why you found yourself in a Penal Legion. Keep this to a single short descriptor (IE 'Liberal Political Dissident' or 'Career Recidivist' or 'Guard Deserter')
-Demeanor: Your Personality (Keep this one or two descriptors, such as 'Humorless and Crass' or 'Jovial and Fatalistic')
-Background (Optional): Less than 100 words. If you come originally from a different world than the Penal Colony of Vankilla, mention it here.
-Cultural Memento (Optional): A Memento from your homeworld. Nothing that effects gameplay.
-Weird Tradition (Optional): A strange tradition or religious stricture you follow.
-Length of Service (Optional): How long you've got in the Penal Legions, a general measure of the severity of your crimes. Regardless of how long, you're seeing this campaign through, or dying in the attempt.
(A note on worlds and character details: This is set in a homebrew sector, but one that is far from complete. Feel free to make up worlds if you want your character to be from somewhere unique. I can provide suggestions otherwise, or you can just not specify. Please do not lean heavily on canon worlds, unless you have a good reason why a Catachan Jungle fighter or whatever is in a Penal Legion on the other side of the galaxy)
Once you've filled out that form, set your statistics, and select your Skills and Talents.
If you need to roll anything, do so here: Roll20
Statistics
Take the following Statistics Array:
40, 38, 35, 35, 32, 32, 30, 30, 28
And apply it to the following Stats:
-Ballistic Skill (Bs): How good a shot you are
-Weapon Skill (Ws): How competent you are with melee weaponry
-Strength (S): How strong you are
-Toughness (T): How tough you are
-Agility(A): How agile and dexterous you are
-Perception(Per): Your senses and combat awareness
-Intelligence(Int): The sum of your education and intellect
-Willpower (Wp): Mental clarity, strength of will, and resolve.
-Fellowship (Fel): Your social skills and personality.
Higher is better. Each number on the array can only be assigned to one characteristic, and every characteristic needs one assigned.
Rolling Characteristics:
Alternatively, you may roll 2d10+20 in order for each Stat, bringing your lowest stat up to 31 (If lower), and adding +3 to your best stat. You may reroll one Stat, and swap any two.
If you roll in this manner, you may select an additional Skill from Column 2 or 3, and an extra talent from Column 2.
Substats;
(Note that a Stat initial followed by a B means Stat Bonus, or the 10s digit of the relevant stat. For example, TB would be tens digit of your toughness, so if you had Toughness 38, your wounds would be 10+3=13, and if your Willpower was 40, your Fatigue threshold would be 4+3=7.)
-Wounds: 10+TB
-Movement: 3x/6x/8x/12x AgB
-Fatigue Threshold: TB+WpB
-Initiative: PerB+AgB
Take the following Statistics Array:
40, 38, 35, 35, 32, 32, 30, 30, 28
And apply it to the following Stats:
-Ballistic Skill (Bs): How good a shot you are
-Weapon Skill (Ws): How competent you are with melee weaponry
-Strength (S): How strong you are
-Toughness (T): How tough you are
-Agility(A): How agile and dexterous you are
-Perception(Per): Your senses and combat awareness
-Intelligence(Int): The sum of your education and intellect
-Willpower (Wp): Mental clarity, strength of will, and resolve.
-Fellowship (Fel): Your social skills and personality.
Higher is better. Each number on the array can only be assigned to one characteristic, and every characteristic needs one assigned.
Rolling Characteristics:
Alternatively, you may roll 2d10+20 in order for each Stat, bringing your lowest stat up to 31 (If lower), and adding +3 to your best stat. You may reroll one Stat, and swap any two.
If you roll in this manner, you may select an additional Skill from Column 2 or 3, and an extra talent from Column 2.
Substats;
(Note that a Stat initial followed by a B means Stat Bonus, or the 10s digit of the relevant stat. For example, TB would be tens digit of your toughness, so if you had Toughness 38, your wounds would be 10+3=13, and if your Willpower was 40, your Fatigue threshold would be 4+3=7.)
-Wounds: 10+TB
-Movement: 3x/6x/8x/12x AgB
-Fatigue Threshold: TB+WpB
-Initiative: PerB+AgB
Skills:
Free Skills: You get these for free unless you choose or receive a higher level from this chart or the background chart.
Athletics (S), Awareness (Per), Dodge (Ag), Endurance (T), Resolve (Wp),
Roll once on each column, or choose one from each column. If rolling, reroll any duplicate skills (IE, if you got Medicae+10 and Medicae, reroll the lesser result).
Free Skills: You get these for free unless you choose or receive a higher level from this chart or the background chart.
Athletics (S), Awareness (Per), Dodge (Ag), Endurance (T), Resolve (Wp),
Roll once on each column, or choose one from each column. If rolling, reroll any duplicate skills (IE, if you got Medicae+10 and Medicae, reroll the lesser result).
1d10 | Column 1: Roll Once or Choose once | Column 2: Roll Once Or Choose once | Column 3: Roll Once or Choose once |
1: | Medicae (Int) +10 | Awareness (Per)+10 | Tech-Use (Int) |
2: | Tech-Use (Int)+10 | Athletics (S)+10 | Medicae (Int) |
3: | Charm (Fel)+10 | Endurance (T)+10 | Piety (Fel) |
4: | Deceive (Fel)+10 | Resolve (Wp)+10 | Demolitions (Ag) |
5: | Command (Fel)+10 | Dodge (Ag)+10 | Lore (Hive Cities)(Int)+10 |
6: | Demolitions (Ag)+10 | Stealth (Ag) | Lore (Tactica)(Int)+10 |
7: | Intimidate (Wp)+10 | Charm (Fel) | Lore (Rorschah Mundi)(Int)+10 |
8: | Piety (Fel)+10 | Intimidate (Wp) | Scrutiny (Per) |
9: | Stealth (Ag)+10 | Command (Fel) | Lore (-Useless Academic Discipline*-)(Int)+20 *Choose something if this comes up |
10: | Survival (Per)+10 | Deceive (Fel) | Survival (Per) |
Talents:
Choose or Roll from both columns, once on Column one, and twice on Column 2.
Choose or Roll from both columns, once on Column one, and twice on Column 2.
1d10 | Column 1: Roll Once or Choose One on this Collumn. | Column 2: Roll Twice or Choose Twice on this column. If rolling, roll 1d10 for the cell, then 1d10 to determine which of the talents within. |
1: | Furious Assault: Can make additional attack if All Out Attack is successful. | -(1-5):Jaded: Ignore non supernatural fear tests that are not a direct threat to your life. -(6-10): Air of Authority: Reroll Command and Intimidate tests with a -10 penalty. |
2: | Nerves of Steel: Reroll Fear and Suppression Tests. | -(1-4): Sound Constitution: +2 Wounds -(5-7): Pain Tolerance: Ignore one point of Pain from Wounds, and gain a +20 bonus to resist Stun. -(8-10): Hardy: For the purpose of removing Wounds, you always count as Lightly Wounded. For events that heal wounds, heal +1 wound. |
3: | Shocktrooper: Gain +20 to Dodges if you full moved, ran, or charged last turn. | -(1-4): Battlefield Medicae: Can reroll failed First Aid tests once. -(5-7): Tech-Adept: Can reroll failed Tech-Use tests once. -(8-10): Steady Hands: Reduce DoF on Demolitions tests by ½ AgB. |
4: | Die Hard: When you suffer from Mortal Fatigue, you may make a Resolve Test (+0) at the point of death to delay death for an additional half hour (once). You can also make a Resolve test (+0) to use a broken or useless limb as if it had not taken Damage. If you become unconscious you may make a Resolve Test (+0) to stay conscious, this applies even to unconsciousness caused by Fatigue, in which case you should roll again every 5 minutes. | -(1-4)Sprint: When taking the Full Move action, you may move an extra number of metres equal to your Agility Bonus. When taking the Run action, you count your Agility bonus as 2 higher for one Round. If you use this Talent two turns in a row, you must make a Toughness Test or gain one level of Fatigue. -(5-7): Rapid Reaction: +1 Initiative, can test Agility to avoid surprise. -(8-10): Alert: If you're in the front of a formation/are the pointman, gain a +10 bonus to Awareness and +1 DoS for the purpose of opposed tests vs. Stealth. |
5: | Hip Shooting: Halve Move and Shoot Penalty. Can fire a pistol as part of a run or charge action. | -(1-5): Street Fighting: Gives +2 Crit Damage to Improvised and Unarmed, +1 Damage with Combat Knife. -(6-10): Scout: Can reroll failed Stealth and survival tests at -10. |
6: | Deadeye Shot/Precise Strike: Reduces Called Shot Penalty by 10, can hit Weakpoints and Exposure easier. Choose Ranged or Melee upon picking it, or flip a 1d2. | -(1-4) Barrage: +1 DoS on Semi Auto and Full Auto -(5-7): Grenadier: Count SB as 1 higher for grenade throws, can reroll scatter. -(8-10): Rapid Fire: Increase RoF on Semi Auto by 1, and 2 on Full Auto. |
7: | Breach and Clear: Increase Initiative by +2. In the first round of combat, add +10 to hit and +1 DoS against targets who haven't acted yet. Cannot be used with Heavy Stubber. | -(1-5): Head Down: You may reroll tests to Dive for Cover and Duck Into Cover once if you fail. -(6-10): Leap Up: You can get up from prone without an action. |
8: | Swift Attack: Can make two Attacks in Melee with Multiple attacks. If armed with a pistol and sword, can also fire the pistol once as well. | -(1-5): Keen Intuition: Can reroll failed Awareness and Scrutiny rolls with -10. -(6-10): Smooth Talker: Can reroll failed Deceive and Charm tests at -10. |
9: | Iron Jaw: Each Turn you are stunned or disoriented (timed only), you may make an Endurance Test (+0) to shrug off the effects. | -(1-5): Nimble: +1 DoS to Dodge/Parry -(6-10):Evasive: Gain +20 to the first Dodge or Parry test of combat. |
10: | Frenzy: Can Frenzy for bonuses to Ws, T, S, and immunity to fatigue and some Critical Effects, but are forced to fight in melee. | -(1-5):Athlete: You may reroll failed Athletics and Acrobatics tests with a -10 modifier once per turn, and add +1 DoS. Halves penalties from carrying heavy objects (such as Heavy Stubbers and Pack items). -(6-10): Fitness: Can test Athletics (Toughness) at +0 once per scene. On success, you clear 1 fatigue, and one more per 2 DoS. |
-Armor: Imperial Guard Flak Armor
-Gear; Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive).
-Weapons: Combat Knife/Bayonet (May be affixed as a half action, gives -10 penalty to shooting while affixed), Two Frag Grenades,
Choose 2d10 or Choose One
2-3: Laspistol (2 Chargepacks) and Monosword or Axe
4-5: Laspistol (2 Chargepacks), 3 additional Frag Grenades, and a Combat Vest (Let's you draw a pistol, Combat Knife, or Grenade for free once per turn)
6-7: Laspistol (2 Chargepacks) and a Pack Item (No Penalties)
8-16: Lasgun or Lascarbine with 3 Charge Packs
17-18: Pump Shotgun with 24 Shells
19-20: Heavy Stubber with two Ammo Belts and Bipod. Replace Grenades with Laspistol (1 chargepack)
You may also optionally take a Pack Item. You take a -10 Penalty to Athletics and movement related Agility tests (Including Dodge) while wearing this.
-Medical Kit: Gives +20 bonus to first aid if you have Medicae. Comes with 3 doses of Stimm and 3 doses of Synth skin.
-Toolkit: Lets you treat Tech-Use and Demolitions as Trained at +0, or gives a +15 bonus if you have them trained.
-Auspex Scanner Pack: Requires one hand, but grants +20 bonus to appropriate Awareness checks, can use Tech-Use to scan for invisible or hidden threats.
-Ammo Pack: Includes reloads for the squad's weapons, along with 4 more frag grenades. Ammo and Grenades require a full action to remove.
-Vox-Caster; Allows calling in Battlefield support, gives a +20 bonus. Operator can assist someone else making this test with Tech-Use.
Weapon Explanations:
-Laspistol: Can be fired in one hand, good in close combat, short range. Variable power settings. Semi Auto only.
-Mono Sword/Axe: Close Combat weapons. Axe is more deadly, but Sword is well suited to parrying.
-Combat Knife/Bayonet: Standard fighting knife. Precise, and its small size lends itself to rapid strikes. Can be attached to appropriate weapons with a bayonet lug as a bayonet..
-Frag Grenades: Hand thrown grenades. Though Guard armor is resistant to these weapons, it's still well advised to use them from a distance of more than 5 meters, or while benefiting from hard cover.
-Lasgun: Long range, moderate stopping power, reliable Las-Rifle. Comes with Bayonet lug variable power settings, and a full auto selector switch.
-Lascarbine: Moderate range, somewhat reduced stopping power compared to lasgun, but smaller size makes it more efficient for firing in one hand, in close combat, or while moving. Features a Bayonet Lug, variable power settings, and a full auto selector switch.
-Pump Shotgun: Pump Action Shotgun, 8 shot tube magazine. Good in close quarters and against unarmed targets, highly inefficient against armored targets or at long range. Comes with Bayonet lug.
-Heavy Stubber: Large caliber Solid Projectile support weapon. Should be braced against an appropriate surface or fired while prone to manage recoil. Heavy rounds are effective against light armor out to long range. The weapon and its ammunition is very heavy and unwieldy, and utterly unsuited for use in close quarters combat.
-Gear; Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive).
-Weapons: Combat Knife/Bayonet (May be affixed as a half action, gives -10 penalty to shooting while affixed), Two Frag Grenades,
Choose 2d10 or Choose One
2-3: Laspistol (2 Chargepacks) and Monosword or Axe
4-5: Laspistol (2 Chargepacks), 3 additional Frag Grenades, and a Combat Vest (Let's you draw a pistol, Combat Knife, or Grenade for free once per turn)
6-7: Laspistol (2 Chargepacks) and a Pack Item (No Penalties)
8-16: Lasgun or Lascarbine with 3 Charge Packs
17-18: Pump Shotgun with 24 Shells
19-20: Heavy Stubber with two Ammo Belts and Bipod. Replace Grenades with Laspistol (1 chargepack)
You may also optionally take a Pack Item. You take a -10 Penalty to Athletics and movement related Agility tests (Including Dodge) while wearing this.
-Medical Kit: Gives +20 bonus to first aid if you have Medicae. Comes with 3 doses of Stimm and 3 doses of Synth skin.
-Toolkit: Lets you treat Tech-Use and Demolitions as Trained at +0, or gives a +15 bonus if you have them trained.
-Auspex Scanner Pack: Requires one hand, but grants +20 bonus to appropriate Awareness checks, can use Tech-Use to scan for invisible or hidden threats.
-Ammo Pack: Includes reloads for the squad's weapons, along with 4 more frag grenades. Ammo and Grenades require a full action to remove.
-Vox-Caster; Allows calling in Battlefield support, gives a +20 bonus. Operator can assist someone else making this test with Tech-Use.
Weapon Explanations:
-Laspistol: Can be fired in one hand, good in close combat, short range. Variable power settings. Semi Auto only.
-Mono Sword/Axe: Close Combat weapons. Axe is more deadly, but Sword is well suited to parrying.
-Combat Knife/Bayonet: Standard fighting knife. Precise, and its small size lends itself to rapid strikes. Can be attached to appropriate weapons with a bayonet lug as a bayonet..
-Frag Grenades: Hand thrown grenades. Though Guard armor is resistant to these weapons, it's still well advised to use them from a distance of more than 5 meters, or while benefiting from hard cover.
-Lasgun: Long range, moderate stopping power, reliable Las-Rifle. Comes with Bayonet lug variable power settings, and a full auto selector switch.
-Lascarbine: Moderate range, somewhat reduced stopping power compared to lasgun, but smaller size makes it more efficient for firing in one hand, in close combat, or while moving. Features a Bayonet Lug, variable power settings, and a full auto selector switch.
-Pump Shotgun: Pump Action Shotgun, 8 shot tube magazine. Good in close quarters and against unarmed targets, highly inefficient against armored targets or at long range. Comes with Bayonet lug.
-Heavy Stubber: Large caliber Solid Projectile support weapon. Should be braced against an appropriate surface or fired while prone to manage recoil. Heavy rounds are effective against light armor out to long range. The weapon and its ammunition is very heavy and unwieldy, and utterly unsuited for use in close quarters combat.
The Background Chart:
As an alternative to choosing talents and skills, you may simply roll 1d100 on this chart (In the Roll20). Some of these have Talent and Skill Options that are not present in the normal lists (I'll tell them to you upon you rolling it).
Note that rolling on this chart is explicitly supposed to be a gamble. You might get a useless option like a Tax Evader or an Academic who has never even touched a Lasgun, or you might be a hardened Death Cult Assassin or cybered up Heretek.
All rolls on this chart are Final.
You may roll on this chart before you roll your stats, if your doing so. You still get the extra talent and skill.
Roll | Background | Skills | Talents |
1-3 | Tellosi Noble: A survivor of a recent T'au supported Noble revolt on Tellios, on the far side of the sector. In lieu of execution you were sent to Vankilla to redeem your house's sins in blood. . +5 Ws and Fel | Command+10, Charm, Lore (Noble Houses)+20, | Swift Attack, Air of Authority, Language (High Gothic) |
4-18 | Career Recidivist: You simply made a career out of crime and defiance of Imperial Authority, and got shipped to Vankilla as a result. +5 Ag | Stealth+10, Deceive, Lore (Hive Cities)+10 | Streetfighter, Ambush |
19-24 | Radical Academic: A Philosopher, Historian, Economist, or some other profession who stated an opinion contrary to the Imperial Line. It was found that if you could not write the truth, you would serve in a Penal Legion instead. Roll a 1d10 to determine your Academic Discipline: 1-3: History 4-5: Theology 6: Economics, 7: Philosophy 8: Techlore 9: Politics, 10: Journalism +5 Int | Scrutiny+10, Lore (Academic Discipline)+20, Deceive | Keen Intuition, Scholar(Academic Discipline), Language (High Gothic) |
25-30 | Volunteer: Generations on Vankilla are born into service as Helots, paying for the generational sin of their ancestors. The only way to pay back those ancient crimes is in blood. Unlike most, you volunteered. Whether it was a thirst for freedom, fleeing enemies in rival work-gangs, or a very poor idea reached while drunk, you're a Penal Legionnaire now. +5 S | Athletics+10, Intimidate+10, Survival | Streetfighter, Jaded |
31-36 | Imperial Guard Deserter: You committed one of the worst sins of the Imperial Guard: You ran. +5 Bs or Ws | Dodge+10, Athletics+10, Medicae | Barrage, Head Down Swift Attack or Hip Shooting |
37-40 | Defrocked Priest: You used to be a priest, before you committed some terrible sin. One terrible enough to see you defrocked and forced into penitent service instead of a more dignified execution, but not one so terrible you are entirely beyond redemption. Does the Emperor still look down upon you? +5 Wp or Fel | Piety+20, Lore (Imperial Creed)+20, Charm | Litany Against Fear, Scholar (Imperial Creed), Language (High Gothic) |
41: | Fighter Pilot: You were an Imperial Navy Fighter Ace, shot down a half dozen enemy birds, Blueskin, Greenskin, and Traitor. Real big shot, Angel of Death behind the stick. Course, you also liked your drink. One thing led to another, and you found yourself grav chuting away while your 20 million throne Thunderbolt Fighter crashed and exploded. Nobody got hurt, but someone's got to pay for that honored hardware. Unfortunately, that someone's you, flyboy. +5 Ag, +5 to one of Int, Wp, or Per | Operate (Aeronautica)+30, Survival+0, Tech-Use+0, Resolve+10 | Tech-Adept, Nerves of Steel |
42 | Cannibal: The times were desperate. There weren't any rations left, and you had to do what you had to survive. At least, that's what you told the Enforcers, but you know the truth. At first you'd gagged, but you'd come to enjoy the taste of the meat. +5 to two of Ws, Wp, Per, or T, -5 to Fel | Survival, Resolve+10, Endurance+10 | Jaded, Ruthless |
43-45 | Litterer: You were a normal Imperial Citizen, a factory worker and a family person, quietly pious. You only one made one sin, but it was a great one: You, after a long work shift, left venal trash upon the sanctum of an Imperial Church after the daily sermon. For this grievous sin, you were committed to a Penal Legion. +5 S or +5 T | Athletics+10, Endurance+10, Lore (Hive Cities)+0, Charm+0 | Athlete, Iron Jaw |
46-47 | Minor Mutant: You were found to have committed genetic crimes against the human baseline, and worse, attempting to pass yourself off as a normal human. For this crime, you were sentenced to the Penal Legion. +5 to one of Ag, Per, T, S | Deceive+10, Endurance+10, Athletics+10 | Sound Constitution, Jaded |
48-50 | Forger: You were a criminal of a more intellectual sort, a forger of Oath-Cogs and Pass-Wards. You were generally ignored by the Enforcers: You paid your bribes, you kept the illegal equipment tastefully out of sight. Then, someone using a Pass-Ward you created used it to make an Assassination attempt on a Magistrate. They needed someone to blame, and so you were off the Penal Legions. +5 Int or Per | Tech-Use+10, Lore (Hive Cities)+10, Scrutiny+10 | Tech-Adept, Scholar (Hive cities), Keen Intuition |
51-52 | Corrupt Lycian Enforcer: A corrupt former member of the Lycia Security Service. You took bribes or even openly helped the planet's many Cartels and pro-Blueskin Rebels, and even worse, got caught. +5 Per or +5 S | Intimidate+10, Awareness+10, Lore (Hive Cities)+10 | Jaded, Keen Intuition, Rapid Reaction |
53-54 | Rorscha Mundi Native: You're a native of Rorscha Mundi who was rounded up to serve as an offworld labor helot, was sent to Vankilla, and ended up in a Penal Legion. Now you're back home. Life is funny sometimes. +5 Ag | Lore (Rorscha Mundi)+20, Tech-Use, Dodge+10 | Streetfighter, Rapid Reaction, Nimble |
55-56 | Anarchist: Or at least, a Rioter. You were unruly and demanded things from the Imperial Government, and the only thing you got in reply was a jackboot. +5 S or T | Endurance+10, Athletics+10, Command | Air of Authority, Street Fighting, Iron Jaw |
57-58 | Black Marketeer: You sold forbidden goods on the streets of your homeworld. If someone needed something, you had it. Even in the Penal Legion, there's a better than even chance you can get what people want. +5 Fel | Charm+10, Deceive+10, Lore (Underworld)+10 | Smooth Talker, Well Prepared |
59-60 | Bandit: You were a Bandit back home, stealing from the rich and giving to yourself. You were caught eventually of course, but for a time, you lived as any could wish, fat, feared, and free. +5 Ag or Per | Survival+10, Stealth+10, Intimidate | Ambush, Scout, Jaded |
61-62 | Psycho: You killed a lot of people. Enough that they decided that killing you was a waste of your natural talents. +10 Ws, -5 Fel | Intimidate+10, Deceive+20, Resolve+10 | Jaded Furious Assault or Swift Attack Frenzy or Street Fighting |
63-64 | Assassin: You're fortunate. You didn't get a kill shot, or it would've been a lot worse for you than torture and penal legion service. +5 Bs, Per, or Ag | Awareness+10, Stealth+10, Dodge+10 | Deadeye Shot, Nimble, Jaded |
65-66 | Sawbones: Nobody cares about the street trash that leaves your clinic dead, or missing organs, but when the beat up youth whom your shaking hands couldn't save was the son of a minor noble, well, then someone cares. +5 Int | Medicae+10, Deceive, Resolve+10 | Jaded, Battlefield Medicae, Swift Suture |
67-68 | Legion Veteran: This isn't your first tour of service with the Penal Legions, or even your second or third. You've stopped wondering if it'll be your last. +5 to two of Ag, T, Ws, Bs, Per (Can roll 2d5 if you want random. Reroll duplicates) | Dodge+10, Awareness+10, Endurance+10 | True Grit, Head Down, Jaded |
69-70 | Second Time Legionnaire: You are something of a miracle. Firstly, in that you managed to actually escape legion service by an act of valor. Secondly, despite this act of grit and heroism, you were enough of an idiot to get yourself sent to the legions for a second time, less than a week after you'd gotten out. +5 to two of Ag, T, Ws, Bs, Wp (Can roll 2d5 if you want random. Reroll duplicates) | Dodge+10, Resolve+10, Endurance+10 | Head Down, Nerves of Steel, Street Fighting |
71-72 | Kill the Witch: That is the Emperor's Command. Except that last one you killed. That one was sanctioned. Add +10 Wp | Resolve+20, Lore (Warp)+10, Piety+10 | Strong Minded, Nerves of Steel, Hatred (Witches) |
73-74 | Cell Drainer: The vain Horse Lords of Rantisari V have two overriding beliefs: They wish to live forever, and they absolutely disdain the vast, teeming populations of the hives. In order to attend to both problems, you ran a Cell Draining operation: a long illegal practice of draining human cells in order to extract ingredients vital to the process of making rejuvenat. You thought your vital importance to the Horse lords would keep you from the Enforcers, but you turned out to be just as expendable as any other commoner. When you were caught, the Arbites who sentenced you told you they thought throwing you back into your own machines was too merciful, so you, used to comfortable living and the screams of others, found yourself the one who will scream, serving in a Penal legion. Add +5 Int | Medicae+10, Lore (Hive Cities)+10, Deceive+10 | Jaded, This Will Hurt, Swift Suture, Street Fighting |
75-76 | Tax Evader: You evaded Imperial Taxes. The Administratum's wrath was slow, but not kind. Add +10 Int | Lore (Administratum)+20, Commerce+20, Deceive+10 | Scholar(Administratum), Language (High Gothic), Impenetrable Jargon |
77-78 | Actor: You were an actor in Imperial Propaganda films. One day, you ad libbed a line, adding a bit of irony to what was supposed to be utterly serious. Perhaps you might've even protested Imperial Policy, but it was veiled and only a line in a movie! You thought it'd be edited out in post, or at least they'd just do another take, but the censors weren't amused, and one thing led to another. Add +10 Fel | Charm+20, Deceive+20, Command+10 | Smooth Talker, Heroic Inspiration, Gallows Humor |
79-80 | Prison Cell Overpopulation: It was a minor crime, really. You were the lookout for a larger operation, the one who watches out for enforcers and civilians, and makes up some story, keeps them talking long enough for your fellow thieves to get out. A minor crime, with a minor sentence. You ended up in a cell, a mere five year sentence. But there were too many other people in the cellblock, and well, you were randomly selected to 'Alleviate pressure.' At least they promised you if you survived your sentence would be commuted. Add +5 Per and Fel | Deceive+10, Charm+10, Awareness+10 | Smooth Talker, Keen intuition, Alert |
81-82 | Mad Bomber: You only wanted 50,000 thrones, was that so much to ask? You had to blow up that closed manufacturem, else they wouldn't take you seriously. And when they rejected your offer, well, then the (mostly) empty Scholam had to pay the price. And when they didn't listen to your demand to not hunt you down, well, those deaths were on their heads. Add +5 Int and Ag | Demolitions+20, Tech-Use, Intimidate+10 | Steady Hands, Grenadier, Leaping Dodge |
83-84 | Rebellious Schola Progenii: You didn't like the future they set out for you. You didn't want to be an Imperial Guard Officer, like the test scores and the Drill Abbots said you would be. You didn't take the Abbots' threats seriously, you were the son of an Imperial Martyr, you'd have your way. So you ran, and decided to make them listen to you. You should've listened instead. Add +5 Fel and +5 Int | Command+10, Lore (Tactica)+20, Resolve+10 | Scholar (Tactica), Air of Authority, Nerves of Steel, Die Hard |
85-86 | Vigilante: You couldn't stand the corruption all around you. Your fellow enforcers tolerated all manner of graft and looked the other way just because the criminals were wealthy or well born. The law had fallen silent. You decided to take it into your own hands, no matter who you had to sentence and punish. You would be the punished one, in time. Add +5 Wp and +5 Per | Intimidate+10, Scrutiny+10, Awareness+10 | Face of Judgement, Keen Intuition, Die Hard |
87-88 | PDF Commander: Once you were a commander of tens of thousands, a general in the PDF of your homeworld. But the enemy came, the Blueskins, and attacked your world. You may have hated the Xenos, and hated traitors worse, but they caught you in a pincer, and stood primed to annihilate your entire command. If there were any two things that could overcome hate, it was a desire to live or the love of comrades, and so you made the fateful choice to broadcast your surrender. You almost wish the Blueskins had simply killed you, or taken you with them when they'd retreated offworld. Add +5 Ws and +5 Fel | Command+20, Lore (Tactica)+10, Resolve+10 | Heroic Inspiration, Swift Attack, Wall of Steel |
89-90 | Corporate Saboteur: You worked as a saboteur for a powerful Imperial Charter Corporation. You sabotaged and damaged the property of their rivals, or else stole vital data. You're still not sure if that last job was a screw-up from your superiors, or they'd meant to send you into an Administatrum facility to steal data, but regardless, you'd walked right in. The Literati hadn't taken kindly to an outsider interfering with their data-stacks, so you'd found yourself in a Penal Legion. Add +5 Int and +5 Ag | Tech-Use+10, Demolitions+10, Stealth+10 | The Machine is Weak, Steady Hands, Living Ghost |
91: | Abhuman: No matter what's said on your Criminal sheet, you know the real reason you were sentenced. Abhuman in the first degree. Repent for your genetic sins. Roll a 1d10: 1-2: Ratling (+5 Bs, +10 Ag, +10 Per, +5 Fel, -10 Toughness/Strength, Small Size) 3: Beastman (+5 Ws, +5 S, +5 T, +5 Per, -5 Fell) 4: Squat (+10 T, +10 Wp, -10 Ag) 5: Longshanks (+15 Ag, +5 Per, -5 T, -5 S) 6: Pelager (+5 Ag, +5 St, +5 t, Can Breathe Underwater) 7-8: Nightsider (+10 Per, Can see in the dark) 9: Sub (+10 Wp, +10 T, +10 St, -20 Fel) 10: Ogryn (+15 T, +15 S, -10 Int, -10 Ag, +5 Wounds, Large Size, Only gets Flak Vest, Unnatural SB and TB 1) | -Ratling: Stealth+10, Survival+10, Awareness+10 -Beastman: Intimidate+10,Athletics+10, Endurance+10 -Squat: Endurance+20, Tech-Use, Resolve+10 -Longshanks: Acrobatics+10, Dodge+10, Awareness+10 -Pelager: Athletics+10, Dodge+10, Survival+10 -Nightsider: Awareness+10, Stealth+10, Scrutiny+10 -Sub: Piety+20, Endurance+10, Athletics+10 -Ogryn: Athletics+10, Endurance+10, Intimidate+10 | -Ratling: Deadeye Shot, Scout, Heightened Senses (Sight, Smell, Taste), Nimble -Beastman: Furious Assault, Frenzy, Heightened Senses (Smell, Hearing), Sound Constitutionx2 -Squat: Die Hard, Sound Constitution, Nerves of Steel, Too Stubborn to Die -Longshanks: Nimble, Evasive, Hip Shooting -Pelager: Athlete, Nimble, Hip Shooting -Nightsider: Keen Intuition Living Ghost, Heightened Senses (Hearing or Sight) -Sub: Litany Against Fear, Die Hard, Pain Tolerance, Sound Constitutionx2 -Ogryn: Furious Assault, Iron Jaw, Bulging Biceps |
92 | Penitent Offering: You are a Bolwerc, the Scion of a Noble House who went over to the T'au in treason. Part of the bargain your house struck in order to survive the inevitable Imperial purges was generational Penitence: once per generation one of their scions would dedicate their lives to offering penance in the most humiliating and base way possible: The Penal Legion. The Priests chose you. Perhaps you'd hoped it'd been one of your siblings, perhaps not, but you are ready to pay the price of your ancestor's sins regardless. +10 Ws and +5 Wp | Resolve+20, Lore (Tactica)+10, Endurance+10 | Nerves of Steel, Die Hard Blade Master or Lightning Attack |
93 | Mind Cleansed: You don't know why you joined the Penal Legion. Your memories of any time before it have been wiped clean, swept away by the potent memory cleansing agents of Imperial technology. What crime could you have committed, or perhaps more pertinently, what terrible knowledge or experience had to be wiped away? Roll 3d10 and +5 to a stat indicated by the die. On a 10, reroll and add +10 instead. Do not reroll duplicates. | Roll once on each Skill Table | Roll twice on both talent tables. . |
94 | Death Cultist: You were a Death Cultist before the Legion, a fanatical worshipper of the Emperor who showed their devotion in the blood of perceived enemies of the faith and the cult. Then of course, the familiar story: You killed the wrong person. The corrupt official had powerful friends, you had to slay the apostate in a public space, some Arbite decided your cult's services were no longer needed. Maybe you turned yourself in on some mad whim or as an act of repentance. Whatever it was, you were declared a criminal, and forced into the Legion. Roll a 1d10 to determine your strange Cult Practice or choose one: 1-3:Only the Sword is Pure: Melee only, no Ranged Weapons if possible. (Gain +10 Ws, +5 Ag, +5 S) 4-6:Firepower is the Emperor's Gift: Ranged Only, no Melee combat if possible. (Gain +10 Bs, +5 Per, +5 Ag) 7-8: Bask in their Blood. After achieving a Kill, you must spend a half action to daub yourself in the enemy's blood, at least once per fight (+10 to Bs or Ws, +5 T, +5 Wp) 9: No Mercy: No mercy upon the Emperor's Enemies, and never let one escape. Harden your Heart (Gain +10 to Ws or Bs, and +5 Wp, +5 Ag) 10: No Armor. We show our devotion by laughing at death (Gain +10 Agility and +10 Toughness, +10 Wp, and +10 to either Ws or Bs) Breaking this Cult Practice gives +1 Fatigue each time you must do so. | Dodge+20, Acrobatics+20, Resolve+10 | Step Aside or Lightning Reflexes Lightning Attack or Sharpshooter, Resistance (Fear) |
95 | Idealist: You are the rarest of things in this nightmare millennium: a genuine idealist. A healer and a pacifist. A dying breed. Perhaps you insisted on giving medicae treatment to mutants. Perhaps you refused Conscription. Maybe you just said the wrong thing after the latest atrocity. It matters not, the system that grinds down the souls of mankind has dragged you in, and you have no choice but to survive as long as you can, righteous but doomed. Each time you kill a human being or Sentient Xenos, take 1 Fatigue. +10 and +5 to one each of Fel, Ag, Int, Wp | Medicae+20, Resolve+10, Dodge+20, Charm+10 | Nimble, Head Down, Battlefield Medicae, Master Chirurgeon, Smooth Talker |
96 | Trial By Ordeal: You were a servant of the great and terrible Kindred Kings of the periphery. Recently, your homeworld was retaken by an Imperial attack. When the purge squads came for you, you made the sign of the Aquila and protested your innocence and secret Imperial Faith. To prove your words, and redeem your corruption in blood (either yours or the enemy), you were placed in a Penal Legion. Survive one campaign, and you would be freed and made an Imperial Citizen, your words proven true. +10 Wp, +5 Fel or Int | Lore (Chaos Cults)+20, Resolve+10, Deceive+10, Piety+10 | Scholar(Chaos Cults), Unshakeable Faith, Paranoia, Jaded |
97 | Poacher; How were you supposed to know the beautiful (and very hotly desired for their pelts) 10 legged Xenos foxes were protected by a writ penned by the God Emperor himself? Weren't you supposed to kill the Xenos? Apparently the Arbites disagreed. +5 to Per, Bs, and Ag | Lore (Xenos Fauna)+20, Stealth+10, Survival+10 | Deadeye Shot, Living Ghost, Skirmisher, Scout |
98 | Heretek: You were once a Tech Adept, before you were condemned for heretical experiments or looking into forbidden knowledge. Start with two common quality and one Good Quality Cybernetics (Roll 3d10): 1-4: Cybernetic Arm, 5-6: Cybernetic Legs, 7: Cybernetic Ears 8: Cybernetic Eyes, 9: Cerebral Plugs 10: Cybernetic Armor Plates (Add +1 AP to Torso, head, or one set of limbs. Adds Impact Absorb if Good Quality) +10 Int, +5 T or Wp | Tech-Use+20, Resolve+10, Endurance+10, Lore (Technology)+20 | Tech-Adept, Master Technomat, Scholar (Technology), Die Hard |
99 | Innocent: You genuinely were innocent of the Crime you were accused of. Whether at the wrong place, wrong time, a frameup, or a simple vendetta, you ended up condemned. Innocence proves nothing, but perhaps the Emperor looks down upon you with some mercy. You start with 1 Fate Point, which can regenerate, and can be burnt. . Roll again to determine your background and take all talents, characteristic modifiers, and skills. +5 Wp | Resolve+10 | Unshakeable Faith |
100 | Inquisition Agent: You are an Agent of the Holy Ordos of the Inquisition. Add +5 to every stat, and +10 to one stat of your choice, along +2 wounds. Roll again to determine your cover identity and take all skills, stat modifiers, and talents. Consult your GM for a secret objective. | Deceive+20, Lore(Chaos Cults)+20, Pick Once on a column of your choice. | Jaded, Pick once on a Column of your choice |
Example Character Sheet:
-Name:
-Appearance:
-Reason for 'Enlistment':
-Demeanor:
-Other Personal Details:
-Weapon Skill (Ws):
-Ballistic Skill (Bs):
-Strength (S):
-Toughness (T):
-Agility (Ag):
-Perception (Per):
-Intelligence (Int):
-Willpower (Wp):
-Fellowship (Fel):
-Wounds:
-Movement Speed:
-Fatigue Threshold:
-Initiative:
-Skills: Athletics, Awareness, Dodge, Endurance, Resolve
-Talents:
-Armor: Imperial Guard Flak Armor
-Weapons: 2 Frag Grenades, Combat Knife/Bayonet
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)
-Appearance:
-Reason for 'Enlistment':
-Demeanor:
-Other Personal Details:
-Weapon Skill (Ws):
-Ballistic Skill (Bs):
-Strength (S):
-Toughness (T):
-Agility (Ag):
-Perception (Per):
-Intelligence (Int):
-Willpower (Wp):
-Fellowship (Fel):
-Wounds:
-Movement Speed:
-Fatigue Threshold:
-Initiative:
-Skills: Athletics, Awareness, Dodge, Endurance, Resolve
-Talents:
-Armor: Imperial Guard Flak Armor
-Weapons: 2 Frag Grenades, Combat Knife/Bayonet
-Wargear: Explosive Collar, Entrenching Tool, one dose each of Frenzon, Stimm, and Slaught, Physik Kit (Light Medical Kit), Helmet Vox Receiver (Cannot transmit, only receive)
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