Background Traits in Sternwald Sector | World Anvil
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Background Traits

General Benefit
Archeotechnologist Gain +1 Tier in Forbidden Lore (Archeotech) and an Omnissian Archeotech Pistol.
Bounty Hunter Gain +1 Tier of Forbidden Lore (Underworld), also any Inquiry Test to locate a Bounty Target gains +10%. You take a -10% to Social Tests dealing with High Society or Nobility.
Child of the Creed Gain the Unshakeable Faith Talent and -3% to Weapon Skill
Child of the Dark All tests for movement in Zero-G are at +30, and you are never Void-Sick. However, you take a level of Fatigue automatically on landing on a Planet with gravity above 1 G, that cannot be ignored or removed until you leave the planet.
Combat Flair When you are fighting a single opponent, you may make a Charm vs. Willpower opposed test. Should you succeed you gain +5 % to WS tests against this target. For each 2 DoS above the first you gain an additional +5%.
Contaminated Environs Gain +1 Tier of Forbidden Lore (Mutants), and +10% to Survival Tests tied to a contaminated area. You also gain 1 Malignancy from your experience.
Criminal You are wanted either by the Arbites or a Criminal Cartel (the GSC in Sternwald). If the Arbites: Gain Exceptional Wealth (+1) and Enemy (Arbites). If the Cartel: +1 Tier Forbidden Lore (Specific Cartel), Excessive Wealth (+1) and Enemy (Specifice Cartel).
Crusader Gain Hatred (any 1), Pure Faith (Specific Cult) and 1d10+5 Insanity Points. You also lose 1 limb, but regain a common craftsmanship replacement.
Dark Secret Gain +10% to any 1 Characteristic, and +5 Insanity. You and the GM should craft a good reason for you to have gained this.
Duty to the Throne Gain the talents Orthoproxy and Armor of Contempt.
Endurance beyond life You gain +5 Wounds.
Enduring Grit You may ignore the effect of 1 level of Fatigue, and count any Fatigure levels greater than 1 as 1 level lower (3 would be 2 and so on).
Face of My Enemy Gain Hatred (Any 1) and replace the WS bonus to hit with +20% instead of +10%. You lose 1 limb, but regain a common craftsmanship replacement.
Face of the Law You may reroll any failed Interogate or Intimidate tests, once per test. You are unable to willingly violate known Law. You must test Willpower (-10%) to do so. If you are able to violate the law, and choose to do so, you take 1 Corruption as you betray what you stand for.
Family Lineage You gain 1 Item of Rare Availability or better. If it is of Common Availability or better, it is of Best Craftsmanship.
Fanatic You may spend a Fortune Point to gain the benefits of the Hatred (Specific) for the duration of this encounter. If you Flee, without winning, you gain +1 Insanity.
Fortes Fortuna Adjuvat When spending a Fortune Point OR Burning a Fate Point, you may roll 1d10. On a 10 you do not count the Fortune or Fate point as expended, but gain the benefit sought.
Fringe Survivor You may sustain yourself and your allies indefinately in an area with potable water and a supply of edibles. You must spend a number of hours each day in doing so equal to 5 less your Int Bonus, to a minimum of 1.
Fruit of the Tainted Tree You gain +1 Tier in Tech Use (Any 1 Race), but you take a -10% to Social Tests with the Adeptus Mechanicus.
Glorious Past, Glorious Future Gain +1 Fate Point, but also 1d5+5 Insanity.
Gunfighter You gain +1 DoS with Pistol Weapon attacks.
Hammer of the Emperor When rolling damage against a Foe who has been targetted by an Ally's attack during this Encounter, you may reroll damage dice results of a 1 or 2. The second result stands.
Haunted by the past Gain +1 Tier of Forbidden Lore (any 1), but also 1d5 Insanity.
Incorruptible Devotion You may Trade Corruption for Insanity on a 1:1 Basis.
Inured to Xenos You gain +10% to tests vs. Fear from Xenos, and take no penalties for Social Interactions. However you take -10% to social interactions with members of the Imperium.
Know the Foe Gain Hatred (any 1) and +1 Tier of Forbidden Lore (Matching).
Knowledge is Life Gain Talent Total Recall and +1d10 Insanity.
Knowledge is Power Gain +1 Tier in Common Lore (any 3), Forbidden Lore (any 1) and +1d10+5 Insanity points.
Rogue Trader Any orders given while aboard a Voidship or Spacecraft you command gain +2 DoS. However, any act of Cowardice or "Strange Behavior" (as would be judged by those aboard the craft) will render this talent ineffective for the duration of the Session.
Loyalty to the ship While aboard a Specific Voidship you gain +10% to Operate (Voidcraft) and +5% to social tests. Gain +1 Tier Trade (Voidsman).
Master of Paperwork Reduce the Rarity of Imperial Equipment by 1 tier. Gain Associate (Administratum) talent.
New Blood Gain Excessive Wealth (+1) and Enemy (Specific Organization). You may choose to add +1d5 to the Profit Factors available to your team instead of Excessive Wealth (+1). Work with your GM to bring the Enemy into your narrative.
New Horizons Gain +1 Tier of Common Lore (Sternwald) and +1 tier of either Scholastic Lore (Astromancy) or Trade (Explorer)
Pit Fighter Gain Resistance (Fear) and any improvised weapon you weild gains a bonus to damage equal to your Weapon Skill Bonus. You also gain +1d5 Insanity.
Purity of Faith Gain Orthoproxy, and in order to resist any challenge to the Imperial Creed, you must pass a Willpower (-10) test. If you fail this test, you gain +1 corruption.
Quest for knowledge You may spend a Fortune Point to pass any Common Lore or Scholastic Lore test with DoS equal to your Int Bonus, but take a -10% to any Social Test.
Recidivisit Gain +1 tier in Forbidden Lore (any 2), but also Enemy (Ecclesiarchy)
Replace the Weak flesh Cybernetics are two levels less scarce for you, but any Haywire effect you suffer causes you a level of Fatigue and to be Stunned for 1d5 Rounds.
Savant! Gain +1 Tier in Logic or the Peer (Academics). Also take -3% to your Toughness characteristic.
Scapegrace Gain +1 Tier in Sleight of Hand.
Scavanger Gain either Unremarkable or Resistance (Fear), and either 1d5 Insanity or Corruption.
Seeker after Truth Gain +1 Tier of Scholastic Lore (Any 1)
Seen things man should not Gain Resistance (Fear), +1 Tier in Forbidden Lore (Any 2), and also 1d5+5 in Corruption and Insanity.
Self-Reliant Reduce the Rarity of Non-Imperial Equipment by 1 Tier and unless there is an interdiction of the system or you cannot access the criminal syndicates operating in it, you can always buy these goods. Gain Enemy (Ad. Arbites).
Stubjack Gain +1 Tier in Intimidate and Quick Draw Talent. Also, 1d5 Insanity.
Suave, so Suave Double the bonus from any Associate, Good Reputation or Peer Talents you possess.
Sworn to the Creed Gain +1 Tier in Common Lore (Ecclesiarchy) and Scholastic Lore (Ecclesiarchy)
Tainted Gain +1 Tier in Forbidden Lore (Mutants) and Forbidden Lore (Heresy), but also gain +1 Malignancy.
Tainted by the Warp Gain +1 Tier in Forbidden Lore (Warp) and Fearless (2) talent. Take 1d10+5 Corruption and Insanity.
Tainted Flesh You start with a Mutation, roll on DH2 Core p. 292 or work with your GM. It should be awesome, but if revealed could spell your doom.
Taste of Every Fruit Gain Jaded and +10% to tests relating to consuming Alcohol. Gain +1d5 Corruption.
The Immaterium Obeys You may adjust the roll on the Phenomena Table by your Willpower Bonus. Psyker's only
They know where I live… Gain the Paranoia and Lightning Reflexes talents. Gain +1d10 Insanity.
This I Hate Gain Hatred (Any 1)
Thrill of War Gain +1 Tier of Tactics (Any 1), Resistance (Fear) and 1d5 Insanity.
Unspeakable Tormentor Gain Light Sleeper, Paranoia and Resistance (Fear). Also 10+1d5 Insanity.
Vaunted Gain Jaded and Resistance (Fear), but also 5 Corruption and Insanity.
Vengeance When you kill a Hated Opponent, you regain 1 Fortune Point spent this session.
Xeno Arcanist Gain +1 Tier of Forbidden Lore (Xenos - Specific)
Xenophile Gain Xenos Medic or Xenos Technophile for a specific race. Also gain Enemy (Ad. Mechanicus).
Xenos Hunter Gain +12Tier on Scholastic Lore (Beasts), also the Leap Up Talent. Gain a number of interesting Scars that have fine stories behind them.
Zealot Gain Pure Faith (Specific Cult), and 5 Insanity. If it is not a Sanctioned Imperial Cult, Gain Enemy (Ecclesiarchy) and 5 additional Insanity.
Ork Klans:
Bad Moon Ork Equipment costs 25% less than list price, rounding down.
Blood Axe Gain +1 Tier of Common Lore (Imperium) or Stealth.
Death Skulls Gain +1 Tier of Tech Use (Ork) or Sleight of hand. Also Gain Runtz (1) talent to get with a Squig or Gretchin. You also have fine blue body paint or tattoos.
Evil Suns Gain +1 Tier in Operate (any 2) or Tech Use (Ork). Also a can of Red Paint.
Goffs Gain +5% to starting Strength Characteristic, and also generally appear to others to be the boss ork unless a Nob is around.
Snakebites Gain Reistance (Poison) and +1 Tier in Survival or Stealth.
Eldar
Guardian Gain +2 Tiers of Trade (any 1) and the Jaded Talent.
Guardian Pilot Gain +1 tier to Operate (Skimmer, Any 1 other). You never take more than a -30% to Operate tests relating to Skimmer craft.
Ranger Reroll failed Stealth Tests 1/test, and when using an Eldar Longrifle, your range modifier cannot be worse than -10%
"Vile Pleasures
" You gain the Vile Pleasure system from RT: Soul Reaver, as you move to the dark side of your race.
Waystone of the Old Master You gain the Soul Stone of an old master as a mentor. Chose 1 Skill at Creation that is not Agility based. You may reroll failed tests 1/test. If your first roll did succeed, you gain +1 DoS.
Kroot:
Bold Hunter Gain +1 Tier in Survival, and +5% to starting BS.
Cunning Hybrid Gain +1 Tier in Commerce and Charm relating to negotiation. Also +5% to Intelligence.
Greenskin Hybrid Gain +10% to Starting Toughness. Also, Double starting wounds.
Headhunter Automatically pass all Toughness tests relating to Poison or Toxins. Your Beak Attack loses the Primitive Quality, but gain Toxic (1) Quality.
Loyal Chapters:
Black Templar Gain Chapter Solo and Squad Mode Abilities
Blood Angels Gain Chapter Solo and Squad Mode Abilities
Dark Angels Gain Chapter Solo and Squad Mode Abilities
Imperial Fists Gain Chapter Solo and Squad Mode Abilities
Iron Hands Gain Chapter Solo and Squad Mode Abilities
Raven Guard Gain Chapter Solo and Squad Mode Abilities
Salamanders Gain Chapter Solo and Squad Mode Abilities
Space Wolves Gain Chapter Solo and Squad Mode Abilities
Storm Wardens Gain Chapter Solo and Squad Mode Abilities
Ultramarines Gain Chapter Solo and Squad Mode Abilities
White Scars Gain Chapter Solo and Squad Mode Abilities
Heretic Chapters:
Alpha Legion Gain Legion Solo and Squad Mode Abilities
Black Legion Gain Legion Solo and Squad Mode Abilities
Death Guard Gain Legion Solo and Squad Mode Abilities
Emperor's Children Gain Legion Solo and Squad Mode Abilities
Iron Warriors Gain Legion Solo and Squad Mode Abilities
Night Lords Gain Legion Solo and Squad Mode Abilities
Thousand Sons Gain Legion Solo and Squad Mode Abilities
Word Bearers Gain Legion Solo and Squad Mode Abilities
World Eaters Gain Legion Solo and Squad Mode Abilities
Skitarii
Skitarii Imperial and Omnissian equipment is 1 Tier less scarce for you.

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