Noble Born
Available Careers:
AdeptArbitrator
Assassin
Cleric
Guardsman
Scum
Wounds:
1d5+8Skills:
Noble Born begin play with Literacy (Int), Speak Language (High Gothic) (Int), and Speak Language (Low Gothic) (Int).Traits:
Etiquette:
Nobles are schooled in how to comport themselves in all manner of formal situations.Effect: You gain a +10 bonus on Charm, Deceive and Scrutiny Tests when dealing with high authority and in formal situations.
Supremely Connected:
Nobles have extensive connections and you know that dropping the “right” names into a conversation can open more doors than a fistful of Thrones.Effect: You begin play with the Peer (Nobility) talent. In addition, you also gain Peer (Academics or Adeptus Mechanicus or Administratum or Astropaths or Ecclesiarchy or Government or Mercantile or Military or Underworld), selecting one category to reflect your family’s powerbase.
Vendetta:
Every noble house has its sworn enemies and rivals who would do it and its members harm. Joining the Holy Ordos doesn’t stop this, it merely forces those who wish you harm to be a bit more cautious and subtle in exacting their vengeance.Effect: You have powerful enemies, perhaps in the shape of a rival noble house or some other powerful group. The details of these enemies are left to you and the GM to define, working together to create a formidable threat. While they do not dog your steps at every turn, they are still out there, aiming to inconvenience, harm or kill you when you cross their path, You, of course, are free to return the favour when it’s expedient to do so.
Wealth:
Those born into the nobility are also born in to wealth and enjoy the fruits of their family’s fortunes.Effect: You begin play with double the starting number of Thrones. You are also Noble for the purposes of determining monthly income.
Generating Characteristics:
Characteristic | Base | Homeworld Modifiers |
---|---|---|
Weapon Skill (WS) | 2d10+ | 20 |
Ballistic Skill (BS) | 2d10+ | 20 |
Strength (S) | 2d10+ | 20 |
Toughness (T) | 2d10+ | 20 |
Agility (Ag) | 2d10+ | 20 |
Intelligence (Int) | 2d10+ | 20 |
Perception (Per) | 2d10+ | 20 |
Willpower (WP) | 2d10+ | 15 |
Fellowship (Fel) | 2d10+ | 25 |
Generating Fate Points:
Fate Points | |
---|---|
1–3 | 1 |
4–9 | 2 |
10 | 3 |
Lineage of Reknown | |
---|---|
01–15 | Merchant Magnates: Your family
controls vast trading operations throughout the sector and beyond. The accumulation of wealth and power through trade requires all scions of the house to have a quick head for business or find themselves marginalised. |
16–30 | Family Militant: Your house was built by the
blood of your forebears who were the heroes of
past wars. The family has strong ties with the
military wings of the Imperium, and its
traditions are bound to those of warrior honour and glory. |
31–45 | Commanders of Mankind: Your
family is among the hereditary rulers of your world. Your house is among the finest, most powerful and trusted of all noble families, but with enemies to match. |
46–60 | Provender of the Imperium: Your house is
built on vast holdings which produce the raw
materials on which the Imperium depends,
be it ore or grain, though you yourself are far
removed from such dirty work. |
61–75 | House of the Iron Spires: You come from one of the high noble houses of a hive world. The fortunes of your house are built on the labour of the multitudes that toil far beneath your family’s spire-top manses. |
76–85 | The Blood of Greatness: One of your ancestors was a legendary figure in the Imperium. His or her deeds built your house in a single lifetime and it has endured on their labour and renown ever since. |
86–95 | Rogue’s Fortune: Your family
possesses an ancient Rogue Trader charter and their fortunes have been forged by boldness and daring in the darkness between distant stars. Although accepted by your noble peers, they might consider your clan eccentric or dangerous, and not without reason. |
96–00 | Shadowed Blood: Your family are not what they seem. Some past disgrace, disaster or dishonour haunts the name of your house, and your family possesses but a shadow of its past glories. Your mansions are all but dusty ruins and your name whispered fearfully by those you command. |
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