DH II House Rules

Characters


Character Generation

  • Players may make Characters using the DH2.0 Rulebook and/or the Enemies Within, Enemies Without and Enemies Beyond source books (there are also some additional Home Worlds in the Forgotten Gods Adventure Book; Desoleum-Hive, Thaur-Shrine, and Oath Unspoken-Void).
  • Characters begin play on the recommend +1000xp as detailed in the DH2.0 Rulebook. Yes, you are essentially starting characters, but remember that DH2.0 starting Characters are a fair sight better than DH1.0 starting Characters.
  • Characters must have a divination: you are welcome to roll your Divination 3 times and choose the one you want from your results (if you get the same divination you may re-roll). Please do not simply choose your divination.
  • Players may randomly roll their Characteristics or Allocate via points as per pg. 31 of the DH2.0 Rulebook (60 points to allocate. + Characteristics start at 30 and - Characteristics start at 20) . Remember if you are point allocating that no Characteristic can begin at more than 40.
  • Fate, Wounds, Insanity, and Corruption are all rolled as normal for starting Characters.
  • Starting equipment may be swapped or exchanged using the following restrictions:
    • Like for Like: Weapons may only be swapped for other Weapons; Armour may only be swapped for Armour; Gear may only be swapped for Gear; Tools may only be swapped for Tools etc
    • Rarity for Rarity: Swapped items must be of equal Rarity (you may swap down but not up).
    • No Stacking: You cannot trade two Rare items to get one Very Rare item etc.
    • Each player may pick one weapon upgrade of Scarce Availability or less and apply it to a weapon in their trappings - this is a free upgrade to represent the PCs being somewhat experienced individuals who have taken the initiative to customize their gear.
  • Insanity and Corruption will be kept hidden. Players will be made aware when they need to roll tests against Insanity or Corruption, and will be informed when they are close to reaching a threshold e.g. Sigismund needs to roll for Insanity, but he fails and receives 3 Insanity Points. This puts him at 17 IP. The GM tells Sigismund that he is near an Insanity Threshold. Sigismund should be careful where his mind wanders in the future…
  • Players may permanently burn a Fate Point to remove Insanity or Corruption equal to a Characteristic Bonus of their choice. For Insanity, Intelligence or WP may be used. For Corruption, Strength or Toughness may be used. Yes, this means that physical and athletics Characters are more likely to face insanity of the mind, whereas cerebral and intellectual Characters are more likely to suffer corruption of their bodies.
    • This does not replace the existing ability to spend 100xp in order to remove a single Insanity Point.
  • Players may take a free Peer (Any) relating to their character's backstory. If a Player chooses to do so, they must also take a free Enemy (Any) also relating to their backstory…

GM Notes


  • I will be unforgiving with Subtlety. The more noise you make, the more likely other undesirable elements will start packing for bear (grenades etc) and try to take you out. Conversely, the quieter you are the more likely there will be circumstances where you can completely get the drop on unawares opponents. The choice is yours if you want to go for a stealthy play through, or a loud one, I will respond accordingly.
  • I will be equally unforgiving in combat. Not every combat can be won. There will be enemies and opponents you can’t simply kill. Do not expect every encounter to be balanced. Your enemies are numerous, intelligent, and fanatically driven.
  • Intent, Action, Roll: Skill Checks come in three parts. Firstly, the PC must describe their Intent “I want to convince Dante to give us command of his soldiers”, “I want to hide behind the church pews”, “I want to lose the tail we’ve picked up”. Secondly, the PC must describe the Actions they are taking to fulfill their Intent “I tell Dante that he has no experience in warfare, and if he truly cares for his soldiers and his world, he will secede command to us. Furthermore, he is trapped on this world. We are literally his best chance of survival.”, “I duck behind the third row of pews, lying on the seats so that I cannot be spotted underneath them. I ready my handcannon and go into Overwatch”, “I perform a series of sharp turns without indicating, and then break off up the wrong side of the road before veering back into the flow of traffic a kilometre up ahead”. Thirdly, the GM will inform the PC of the Skill Check required, and they will Roll it. Success means the PC has achieved their Intent exactly as they have described their Actions – no GM FIAT. You took the risk. You rolled. You won. Enjoy your victory.
  • I will be playing around a bit with Skill Checks. Failure might not necessarily mean all hope is lost – I may instead allow you to pass but introduce some kind of complication instead. Failing in of itself is quite boring and often a stone-wall to further role-playing potential.
    • Example A: A PC attempting to Medicae another PC with a Medi-Kit fails their Skill Check. Instead of simply failing (boring), the PC gains wounds back as if the Medicae Check had succeeded, but the Medi-Kit is consumed in the process and cannot be used again.
    • Example B: A PC wants to scale the wall of a Basilica Church – the walls are rocky and simple to climb. The GM deems there is no risk of failure and the PC can easily climb over without needing to roll.
    • Example C: A PC wants to scale the walls of a PDF compound – the walls are made of smooth ferocrete and topped with razorwire, and there are guards on patrol. The PC fails their Athletics (Climb) Check. Since scaling a wall is an infinite task, and failure in this instance is boring, the GM deems that the PC has made it over the wall. However, just as they leap down their pack gets caught in the razorwire, tearing open and spilling its contents all over the ground. What will the PC do now to get out of this new mess?
  • Natural 001 and Natural 100: A roll of 100 (unmodified) is always a failure, no matter the circumstances. A roll of 001 (unmodified) is always a success, no matter the circumstances. That means if you roll a 001 to hit a target in combat, then the attack is unavoidable. Be aware, this rule applies to NPCs too. I’ll be using these rolls to introduce new complications and advantages, more extreme than the ones you’d receive for simple failures or successes. A roll of 001 on a Skill Check may award you additional bonuses or benefits, whereas a similar roll in combat may cause your opponent to fall prone, or his blade to shatter under your mighty blow.
  • Fight for your Rights (Advantages): If you as a Player feel you deserve an Advantage (or conversely, a Disadvantage) on a Skill Check, speak up. I try my best to keep all the factors in my head, but I need a little help some times. Looking through the Skill section in the DH2.0 Rulebook will help clarify this somewhat, as it goes into greater detail about specific Advantages or Disadvantages that can be allocated to Skill Checks.
  • Assisting in Skill Checks
    • One PC is nominated or nominates to roll the required Test
    • Any other PC who has the same Skill Trained or better may assist, granting the testing Player +10
    • Assisting PCs should be adjacent to the performing PC - situation dependent
    • Shared success and shared failure. If you have helped or assisted somehow you can expect to suffer the consequences of failure.
    • Check pg. 25 of the Rulebook for further clarifications

Shopping:

  • Between missions Players may swap without penalty a number of items equal to their Influence Bonus for any other item of corresponding rarity, as long as that rarity is of Scarce or below.
  • Between missions Players may make a number of Acquisition rolls equal to their Influence Bonus.
    • You may not roll for the same item twice, even if you change the rarity of said item.
    • These Acquisitions do not suffer the traditional Subtlety loss for failure.
    • These Acquisitions are not modified in any other way except for the rarity of the item being acquired OR traded as per the Acquisition rules. This means that neither Fortune nor Favours may be used to modify these rolls.
    • Near Unique and Unique items must be discussed with the GM prior to rolling, as they may require additional roleplaying to acquire.
  • You may as per the rules burn 1d5 Influence to auto-pass an Acquisition Test if there is something you really need. Please always discuss auto-passing with the GM first. During Acquisition Periods this uses one 'roll'.

Mechanics


  • Suppressing Fire and Pinning
    • Suppressing Fire follows the rules as written in the DH2.0 Rulebook, with the following exception: You can only Pin a number of targets equal to the RoF of the weapon you are using.
    • i.e. a weapon with S/3/6 can either Pin 3 targets on semi-auto or 6 targets on full-auto.
    • Pinning tests are rolled as normal, but end once the maximum amount of targets have been pinned, or there are no more targets to roll tests for.
    • E.g. A Player using a weapon with the profile S/3/6 attempts to pin a group of 9 enemies with full-auto suppressive fire. The GM begins rolling Pinning tests for those caught in the 45 degree arc. After 1 success, and 6 failures, the GM stops rolling as the maximum amount of targets have been pinned. Alternatively, if the GM was to succeed on 4 tests, and fail on 5, they would also stop rolling as there are no more targets to pin.

Skills and Talents

Awareness/Scrutiny:

  • Awareness will be treated as a passive skill, Scrutiny as an active one.
  • When you walk into a room you roll awareness to notice clues. If you decide to stay and search that room you roll on Scrutiny.
  • Talents like Keen Intuition and the Seeker Role ability may apply their bonuses to Scrutiny tests when appropriate.

Talent Changes:

  • Blademaster: Applies to all Melee Weapons, not just bladed ones.
  • Jaded: Requires a minimum of 10 Insanity Points before the talent comes into effect. If a Player has less than 10 Insanity Points, but has the Jaded talent, it remains un-activated until they reach 10 Insanity Points.

Favours

  • Favours are awarded based upon the Rule of Cool. That is to say if the group unanimously agrees that an action of any Player is cool, then that Player may be awarded with a Favour. Cool can be pulling off an awesome feat, or a particularly emotive or in-character act of roleplaying, or really anything the group agrees is cool.
    • Favours can take several forms depending on the Player's whims and wishes.
      • Divine Gambling: The Player may increase or decrease ANY d100 roll (PC or NPC) by 1d10 Degrees, or any d10 roll by 1d10.
      • Divine Prognostication: The Player may ask the GM a relevant question which the GM must answer truthfully. Must be in the form of a Yes or No question.
      • Divine Providence: The Player may automatically succeed on any Skill roll (even for a Skill they do not have) with a single DoS.

Subtlety and Mutation

  • Mutation: Will be handled differently than it is described in the rulebook.
    • When a PC reaches their first mutation threshold (30 Corruption Points), if they fail the resulting Mutation Test they will not roll on the table provided. Instead the GM and PC in question will discuss an appropriate mutation (no longer cosmetic-only, but no where near as harsh as RAW). This mutation should reflect the personality of the PC, so for example if a PC was a bloodthirsty axe-wielding guardsman, maybe the whites of their eyes will permanently turn red and their molars fall out only to be replaced with more incisors, gaining the Natural Weapons Trait. A stealthy PC might have their skin turn black, or their eyes turn into cat-like slits, and gain the Darksight Trait. A fast talking smooth operator might find their tongue suddenly the colour of silver, or their skin taking on a shimmering gold like appearance, or their hair coming to life and shifting styles to those that are most in-vogue, and gain the Unnatural Fellowship (1) Trait.
    • All subsequent mutations will be discussed in the manner above - either the existing mutation will increase in severity or you will gain a new one.
    • Fate may be burned to prevent a mutation occurring. The Emperor must love you.
    • Mutation is a fickle bitch. Yes, the system is supposed to be harsh, but 70% of the provided mutations are either game-breaking or character ending. Rather than have either of those things happen, I have opted for the above instead.
  • Malignancy: Mostly rules as written from the Rulebook, with the following exception.
    • As with Mutation, if a PC fails their Malignancy Test they do not need to roll on the random table. Instead, they and the GM will figure out an appropriate Malignancy based upon their character's personality. A cruel and callous character may suffer a negative to Social interactions as their words become ever more venomous and hostile, whereas a night-owl character may find themselves feeling fatigued during the day. The main difference between Malignancy and Mutation is the lack of physical changes in the former - Malignancies show as personality changes, precursors to full blown bodily mutation.

Equipment

  • Equipment Changes:
    • Extended Magazine weapon mods are no longer transferable between weapon types.
  • I have created a vehicle upgrade chart so that you can pimp your new ride throughout the course of the campaigns.
  • Between Mission Acquisitions:
    • Between missions Players may make, unmodified and without consequence, a number of Acquisition rolls equal to their Influence Bonus. You cannot trade or use Fate for these Acquisitions. They are only modified by the Rarity of the item you are attempting to Acquire, or Inquisition rewards (GMs discretion). Near Unique and Unique items are off-limits without express GM approval, and will usually call for additional roleplaying and/or mission parameters be achieved before the Player receives their item.
    • Between missions Players may swap any item they have collected for any other item, of Average rarity or less, a number of times equal to their Influence Bonus.
  • Weapon Upgrades:
    • Weapon Craftmanship effects how many upgrades/mods a weapon may have.
    • PQ [1], CQ [2], GQ [3], BQ [4]
    • Ammunition does not count as an upgrade/modification.
  • Acquisitions:
    • Any FAILED attempt to Acquire an item with a Negative Availability Modifier will result in a loss of Subtlety equal to the tens digit of the aforementioned modifier. This is contrary to the existing mechanic whereby ANY attempt to Acquire an item with a Negative Availability Modifier will result in a loss of Subtlety.
    • Like any Skill Check, unsuccessful Acquisitions attempts using Influence may result in unintended consequences. I will ask Players to describe the methods they are using to acquire an item. "I'm going to turn over some low-level narco-dealers to get three doses of Slaught", "I'm going to go straight to the Iron Foundry Forge and speak with my bro, Enginseer Oricalcum. He owes me a favour and I reckon he can get me a new Auspex", "Well since I'm from this world, I reckon I'd have a stash set up where I'd keep an extra Survival Suit". With information like this, I can turn an Acquisition into an interesting and character developing side-story. If the Player passes their roll, then what they have described happens exactly as they describe it, but if they fail then a twist will be introduced. What if the narco-dealers think the PC is from a rival gang trying to muscle in on their turf? Might start a little turf-war… What if Enginseer Oricalcum has been replaced under dubious circumstances by another Tech-Priest? Maybe the PC wants to investigate what happen to their buddy… What if the PC finds that their stash has been raided?! Who did it? How did they find the stash? Was it chance, or is someone working against them…? I may use this in place of simply removing Subtlety at times.
  • The Players may come into possession of Credit Chips. These are cash-in items that can be used to instantly acquire an item without needing to roll. Credit Chips have a corresponding rarity (Common, Average, Scarce etc). Credit Chips can be stacked to acquire items above their rarity at a rate of 3 to 1 e.g. 3x Common Credit Chips can get you a single Average item. Credit Chips can also be traded down, but only on a 1 to 1 rate e.g. 1 Average Credit Chip can purchase a single Common item, not 3 Common items.

Fire, Stat Damage, and Limb Loss

  • Flame and being On Fire: Use the rules as written on pg243 of the Rulebook with the following exceptions.
    • The first round a character is On Fire, the WP Test to act normally is at +20. This increases in difficulty by -10 for each subsequent round the character remains aflame.
    • Characters no longer need to test Agility to put out the flames. Instead, providing they have succeeded on the above WP Test, they may automatically put out the flames as a Full-Action. This renders them Prone at the beginning of their next turn. Alternatively the Character may attempt a +0 Agility Test to put out the flames as a Half-Action. They are still rendered prone.
    • Another character may assist you in putting out the flames. The assisting character must test Agility +0 or risk catching on fire themselves. If the assisting character succeeds on their Agility Test, the on-fire character is pushed prone and the flames are quenched. This consumes both characters Full-Actions for the turn.
  • Characteristic Damage
    • We all hate permanent Characteristic Damage, so for the campaign that I run there will be no Permanent Characteristic Damage. Instead, Characteristic Damage heals at the rate of 1 Point per week of Full Rest (e.g. doing nothing but resting and healing) a character undertakes. If the character remains active, then this rate is double out to two weeks per point.
    • All Characteristic Damage heals between campaigns.
  • Limb Loss
    • If a PC loses a limb for any reason it will be replaced, free of charge, with a PQ bionic at the next logical opportunity (replacing a limb still requires 24 hours for the new bionic to take). Between Missions this may be upgraded for free to a CQ bionic for no additional cost/acquisition. GQ/BQ bionics must be acquired as per the normal rules and suffer the usual installation rules as well.

Shooting into Combat

  • Applies a -20 modifier to the BS Test being made. If the result rolled is within the -20 modifier, then the shot has hit a friendly target who is engaged in the combat.
  • This effect applies even to Semi and Full Auto, with the remainder of your "misses" hitting a friendly target too, even if you hit with your initial shot.

Burning Fate to Not Die

  • If a PC goes into Critical Wounds they may Burn Fate and choose one of the following effects.
    • The PC takes whatever effect is listed in the Critical Table except for Death (e.g. limb loss, fatigue, characteristic damage). They may otherwise continue to act as normally. Their wounds are considered to be at whatever value they were prior to the hit that took them into Criticals.
      • e.g. Sigismund, currently on -2, takes a -9 to the arm, a Critical that would normally kill him. He opts to Burn Fate and suffers all the critical effects of a -9 to the arm (loss of limb) but does not die. He remains on -2 wounds without his arm, but may otherwise act as normal.
    • The PC ignores all the effects of the Critical Table but are rendered out of the encounter until such time any and all immediate threats are dealt with. Their wounds are considered to be whatever Critical Wound value they would have been at normally. Enemies will not target "downed" players, but environmental effects, collateral damage, or taking prisoners may still occur.
      • e.g. Sigismund goes into -8 on the body, a Critical that would kill him. He opts to Burn Fate and be removed from the encounter. For all intents and purposes Sigismund is lying wherever he fell unconscious and immobile on -8, but suffers no other effects from the Critical hit. Once the immediate threats have been resolved Sigismund awakes, still on -8, but otherwise none the worse for wear.
  • Some Critical Wounds simply result in death with no other effects. Obviously this makes Fating out kind of meaningless. From now on if a character Fates out and their Critical Wound would not have caused any effect aside from death, they instead suffer the previous Critical effect.
    • e.g. Sigismund suffers a -8 Impact to the Head, which kills him outright but leaves no lasting effect. Sigismund chooses to Fate out to avoid death. Checking the Critical Wounds table, Sigismund takes the effects of a -7 Impact to the head, stunning him for 1d10 rounds and halving his movement for 1d10 hours.

Instruments of His Will

At this late stage in the campaign against the Patternari Cabal, the Acolytes truly embody the spirit and will of the God-Emperor of mankind, able to withstand the most profane of punishments and even stave-off the grim-reaper itself should the need arise.

From this moment on wards if an Acolyte suffers death while on 0 Fate Points, they are allowed to make one final Full-Action of their choosing. This Full-Action may take place anytime before the START of their NEXT turn (immediately upon suffering a death should they choose), after which they expire as per the normal rules.

Please note that they are unable to avoid their impending demise with this Last Action - that is as assured and reliable as the Imperial Tithe. But if they wish to dole a final parting blow upon their foe, or push their fellow out of harms way, or spit a last curse, then that is fine.

Force Weapons

  • Force weapons generate Psychic Phenomena during the opposed Willpower test.
  • Force weapons only add half their wielders Psy Rating to the weapon's Damage and Penetration.
    • 1/2 Psy Rating Pen replaces weapon pen.

Campaign Specific



Regicide

Warp Travel

Travelling the Warp is dangerous business at the best of times, however speed will be of the essence as you track the rogue agents of Inquisitor Malik across the Sector. Reviewing the Warp-routes map on Pg323 of the Core Rulebook we can infer several things; routes are not always direct and there are main, sub, tertiary, and uncharted routes. Players will need to decide which routes they are taking and effectively weigh the risks versus the rewards. Reference the complete sector map on the main page of the Askellon Campaign for distances by squares.

  • Main-routes: These are the thick lines of travel between the worlds of the Processional, like from Orinoca to Juno.
    • 0.5 days per square of travel
  • Sub-routes: These are the thinner lines of travel, like seen between Port Lokhart and Ossuar.
    • 1 days per square of travel
  • Tertiary-routes: These are the thinnest lines of travel. They usually connect larger routes together or provide dangerous shortcuts between worlds. See Harvarth to Cerix Magnus for an example.
    • 1.5 days per square of travel
  • Uncharted-routes: Previously untraveled, unrecorded, or simply unsafe routes. Draw a straight line between the two places you intend to travel and pray for guidance and salvation.
    • 1d3 days per square of travel. Must always deal with an Immaterium Phenomena.

For every leg of the journey you take (a leg is any distance between two worlds or connecting routes e.g. connecting from Ossuar to the main-route between Enkidu and Orinoca) the ships' Navigator, Wilhelm von Trusst, must make a Navigate (Warp) Check. This Check is effected by the route upon which you are currently travelling.

  • +0 for Main-route, -10 for Sub-route, -20 for Tertiary-route, and -30 for Uncharted-route.

Success grants a reduction of 1 day per DoS plus 1d5 (to a minimum of 1d5 days, no time-travelling). A successful roll of 01-05 reduces the time taken by an additional 1d5 days and grants a +10 bonus to the next Navigate (Warp) Check made on the journey.

Failure imposes an increase of 1 day per DoF plus 1d5. A failed roll of 96-100 will result in an Immaterium Phenomena occurring and an additional 1d5 days being added. This is bad.

Wilhelm von Trusst rolls with an effective 80 for Navigate (Warp).

Investigations & Tests

We usually kinda just wing it for any time we roll Knowledges, Scrutiny, Inquiry etc. Given that time will be of the essence in this mission, the following will apply:

  • Common Lore: 6 hours
  • Scholastic Lore: 12 hours
  • Forbidden Lore: 24 hours
  • Scrutiny, Inquiry: Contextual
    • Depending on the size of the area being searched and how much time the Players are willing to dedicate to searching. e.g. An average-sized house would a +0 Check and take 6 hours to search top to bottom. The Players might decide that they only have 2 hours to search, in which case the test suffers a -20 modifier.
  • Logic: 18 hours
  • 1-2 DoS: Reduce time by 1d3 hours, to a minimum of 1 hour.
  • 3-4 DoS: Reduce time by 3+1d3 hours, to a minimum of 1 hour.
  • 5-6 DoS: Reduce time by 6+1d3 hours, to a minimum of 1 hour.
  • 7-8 DoS: Reduce time by 9+1d3 hours, to a minimum of 1 hour.
  • 9-10 DoS: Reduce time by 12+1d3 hours, to a minimum of 1 hour.
  • Only abysmal failure will increase the time taken on tests. 5 or more DoF OR rolling a 100 will result in the time increasing by 1d10 hours.
  • While Players are performing any of the above tests they are dedicating themselves 100% to task and may not act in any other fashion.
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