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Inquisitor character creation rules

I carry with me an Inquisitorial Seal. It is a small, unassuming object contained in a neat


ÂI
box of Pluvian obsidian. It is a modest thing. Relatively plain, adorned with a single motif
and a simple motto. Yet with this little object I can sign the death warrant of an entire world
and consign a billion souls to Oblivion.”
Thravian Flas, Inquisitor of the Ordo Malleus.
System: Unisystem (based on the cinematic system created for Buffy and Angel Role Playing Games)
Character Type: Player may choose either Heroes of the Imperium or Retainers.

Hero of the Imperium


Attribute Points: 20, Quality points: 20, Skill Points: 25, Drama Points: 10, May have up to 10pts of Flaws
For every battle honour, a thousand heroes die alone, unsung and unremembered.
unremembered
Retainer
Attribute Points: 15, Quality points: 10, Skill Points: 20, Drama Points: 20, May have up to 10pts of Flaws
Every servant has his place, no matter how lowly or modest. To know it is his greatest comfort, to excel within it, his greatest solace,
and his master’s contentment his greatest reward. Codex Administratum

Buying Attributes: (Human Average is 2)


Attributes can be bought up to level five on a one-for-one basis. Attributes above level five are more expensive: three
points per additional level. You should not purchase an Attribute past level six, unless one has the “Enhanced”
Quality or is not human – other races having their own set maximums, with beings such as Daemonhosts and Space
Marines far beyond those of mere humans. At the other end, at least one point must be put into each attribute. Some
qualities provide bonuses; these are applied after Attributes have been purchased normally.

Attributes are:
Strength, Dexterity, Constitution, Intelligence, Perception, Willpower,

Life Points are calculated by adding the characters Strength and Constitution, multiplying by four and adding ten – or
consult the table in the Buffy / Angel Core books (p33/p26). The Hard-to-Kill Quality will also increase Life Points.

Qualities (Q) Power resides in the will of the righteous


Acute Senses (2pts ) One sense +3
Age (2pts Level) Each level +1pt per INT (max 4) in skills but gain Adversary/s per level
Attractiveness (1pt level) Add / subtracts level to the Seduction skill,
Criminal (2pt ) +1 to any Attribute, +1 Crime,
+1 to any other skill related to criminal background.
Deadeye Shot (3pt ) An expert with firearms who is able to fire a shot with startling precision,
picking out enemies’ weak spots and may choose her hit location when she hits
a target.
Empathy (2pt )
Enhanced (1pt ) For whatever reason, biochemical enhancement, cybernetics, gland implants
you are more than human and can have attributes above 6
Fast Reaction Time (2pt ) +5 Initiative bonus, +1 Will vs Fear
Furious Assault (3pts ) May add +2 to strength when calculating damage in melee attacks.
Good Luck (1pts level )
Hard to Kill (1 to 5pt ) +3 life points and +1 to survival tests per level,
Hypnosis (5pt Q) Will (x2) vs Will (x2) or Brains or be helpless for a turn
Natural Toughness (2pt ) Provide 4pts Armour vs blunt attacks
Natural / Implanted Weapon/s (1- 8pt )
Nerves of Steel (3pt ) Immune to Fear except strangest, most horrific manifestations,
+4 bonus even then.
Occult (Forbidden) Library (Variable ) A dangerous thing to have in the Imperium, even for an Inquisitor
Pariah / Blank / Soulless (6pts) Little or no presence in the Immaterium – no psychic powers may be used
Directly against the character, Daemons and Creatures of the Warp cannot see a Pariah. A Pariah suffers –3 on all
Persuasion, Seduction or similar tests. Can never have or use Psychic powers
Photographic Memory (2pt )
Psychic Visions / Master of the Emperors Tarot(1pt )
Psychometry (3pt ) Subject to Perils of the Warp if rolls one in combat or other stressful situation.
Pyrokinesis (3pt Level ), Subject to Perils of the Warp if rolls one in combat or other stressful situation.
Resistance (1pt per level ) – for example Poison, Daemonic Powers, Pain
Situational Awareness (2pt ) +2 all Perception based tests to detect danger, trouble or similar.
Sorcery (4 pt Level) Forbidden to all within the Imperium, take this Quality at your peril.
Supernatural Senses (Variable) Read auras, mystical clues etc
Techno-Magus (Superscientist) (5pts level ) Must be Adeptus Mechanicus or Xenos breed
Telekinesis (3pt Level) Subject to Perils of the Warp if rolls one in combat or other stressful situation.
Telepath (5pts) Subject to Perils of the Warp if rolls one in combat or other stressful situation,
Word of the Emperor (3pt) The character is well versed in all the blessings and liturgies of the Emperor
and speaks as if with His voice. Any enemy of the Emperor (GM decision) must make a contested Will (x2) vs Will
(x2) or Brains or be helpless for a turn, Daemons get a further –5 to the roll / stat and will be unable to act for D3
turns if they fail. Those who believe their actions serve Him are immune to this power.

& Flaws (F) Better crippled in body than corrupt in mind


Addiction (Variable)
Adversary (Variable)
Bad Luck (1pts level)
Covetous (-1 to –3) Fifth type of Covetousness – knowledge
Dependent (-2 to –3)
Emotional Problems (-1 to –2)
Honourable (-1 to –3)
Impaired Senses (-2pt) One sense -3
Mental Problems (-1 to –3pt)
Minority (-2 to –3pt) Xenos, Mutant or other undesirable in the Imperium
Obligation (variable)
Obsession (2pt)
Paranoid (1pt) possibly a good thing………
Physical Disability (Variable)
Recurring Nightmares (1pt)
Screwed Up Adolescent (4pt ) Lack of adult rights, 1pt emotional Problem and Covetous (Lechery),
Zealot (1pt) Almost an advantage in the Dark Millenium.

Inquisitor (12 pt Q)
+3 to any Physical characteristic/s, +3 to any Mental
characteristic/s, Enhanced, Obligation (Inquisition),
Inquisitorial Mandate, +3 to any skill/s, Word of the
Emperor,

Interrogator (4 pt Q)
Aspiring Inquisitors start at the lowly rank of Explicator,
where they learn how to extract information using physical
pain and the tools of the torturer. Those few who survive
to make the rank of Interrogator are both capable and
strong.
+1 to any three attributes, +3 to any three skills, Obligation
(Inquisitor),
Adeptus Soroitas (7 pt Q)
+1 Strength, +1 Constitution, +2 Willpower, Word of the Emperor, Honourable, Natural Toughness, Obligation
(Ministorum), +3 to combat skill/s

Arco-Flagellant (7 pt Q)
+2 Strength, +2 Constitution, INT = 1(may not be increased in character generation), Nerves of Steel, Hard to Kill +3,
Controlled, Enhanced, Natural Toughness,

Death Cult Assassin (14 pt Q)


Death Cults can be found on many Imperial worlds, fanatically devoted to the Emperor, they
offer those they slay in payment of the blood-debt all Mankind owes Him. Death cultists
employ exotic ritual weapons for their work – a dizzying array of stilettos, whip-scythes and
blades, backed by augmentative digi-weapons and needlers.
+1 Strength, +1 Constitution, +3 Dexterity, +2 Perception, +1 Willpower, +5 to Combat
Skill/s, +3 to Stealth, Obligation (Death Cult), Enhanced,

Imperial Guard Veteran (7 pt Q)


Each world of the Imperium is obliged to raise regiments of Imperial Guard, and these are
shipped all across the galaxy to fight terrible wars in the Emperor’s name.
+1 to any two physical characteristics, +1 to Firearms, +1 to another Combat Skill, Fast
Reaction Time or Situational Awareness or Nerves of Steel (pick one),

Navigator (8 pt Q)
+2 Willpower, +1 Intelligence, The Third Eye, Nerves of Steel (vs Warp Creatures and Daemons only)

Rogue Trader (5 pt Q)
+2 to any characteristic/s, +3 to Knowledge skill/s,

Space Marine (32 pt Q)


Genetically altered superhuman warriors created from the flesh of the Emperor
Himself, the Space Marines are the greatest defenders of Humanity. They are armed
with the boltgun, a weapon of divine wrath and armoured in ancient, artificer-forged
suits of power armour, the Space Marines are the living embodiments of the
Emperor’s Will.
+3 Strength, +3 Constitution, +2 Dexterity, +2 Willpower, +2 Perception, Word of
the Emperor, Nerves of Steel, Fast Reaction Time, Enhanced, Hard to Kill +3,
Honourable, Obligation, Situational Awareness, Natural Toughness, Spit Acid,
Black Carapace, Firearms+3, Brawling+3, Swordsmanship+3, May NOT purchase
levels in Acrobatics, Occultism, Persuade, Seduction.

Spyre Hunters (Noble scions of the Ruling house of Necromunda) (Necromunda Outlaws p 47) (6 pt Q)
Each particular Spyer specialist has a different and ritual set of armour of equipment, which
evolves and increases in efficiency and power as the hunter grows in experience. Initially it
provides +1 to any two physical attributes (whilst worn),
Enhanced, Special Equipment, Obsession (hunt “worthy” prey) or Obligation (other Spyre
hunters / Inquisitor), Honourable, frequently (but not automatically) Screwed Up Adolescents,
Choose one of Furious Assault, Fast Reaction Time or Nerves of Steel, +2 to any combat skill/s
(can be and usually are specialised – see skills)

Adeptus Mechanicus (4 pt Q)
Known to many as the Priesthood of Mars, the Adeptus Mechanicus develop and construct the
weapons of war used by the Emperor’s armies and it is their knowledge of arcane mysteries that
maintains the Golden Throne itself. The Machine God, the Deus Mechanicus, is the ultimate
object of the Tech Priests’ veneration and the Cult Mechanicus, or Cult of the Machine,
acknowledges the Emperor as Master of Mankind, but does not recognise the authority of the
Cult Imperialis.
+2 to any physical Characteristic/s, +2 Intelligence, +1 Will, +3 to Technomancy, Obligation
(Adeptus Mechanicus), Choose either (or both) Obsession or Covetous (knowledge),
“…..Isn’t it about time the Ordo Hereticus started asking some pointed questions about this Omnissiah cult of theirs?”
Inquisitor Amberley Vail, Ordo Xenos
On the Adeptus Mechanicus
Abhumans
Though their ancestors may have strayed from the true path and now have forms that may seem monstrous or
comical, yet they may still serve Him.

Ogryn (5 pt Q)
+2 Strength, +3 Constitution, Maximum Intelligence is 2 (with augmentation), Enhanced, Natural Toughness, Anti
social impulse – lack of hygiene, Phobia – Fear of confined Spaces

Ratling (2 pt Q)
+1 Dexterity, +1 Constitution, +1 Perception, Max starting Strength is 4,

Xenos Breeds
All such creatures will meet with righteous disgust, anger and mistrust in true servants of the Imperium.
“Crush the Unholy in all of their many guises” Confessor Damian
Eldar (9 pt Q)
+1 Dexterity, +1 Willpower, +1 Perception, Fast Reaction
Time, Enhanced, Night vision,
Night vision: see further at night due to highly developed
senses. Ignore all penalties imposed due to poor lighting
except in pitch-black environments.
“The first thing one must learn about the Eldar is that they are a
race of fragments, broken and scattered across the galaxy. In culture,
geography and technology, the disparate elements of the Eldar race
vary wildly. Remember though, there can be no pity for the plight of
the Eldar. Indeed, the honoured servant of the Emperor should
rejoice. Compassion is reserved for servants of the Emperor; aliens
deserve only our scorn.”
Inquisitor Czevak – Teachings on the Unholy
Kroot (6 pt Q)
+1 Strength, +1 Dexterity, +2 Perception, Situational Awareness, Anti social impulse – Cannibalism, +3 Stealth,

Tau (Variable pt Q – Water 7pt Q, Fire 4pt Q)


Water (Envoy) Caste: +1 Willpower, +2 Intelligence, +3 to Persuade, Obligation (“Greater Good
of the Tau Race”)
Fire (Warrior) Caste: +1 Willpower, Firearms (Specialisation - Tau weapons) = 6 and may not be
improved in character generation, Obligation (“Greater Good of the Tau Race”)
All have Blunt – virtually no presence in the Warp, daemons, daemonhosts and denizens of the
warp must make notice checks to detect a Tau – even in plain sight!

“There can be no bystanders in the battle for survival. Anyone who will not fight at your side is an enemy
you must crush.”
Scriptorus Munificantus
Skills
Buying Skills: Skills can be bought up to level five on a one-for-one basis. Skills above level five are more
expensive: three points per additional level. You should not purchase Skills past level six in initial character
generation.

Specialisation: If required a character can take a more specific version of the skill – for instance Knowledge - Xenos
Breeds or Firearms – Bolt Weapons. The skill then only costs 1pt for each 3 levels of ability up to level; To purchase
level 5 and higher then costs normal. The skill can be used for non-specific tasks, but at a penalty of –5 to the test.

Technomancy may not start at more than 3 unless the characters background includes training, experimentation or
other notable relationship with the Adeptus Mechanicus, is a Xenos Breed or has some other specific reason in their
background approved by the GM

Languages
Citizens of the Imperium will know Low Gothic and the language of their home world or city, usually (but not
always) a debased version of Low Gothic. Any educated character will know High Gothic and most normal citizens
will know a smattering of it for use in prayer and in legal and/or religious ceremonies. A character can know
additional languages equal to her intelligence and each additional skill point spent will gain languages equal to her
intelligence. These languages can be Alien or human and as specific or general as the player wishes.

Sample Languages:
Eldar (each Craftworld has its own version), Orkish (only 1pt is required to gain full “mastery”), Tau (each caste has
its own language), Kroot, Binary (Only available to Adeptus Mechanicus),

Wargear (refer to p182 of the Inquisitor rulebook for rarity)


“Dedicate this weapon, given unto your hand at the behest of the Emperor, to their destruction. Regard its function
as your only duty: you live to bring cleansing fire. Take up your rod and staff, your armour and your psycannon,
and go forth.” Galbus Heer, Lectures to the Ordo Malleus

Missile Weapons
Unless otherwise stated these weapons require two hands to use and are in described in the following format
Weapon name shots per action Damage Magazine Notes

Las Pistol 1 10 30 1 HD
Lasgun (MP) 1 10 60
Lasgun (NP) 1 10 50
Lasgun (TP) 1 or Burst (3) 10 50
Hell Pistol 1 12 20 1 HD
Hellgun 1 12 40
Long Las Rifle 1 per rnd 12 40 +1 to hit
Lascannon 1 60 20 -1 to hit, ignores armour 20 or less
Requires Str 4+ to use
Yeld Spyer Suit Laser 1 12 unlimited

Autopistol 1–3 (-1 per shot) 10 20 1HD


Autogun 1 or Burst 16 50
Revolver 1 12 6 1HD
Stubber Burst 9 35 -3 to hit if 1HD and Str 5 or less
Heavy Stubber Burst 14 100 (belt) Requires Str 5+ or tripod etc
Assault Cannon Burst 20 120 Requires Str 6+ and/or power armour
Hunting Rifle 1 20 10
Naval Pistol 1 18 6 Requires Str 4+, 1HD
Duelling Pistol 1 14 1 +2 to hit, 1HD
Shotgun 1 or 2 20 1 or 2
Sawn-off 1 or 2 20 1 or 2
Pump Shotgun 1 18 8
Auto Shotgun 1-3 (-1 per shot) 20 20

Manstopper rounds add +2 to damage and –1 to hit


Executioner rounds (for shotguns) only 1 shot per round, +5 to hit,
Hellfire incendiary rounds + 4damage and set target on fire but on a roll of 1 explode in gun destroying it.

Bolt weapons are the pinnacle of human projectile weapon technology but require a lot of maintenance to avoid jams
and barrel explosions. All require Str 4+ and/or power armour to use effectively – if not user is at –4 to hit.

Bolt Pistol 1 18 12 ignores 3pts of armour, 1HD


Boltgun (MK II) 1 18 15 ignores 5pts of armour
Boltgun (MK III) 1 18 30 ignores 5pts of armour
Boltgun (MK IV) 1 18 20/40 ignores 5pts of armour
Storm Bolter 2 18 30 ignores 5pts of armour
Heavy Bolter Burst 20 40 ignores 5pts of armour
Requires Str 6+ and/or power armour
Psycannon 1 18 30 ignores all daemonic or psychic armour,
X3 Dam vs Daemons, X2 vs Psychics
Orrus Spyer Suit Launcher 2 16 Unlimited ignores 3pts of armour,

Kraken Bolt Rounds ignore 10pts of armour


Silenced Stalker Bolt rounds are just that and produce no muzzle flash, do 14 Dam but retain their armour penetration

All Melta weapons suffer at range –2 to hit and –5 Dam per 10yds past the first 10. They ignore armour 10 or less
Inferno Pistol 1 27 3 -2 to hit, 1HD
Melta Gun 1 35 5
Thermal Lance 1 25 1

All Plasma Weapons overheat on a natural roll of a 1 when fired.


Plasma Pistol 1 per round 46 1 recharges, -2 to hit, 1HD
Plasma Gun 1 per round 70 1 recharges, -4 to hit
Plasma Blaster 1 per round 60 1 recharges, -3 to hit

Flamethrower (all ignore any cover/terrain)

Hand Flamer 1 (template) 10 then 4 per rnd 4 Flammable target!


Flamer 1 (template) 12 then 6 per rnd 6 Flammable target!
Heavy Flamer 1 (hvy Flamer temp) 20 then 8 per rnd 8 Explosive target
Exterminator 1 shot (template) 14 then 6 per rnd - attach to other weapon, 1 shot
Can be fuelled with purest consecrated promethium – ignores Daemonic armour and inflicts double damage on them.

Needle Pistol 1 12 plus poison 6 1HD


Needle Rifle 1 12 plus poison 10 +2 to hit,

Neural Shredder 1 if hit Will (x2) +d10 vs 20 or loose D6 Will and D4 Dex, 10, 1HD

Hrud Fusil 1 25 1 Plasma Weapon, -1 to hit


Kroot Long rifle 1 16 1 Counts as polearm
Xenarch Death Arc 1 40 8
Graviton Gun 1 -D6 dex 10 recharges 1 per rnd,
Ogryn Ripper Gun 1 25 20 +5 to hit at 6yds or less, -5 per extra10yds
Requires Str 5+ to use
Shuriken Pistol 3 / burst 10 40 1HD,
Shuriken Catapult 3 / burst 14 80
Shuriken Cannon 3 / burst 16 120 May fire Shrieker ammunition
Shrieker 1 14 + Toxin (strength 20) resist or die, only living targets.
Eldar Long Rifle 1 14 1 +4 to hit, -2 if non-Eldar,

Jokaero Digital weapons – can be made into rings or other equally small objects – counts as a normal weapon of its
type (with half magazine) - Needle Pistol, Las pistol or Hand Flamer.

Melee Weapons
Unless otherwise stated, these act as normal melee weapons. Additions to damage are made after any multipliers.

Mastercrafted Weapons Add +5 to damage and +1 to Hit and Parry rolls, this includes power weapons or similar

Power weapons (Sword, Axe, Dagger etc) inflict an additional 20 Damage when they hit and ignore all non-energy
field armour. All power weapons destroy mundane weapons if parried 75% of the time. Anyone being parried when
making an unarmed attack suffers damage equal to the base damage of the weapon plus success levels of the parry.

Powerfist inflicts a base damage of 60 plus success levels (ignore wearers strength).
Chainfist inflicts a base damage of 50 plus success levels (ignore wearers strength)
Thunder Hammer does 60 damage plus success levels but also knocks down any character with Str 9 or less who is
hit with the weapon.

Chain weapons (chainsword, chainaxe etc)are treated as normal but with an additional +10 damage and ignore up to
6pts of armour when they hit,
An Eviscerator counts as a Big Axe but inflicts +20 damage and requires Str 5+ (grotesquely large chainsword)

Shock Weapons –Shock Maul, Neuro whip and Electro flail – roll Con (doubled) or Muscle vs Success level (plus 5)
of attack or unconscious, if made –2 on all actions for next 8-Con turns (min 1). Weapon also does normal damage
as its type. The Dark Eldar Agoniser is a nastier version and does 16 base damage + success levels and causes
excruciating pain.

Anointed Weapons inflict triple damage against daemons and double damage against pyskers, they also ignore all
psychic shields and Daemonic protection.

C’tan Phase Swords ignore any and all forms of armour – physical, energy, psychic or daemonic, except when
attacking a C’tan itself

Jakara Spyer Suit Monomolecular Sword +10 dam and ignores 5pts of armour

Sarissa – A Vicious spiked combat accessory used by the Apetus Sororitas – a boltgun counts as a sword in combat.

Force Weapon – add Will to Strength when calculating damage,

Armour
Flak (5pts), Carpace (12pts), Mesh (8pts)
Power armour (20pts, +1 Strength) includes environmental protection and if helmet various visual enhancements,

Shields – provide a bonus to parry attempts and an armour value – however if an attack exceeds the value it may be
destroyed roll D10 if this is over the amount by which the attack exceeded the protection value it survives.
Buckler +2 to Parry, 10 armour, Large Shield +4 to Parry, 15 armour, Target Shield +6 Parry, 20 armour.

Mirror shields enable the defender to parry a ranged energy attack and possibly fire it back at the attacker! They
provide 50pts of armour vs ranged energy attacks and 25 otherwise.
Storm Shields act as normal for their kind but may parry power and daemon weapons without fear of being destroyed.
They provide 60pts of Armour if the attack is parried.

Energy Force Fields – any weapons that reduce armour do not do so against energy fields unless otherwise stated in
their description.
Refractor Field – D10 (x2) Protection
Conversion Field – D10 (x3) more than 10 damage acts like a photo flash grenade,
Displacer Field – 50% chance of activating (+dam inflicted), relocate wearer d10 yds in a random direction, avoiding
any objects or other dangers.

Pentagrammic Wards – any daemon within 5 yds halves all their characteristics and skills.
Hexagrammic Wards – Any psychic attack is resisted with double the warded characters Will and against any direct
psychic attack it provides D10 (x3) armour.

Combat drugs (p88 Inquisitor rulebook)


Gland dispensers ignore negative effects if can make a Con test (x2) vs 15,
‘Slaught - +D3 Dex, -1 to all mental characteristics for D10 mins, after use roll D10 on a 1 loose 1pt from a mental
Characteristic (Inhaler, Injector)
Psychon - +2 Str and +2 Dex but become Frenzied in combat must make appropriate Will test to avoid continuing
attacking once enemies defeated / slain. (Inhaler, Gland)
Reflex – Gains Fast Reaction Time but suffers –2 WP for D10 Minutes. (All)
Barrage - +4 to Str, Con and Dex but loose 1 from all Characteristics permanently every minute (12 turns) (Injector)
Spook - +2 Will and generates random psychic power (still subject to rules regarding Perils of the Warp)
Spur – Roll D6 – 1-2: +3 Str, 3-4: +3 Con 5-6: +3 Dex, CoN test vs 15 or take boosted stat in damage
(each turn) (Injector, Gland)

Gunsights (p91)
Ranger finder, Laser Sight and Motion Predictor – each add +1 to hit (cumulative).

Cyber and Psyber Creatures


Servo Skull (p90) Str 1, Dex 1, Per 2, Small (-2 to hit), LP:20, Armour 6pts,
Gun Skull – Shoot 12, closest enemy, Combat Skull – Chainblade Dam 20, Attack 12,
Psyber Eagle, Str 2, Con 1, Dex 4, Per 4, Int 1, Will 2, LP 14, Talons 14, Dam 10,
Cyber-Mastiff, Str 5, Con 4, Dex 3, Per 3, Int 1, Will 4, LP 45, Armour 4pts all over and Hard to Kill 3
Bite 16, Dam 25,
Tau Escort Drone, Dex 2, Per2, LP 25, Small(-2 to hit), provide D10 +2 forcefield to self and Master,
Pulse Pistol, 2 shots a rnd, Skill 12, Dam 10, 10 shots, (Exterminatus - issue 9)

We are at war with forces too terrible to comprehend. We cannot afford mercy for any of its victims too weak to take the correct
course. Mercy destroys us; it weakens us and saps our resolve. Put aside all such thoughts. They are not worthy of inquisitors in
the service of Our Emperor. Praise his name for in our resolve we only reflect his purpose of will.”
Inquisitor Enoch
Castigation’s on the Last Days

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