(2d10 System, Astartes compliant version)
Very much version 0.1
CHARGEN
Assign priorities A-F.
You also need to decide how long you've been with the 813th. Renown/rank (see below) might influence this, but it's up to you. Maybe you've languished for decades with little to show for your time, or maybe you just got transferred.
1. Gene-Seed Quality
All players are Astartes. While all share the same foundations, the quality of their gene-seed varies. This determines your starting stats and karma (used for Edge and other secondary stats or more talents).
Primus (A) – ST +6, VI +5, AG +2, DX +1, CU +1, IN +1, RE +3, PR +1 (0 karma)
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Secundus (B) – ST +6, VI +4, AG +2, DX +1, CU +1, IN +1, RE +2, PR +1 (1 karma)
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Tertius (C) – ST +6, VI +4, AG +1, DX +1, CU +1, IN +1, RE +1, PR +1 (2 karma)
(Tertius are anomalies — generally discouraged for players.)
2. Attributes
Distribute points across attributes using the costs from Shadowrun.
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A: 48
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B: 40
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C: 32
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D: 28
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E: 24
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F: 16
3. Skills
Distribute points into skills using the costs from Shadowrun.
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A: 96
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B: 80
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C: 64
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D: 56
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E: 48
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F: 32
4. Talents
Talents are special abilities beyond raw skill.
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Tier 1 costs 1 point.
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Tier 2 costs 3 points. (Tier 2 talents are only available through this system pre-Tier 2.)
Points available:
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A: 16
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B: 12
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C: 8
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D: 6
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E: 4
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F: 1
5. Psychic Potential
Psychic ability is rare and mysterious at this stage.
Having an F can be an advantage of sorts in that you are somewhat less likely to [REDACTED].
There are no Blank Astartes, so that one is for Humans only.
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A: PSY 7 (or a Blank)
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B: PSY 6
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C: PSY 5
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D: PSY 3
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E: PSY 0 (latent potential only)
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F: Cannot ever be a psyker
6. Renown
Renown represents status, access to wargear, and influence. You don't HAVE to be a sergeant just because you pick a B here. You could just be a highly respected veteran if you prefer.
The higher your renown, the better your gear, and the greater your influence.
Starting as a scout means you've no PA or Black Carapace at the start, but this can, of course, be gained later.
A: Veteran Sergeant – Unique wargear available.
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B: Sergeant – Allowed to adopt signature equipment.
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C: Veteran – Given access to limited or experimental weapons.
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D: Specialist – Access to specialist equipment, such as Plasma weapons, Heavy bolters, etc.
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E: Initiate (Marine) – Standard Astartes gear
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F: Neophyte (Scout) – Scout armor and weapons
7. Equipment
Armor
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Black Carapace: PT 10, DR 20 (adds 10 DR when worn under Power Armor)
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Power Armor: PT 40, DR 60 (70 with Carapace), +4 ST
Termie Armor: PT 50, DR 80, +6 ST
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Scout Armor: PT 30, DR 40 (no Carapace)
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IG Armor: PT 20, DR 30
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Flak Vest: PT 15, DR 30
Weapons (examples)
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Lasgun: 4d6+4, SA/BF – Inefficient vs Power Armor
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Bolter Pistol: 5d6+5, SA/BF – Sidearm
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Bolter: 6d6+6, SA/BF/AF – Standard Astartes weapon; bursts can penetrate PA
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Heavy bolter: 8d6+8, BF/FA – Shreds PA
Assault cannon: 10d6+10, BF/FA – Shreds even Termies
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Lascannon: 12d6+12, SA – Avoid at all costs
Melee
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Combat Knife: 2d6+ST
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Chainsword: 4d6+ST – Lighter base damage than bolters, but ST adds up
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Power Sword: 6d6+ST
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Power Glove: 8d6+ST

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