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Verispex Character Creation Summary
Verispex Character Creation Summary
Summary
Homeworld
Feral World rules
Characteristic modifiers: + strength, + toughness, influence
Fate threshold: 2 (emperors blessing 3+)
Home world bonus: The old ways: in the hands of a feral world character, Any low-tech weapon loses the primitive quality (if it had
it) and gains the proven (3) quality.
Home world aptitude: Toughness
Wounds: A feral world character starts with 9+1d5 wounds.
Recommended backgrounds: Adeptus arbites, adeptus astra telepathica, Imperial guard, outcast
Forge World rules
Characteristic modifiers: + Intelligence, + Toughness, Fellowship
Fate threshold: 3 (Emperors Blessing 8+)
Home World bonus: Omnissiahs Chosen: Technical Knock or Weapon-Tech talent.
Home World aptitude: Intelligence
Wounds: A forge world character starts with 8+1d5 wounds.
Recommended backgrounds: Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard
Highborn Rules
Characteristic modifiers: + Fellowship, + Influence, Toughness
Fate threshold: 4 (Emperors Blessing 10+)
Home World bonus: Breeding Counts: Any time a highborn character would reduce his Influence, he reduces it by 1 less (to a
minimum reduction of 1).
Home World aptitude: Fellowship
Wounds: A highborn character starts with 9+1d5 wounds.
Recommended backgrounds: Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Ministorum
Hive World rules
Characteristic modifiers: + Agility, + Perception, Willpower
Fate threshold: 2 (Emperors Blessing 6+)
Home World bonus: Teeming Masses in Metal Mountains: A hive world character Ignores crowds for purposes of movement,
treating them As open terrain. When in enclosed spaces, he also Gains a +20 bonus to Navigate (Surface) tests.
Home World aptitude: Perception
Wounds: A hive world character starts with 8+1d5 wounds.
Recommended backgrounds: Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast
Backgrounds
Adeptus Administratum Rules
Starting skills: Commerce or Medicae, Common Lore (Adeptus Administratum), Linguistics (High Gothic), Logic, Scholastic Lore
(Pick One)
Starting talents: Weapon Training (Las or Solid Projectile)
Starting equipment: Laspistol or stub automatic, Imperial robes, Autoquill, chrono, dataslate, medi-kit
Background bonus: Master of Paperwork: An Adeptus Administratum character Counts the Availability of all items as one level more
Available (Very Rare items count as Rare, Average items count as Common, etc.).
Background aptitude: Knowledge or Social
Recommended roles: Chirurgeon, Hierophant, Sage, Seeker
Adeptus Arbites rules
Starting skills: Awareness, Common Lore (Adeptus Arbites, Underworld), Inquiry or Interrogation, Intimidate, Scrutiny
Starting talents: Weapon Training (Shock or Solid Projectile)
Starting equipment: Shotgun or shock maul, Enforcer light carapace Armour or carapace chestplate, 3 doses of stimm,
Manacles, 12 lho sticks
Background bonus: The Face of the Law: An Arbitrator can re-roll any Intimidation and Interrogation test, and can substitute his
Willpower bonus for his degrees of success on these tests.
Background aptitude: Offence or Defence
Recommended roles: Assassin, Desperado, Seeker, Warrior
Adeptus astra Telepathica rules (Not being used in Arbitrators)
Starting skills: Awareness, Common Lore (Adeptus Astra Telepathica), Deceive or Interrogation, Forbidden Lore (the Warp),
Psyniscience or Scrutiny
Starting talents: Weapon Training (Las, Low-Tech)
Starting equipment: Laspistol, staff or whip, light flak Cloak or flak vest, micro-bead or psy focus
Background bonuses: The Constant Threat: When the character or an ally Within 10 metres triggers a roll on Table 62: Psychic
Phenomenon (see page 196), the Adeptus Astra Telepathica character can increase or decrease the Result by amount equal to his
Willpower bonus. Tested on Terra: If the character takes the Psyker Elite advance during character creation, he also Gains the
Sanctioned trait (see page 138).
Background aptitude Defence or Psyker
Recommended roles Chirurgeon, Mystic, Sage, Seeker
Adeptus Mechanicus rules
Starting skills: Awareness or Operate (Pick One), Common Lore (Adeptus Mechanicus), Logic, Security, Tech-Use
Starting talents: Mechadendrite Use (Utility), Weapon Training (Solid Projectile)
Starting trait: Mechanicus Implants (see page 137).
Starting equipment: Autogun or hand cannon, monotask servo-skull (utility) or optical mechadendrite, Imperial robes,
2 vials of sacred unguents
Background bonus: Replace the Weak Flesh: An Adeptus Mechanicus Character counts the Availability of all cybernetics As two
levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
Background aptitude: Knowledge or Tech
Recommended roles: Chirurgeon, Hierophant, Sage, Seeker
Roles
Assassin Special rules
Role aptitudes: Agility, ballistic skill or weapon skill, Fieldcraft, finesse, perception
Role talent: Jaded or leap up
Role bonus: Sure kill: in addition to the normal uses of fate points (see page 293), when an assassin successfully hits with An
attack, he may spend a fate point to inflict additional Damage equal to his degrees of success on the Attack roll on the first hit the
attack inflicts.
Chirurgeon Special rules
Role aptitudes: Fieldcraft, intelligence, knowledge, strength, toughness
Role talent: Resistance (pick one) or takedown
Role bonus: Dedicated healer: in addition to the normal uses of fate Points (see page 293), when a chirurgeon character fails A test
to provide first aid, he can spend a fate point to Automatically succeed instead with the degrees of Success equal to his intelligence
bonus.
Desperado Special rules
Role aptitudes: Agility, ballistic skill, defence, fellowship, finesse
Role talent: Catfall or quick draw
Role bonus: Move and shoot: once per round, after performing A move action, a desperado character may perform
A single standard attack with a pistol weapon he Is currently wielding as a free action.
Hierophant Special rules
Role aptitudes: Fellowship, offence, social, toughness, willpower
Role talent: Double team or hatred (pick one)
Role bonus: Sway the masses: in addition to the normal uses of Fate points (see page 293), a hierophant character
May spend a fate point to automatically succeed At a charm, command, or intimidate skill test With a number of degrees of success
equal To his willpower bonus
Mystic Special rules (not used?)
Role aptitudes: Defence, intelligence, knowledge, perception, willpower
Role talent: Resistance (psychic powers) or warp sense
Role bonus: Stare into the warp: a mystic character starts the game With the psyker elite advance (see page 90). It is
Recommended that a character who wishes to be A mystic have a willpower of at least 35.
Sage Special rules
Role aptitudes Intelligence, knowledge, perception, tech, willpower
Role talent Ambidextrous or clues from the crowds
Role bonus Quest for knowledge: in addition to the normal uses of fate Points (see page 293), a sage character may spend a fate
Point to automatically succeed at a logic or any lore Skill test with a number of degrees of success Equal to his intelligence bonus.
Seeker Special rules
Role aptitudes: Fellowship, intelligence, perception, social, tech
Role talent: Keen intuition or disarm
Role bonus: Nothing escapes my sight: in addition to the normal uses of Fate points (see page 293), a seeker character may spend
A fate point to automatically succeed at an awareness Or inquiry skill test with a number of degrees of Success equal to his
perception bonus.