40K Black Crusade PbP RPG Sign-Up

Discussion in 'RPG Advertisment' started by Omega98, Dec 22, 2017.

  1. Omega98

    Omega98 CHYOA Guru

    Hey all!

    I've had this thought running through my head for a while now, but I was wondering if there was any interest in playing a house-rolled, deep space, science fiction RPG? I've got BLACK CRUSADE sitting on my shelf and with @Jizzrar HORIZON games not going anywhere I've got a hankering to run a sci-fi game.

    @lizisbest was kind enough to post a like to a PDF containing all of the information players would need.

    https://www.mediafire.com/folder/687pwmw2m3tqo/40K_Trove#1h342hi53cv3f

    Let me know.
     
    Last edited: Mar 11, 2018
  2. GenericEditor168

    GenericEditor168 Really Really Experienced CHYOA Backer

    Black Crusade, you say?
    DEATH TO THE CORPSE-EMPEROR!

    EDIT: Two things.
    1. You'll need to explain character creation, as I don't have a copy of Black Crusade.
    2. What does house-rolled mean?
     
    Last edited: Dec 22, 2017
  3. Omega98

    Omega98 CHYOA Guru

    LOL!!!

    Best to answer your second question first. House-rolled is just a term I use to indicate that the rules (and really whatever else) are created by the players and the game master, not necessarily the rule book. In this instance I use it to indicate that we don't have to play a BLACK CRUSADE game but rather any sort of science fantasy RPG that I/we might want to play. (It's just I'm keen to base the character creation and rules on BLACK CRUSADE, as I rather like them.)

    However, if there's interest in playing an actual BLACK CRUSADE game (with erotic elements thrown in of course) I'm absolutely more than down to run that!

    Character Creation is rather time consuming to write down, and I'm afraid I don't have the time to do it tonight, but I will certainly start working on it tomorrow!

    P.S. So glad to find someone else who enjoys the Grimdark future.
     
  4. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    I call the Slaanesh affiliated gender-bent space marine.
     
  5. Omega98

    Omega98 CHYOA Guru

    That is totally doable.
     
  6. Omega98

    Omega98 CHYOA Guru

    :eek: Gah!

    I've come to understand that I'm essentially writing out the Core Rulebook for BLACK CRUSADE. *sigh*

    This might take me some time...

    :(
     
  7. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    So why not just run a game of BLACK CRUSADE and house-rule things as we go?
     
  8. Omega98

    Omega98 CHYOA Guru

    Well, I could do that. However, I've written about 35-40% of the thing out and I don't really want that effort to go to waste. I suppose I could post what I've got so far and then work on the rest as people look through it and start coming up with ideas for characters.
     
  9. GenericEditor168

    GenericEditor168 Really Really Experienced CHYOA Backer

    Is there still any interest in doing this? Or are we sticking with the Box?
     
  10. Omega98

    Omega98 CHYOA Guru

    Well I'm still interested in doing it, but I've stalled for a bit writing down the rules. (There's considerably more than I estimated originally.) I'm still working through it (slowly), and my attention has shifted considerably towards "The Box". If I could get about four people to commit to playing I'll post what I have so far for character creation and redouble on getting the rest out to everyone, but so far the only two people who have expressed interest are @GenericEditor168 and @Nemo of Utopia which is awesome, but not really enough to start a game with.

    So the answer to your first question is: Yes and No.
    The answer to your second question is: Yes and Possibly not just.
     
  11. Thorn_

    Thorn_ CHYOA Guru

    How much does someone need to know they are doing for this game if they aren't really used to these kinds of games?
     
  12. Omega98

    Omega98 CHYOA Guru

    With a good GM? Hopefully not a lot.

    A basic understanding of the history (fluff) of the universe would be recommended, although not truly necessary as I'd write a brief backstory of the galaxy for players unfamiliar with 40K. As for the game mechanics (crunch) that is actually fairly easy, you essential write down what you want to do and either you can roll the corresponding dice or the GM can if you'd like.

    The best way to think about it is like this:
    • The Game Master (GM) creates the situation.
    • The Player chooses what the character will do.
    • The GM sets the difficulty
    • The die are rolled
    • Depending on the outcome of the die the player succeeds or fails
    • Finally, the player and GM work out what happens as a result
    It's actually pretty easy. If you want to play I'll work to make it as easy on you (not necessarily your character) as I can. After all, as the GM I have two real goals. 1) Make sure the players are having fun 2) Keep the story moving.
     
  13. Thorn_

    Thorn_ CHYOA Guru

    I could try it, at least. I'll see what I can read up on about it, so I at least have some idea what I'm supposed to be doing.

    1. Apparently there's a lot of different versions of this series, what edition would this fall under exactly?

    2.Any special rules to know about?
     
  14. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    Just wanted to formally express that I'm still down for this.
     
  15. Omega98

    Omega98 CHYOA Guru

    Outstanding!
     
  16. Omega98

    Omega98 CHYOA Guru

    Okay. To whet some people's appetites...

    Alright people, the game is broken down into two types of time: Narative and Structured. Structured time is used for "encounters" (combat mainly but also other things should the GM decide it suitable.) Narrative is used for pretty much everything else.

    In combat, each character is granted two (2) Half Actions OR one (1) Full Action. Additionally, each character has one (1) Reaction that can be utilized when it is not their turn. A Reaction may only be used upon a triggering event (such as being attacked).

    Movement in Structured time is somewhat simple. By spending a Half Action a character may move up to their Agility Bonus (AB) in meters. By spending a Full Action a character may move up to twice (x2) their AB in meters. Alternatively, by spending a Full Action a character may move up to three times (x3) their AB in meters, however, after doing so they MUST be within melee range of an enemy AND make an attack. Finally, by spending a Full Action a character may move up to six times (x6) their AB in meters, however, after doing so they must make a Challenging (+0) Toughness Test or be Fatigued (-10 to all tests) for 1d5 rounds.

    TESTS
    The crux of what the game is based around, the dice roll tests. It is rather complex. Are you ready? Yes? Good. Here are the steps.
    1. Grab 2d10 (Two ten sided dice)
    2. Designate one as your 'tens' die and the other as your 'singles' die
    3. Roll the dice
    4. Add the dice rolls together (i.e. if you rolled a seven on the 'tens' die and a three on the 'singles' you'd have a roll of '73')
    5. If the roll is under or equal to your Characteristic Score you succeed. If it's over you fail.
    That's it. That's all you have to do. I know, it's super complicated. Have you got it? Good.

    Now modifiers will often be applied to these rolls, some you will know about while others you will not. The thing to keep in mind is that modifiers alter your Characteristic Score for that roll, not the dice roll itself.

    For example imagine your character is in melee combat and your character has a Weapon Skill (WS) of 42. This means that in order for your character to hit your opponent your roll must be under or equal to 42. However, first you use a Half Action to Aim granting you (+10) to your next attack then you take another Half Action to perform a Standard Attack granting you a further (+10). Now instead of trying to roll under or equal to 42, you are trying to roll under or equal to 62 which is a much easier roll to make.

    OPPOSED TESTS
    Occasionally in game you will be called upon to make an Opposed Test. Opposed Tests are always made against another character weather it be an NPC or a Player Character. When this happens both characters in question roll against their respective scores, with the victor either succeeding in their action or successfully repelling the aggressor. Should both characters succeed, whichever one holds the higher Characteristic Score wins (denoting their superior ability). Should the scores be tied whoever succeeded by more Degrees of Success proves the winner. Should their Degrees of Success be tied the GM may determine a re-roll is necessary or dictate that nothing happens.

    DEGREES OF SUCCESS

    This is where it gets a little complicated.

    Sometimes it isn't just a measure to see if your character can do what they want to do, but how well they do it also comes into play. When a character succeeds in a test he or she automatically scores one (1) Degree of Success. However, they score an extra Degree of Success for every ten (10) points they beat their target by. Consider the previously stated example: Your character aims and makes a standard attack against a foe and you roll a '27'. Your target roll was 62, you score one Degree of Success for making the roll and another for every ten points you beat that roll by (62-27=35) In this instance you score three (3) additional Degrees of Success bringing your total to four (4).

    Best let the GM deal with the math of it however, as they might see fit to add modifiers the players are unaware of.

    Degrees of Failure work in an identical measure, only they are for missed rolls instead of achieved ones.

    You're basic STATS break down like this...

    Weapon Skill (WS)
    Weapon skill measures a character's competence in hand-to-hand fighting, whether using fists, knives, or any other melee weapon.

    Ballistic Skill (BS)
    Ballistic Skill reflects a character's accuracy with ranged weapons, whether guns, missile launchers, or even a bow and arrow and throwing knives.

    Strength (S)
    Strength represents how physically strong a character is.

    Toughness (T)
    Toughness defines how easily a character can shrug off injury as well as how easily he or she can resist toxins, poisonous environments, disease, and other physical ailments.

    Agility (Ag)
    Agility measures a character's quickness, reflexes, and poise.

    Intelligence (Int)
    Intelligence is a measurement of a character's acumen, reason, and general knowledge.

    Perception (Per)
    Perception describes how aware a character is of his or her surroundings and the acuteness of his or her senses.

    Willpower (WP)
    Willpower demonstrates a character's mental strength and resilience; his or her strength and toughness of mind. It is his or her ability to withstand the horrors of battle, the terrors of the unknown, and - in the case of some individuals - the potency of arcane powers.

    Fellowship (Fel)
    Fellowship is a character's ability to interact with others, his or her ability to charm, command, or deceive.

    Reputation (Rep)
    Reputation is a measure of a character's standing and renown. Currencies vary greatly from planet to planet and it is primarily through reputation that characters will aquire new goods from merchants.

    Characteristic and Characteristic Bonuses
    Each characteristic has a Characteristic Bonus, a number equal to the "tens" digit of the Characteristic. For example, a character with a Weapon Skill of 42 would have a Weapon Skill Bonus of 4.

    Characteristic Advancement
    With the exception of Reputation, players may purchase advances to their characteristic scores with experience points a maximum of four (4) times. Each purchase advances the specific characteristic score five (5) points. The cost of these advances depends on the character's alignment.
    • The first advancement of a characteristic score costs 100xp for a True alignment, 250xp for an Allied alignment, and 500xp for an Opposed alignment
    • The second advancement of a characteristic score costs 250xp for a True alignment, 500xp for an Allied alignment and 750xp for an Opposed alignment
    • The third advancement of a characteristic score costs 500xp for a True alignment, 750xp for an Allied alignment and 1,000xp for an Opposed alignment
    • The fourth and final advancement of a characteristic score costs 750xp for a True alignment, 1,000xp for an allied alignment, and 2,500xp for an opposed alignment.
    A character's Reputation Characteristic may be advanced at a flat cost of 500 experience points per +5 boost. This purchase may be taken more than four times, however, once a character has reached a Reputation score of forty (40) he or she may no longer purchase Reputation in this manner and must increase their Reputation score through game-play.

    There are four basic templates for HUMAN characters in Black Crusade, but all human characters start with some common basic things.

    Starting Skills: Common Lore (Any two), Linguistics (Low Gothic), Trade (Any One)
    Starting Trait: The Quick and the Dead

    The Quick and the Dead
    To survive in the Vortex, particularly as a human, one must be quick, both in wits and action. Sometimes fast reflexes can compensate for ceramite armour. All characters with this Trait add a +2 bonus to Initiative Rolls.

    I realize that most (if not all) people will recognize almost nothing here right now. That's okay, deeper explanations of skills, talents, traits and gear are forthcoming.

    The Apostate serve as a sort of Leader base in Black Crusade. Their starting skills are tailored towards manipulating forces with words and actions rather than brute force. Although they are no slouches when the fighting starts, they're much better at avoiding fights by ingratiating themselves into the enemies trust. Then they will either stab them in the back or convince them to join their cause.

    Characteristic Bonus: Apostates gain +5 Fellowship
    Starting Skills: Awareness, Charm, Command, Deceive, Scholastic Lore (any three), Forbidden Lore (any three), Inquiry, Dodge or Parry, Intimidate or Commerce, Charm +10 or Deceive +10, Command +10 or Inquiry +10, Security or Stealth or Logic
    Starting Talents: Air of Authority, Hatred (any one), Peer (any one), Total Recall, Unshakable Will, Weapon Training (Las, Primary), Disturbing Voice or Radiant Presence, Polyglot or Mimic, Inspire Wrath or Iron Discipline or Lesser Minion
    Starting Gear: Good-Craftsmanship Laspistol, Best-Craftsmanship Sword or Common Craftsmanship Power Blade, Flak Armour or Mesh Armour, Chaos symbol pendant, unholy tomes, 2 laspistol clips
    Wounds: 9+1d5
    Special Ability: Serpent's Tongue

    Serpent's Tongue
    The Apostate is a master of infiltration, deception, and seduction, allowing him or her to ingratiate him or herself with organisations who would normally kill him or her on sight. Once per game session, the Apostate may make a Challenging Charm or Deceive Test to gain the Peer Talent with one organisation of his or her choice for the remainder of the session. If the Apostate has a Fellowship of 55 or higher, he or she can gain the Peer (2) Talent for a chosen organisation instead.

    Hereteks serve as the human technology experts. Anything to do with hacking, programming, engineering etc. this is your guy or girl. If you need to bypass a security lockout, hijack a private video feed or build a combat servitor look no further. The mechanical arm fused to their spinal column provides versatility. It can either be outfitted for combat with a powerful crushing arm or ranged weaponry or it can be equipped with working tools further strengthening the Heretek's impressive technological savvy.

    Characteristic Bonus: Hereteks gain +5 Intelligence
    Starting Skills: Logic, Common Lore (Adeptus Mechanicus, Tech), Tech Use, Dodge or Parry, Security or Tech Use +10, Forbidden Lore (Archeotech) or Forbidden Lore (Xenos) or Forbidden Lore (Warp), Scholastic Lore (Astromancy) or Scholastic Lore (Chymistry)
    Starting Trait: Mechanicus Implants
    Starting Talents: Die Hard, Technical Knock, Weapon Training (Las, Primary, Shock), Weapon Training (Bolt) or Weapon Training (Plasma) or Weapon Training (Power), Mechadenrite Training (Weapon) or Mechadenrite Training (Utility), Meditation or Total Recall, Armour-Monger or Weapon-Tech, Lesser Minion (Must be servitor or servo-skull) or Cold Hearted, Enemy (Adeptus Mechanicus)
    Starting Gear: Best-Craftsmanship Lascarbine, Common-Craftsmanship Power Axe or Good-Craftsmanship Great Weapon (Greataxe), Light Carapace Armour, any two Good Craftsmanship cybernetics, unholy unguents, combi-tool, dataslate, Optical Mechadendrite or Utility Mechadendrite or Ballistic Mechadendrite with Laspistol, Lumenin Capacitors or Maglev Coils or Ferric Lure Implants
    Wounds: 12+1d5
    Special Ability: Traitor to Mars

    Traitor to Mars
    The Heretek was once a Tech-Priest of Mars (or has been equipped by those who were). He or she still possesses the tools of their former life. The Heretek gains the Mechanicus Implants Trait (listed above), as well as two Good Craftsmanship Cybernetics of his or her choice (also listed above). In addition, he or she gains the Binary Chatter ability. This ability increases the loyalty of all minions who are servitors or other cybernetic constructions by 10.

    The Renegade is the human combat expert. If there's a fight, this is the person who's going to be at the front of it. An excellent combatant, the Renegade has many other skills that ensure he or she remains useful when the guns go silent and the chainswords power down.

    Characteristic Bonus: Renegades gain +3 Weapon Skill and +3 Ballistic Skill
    Starting Skills: Athletics, Awareness, Dodge, Parry, Scholastic Lore (Tactica Imperialis), Common Lore (War), Operate (any one), Command or Intimidate, Dodge +10 or Parry +10, Survival or Stealth, Tech Use or Medical
    Starting Talents: Jaded, Quick Draw, Rapid Reload, Weapon Training (Chain, Las, Primary, SP, SP), Heavy Weapon Training (Any One), Weapon Training (Bolt) or Weapon Training (Shock), Catfall or Combat Sense, Sure Strike or Deadeye Shot or Marksman, Double Team or Disarm or Takedown, Ambidextrous or Hip Shooting
    Starting Gear: Best-Craftsmanship Lasgun or Good-Craftsmanship Boltgun or Common Craftsmanship Plasma Gun or Common Craftsmanship Heavy Flamer, Best-Craftsmanship Laspistol or Common Craftsmanship Bolt Pistol, Best Craftsmanship Chainsword or Common Craftsmanship Power Mace, Carapace Armour, Medkit, Dataslate with annotated version of Tactica Imperialis
    Wounds: 10+1d5
    Special Ability: Adroit

    Adroit
    The Renegade is a skillful and talented individual who substitutes raw power for honed ability. the Renegade must select one Characteristic at Character Creation, throughout the game he or she adds one additional Degree of Success to successful Tests involving that Characteristic (this includes Skill and Characteristic Tests).

    Psykers are the human manipulators of the Warp. They have the ability to create things from nothingness and alter the physical universe at will. There are limits of course to what they can do, but given enough time and experience even these diminish to almost nothing. MAGIC!!!

    Characteristic Bonus: Psykers gain +5 Willpower
    Starting Skills: Awareness, Psyniscience, Forbidden Lore (Psykers), Deceive or Intimidate, Dodge or Parry
    Starting Talents: Psy Rating 3, Jaded, Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Telepathy, or Telekinesis Disciplines, Weapon Training (Primary), Weapon Training (Las) or Weapon Training (SP) or Weapon Training (Shock), Warp Sense or Child of the Warp
    Starting Traits: Psyker
    Starting Gear: Common Craftsmanship (Laspistol) or Common Craftsmanship Stub Revolver, Good Craftsmanship Sword or Common Craftsmanship Neural Whip, Flak Cloak, Psy-focus, dataslate filled with arcane lore
    Wounds: 8+1d5
    Special Ability: Chaos Psyker

    Chaos Psyker
    The character is an unsanctioned psyker with access to the powers of the warp. He or she begins play with the Psyker Trait (listed above), a Psy Rating of 3, and 1d5 Corruption Points. In addition, when determining his or her Psychic Strength he or she counts as Unbound.

    ASTARTES were once human, however, after some of the most advanced and extensive genetic engineering in the galaxy they cannot be called such anymore. Standing half again the size of a normal human, with bones stronger than carbon-steel and numerous other enhancements, all ASTARTES are imposing, and when the enemy sees a legion charging at them most will pack up and run. Designed and used for war over the last 10,000 years, ASTARTES are quite frankly the greatest warriors the galaxy has ever seen. Unfortunately this excessive focus on warfare has left them vastly less capable outside of combat than their human counterparts. Like the HUMAN characters, there are four basic templates for ASTARTES (Space Marine) characters. However, all ASTARTES come with several common skills, talents and traits.

    Starting Skills: Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes, The Horus Heresy and the Long War), Linguistics (Low Gothic), Navigate (Surface), Operate (Surface), Parry.
    Starting Talents: Ambidextrous, Bulging Biceps, Legion Weapon Training, Heightened Senses (Hearing, Sight), Nerves of Steel, Quick Draw, Resistance (Cold, Heat, Poisons), Unarmed Warrior.
    Starting Traits: Amphibious, Unnatural Strength (+4), Unnatural Toughness (+4)
    Starting Equipment: Legionnaire Power Armour, Legionnaire Bolter or Legionnaire Bolt Pistol, Legionnaire Combat Knife, four magazines for the starting weapon

    The champion is the Astartes counterpart to the Apostate. A consummate leader and battle commander, the Champion inspires his followers either by fear or devotion

    Starting Skills: Command, Scholastic Lore (any one), Charm or Deceive, Intimidate or Scrutiny
    Starting Talents: Iron Discipline, Air of Authority or Disturbing Voice, Lesser Minion or Sure Strike
    Starting Gear: Legionnaire Power Sword
    Wounds: 15+1d5
    Special Ability: Inspiring Presence

    Inspiring Presence
    The Aspiring Champions are natural leaders, and often shape warbands in their own image whether deliberately or not. When an ally within sight of the Aspiring Champion uses an Reputation Point, as a Free Action the Aspiring Champion may choose to allow the ally to use his Reputation Point as if he possessed the Aspiring Champion's Corruption Point Level and Alignment.

    A choses Astartes is a consumate soldier and battle veteran. Although all Astartes are build for combat more than anything, the Chose most closely resembles the Renegade in that he is built for straight-up damage.

    Starting Skills: Intimidate, Stealth, Dodge +10 or Parry +10
    Starting Talents: Lightning Reflexes, Rapid Reload, Disarm or Double Team, Sure Strike or Deadeye Shot
    Starting Gear: Legionnaire Bolt Pistol, Legionnaire Chainsword, two clips for Legion Bolt Pistol
    Wounds: 16+1d5
    Special Ability: Cold Killer

    Cold Killer
    Chosen are masters of conflict and combat, and few are better at crippling or killing their opponent. When a Chosen inflicts Zealous Hatred on a target, he may choose to reroll the Crit Result. The second result stands.

    For whatever reason, a Forsaken Astartes became alienated from their former allegiance and split off on their own. A lone wolf, the Forsaken is a survival expert and can thrive in situations where other Astartes would perish. The Forsaken will join other warbands out of necessity rather than a desire to do so.

    Starting Skills: Acrobatics, Survival, Commerce or Security, Common Lore (any one) or Survival +10
    Starting Talents: Hatred (Pick One), Jaded, Light Sleeper or Blind Fighting, Cold Hearted or Sound Constitution
    Starting Gear: Legionnaire Chainsword, Four Legion Frag Grenades, Legion Shotgun with two clips
    Wounds: 15+1d5
    Special Ability: Resourceful

    Resourceful
    Forsaken are well acquainted with the challenges of operating alone, chief among them the need for supplies. The Forsaken gains +10 to his Reputation Test when obtaining an item or items with an Availability of Rare or lower.

    The Chaos Space Marine Sorcerer is a powerful being benefiting from all the advantages of being an Astartes while weilding the awesome powers of a psyker.

    Starting Skills: Psyniscience, Scholastic Lore (Occult), Deception or Scrutiny, Forbidden Lore (Daemons) or Forbidden Lore (Psykers)
    Starting Talents: Psy Rating(x2), Up to 500 xp worth of Psychic Powers chosen from the Unaligned, Divination, Telepathy or Telekinesis Disciplines, Meditation or Mimic
    Starting Gear: Legion Bolt Pistol with two clips, Force Sword or Force Staff
    Wounds: 15+1d5
    Special Ability: Sorcerer

    Sorcerer
    The Heretic gains the Psyker Trait (listed above), a Psy Rating of 2, and 1 Corruption Point. When determining Psychic Strength he counts as Bound.

    Once you've selected your Archetype you may now assign your characteristic scores.
    With the exception of reputation, all HUMAN characters start with 25 points in each category. Meanwhile, all ASTARTES characters start with 30 points in each category. Players then receive 100 additional points to spend in the catagories as they see fit with three conditions.
    1. Players MAY NOT allocate points to Reputation.
    2. Players MAY NOT allocate more than 20 points to any characteristic.
    3. Players MUST allocate at least 1 point to every characteristic (excluding Reputation)
    To determine a character's reputation, roll 1D5 (Roll 1d10, divide by two (2), then round up) and add 19.

    The Passions help craft the backstory, personality, and drives of the specific characters, also they provide a bonus and penalty to characters helping to create unique individuals regardless of the archetype. Players select one from each of the following: Prides, Disgraces and Motivations. Alternatively, players may choose to roll for each one but this is optional.

    1. Beauty - The Character defines him or herself by their physical appearance. He or she takes pride in their physical form and is even known and revered for it. Characteristic Modifier: +2 Reputation, -4 Willpower.
    2. Charm - The Character expects the respect and obedience of those around him or her, and revels in their worship, praise, and self-sacrifice in his or her name, and depends upon their assistance. Characteristic Modifier: +5 Fellowship, -5 Toughness.
    3. Craftsmanship - No one has the combination of talent and training to create in the same way as the Character. He or she is a master artist whose works will be admired by all denizens of the galaxy until the stars grow cold. Characteristic Modifier: +1 Reputation, +3 Agility, +3 Intelligence, -3 Weapon Skill, -3 Ballistic Skill.
    4. Devotion - The character's faith in the Chaos sustains him or her. He or she is confident that there never has been nor will there ever be another follower of the cause as self-sacrificing. He or she believes that this grants him or her a special status to the Dark Gods, but is wont to rely on this instead of his or her own strength. Characteristic Modifier: +5 Willpower, -5 Strength.
    5. Fortitude - The Heretic is strong and tough, able to shrug off blows that might kill a lesser man. Though his or her fortitude is impressive, it comes at a cost of flexibility and adaptability. Characteristic Modifier: +5 Toughness, -3 Agility, -3 Intelligence
    6. Foresight - The character believes that he or she is aware of the actions and schemes of everyone and everything around them. He or she constantly observes those around them, believing that the knowledge will allow him or her to control them. This does make the character rather cold around others. Characteristic Modifier: +5 Perception, -5 Fellowship.
    7. Logic - The Heretic believes this his or her daunting intellect grants them the ability to understand and resolve every situation in the most efficient and effective manner imaginable. Characteristic Modifier: +5 Intelligence, -5 Perception.
    8. Martial Prowess - The Heretic actively seeks out combat as a way to prove him or herself and can never refuse a challenge to do battle, no matter the odds. Characteristic Modifier: +5 Weapon Skill, -5 Intelligence.
    9. Grace - The Heretic is proud of his or her grace and speed, so much so that he or she disdains the vulgarity of ranged combat and delights in engaging their opponent up close. Characteristic Modifier: +5 Agility, -5 Ballistic Skill.
    10. Wealth - The character has defined him or herself entirely by their possessions. Others must look upon the grandeur and seethe with jealousy. Starting Equipment: The character makes an extra Acquisition Test with a +20 bonus prior to beginning play. Characteristic Modifier: -3 Willpower

    1. Betrayal - The Heretic believes in looking out for his or her own interests first and foremost. Those around him or her are assets for only as long as they may be useful to his or her needs. Once their usefulness has been completed their survival is subject to his or her whim of the moment. Starting Corruption: +5 Corruption. Untrustworthy: The character receives a -10 Situational Modifier to all Charm attempts.
    2. Deceit - As all of reality is little more than a matter of perception, truth is a relative concept. This Heretic exploits that philosophy to the utmost. Much of what he or she says is compulsively cloaked in falsehood. Even in the most strict of circumstances, he or she feels tempted to color the truth. Characteristic Modifier: +2 Reputation, -4 Perception.
    3. Dread - Something in the Heretic's past haunts them, a fear that dominates their life. Though he or she may ignore it for a time, it never leaves them completely. Characteristic Modifier: +5 Perception, -5 Willpower
    4. Destruction - Defeating a foe is never sufficient. Opponents must be utter annihilated, their works destroyed, and their reputations laid waste. Opportunities to spread suffering by any means, must be fully embraced; as mortal suffering may benefit the Ruinous Powers. Characteristic Modifier: +2 Reputation, -4 Fellowship.
    5. Gluttony - Consumption is a passion for this character. He or she revels in using up any available resources for the simple thrill of its expenditure. It may be that he or she consumes vast quantities of food, but it could also be entertainment, natural resources, or the time of those with whom he interacts. Starting Wounds: +2 Wounds. Characteristic Modifier: -5 Agility.
    6. Greed - Often, when this character sees something novel, he or she is overcome by a passion to possess it. The item in question need not be useful, but the compulsion is much stronger if it is unique or rare. This urge may even overcome the necessities of a task at hand. Starting Corruption: +4 Corruption. Overwhelming Need: The character receives a -10 Situational Modifier to all Commerce attempts.
    7. Hubris - The Heretic's self-confidence and bluster vastly exceeds his or her abilities. He or she never fears or even considers failure. Instead, he or she engages in every challenge, often with little consideration for what preparations might be necessary or the consequences of failure. Characteristic Modifier: +2 Reputation, -4 Intelligence (ABBADON!!!)
    8. Regret - In the past, this character performed some deed that continues to haunt his or her mind. He or she is constantly plagued by guilt for this decision and its consequences. He or she is constantly driven to make amends for the act but remains incapable of compensating the victims. Starting Corruption: +5 Corruption. Haunted: Opponents always receive a +10 Situational Modifier when attempting to use Intimidation against the character.
    9. Waste - When a person has achieved a level of wealth that material concerns are no longer an issue, then the ability to frivolously waste materials can be a joy in itself. This Heretic embraces that joy, even at those times when he or she can ill afford to do so. He or she destroys resources for the simple pleasure of their destruction. Characteristic Modifier: +2 Reputation, -4 Willpower.
    10. Wrath - Anger is a constant companion and drive for this Heretic. He or she firmly believes that the universe actively conspires against him or her, and that his or her success can only be achieved by exacting his or her vengeance upon his or her oppressors. Characteristic Modifier: +5 Perception, -2 Willpower. Starting Wounds: -1 Wound.

    1. Arcane - The character is obsessed with uncovering lost and forbidden knowledge. Discovering and keeping these secrets drove him or her to embrace Chaos. His or her drive to continue this practice has not lessened. Starting Corruption: +4 Corruption. Characteristic Modifier: +2 Intelligence, -3 Strength
    2. Ascendancy - Mortal power is fleeting and life is short. The Heretic wishes to overcome both of these limitations by assuming a permanent level of at least daemonic power, but preferably a transformation to the divine and unholy. Starting Wounds: -2 Wounds. Characteristic Modifier: +5 Willpower
    3. Dominion - Some seek to control all they can survey, then travel to find new lands to conquer. The character wishes to have dominion over the galaxy itself, demanding that all lesser beings bow down to acknowledge his or her authority over them. Characteristic Modifier: +1 Reputation, +2 Willpower, +2 Fellowship, -4 Agility. Starting Wounds: -1 Wound.
    4. Immortality - The character fears death in all its varied forms, or simply desires to live for eternity. To overcome this, he or she is willing to take whatever means are necessary to insure his or her continued survival; the means might be mechanical, warp spawned, or some unholy combination of the two. Starting Wounds: +2 Wounds. Characteristic Modifier: -5 Weapon Skill
    5. Innovation - While uncovering lost knowledge is a worthy cause, it pales behind the glories of creating completely new forms of technology or psychic phenomena. This Heretic has embraced the ways of Chaos so that he or she might use its powers to create new tools and uncover information that was previously beyond the limitations of mortals. Starting Corruption: +2 Corruption. Characteristic Modifier: +3 Intelligence. Starting Wounds: -2 Wounds.
    6. Legacy - The Heretic has embraced his or her mortality by believing that he or she has a destiny to influence the universe that extends far beyond his or her lifespan. This character seeks to change galactic history in a powerful way that will be remembered through the millennia. However, such actions may lead him or her to not think intelligently about a situation. Characteristic Modifier: +2 Reputation, -4 Intelligence.
    7. Nihilism - The character firmly believes that he or she is the center of all existence. Everything else is but a product of his or her imaginative subconscious. He or she has no moral restrictions to his or her actions, rather he or she engages every whim because he or she believes he or she is entitled to do so. Starting Corruption: +5 Corruption. Characteristic Modifier: -3 Willpower.
    8. Perfection - The character holds him or herself and all of his or her allies to an impossible standard of perfection, in at least one area of his or her life. However, attempting to reach this ideal ensures other aspects slacken. Characteristic Modifier: +5 to any one Characteristic, -3 to any two other Characteristics.
    9. Vengeance - In the past, this character was a victim. Since then, he or she has vowed to make those who have slighted him or her pay for their actions. He or she is willing to make every sacrifice necessary to right this wrong and to prevent anyone from ever hurting him or her again. Starting Wounds: +2 Wounds. Characteristic Modifier: -5 Perception.
    10. Violence - For some, violence is not a means to an end but an end in itself. This character revels in the wanton destruction of any who could be vulnerable to his or her actions. He or she has no fear of repercussions, for he or she believes he or she is the most potent force of destruction in the galaxy. Starting Corruption: +5 Corruption. Characteristic Modifier: -3 Intelligence.

    Now that those are out of the way...

    Each HUMAN character receives 1,000 experience points to spend on Skills, and Talents while ASTARTES characters receive 500 experience points to do the same. Also, each character may select a number of items from the armoury up to their Reputation Bonus. The total modifier of each acquisition must be no worse than -10. So long as the test to acquire the item is -10 or better any piece of wargear is available and no Acquisition Test to acquire it is need. The character gains it automatically.
     
    Last edited: Feb 22, 2018
  17. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    Seriously, why are you writing your own things when it's basically a re-telling of Black Crusade? I mean, I'm looking at this and, I may not have the book in front of me, but it reads like C/P...
     
  18. Omega98

    Omega98 CHYOA Guru

    That's because by and large it is C/P.
     
  19. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    Oh...

    So what are you CHANGING?

    EDIT: (Very Tzeentchian of you BTW...)
     
  20. Omega98

    Omega98 CHYOA Guru

    Well originally I wasn't going to base it in 40K, just base the general character creation off of it. But after @GenericEditor168 and @Nemo of Utopia expressed an interest in doing an actual Black Crusade game I said to myself "Okay. I can do that." And then set about writing out the rules so that anyone who might want to play would be able to.

    And I figure I'd make up some stuff for sexual scenarios. That stuff isn't in there.