section 2 populus imperium

21
 DuD Rules Section 2: Populus Imperium Personnel Files

Upload: troy-healy

Post on 06-Apr-2018

218 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 1/21

 

DuD Rules

Section 2:Populus

Imperium

Personnel Files

Page 2: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 2/21

 

Important Legal Disclaimer

This game is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels,

Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex,

Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World,

Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the

Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron,

Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marinechapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k 

Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,

locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games

Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without permission. No

challenge to their status intended. All Rights Reserved to their respective owners. 

This event is being run on a non-profit-making basis. A bank account is used for the processing of funds. Payments will be

taken from participating players to cover costs of site hire, equipment, set decoration, special effects/pyrotechnics and

other necessities for putting on a good event. The aim is to budget so that all incoming funds are used either for the event

running or ongoing costs of running of the system. However, in the event of there being any remaining money in the

account at the time of closure, surplus funds will be donated to a charity of the GMs' choosing.

The Death Unto Darkness 2.0 Rules system is derived the Intellectual property of Scott Carmichael, James Wood and Mark 

Hobson, specifically the DarkStar LRP Rules system. Whilst the published documents make reference to the IP of other 

parties, such as Games Workshop Ltd, no claim or challenge to this IP is made or implied by the authors and contributors

to this document.

For the purposes of disambiguation, a copy of the DarkStar IP claimed by the aforementioned parties is available on

request for the purposes of legal study only. Sending a copy of this document is not intended as the authors relinquishing

claim to the IP held within, and will not be treated as such without separate written notification from the parties

concerned.

DuD CreditsDuD Game Concept 

Alex Helm and Charlotte Ruddick

DuD Ver 1 System Scott Carmichael

Major Contributions fromAlex Helm AND Charlotte

 Ruddick

DuD Ver 2.0 Writing Team Scott Carmichael, Mark Hobson 

AND James Wood

Major Contributions fromTom Hudson and Luca De Rae

DuD 2.0 Oversight &Alex Helm, Joff Leader and Alex Rose 

Character Creation ToolMike Grice

 Web Content AdministratorDan Hewitt 

Page 3: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 3/21

DuD Section 2: Populus Imperium Page | 1 

Section 2:

Viri Imperium

Chapter I – Introduction  2

Chapter II – Character Career Concept & Faction 3

Faction Description 4Status Specialities 6

Chapter III Starting SkillsSkill Templates 8World Origin Modifiers 10

Chapter IV TalentsPower Talents 12Basic Talents 13

Chapter V Spending XPStarting XP and Limits 15FATE Points 15

Status 15Skill Progression Costs 15Flaws 16

Chapter VI Insanity and Corruption

Insanity 17Corruption 17

Chapter VII Finishing TouchesEquipment 19Money and Loot 19Approval 19

Page 4: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 4/21

DuD Section 2: Populus Imperium Page | 2 

Chapter I - Introduction 

The Prosperitas Sector is a little different to most in

the Imperium. Here cooperation runs rampant. Itseems the many arms of the Empire often lend menand women to groups for specific tasks.

Occasionally the Inquisition gathers such groups ofindividuals, other times it may be a powerful politicianor a high ranking member of the military.

Whatever the reason the groups gathered ofteninclude people from many backgrounds and factions,whilst each may come with their own agendas they

normally will all work towards a common goal thatoften can only be accomplished because of their smallsize and rapid response capabilities.

Doing jobs that a larger force of men and equipmentcannot achieve or involving skills that oneorganisation finds hard to bring to bear on its own.

So who will you be an Acolyte with ambitions of

greatness, a Cleric spreading the word of theEmperor. Perhaps you will be a member of themilitary just wanting a quiet life, or a warrior more

machine than man who goes where he is ordered. Orwield the powers of the warp against the enemies ofhumanity. Whatever your reason for being recrui ted,make it a good one.

Creating a character involves a number of steps,these are;

Think up a concept

Choose a career

Choose a skill template

Choose an origin world

Add 1 FATE point or 5xp

Confirm and spend your XP

Note any equipment you want and itsavailability

Get the appropriate refs to check yourcharacter

Page 5: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 5/21

DuD Section 2: Populus Imperium Page | 3 

Chapter II - Character Career 

Concept & FactionThe first decision in generating your character is tocreate a concept of what type of person you would liketo play. It‟s a big universe and pretty much most ideasare possible if you remember a couple of simple

guidelines

You work for the Imperium

You must be human

Working for a known organisation is easier

than going it alone.

Once you have a solid concept of what you want toplay it should lead you to a career and ultimately thisdefines your position within the Imperium, and alsowhich Imperial organisations you are a member of.

Typical careers and their associated likely statusgroup are as follows, this is by no means the onlyoptions just the typical ones:

Career: Arbite, JudgeStatus Group: Adeptus Arbites

Career: Space Marine Scout, ThrallStatus Group: Adeptus Astartes

Career: Psyker, Astropath, PsykerStatus Group: Adeptus Astra Telepathica (ScholastiaPsykana/ Adeptus Astronomica)

Career: Tech Priest, SkitariiStatus Group: Adeptus Mechanicus (TechPriest/Skitarii)

Career: Cleric, Sororitas

Status Group: Adeptus Ministorum (Adepta

Sororitas/Clergy)

Career: Politician, ScholarStatus Group: Administratum

Career: Guardsman, Officer, CommissarStatus Group: Imperial Guard (Trooper/Commissar)

Career: Armsman, Officer, Commissar, Rating

Status Group: Imperial Navy (Crewman/Commissar)

Career: Interrogator, AcolyteStatus Group: Inquisition

Career: AssassinStatus Group: Officio Assassinorum

Career: Lord Captain, Rogue Trader Retinue

Status Group: Rogue Trader

Career: Mercenary, Bounty Hunter, Scum etc.Status Group: Independent

Please note Inquisitorial Acolytes do not have to be fullmembers of the Inquisition. As such, they may takeInquisition status as a secondary status.

If you take the Independent career route theCharacter Ref will discuss with you the most viablecareer status for you for the purposes of equipment

acquisition; you will have no standing within that groupand cannot access their speciality equipment.

Given the nature of both the Adepta Sororitas and theAdeptus Astartes we will not restrict people playingthese classes based on the player‟s gender, howeverin character you will be expected to play the correct

gender for the class and we do ask you to make aneffort so it does not inhibit other people ‟s enjoymentand role-play experience.

The following careers are restricted; you requireapproval from the appropriate Faction Ref to play oneof these types of character – 

1) Lord Captain.There will be no more than 2 Warrants of Tradeactive in the system at any one time, as such if

you wish to play from a new family/dynasty youshould first confirm with the Character CreationRef if there is a slot available. If so then youshould discuss your idea with the Faction Ref.

If you wish to join one of the existing families thenthe Faction Ref should be able to help with

appropriate backgrounds.

Multiple players can be in the same family/dynasty, but you only have one warrant of trade

between you. There is no limit on numbers of crewor associates, these can have either Rogue Traderstatus as primary or secondary,

Should you have primary status you are a direct

member of the family. To be a Lord Captain will

Page 6: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 6/21

DuD Section 2: Populus Imperium Page | 4 

require you to have Rogue Trader status asprimary and at level 6,

This can be overruled by the faction ref inextreme circumstances, such as the death of a

player who was Lord Captain. However it would beexpected that the new Lord Captain would berequired to spend all available xp on status untilthe minimum level is achieved.

2) Space Marine Scouts.Please speak to the Character Creation Ref to seeif there is space, if there is they will then refer

you to the Adeptus Astartes Ref to discuss yourconcept further and they will help you in thecreation process if needed,

We are limiting the numbers of these in play.Please note, ALL player space marines are part ofthe Nightwolf Chapter. No Exceptions.

Until they reach Status Level 6, they are

considered to be Initiates of the Chapter not fullBattle Brothers.

3) Commissars.

A Commissar may only be played as part of aplayer group of Imperial Guard or Navy. At the

time of character creation the group must have 5members with Guard or Navy Status, and no

existing Commissar assigned. Dispensation maybe allowed but speak to Character Generation andappropriate Faction Ref about your concept.

The Guardsmen / Navy players in the group mustagree they are happy out of character to acceptthat player as their Commissar – whether they

like it or not IC is another matter.

One additional lower ranked Junior Commissarcan be added to a larger group (10 or more) if

again, everyone involved agrees.

A full Commissar is Status 3, below that you are a

Junior Commissar.

Should Guard units decrease in number belowthose given above, the refs may look at giving

them responsibility over other Guard Units. Thiswill only be done with complete permission OOC ofall the existing players you now are Commissar

for.

Faction Descriptions

Adeptus ArbitesThe Adeptus Arbites are law enforcers and judges,dealing with the Lex Imperialis, the law of theImperium itself, rather than the local laws of a planet.

Ordinary citizens of the Imperium can be judgedwithout a trial, the arbitrator acting as judge, jury andsometimes executioner.

With laws as harsh as those in the Imperium, thisnaturally makes the Arbites feared everywhere. Aplanet‟s Arbite presence is concentrated in precinct

courthouses, usually fortified.

Their organisational structure is closer to an armythan anything else; the Arbites have to be able to keep

order in any situation barring a full scale war, withspecialists in different areas ranging from patrolgroups for underhives to verispex technicians forforensic investigations.

Adeptus AstartesAdeptus Astartes Scouts are new recruits, they have

  joined a Space Marine chapter but have not receivedthe final implants that will mark them as full Astartes

such as the „black carapace‟ that provides aninterface with the distinctive powered armour that full

battle brothers possess.

The Scout‟s duties differ depending on their chapter,but as their name suggests they usually perform

scouting duties, gathering intelligence and disruptingthe enemy on the battlefield. It is possible for acharacter to progress to being a full Space Marine

should they pick this class, but the life of a Scout is agruelling one, only the best survive. All Scouts aremale.

Adeptus Astra TelepathicaSanctioned psykers come in many forms, mosthowever work for the Adeptus Astra Telepathica. Theyare usually discovered when young and picked up by

the League of Black Ships, the recruiting division ofthe Adeptus Astra Telepathica.

The stable ones are either given over to the Scholastia

Psykana for five years of basic schooling to controltheir powers, or go through the Soul Binding process

and become Astropaths.

Page 7: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 7/21

DuD Section 2: Populus Imperium Page | 5 

Once trained, psykers are sanctioned and can beloaned out to a variety of organisations, but their

allegiance is typically to the organisation that trainsand supports them.

Adeptus MechanicusThe Adeptus Mechanicus (also known as thePriesthood of Mars) are the Imperium‟s sole expertsin technology. No other organisation comes evenremotely close to knowing as much as they do about

the technologically advanced vehicles, weapons andequipment that play such an important part in life inthe 41st millennium.

Unlike the rest of the Imperium, they follow a differentreligion, that of the Machine God (the Cult Mechanicusor the Cult of the Machine), awaiting the arrival of the

Omnissiah, a physical manifestation of the MachineGod.

To the tech priests, machines are a higher form of

evolution than can be reached through biology alone.Because of this, many tech priests are bionicallyaugmented, in fact you can often tell the rank of thetech priest by the amount of cybernetics they have,

the most powerful of all being mostly machine.

This group also has mechanically enhanced servants

and soldiers known as Skitarii.

Adeptus MinistorumThe Adeptus Ministorum, commonly referred to as the

Ecclesiarchy, is the state church of the Imperium,spreading the teachings of the Imperial Cult - devotionto the Emperor as defender of all mankind.

It is said that the Emperor, who has been encasedwithin his Golden Throne for ten thousand years, haspower so immense that he is the only thing that stops

the forces of Chaos from consuming the galaxy.Exactly how the Emperor is worshipped varies widelyfrom planet to planet, but it is monitored for signs ofheresy by the Inquisition.

The Adeptus Sororitas are an all female militant wingof the Ecclesiarchy, also unofficially acting as thefighters of the Ordo Hereticus (Inquisition) due to the

overlap between their heresy-fighting duties. Theycame into existence in the 36th millennium because ofa law that prevented the Ecclesiarchy from having any

men at arms.

Their organisation is split into Orders, six of which areOrders Militant and the others performing functions

such as running hospitals and translation services orretrieving holy relics.

AdministratumThe Administratum consists of the rulers, thebureaucracy and the scholars of the Imperium. Fromthe dizzying magnificence of the Imperial Court, or themost renowned places of learning, down to what

happens at the local tax office, the Administratum ‟s politicians, academics and scribes take care of themost mundane of paperwork or even guard dangerous

forbidden knowledge.

It is said that there is an underside to theAdministratum that deals with seeking out the secrets

of others for blackmail or who knows what othermeans. They tend to travel under the guise of a simplepaper pusher but do not be fooled.

Imperial GuardThe Imperial Guard form the main force of theImperium military, numbering in the billions recruitedfrom tens of thousands of different homeworlds.

Regiments are of varying sizes and have differentstructures, equipment and uniforms depending on theworld they are from.

Some planets will have hundreds of regiments, othersonly one, as it is required that a planet contributes atleast 10% of its fighting force to the Imperial Guard

(the rest are local planetary defence forces). As wellas regular regiments there are also „penal legions‟made up of those who have committed assortedcrimes. Once recruited (or more likely conscripted), it

is unlikely that a trooper will ever see theirhomeworld again. Despite the fact that they are justnormal humans and their lack of sophisticated

equipment, their numbers and dedication make themquite a formidable opponent.

Watching over these fighting men are the

Commissars, fanatically loyal officers whose role it isto maintain morale and discipline. Commissars haveauthority over both troopers and officers, makingthem feared and unpopular, as any who show

incompetence or cowardice are disciplined, retrainedand sometimes even executed.

Commissars are recruited from the Schola Progenium

- schools run by missionaries for the orphanedchildren of Imperium officials who have given their

Page 8: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 8/21

DuD Section 2: Populus Imperium Page | 6 

lives in service. Some may have served as stormtroopers in the past and all will have had extensive

experience of fighting in the front line, usefulexperience given they have to learn to be tough inorder to deal with some of the more uncivilised

Imperial Guard regiments!

Imperial NavyIf the Imperial Guard is the muscle of the Imperiumthen the Imperial Navy is the backbone. They

safeguard vast regions of space, provide transport forthe Imperial Guard, conduct huge battles with giantmachines of destruction and lend air support to

campaigns.

In the navy you can serve on anything from colossalbattleships (these vessels can be up to 5 miles in

length) to smaller cruisers (3-4 miles long) andescort ships (only about a mile long) as well asstarfighters and dropships. Most ships have thousandsof crew fulfilling functions such as gunners, pilots,

enforcers, officers etc.

Much like in the Imperial Guard the navy are watchedover by Commissars, who are no different that their

Imperial Guard brethren.

Inquisition

Defender of the souls of mankind and cleanser of thevilest heresies, the Inquisition is a shadowy andpowerful organisation, perhaps one of the most fearedin the Imperium. It is the duty of the Inquisition to

safeguard the interests of the Imperium and itspopulace from threats both within and without, and indoing so it wields enormous power.

The Inquisition as an organisation is answerable toonly the Adeptus Terra. There are three majorfactions, known as Ordos - Ordo Malleus (fights

daemons and chaos), Ordo Hereticus (purges heresy,rogue psykers and mutants) and Ordo Xenos (combatsalien threats). There are also a number of minorOrdos, their function highly secretive.

Acolytes will typically work for a specific Inquisitor butthis is by no means a certainty. A successful andambitious Acolyte may even one day join the ranks of

the Inquisitors themselves.

Officio Assassinorum

The Officio Assassinorum is an Imperial agency whichdeploys highly trained assassins to deal with

miscreants such as traitors and heretics. It is madeup of different „temples‟ – orders that specialise in

different killing methods. Officially any assassinationhas to be authorised by the Senatorum (the head ofthe Officio is a High Lord). They are not simply guns

for hire, for that you want an independent assassin.

Rogue TraderRogue Traders are those granted charters, warrantsof trade or letters of marque to explore the very

fringes of space, mostly those areas beyond Imperialcontrol or forgotten about. Most of the charters arehereditary, giving rise to Rogue Trader families and

dynasties, a few very ancient indeed.

The resources available to a Rogue Trader vary; somewill have whole fleets and armies at their disposal and

wield great political power, whilst others mightventure into space alone aboard one rickety old shiphoping to find something to increase their standingand power. As they are so independent, Rogue Traders

can often get away with things such as having Xenoson board their ships, as long as the Inquisition doesn‟tcatch up with them… 

Status Specialities

Each career has a specific advantage associated withit. In some cases this provides free access to astandard talent as appropriate to the career type. In

other cases, it provides an advantage unique tomembers of that career.

For characters that have status in multiple groups,only the primary status group is counted for thepurposes of determining Status Specialities. Pleasesee Chapter 6 for details of purchasing additional

status beyond your primary.

Should a character change their Primary Status inplay then they retain the advantage of the Primary

Status they had at character gen.

Page 9: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 9/21

DuD Section 2: Populus Imperium Page | 7 

Adeptus ArbitesStandard Issue Armour

As a starting character you are issued with anyarmour from basic, improved or advanced. Whenwearing basic, improvised or advanced armour you

can ignore the skill requirements.

Adeptus AstartesIn Good OrderIf you are targeted by a FEAR effect you are not

required to run away. Instead you have to retreat butcan do so at a walk and maintain combat activities,such as firing at range or hand to hand combat if your

opponent follows you. If you are immune to FEAR thiseffect works against TERROR. If you are immune toTERROR it has no further effect

Adeptus Astra TelepathicaSanctionedYou gain the Sanctioned talent for free.

Adeptus MechanicusCult of the MachineYou gain the Cult of the Machine talent for free.

Adeptus MinistorumIncite the FaithfulUpon completing a rousing speech all those of the

Imperial Faith who listened are counted as having 2Insanity higher for the purposes of resisting Insanityeffects. This does not affect the speaker.This effect only counts if the listener follows the

Imperial Creed, this will be indicated by a tick box ontheir character sheet.This effect does stack with the Jaded.This effect lasts for 1 hour and can be used 6 + ½ your

status within the Ministorum per event.

Administratum

Speciality KnowledgeChoose one skill from the following: lore, forbiddenlore, investigation, security, survival.Within this skill you get to choose a speciality at level 1.

Upon reaching level 6 in the skill you gain a secondspecialisation.

Imperial GuardFire Team Training

If there are at least 5 characters with this ability,using basic, improved or advanced weapons, they maydesignate a fire team leader. The fire team leader

may call COVERING FIRE whilst the others make nocalls. This ability ends if enough members jam or runout of ammo to drop the fire team below 5 activefirers.

Imperial NavyStable StanceYou are immune to STRIKEDOWN. Against KNOCKBACK

you still have to retreat but no longer need to fallover.

Inquisition

Information networkThis ability is for use in Downtime. When submitting aninvestigative downtime you can choose to use thistalent. You can choose a specific person or

organisation to investigate and you will gain morespecific information about them or it.If you prefer to use it in a non targeted manner thenthe ref of the next event may  choose to give you

gossip and information about that you are likely toencounter.

Officio AssassinorumPoison TrainingYou gain the Poison Training talent for free.

Rogue TraderTrade connectionsWithin your trade skill you are able to take a specialityin a Xeno race from skill level 2. When using trade you

reduce the status penalty by 1 level. You canrequisition and acquire equipment for any characterregardless of status groups.

IndependentThere is no advantage to being an independent, otherthan not falling directly within the command and

political structures of another organisation.

Page 10: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 10/21

DuD Section 2: Populus Imperium Page | 8 

Chapter III – Starting Skills

Skill TemplatesFollowing is a list of skill templates and the starting points each one has in each skill. Please note that these templatesare simply a framework to build your character around choose the one that most closely fits your desired concept.

Whilst some templates seem more tuned to certain faction groups you may combine any template with any status to getthe character you are trying to build.

Assassin 

Primary  Stealth 3, Dodge 2, Investigation 2, Melee 2, Fitness 1, Security 1 

Secondary  Awareness 1, Demolitions 1, Lore 1, Speak Language 1, Ranged 1  

Interrogation 0, Mechanics 0, Medicae 0, Survival 0  

Out of Class  Forbidden Lore 0, Leadership 0, Psychotherapy 0, Trade 0  

Assault Trooper 

Primary  Fitness 3, Leadership 2, Melee 2, Ranged 2, Awareness 1,

Secondary  Demolitions 1, Dodge 1, Interrogation 1, Lore 1, Mechanics 1, Survival 1, Trade 1  

Forbidden Lore 0, Speak Language 0, Stealth 0  

Out of Class  Medicae 0, Security 0, Investigation 0, Psychotherapy 0 

Cleric 

Primary  Psychotherapy 3, Lore 2, Medicae 2, Melee 2, Speak Language 1, Leadership 1  

Secondary  Dodge 1, Fitness 1, Survival 1, Trade 1, Ranged 1  

Awareness 0, Demolitions 0, Interrogation 0, Investigation 0 

Out of Class  Forbidden Lore 0, Mechanics 0, Security 0, Stealth 0 

“Cultual Attache” (Spy) 

Primary  Security 3, Awareness 2, Dodge 2, Investigation 2, Interrogation 1, Speak Language 1  Secondary  Demolitions 1, Lore 1, Ranged 1, Stealth 1, Trade 1 

Mechanics 0, Medicae 0, Melee 0,Survival 0,

Out of Class  Fitness 0, Forbidden Lore 0, Leadership 0, Psychotherapy 0 

Enforcer 

Primary  Interrogation 3, Ranged 2, Investigation 2, Awareness 2, Security 1, Fitness 1 

Secondary  Lore 1, Melee 1, Psychotherapy 1, Stealth 1, Trade 1  

Dodge 0, Leadership 0, Medicae 0, Survival 0,  Out of Class  Demolitions 0, Mechanics 0, Forbidden Lore 0, Speak Languages 0 

Page 11: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 11/21

DuD Section 2: Populus Imperium Page | 9 

Investigator 

Primary  Investigation 3, Awareness 2, Interrogation 2, Security 2, Lore 1, Dodge 1 

Secondary  Leadership 1, Psychotherapy 1, Speak Language 1, Trade 1, Ranged 1 

Fitness 0, Forbidden Lore 0, Medicae 0, Melee 0 

Out of Class  Demolitions 0, Survival 0, Mechanics 0, Stealth 0 

Officer 

Primary  Leadership 3, Dodge 2, Melee 2, Psychotherapy 2, Awareness 1, Trade 1  

Secondary  Fitness 1, Investigation 1, Lore 1, Speak Language 1, Ranged 1 

Demolitions 0, Interrogation 0, Medicae 0, Stealth 0  

Out of Class  Forbidden Lore 0, Mechanics 0, Security 0, Survival 0 

Rogue 

Primary  Trade 3, Dodge 2, Security 2, Speak Language 2, Forbidden Lore 1, Melee 1  

Secondary  Awareness 1, Leadership 1, Lore 1, Psychotherapy 1, Ranged 1 

Fitness 0, Medicae 0, Stealth 0, Survival 0 

Out of Class  Mechanics 0, Interrogation 0, Demolitions 0, Investigation 0 

Scholar 

Primary  Lore 3, Forbidden Lore 2, Psychotherapy 2, Speak Language 2, Security 1, Trade 1  

Secondary  Awareness 1, Dodge 1, Investigation 1, Medicae 1, Ranged 1 

Interrogation 0, Mechanics 0, Survival 0, Melee 0, 

Out of Class  Fitness 0, Demolitions 0, Stealth 0, Leadership 0 

Scout 

Primary  Awareness 3, Survival 2, Stealth 2, Security 2, Dodge 1, Ranged 1 

Secondary  Demolitions 1, Fitness 1, Investigation 1, Lore 1, Speak Language 1  

Forbidden Lore 0, Leadership 0, Medicae 0, Melee 0 

Out of Class  Interrogation 0, Mechanics 0, Psychotherapy 0, Trade 0  

Soldier 

Primary  Ranged 3, Demolitions 2, Dodge 2,Survival 2, Awareness 1, S tealth 1  

Secondary  Fitness 1, Lore 1, Mechanics 1, Medicae 1, Melee 1

Interrogation 0, Investigation 0, Psychotherapy 0, Security 0 

Out of Class  Forbidden Lore 0, Leadership 0, Trade 0, Speak Language 0 

Page 12: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 12/21

DuD Section 2: Populus Imperium Page | 10 

Techie 

Primary  Mechanics 3, Demolitions 2, Security 2, Medicae 2, Fitness 1, Melee 1 

Secondary  Awareness 1, Dodge 1, Lore 1, Ranged 1, Trade 1 

Interrogation 0, Investigation 0, Leadership 0, Survival 0 

Out of Class  Forbidden Lore 0, Psychotherapy 0, Speak Languages 0, Stealth 0

World Origin Modifiers

The Imperium is made up of a multitude of different

types of worlds, the planet you were raised on willhave an impact on the skills you learnt before leaving.

The below skill adjustments are applied directly to

your base skill from the chosen template prior tospending any xp.

Feral World Seen by many as uncivilised, feral worlders usually

lack subtlety and learning especially around urbanways, but make up for it by being tough and good atsurviving in the wilderness.

Fitness +1, Survival +1, Stealth +1

Demolitions -1, Lore -1, Investigation -1

Hive World (Lower Hive) Those who inhabit the lower levels of the densely

populated hive worlds are less well educated and oftenfall to crime, but as a result have learnt to survive indangerous places. They tend to know very little of life

outside urban areas.

Investigation +1, Ranged Weapon Skill +1, Awareness +1Leadership -1, Survival -1, Lore -1

Hive World (Upper Hive) 

In contrast, the inhabitants of the upper hives areoften rich and move in powerful influential circles,living in a sheltered world protected from the harsher

rigours of life.

Leadership +1, Lore +1, Melee +1Awareness -1, Fitness -1, Survival -1

Shrine World/Schola Progenium 

Religion is a way of life for residents of shrine worlds,which are steeped in the traditions of the Ecclesiarchy

and protected from heresy. This also covers theupbringing given by the Schola Progenium.

Leadership +1, Speak Language +1, Psychotherapy +1Forbidden Lore -1, Mechanics -1, Fitness -1

Forge World 

These planets are home to the Adeptus Mechanicus.Those hailing from forge worlds are going to be more

familiar than most with technology. But may lacktraining in basic factors of standard Imperial life

Mechanics +1, Fitness +1, Security +1

Survival -1, Lore -1, Dodge -1

Agri World 

With a population of trillions, all the Imperium's foodhas to come from somewhere. Being such a valuable

commodity, entire worlds are sometimes set aside forthe purpose of agriculture. These tend to be smallcommunities with very few people in them.

Trade +1, Lore +1, Fitness +1Investigation -1, Mechanics -1, Security -1

Feudal World 

Often remote and sometimes lacking in technology(except maybe weapons), many of these planets haveeither regressed back to the dark ages through lack ofcontact with the rest of the Imperium or never werevery advanced in the first place.

Survival +1, Melee +1, Fitness +1Ranged -1, Stealth -1, Mechanics -1

Page 13: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 13/21

DuD Section 2: Populus Imperium Page | 11 

War World

Many wars fought by the Imperium rage for decades.Some are unlucky (or perhaps lucky, depending onhow you look at it) enough to grow up on a planet

ravaged by violence and bloodshed, and gain

appropriate experience in such areas. But theconstant poor rations and injuries can build up alongwith the horrors of warfare.

Dodge +1, Ranged +1, Security +1Psychotherapy -1, Fi tness -1, Trade -1

Due to the ”horrors of war” you start on 2 insanityminimum

Death World 

Death Worlders have grown up on a planet similar to a

war world but where the environment itself is deadly.

Learning to survive against the elements always onthe move.

Fitness +1, Melee +1, Survival +1Demolitions -1, Medicae -1, Security -1

Desert World 

Some worlds were only settled because of abundant

mineral reserves or other natural resources valuableto the Imperium, its colonists forming small miningcommunities or similar. Any world with an inhospitable

climate (including asteroids and the like) can becounted in this category.

Survival +1, Trade +1, Demolitions +1Lore -1, Security -1, Awareness -1

Void Born

Born and raised on a ship or space station, the voidborn have little experience of being on a planet andtend to be agile. But are used to dealing with many

different people.

Trade +1, Dodge +1, Speak language +1

Fitness -1, Awareness -1, Lore -1

Dark Holder 

Dark Holders have grown up on cursed ships or havebeen born in unfortunate circumstances, unlike Voidborn however they tend to be tougher but somewhat

unhinged.

Forbidden Lore +1, Melee +1, Fitness +1

Psychotherapy -1, Investigation -1, Ranged -1

Due to the “things you have seen” you start on 5insanity

Page 14: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 14/21

DuD Section 2: Populus Imperium Page | 12 

Chapter IV - Talents

Here are the talents you can get for your character. All talents can be purchased during character creation. However

once you are in play then the power talents can only be purchased with System Referee approval.

Basic Talents only require Downtime Ref approval as per other downtime xp spends.

Power Talents

Talent Description XP Cost

Blank You are immune to all psychic and warp based effects.  

Note: this effect stops ALL effects from psychic and demonic powers fromaffecting you as well as most forms of Chaos Sorcery.  

You are also immune to the FORCE call. If struck by a Force Weapon you take the

damage but it does not count as POWER damage. FORCE calls from psychiceffects do no damage. 

You may extend your protection to others by maintaining physical contact but itrequires 30 seconds to do so (There are exceptions which you will be informed ofat the time). 

This strange affliction makes most folk uncomfortable around them, and for thisreason they are often loners and outcasts. This can be overcome somewhat byspending enough time around the Blank.

Normal people also find the touch of a blank painful and psykers may take damagefrom prolonged contact. 

10 

Psychic Potential You have a latent psychic ability, When purchased this talent turns thepsyniscience skill from an out of class skill to a secondary skill.  

It raised your psyniscience from 0 to 1.  

Psychic Training Pre Req: Minor Psychic Potential,  

You have undergone additional training in the use of psychic powers.  

Your psyniscience skill is changed from a secondary skill to primary skill.  

It also raises your psyniscience from 1 to 2. 

Sanctioned You have been authorised to have knowledge of The Warp and Psyker powers.

This does not mean you are able to access such powers only that you areauthorised to know about them. 

MechanicusImplants

You have been chosen to be implanted with (or s tolen) the sacred implants of theAdeptus Mechanics. 

When purchased this talent turns the tech blessing skill from an out of class skillto a secondary skill. You may also obtain the specific implants associated with thistalent. See the Toybox for more details. 

Your tech blessing skill remains at 0. 

Page 15: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 15/21

DuD Section 2: Populus Imperium Page | 13 

Blessings of theOmnissiah

Pre Req: Mechanicus Implants, 

You have undergone additional training in the secrets of the Adeptus Mechanicus.  

Your tech blessing skill is changed from a secondary skill to primary skill.  

It also increases your tech blessing skill by 1. 

Cult of the Machine You have been authorised to have knowledge of the internal workings of the Cult

of the Machine and Tech Blessings. This does not mean you are able to accesssuch powers only that you are authorised to know about them.  

Basic Talents

Talent Description  XP Cost 

Biologic Knowledge  Call one extra level of damage in ranged combat against specific creature type.

Please note you must know the thing you are attacking is your hated enemy togain this bonus. 

Viable Creature Types – Tyranids, Orks, Eldar, Dark Eldar, Khorne, Tzeench, Nurgle,Slaanesh, Necrons, Tau (if you wish a hatred elsewhere please speak to the Refteam and they will discuss it with you).

These do not stack, if you are able to apply more than one Biologic Knowledge toan individual you only gain the benefit of one of them.  

You may not take any Biologic Knowledge if you have Hatred of any group.  

10 

Cold Trade Ties  This talent allows you to remove the automatic status increase applied when usingthe trade skill to acquire Xeno equipment for a single race. You must still selectthe race as one of your trade picks. 

This may be retaken for additional races, 

Devoted The purity/strength of your faith means you are less affected by Corruption.

You count as having 2 Corruption higher for the purposes of resisting Corruptioneffects. 

This works even if you are actively exposing yourself to Corruption.  

You may not have Devoted and Willpower at the same time.  

Fit You have an extra HIT per location and one extra STAMINA (this can be taken amaximum of twice through normal means).  

Hatred Call one extra level of damage in melee combat against specific creature type.

Please note you must know the thing you are attacking is your hated enemy togain this bonus. 

Viable Creature Types – Tyranids, Orks, Eldar, Dark Eldar, Khorne, Tzeench, Nurgle,Slaanesh, Necrons, Tau (if you wish a hatred elsewhere please speak to the Refteam and they will discuss it with you).

These do not stack, if you are able to apply more than one hatred to an individualyou only gain the benefit of one of them. 

You may not take any Hatred if you have Biologic Knowledge of any group.  

You should roleplay this Hatred appropriately; seeing such enemies should drive

Page 16: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 16/21

DuD Section 2: Populus Imperium Page | 14 

you into a berserker rage. 

Jaded Due to your jaded past it is harder for you to gain Insanity.

You count as having 2 Insanity higher for the purposes of resisting Insanityeffects. 

This works even if you are actively chasing Insanity.  

Poison Training  If you do not have this ability and attempt to use poisons please see a ref. Use ofpoisons includes blade venoms, needler weapons, ingested poisons etc, 

Skill Aptitude This turns a single skill from an out of class skill to a secondary skill, or asecondary skill to a primary skill.

This talent can be taken for psyniscience or tech blessing for changing fromsecondary to primary only.  

There are no limits to how many times you can buy this talent.  

Strong as an Ox  Mounted weapons require a two man team to operate successfully.

This talent allows you to ignore part of requirement and use mounted weaponssolo. It has further advantages when wearing power armour. 

For full rules on Mounted Weapons please refer to The Toybox.  

10 

Willpower  The strength of your will means you are less affected by Corruption.

You count as having 2 Corruption higher for the purposes of resisting Corruptioneffects. 

This works even if you are actively exposing yourself to Corruption.  

You may not have Devoted and Willpower at the same time.  

Page 17: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 17/21

DuD Section 2: Populus Imperium Page | 15 

Chapter V Spending XP

Starting XP and LimitsEach Character begins the game with 13 xp, you cangain an additional 2xp by submitting a background foryour character to the Character Generation Ref. Youmay also have xp from dying at or crewing or reffing a

previous event. The maximum xp you can have duringthe character generation phase is 20xp total (withoutthe fate point bonus). Any more than this is appliedpost character generation and follow the standard

rules of what can and can‟t be bought with nonestarting xp, e.g. power talents, valuable equipment etc.

If a character has not been played it cannot have astatus above 3. During character generation you maynot have a skill above 5. Please remember charactergeneration only covers your first 20xp maximum (fate

point discounted)

FATE Points

All characters start with 1 FATE point; you may onlyEVER have 1 FATE point total. This can be used to saveyour life when you die however there are restrictions

on its use (full details are in the systems rulesdocument). You may at character creation or duringany downtime chose to cash in your unspent FATEpoint for 5 xp to be spent however you wish. If you

spend or trade in your fate point you may notpurchase another.

StatusSee Chapter II for the various factions a charactercan be a part of. A character's status in a faction is

roughly analogous to a combination of theirrank/famousness/power etc. However a low rankingcharacter could have a higher status than their ranksuggests, or vice versa. Those factions with a rank

structure will have guidelines for rank vs status intheir faction document, this will not apply to allfactions.

Your first dot in your primary status is free after thatit costs the level you are going to in xp.

Increases in Status above 1 should be justified andagreed with the Character Creation Ref andrespective Faction Ref, post character creation they

have to be approved by your Faction Ref as part ofyour downtime submission.

It is possible to hold status in more than one

organisation, but status in these extra factions costsmore xp to improve, and remember you may only havethe status speciality for your primary status.

The cost to raise status in a second, third or evenfourth organisation, are 2x, 3x (or 4x) the cost forprimary status.

To gain status in a non primary status group requiresFaction Ref Approval for that group and has a morestringent justification requirement than simply

increasing your primary status.

Skill Progression Costs

How much xp something costs depends on whether itis a primary, secondary or out of class skill for aparticular character template.

Full skill descriptions and the breakdowns of whateach level does are in the System Rules.

A skill can only be raised by a single point at a timeand the cost is broken down below.

Standard Skills

Primary skills cost 1 times the level going to, with theexception of raising a skill from a minus level where itcosts 1.

Secondary skills cost 2 times the level going to, withthe exception of raising a skill from a minus levelwhere by it costs 2.Out of class skills cost 3 times the level going to, with

the exception of raising a skill from a minus levelwhere by it costs 3.

Page 18: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 18/21

DuD Section 2: Populus Imperium Page | 16 

The following table illustrates this:

Cost in xp for levels

Skill type 1 2 3 4 5

Primary skill  1  2  3  4  5 

Secondary skill  2  4  6  8  10 Out of class skill  3  6  9  12  15 

Power Skills

This covers psyniscience and tech blessing.Primary skills cost 3 times the level you are going to.Secondary skills cost 6 times the level you are going

to.These skills start as out of c lass for all players unlessthey have purchased the appropriate power talents.Whilst out of class they cannot be raised in any way.

The following table illustrates this:

Cost in xp for levels

Skill type 1 2 3 4 5

Primary skill  3  6  9  12  15 Secondary skill  6  12  18  24  30 

FlawsThere is no system in this game for „flaws‟ as such,

your character can have whatever negative quirkswritten into you background as you deem appropriate

to your backstory, and agree with the charactergeneration ref, but they generate no additional xp.

Page 19: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 19/21

DuD Section 2: Populus Imperium Page | 17 

Chapter VI - Insanity and Corruption

InsanityDuring character creation, you may choose to setyour starting Insanity level anywhere between 0 and3. The only exceptions to this are a Dark Holdercharacter who must start with Insanity 5, or a War

World character who must have a minimum of 2.

There is no additional xp for having a starting Insanityabove 1, however higher Insanity levels may be

appropriate to some character concepts. In addition,the Insanity system works in such a way that once a

character has passed a certain threshold of Insanitythen the things that used to bother them don‟t seemas bad any more.

For instance:

Talak the Guard Recruit (Insanity 0) faces off againsthis first big Ork. The big Ork roars WAAAAGH, and callsa FEAR effect on Talak, who quite rightly turns tail.

After the combat, the ref informs Talak‟s player thathis Insanity has been increased from 0 to 1 due to the

fear call.

IC, the ork‟s frightening presence left a permanentmark on Talak‟s psyche, and should be roleplayedaccordingly.

In the same combat, Jortan the Guard Regular(Insanity 3) also faces down the same Ork, and alsoreceives a FEAR effect. He also runs, in exactly the

same way that Talak did.

After the combat, Jortan‟s player is not informed of an

Insanity increase. The reason for this is that Jortanhas a higher Insanity than the threshold Insanityassociated with the fear call, and as such takes nofurther Insanity.

IMPORTANT NOTE

Being immune to the effects of a call does not make

you immune to the insanity caused by that call, if any.

IC, whilst you have sufficient mental fortitude to fight

on through the effects, it is still a harrowingexperience.

The above examples show a ref telling a player whenthey encounter situations that have an impact on theirinsanity. There is also a responsibility on the player to

alert a ref to any situations they encounter that arelikely to cause an increase in Insanity.

Please remember the Jaded talent allows you to count

as having higher Insanity that you currently possessfor the purposes of threshold checks.

For the full Insanity rules along with a list of

appropriate situations and thresholds can be found inthe system rules document.

Corruption

During character creation, you may not voluntarilyhave any level of Corruption.

The Corruption system works in a similar way toInsanity. Once a character has passed a certain

threshold of Corruption, then actions and situationsthat used to affect them no longer have the sameimpact on the character.

For instance:Talak the Guard Recruit (Corruption 0) speaks thename of Nurgle when discussing the enemy they areabout to fight.

After the briefing, the ref informs Talak‟s player thathis corruption has been increased from 0 to 1 due

naming a Chaos God. IC, naming it attracts itsattention even momentarily.

In the same briefing, Jortan the Guard Veteran

(Corruption 1) clips Talak round the ear and says“Don‟t say Nurgle” thereby naming the god andattracting its attention also.

After the briefing, Jortan‟s player is not informed of acorruption increase. The reason for this is that Jortanhas passed the Corruption threshold for speaking aChaos Gods name, and gains no further corruption.

Page 20: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 20/21

DuD Section 2: Populus Imperium Page | 18 

The above examples show a ref telling a player whenthey take actions that have an impact on their

corruption. There is also a responsibility on theplayer to alert a ref to any actions they undertake thatmay cause an increase in Corruption.

Please remember the Devoted and Willpower talentsallow you to count as having higher Corruption that

you currently possess for the purposes of thresholdchecks.

For the full insanity rules along with a list ofappropriate thresholds can be found in the system

rules document.

Page 21: Section 2 Populus Imperium

8/3/2019 Section 2 Populus Imperium

http://slidepdf.com/reader/full/section-2-populus-imperium 21/21

DuD Section 2: Populus Imperium Page | 19

Chapter 8 - Finishing Touches

EquipmentCharacters can begin with whatever COMMONequipment is appropriate for their character conceptand Status Level. In addition, you may take any

RESTRICTED equipment available at your faction andStatus Level, and skill levels. The equipment listingsfor each PC status group can be found in The Toybox.

You may take as many items as you wish to phys repand carry in play. However, please bear in mind that,

 just because you can take every piece of kit under the

sun, you do not have to. Think carefully on what it issuitable for your character to carry.

Also note on your character sheet what equipment you

are taking, as the refs may need to account for this ingame planning.

Example Simple Loadout for a Basic Guardsman

(Status 1)

1 Lasgun. 1 Laspistol or AutoPistol. 1 Knife, a Hip Flask,

Smoke grenades, Imperial Infantryman‟s UpliftingPrimer.

Money and Loot

There is no tangible money in the game system. Allcivilised members of the Imperium have various formsof credit chips. Feral and feudal worlds might still use

hard cash, but their coinage is going to be worthlessas soon as you take it off world.

All player characters will have some means of incomebetween games, probably a salary of somedescription. Mechanics-wise, this is accounted for ICin Status and XP.

Although there will not be any money on those that arekilled or within secure areas, there may well be items

that can be used by characters as well as unspent

ammunition.

Please note don‟t just start picking up and keeping the

crew weapons and equipment as most of it is likely tobe near useless. If an item is out of the ordinary andmay be lootable by the players it will be denoted by acoloured ribbon. Please see the System Rules section

for a full list of colours and their meanings.

Approval

Once you have finished your character make sure boththe Character Generation Ref and the relevant FactionRefs are happy with it.

Write it up ideally on one of the standard charactersheets linked on the forums.

Once this is done book on an event and bring your

character to life.