[Migrated] Torog´s backround packages (TorogTarkdacil)

By Wu Ming, in Dark Heresy House Rules

TorogTarkdacil:

Warp Seer

Career Path: Imperial Psyker
Homeworld: Imperial, Feral, Hive
Cost: 300Exp
Warp Seers are prophets who uses time-distortions of the warp to foretell the future, in co-ordination with Emperor´s Tarot and often also with their low cunning. There are many so-called seers and diviners, only a few of them have real psychic powers, and even fewer are performing their trade after sancitonating on Terra. Being blessed by Emperor and recognised by Adeptus Astrothelepatica, doesn´t mean that life of the warp seer isn´t dangerous, becouse forseeing future can cost men´s sanity and even soul. Still, such individuals are valuable not only for bored or dangerously agitated nobles, but also for guardians of Imperium itself. One other thing is iconical for such gifted individuals: they have an annoying habit of telling people when and how they are going to die.
Characteristics: decrease Strenght and Toughness by -3, increase Fellowship by +5
Talents: Talented (Soothsayer),Discipline Focus (Divination), Precognition Minor Psychic Power, Choose One from the following Minor Psychic Powers: (Knack, Trick, Sense Presence)
Skills: Decieve or Charm
Insanity points: 1D5
Corruption points: 1D5

Pentinent Witch

Career Path:
Imperial Psyker
Cost: 200Exp
One of the greatest rewards for Scholastica Psykana (somebody whispers that also for the dreaded Witchhunters of Ordo Hereticus) is when a warp-touched soul is saved and returns to the Emperor´s Light. Precious few of the captured wyrds, rouge psykers and witches who aren´t instantly incinarated survive purgantion of pain and shriving of their sins. But those penitents who are judged to be truly repentant are due to their higher age and dangerous ways of past bound and sanctionate by wards and rituals more powerful than other cargo of the Blackships. More experienced, but also more damaged on body and soul alike, trusting nobody and being trusted by no one. It´s hard to incorporate penitent even to psyker community, but their enduarence and abilities could by valuable for many. Dark rumour said that there is still use for such poor fellows in the ranks of Inquisition, at least as shields against their unrepentantable brothers...
Characteristics: reduce both Intelingence and Fellowship by -3
Talents: Resistance(Psychic Powers), Minor Psychic Power
Skills: Awareness
Corruption points : 1D5
New trait: Twice Bound : Due to the psykers higher age and evil possibly dweling in him for his avoidig, willing or not, of being captured by Blackships, pentinent witches survives much harsher acts of Sanctionating than few others. Roll twice on Sanctionating Table and if you roll two different side effects, apply them both. Also increase your starting age by 3D10.

Haemovoric Murderer

Career:
Assasin
Origin: Feral, Hive, Imperial, Noble
Cost: 200Exp
To be spiritualy strong, one must be physically strong. To be physicaly strong, one must be at the top of the food chain, the ultimate predator. Thus so called Haemovores seek to improve themselves, to gain their rightful position of power, by consuming those they peceive as powerful or gifted by exceptional abilities. They are canibals, gloryfiing in their internecine gluttony, preaching that their unwholesome acts condense humanity´s magnificense into a few individuals. Rather than being a single or several linked death-cults, Haemovores is much more term for philosophy of uncounted sects throught the Imperium. Some of them are pro-imperial, others utterly heretical, many originates on primitive feral worlds or at the deeps of underhives, but at least same number could be find at palaces of dissolute nobility, or at supposely peaceful paradise planets. All of them have one in common: terrible hunger for man meat, apologised as way for improvement of Mankind. Despite their concleament in its heart, this throws them outside normal understaning of Imperial society. But such understanding, and their utter ruthlessnes could be highly valuable...
Characteristics: increase Willpower and Toughness by +3, decrease Inteligence by -5
Talents: Jaded
Skills: Carouse, Tracking, Common Lore (Underworld) or Forbidden Lore (Heresy)
Insanity points: 1D10
Corruption points: 1D10, Fell Obsession (Canibalism) Maligancy

Divisio Tactica Strategician

Career: Guardsman
Origin: Hive, Imperial, Noble, Schola Progenium
Cost: 200Exp
Behind every greater Imperial battle, glorious victory or total defeat, there are hundreds of individuals, who are fighting the enemy not with a lasgun and bayonet, but with pure tactical sense and resources granted by Departmento Munitorium. Divisio Tactica is sub-branch of Munitorium, tasked with analytic, planning and supportive role to the commanders of Imperial Guard, especialy when scale of campaign requieres coordination of higher number of regiments and other forces. Despite many treat them as adepts rather than officers, what is partly true, becouse of lack of their real confrontatrion with enemy, their efforts are crucial to the tide of battle as anything other. Strategist of Divisio Tactica, usualy were staff officers at regimental level, but appointees from nobility, or graduates of Schola Progenium aren´t uncommon. Their often purely theoretical knowledge after retirement from Divisio easily find is´t usage at higher staffs of PDF, but many personalities and organizations also need individuals, who are able to coordinate affairs much grimmer and bloodier than any military operation in their career before.
Characteristics: reduce both Weapon Skill and Ballistic Skill by -3
Talents: Electro Graft Use or Foresight
Skills: Scholastic Lore (Tactica Imperialis), two of following: Common Lore (Imperial Guard), Common Lore (War), Ciphers (War Chant), Secret Tongue (Military) or Tech Use

After a looong time (it´s true that i work far than sloooowly.. :) ) here´s slight update, enjoy and if you wish review:

Officio Medicae

Career: Adept

Origin: Imperial, Hive, Noble, Schola Progenium,

Cost: 100Exp

One of the better known and more influentional arms of Adeptus Administrativum is infamous Officio Medicae. Maybe only tithe collectors have greater impact on citizens of Imperium, than prefects of this Officio. Overseeing health of population, enforcing quarantine decrees and maintaining other task neccesary for common health care but also against spreading of vile plagues and diseases, their wrong decisions, or simply lack of resources they manage, are often responsible for as many deaths as any bloody war. Adepts of this branch of Administrativum have at least teorethical knowledge of medical care and despite their almost no direct contact with those, who are affected with their pure administrative work, nobody could argue that without Officio Medicae, toll of various common, or exotic, artificial or xeno diseases on Imperium would be much greater.

Characteristics : Decrease Weapon Skill and Ballistic Skill by -3

Skills : Medicae, Trade (Apotheracy) or Scholasti Lore (Buerocracy)

Haemovore
Career: Assasin
Origin: Feral, Hive, Imperial, Noble
Cost: 200Exp
To be spiritualy strong, one must be physically strong. To be physicaly strong, one must be at the top of the food chain, the ultimate predator. Thus so called Haemovores seek to improve themselves, to gain their rightful position of power, by consuming those they peceive as powerful or gifted by exceptional abilities. They are canibals, gloryfiing in their internecine gluttony, preaching that their unwholesome acts condense humanity´s magnificense into a few individuals. Rather than being a single or several linked death-cults, Haemovores is much more term for philosophy of uncounted sects throught the Imperium. Some of them are pro-imperial, others utterly heretical, many originates on primitive feral worlds or at the deeps of underhives, but at least same number could be find at palaces of dissolute nobility, or at supposely peaceful paradise planets. All of them have one in common: terrible hunger for man meat, apologised as way for improvement of Mankind. Despite their concleament in its heart, this throws them outside normal understaning of Imperial society. But such understanding, and their utter ruthlessnes could be highly valuable...
Characteristics: increase Willpower and Toughness by +3, decrease Inteligence by -5
Talents: Jaded
Skills: Carouse, Tracking, Common Lore (Underworld) or Forbidden Lore (Heresy)
Insanity points: 1D10
Corruption points: 1D10, Fell Obsession (Canibalism) Maligancy

Divisio Tactica Strategician
Career: Guardsman
Origin: Hive, Imperial, Noble, Schola Progenium
Cost: 200Exp
Behind every greater Imperial battle, glorious victory or total defeat, there are hundreds of individuals, who are fighting the enemy not with a lasgun and bayonet, but with pure tactical sense and resources granted by Departmento Munitorium. Divisio Tactica is sub-branch of Munitorium, tasked with analytic, planning and supportive role to the commanders of Imperial Guard, especialy when scale of campaign requieres coordination of higher number of regiments and other forces. Despite many treat them as adepts rather than officers, what is partly true, becouse of lack of their real confrontatrion with enemy, their efforts are crucial to the tide of battle as anything other. Strategist of Divisio Tactica, usualy were staff officers at regimental level, but appointees from nobility, or graduates of Schola Progenium aren´t uncommon. Their often purely theoretical knowledge after retirement from Divisio easily find is´t usage at higher staffs of PDF, but many personalities and organizations also need individuals, who are able to coordinate affairs much grimmer and bloodier than any military operation in their career before.
Characteristics: reduce both Weapon Skill and Ballistic Skill by -3
Talents: Electro Graft Use or Foresight
Skills: Scholastic Lore (Tactica Imperialis), two of following: Common Lore (Imperial Guard), Common Lore (War), Ciphers (War Chant), Secret Tongue (Military) or Tech Use

Kommitzar Convict

Career : Guardsmen

Cost : 200Exp

In the far end of the Hazeroth sub-sector the infamous penal world Kommitzar is the last station for tens of thousands sentenced guardsmen, criminals and occasionaly innocent victims. There they dwell for the rest of their lives, which often are mercifully short. Trapped by both concrete, bloodthirsty guards and the planets harsh climate, one of the few ways off this Emperor forgotten rock in to join the one of the penal legions that are founded on the planet. Only the fiercest, and the most bloodthirsty convicts are sent to a remote part of the planet for such training. They are exceptionaly drilled into the effective, but expadanble force and put under the supervision of fanatical priests and preachers so the soldiers are being educated spiritually and morally to follow the word of the Emperor more rigously as at their past lifes. Kommitzar is slight exception from other prison plantes. Several units of penal legions of Kommitzar are a specialy sanctionated for operations inside the Imperium directly by the Holy Orders of the Emperor´s Inquisition. While the Inquisition has other, more elite, specialised or dedicated forces at their disposal, in a secret war were a thousand innocent have to die to save a million, soldiers without morals, but with savage survival instinct and iron discipline have their uses.

Characteristics : Decrease Fellowship and Perception by –3, increase Toughness by +3

Skills : Awareness, choose any two of: Survival, Chem-Use, Intimidation, Common Lore (Underworld)

Talents : Jaded, Street Fighting

Insanity points : 1D5

Note : You have social class of outcast for determinating monthly income

Smaller note: (great thanks to Robban-O from Dark Reign, for permission of using his Kommitzar vision and text to create description of this backround package )

Warp Seer
Career: Imperial Psyker
Homeworld: Imperial, Feral, Hive
Cost: 300Exp
Warp Seers are prophets who uses time-distortions of the warp to foretell the future, in co-ordination with Emperor´s Tarot and often also with their low cunning. There are many so-called seers and diviners, only a few of them have real psychic powers, and even fewer are performing their trade after sancitonating on Terra. Being blessed by Emperor and recognised by Adeptus Astrothelepatica, doesn´t mean that life of the warp seer isn´t dangerous, becouse forseeing future can cost men´s sanity and even soul. Still, such individuals are valuable not only for bored or dangerously agitated nobles, but also for guardians of Imperium itself. One other thing is iconical for such gifted individuals: they have an annoying habit of telling people when and how they are going to die.
Characteristics: decrease Strenght and Toughness by -3, increase Fellowship by +5
Talents: Talented (Soothsayer),Discipline Focus (Divination), Minor Psychic Power (choose one: Precognizion, Knack, Trick, Sense Presence)
Skills: Decieve or Charm, Blather or Foresight
Insanity points: 1D5
Corruption points: 1D5


Pentinent Witch
Career: Imperial Psyker
Cost: 200Exp
One of the greatest rewards for Scholastica Psykana (somebody whispers that also for the dreaded Witchhunters of Ordo Hereticus) is when a warp-touched soul is saved and returns to the Emperor´s Light. Precious few of the captured wyrds, rouge psykers and witches who aren´t instantly incinarated survive purgantion of pain and shriving of their sins. But those penitents who are judged to be truly repentant are due to their higher age and dangerous ways of past bound and sanctionate by wards and rituals more powerful than other cargo of the Blackships. More experienced, but also more damaged on body and soul alike, trusting nobody and being trusted by no one. It´s hard to incorporate penitent even to psyker community, but their enduarence and abilities could by valuable for many. Dark rumour said that there is still use for such poor fellows in the ranks of Inquisition, at least as shields against their unrepentantable brothers...
Characteristics: reduce both Intelingence and Fellowship by -3
Talents: Resistance(Psychic Powers), Minor Psychic Power
Skills: Awareness
Corruption points : 1D5
New trait: Twice Bound : Due to the psykers higher age and evil possibly dweling in him for his avoidig, willing or not, of being captured by Blackships, pentinent witches survives much harsher acts of Sanctionating than few others. Roll twice on Sanctionating Table and if you roll two different side effects, apply them both. Also increase your starting age by 3D10

I really like the Twice Bound Trait.

We really need to start collecting these in one place :D

Without any nice fluff to it, I normally allow a guardsmen to take "Medic" as a basic skill for 100xp. Simply to reflect that he has been trainend as a field medic/paramedic/"what ever you guys call your (german) " Sanitäter!"