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Feral World

Available Careers:

Assassin
Guardsman
Imperial Psyker
Scum
 

Wounds:

1d5+9  

Skills:

Feral worlders begin play with Speak Language (Tribal Dialect) (Int).
 

Traits:

Iron Stomach:

Food is scarce on feral world those born on such worlds learn to set aside their revulsion and eat whatever they must to survive.
Effect: You gain a +10 bonus to Carouse Skill Tests made to resist the effects of ingested toxins, poison or tainted foods. This bonus applies to Tests made to consume unusual or unpleasant meals - rotting meat, Grox testes, corpse starch rations, to name a few - as well as Tests made to resist throwing up.  

Primitive:

Feral worlders have no time for the mysteries of technology or the rubbishy constraints of etiquette and social niceties.
Effect: You take a -10 penalty on Tech-Use (Int) Tests and a -10 penalty to Fellowship Tests made in formal or civilised surroundings.
 

Rite of Passage:

Life is harsh for a feral worlder, and blood spills all toofrequently. Whether through surviving a brutal initiationritual or through tribal teachings, feral worlders are adept attending bleeding wounds.
Effect: You may spend a Full Action to make an Intelligence Test to staunch Blood Loss . This is a Full Action. On a success, you manage to stop the bleeding.
 

Wilderness Savvy:

Feral worlders are accustomed to hunting their own food.
Effect: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for feral worlders.  

Generating Characteristics:

 
CharacteristicBaseHomeworld Modifiers
Weapon Skill (WS) 2d10+ 20
Ballistic Skill (BS) 2d10+ 20
Strength (S) 2d10+ 25
Toughness (T) 2d10+ 25
Agility (Ag) 2d10+ 20
Intelligence (Int) 2d10+ 20
Perception (Per) 2d10+ 20
Willpower (WP) 2d10+ 15
Fellowship (Fel) 2d10+ 15

Generating Fate Points:

 
Fate Points
1–4 1
5–8 2
9–10 2
Feral World Superstitions
01–10 Dirt Ward: Bathing allows enemy spirits to smell you out. You must keep a protective layer of grime to ward their bad luck away.
11–20 Unlucky Colour: Orange is the colour of disaster and death.
21–30 Hunter’s Oath: Never eat
something you could not kill yourself lest fate punish you for your arrogance.
31–40 Thirsty Blade: The spirit of your weapon is a hungry ghost. It must taste blood every time it is drawn lest great ill befall you and yours.
41–50 Spirit Shackle: If you take a
trophy from a vanquished foe, you own their soul.
51–60 Warrior Death: A glorious death honours your people, whilst a coward’s death shames them. Your ancestors are watching; do not disappoint.
61–70 Power of Names: Never use the true names of your friends and loved ones, lest daemons hear and use them for evil.
71–80 Lonely Dead: Never utter the names of the dead, lest you
summon them back from the void.
81–90 Living Record: Scar your
victories into your skin, so that upon your death your flayed hide may be presented to the Emperor that He may read of your deeds.
91–00 Nemesis: The Emperor has
decreed the time and manner of your death. Somewhere out there is the beast that will kill you. Your fate is to seek out this creature and face it head on. Until that time, you believe that nothing will harm you.
Build
Description Male Female
01–20 Rangy 1.90m/65kg 1.80m/60kg
21–50 Lean 1.75m/60kg 1.65m/55kg
51–80 Muscular 1.85m/85kg 1.70m/70kg
81–90 Squat 1.65m/80kg 1.55/70kg
91–00 Strapping 2.10m/120kg 2m/100kg
Age
01–10 Warrior (15+1d10)
11–20 Warrior (15+1d10)
21–30 Warrior (15+1d10)
31–40 Warrior (15+1d10)
41–50 Warrior (15+1d10)
51–60 Warrior (15+1d10)
61–70 Warrior (15+1d10)
71–80 Old One (25+1d10)
81–90 Old One (25+1d10)
91–00 Old One (25+1d10)
Colouration
Skin Hair Eyes
01–30 Dark Red Blue
31–50 Tan Blond Grey
51–70 Fair Brown Brown
71–90 Ruddy Black Green
91–00 Bronze Grey Yellow
Quirks
01–06 Hairy Knuckles
07–13 Joined Eyebrows
14–20 Warpaint
21–27 Hands like Spatchcocks
28–34 Filed Teeth
35–41 Beetling Brows
42–48 Musky Smell
49–55 Hairy
56–61 Ripped Ears
62–68 Long Fingernails
69–75 Tribal Tattooing
76–82 Scarring
83–87 Piercing
88 Cat’s Eyes
89–95 Small Head
96–00 Thick Jaw

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