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Fan rules for running Ogryn characters in games of Dark Heresy.
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Ogryns as Player Characters
Rules by Vile Terror
Ogryn are a very common abhuman
subspecies in the Imperium, and according to
some sources, the most widely accepted
deviation from standard humanity. Still,
through four systems and numerous
supplements, I still haven't seen an official
Ogryn as Playable Character Origin (one or two
Ogryn NPCs, though). There have been a few
attempts at defining the Characteristics and
Traits of Ogryn by several fans, and I'd like to
take my stab at it now.
I recommend you take a look at some
of the other Ogryn concepts floating around.
There have been some really great ideas
formulated in the attempts to nail down a
consistent and true-to-setting Ogryn Playable
Character. I'll admit that mine is probably the
most complex. If you're looking for something
simple and straight-forward, this one probably
isn't for you.
Ogryns in Dark Heresy
"Ogryn Origin" replaces the "Planet of
Origin" portion of the Playable Character.
While Ogryn may have been born and raised on
any number of different Imperial planets, their
physiology is based on the changes which
occurred over thousands of years on
particularly hostile planets. Ogryn on other
planets have been moved there, and as such
haven't re-adapted to their new homes, even
after multiple generations. However, GMs may
wish to apply Traits such as "Caves of Steel" or
"Wealth" if they decide to allow (for example)
"Hive Born" or "Noble Born" Ogryn in their own
campaigns.
Starting Characteristic Weapon Skill 2d10+ 25 Ballistic Skill 2d10+ 15 Strength* 2d10+ 30 Toughness* 2d10+ 30 Agility 2d10+ 15 Intelligence 2d10+ 10 Perception 2d10+ 20 Willpower 2d10+ 20 Fellowship 2d10+ 15
*Both Strength and Toughness are granted further bonuses by Traits.
Ogryn Wounds and Fate:
● 1d5+15 Wounds
● 1 to 7 on d10 for 1 Fate Point
● 8 to 10 on d10 for 2 Fate Points
Ogryn Skills and Talents:
● Speak Language (Tribal Dialect) is treated as
Basic.
● Survival is treated as Basic.
● Ogryn start with Talented Survival.
Ogryn Traits: Physically Adept: Ogryn's bodies have adapted
to survive on brutal, high gravity, cold worlds
full of deadly predators and natural hazards.
Their minds are honed towards survival and
while their overall adaptability is limited, they
are especially capable of quickly learning the
means to remaining alive in a physical capacity.
● Regardless of Class, apply the costs of Simple:
100, Intermediate: 250, Trained: 500, Expert:
500, Heroic: 1000, and Master: 1500 for the
Toughness Advance Chart.
● Regardless of Class, apply the costs of Simple:
100, Intermediate: 250, Trained: 500, Expert:
750, Heroic: 1000, and Master: 1500 for the
Strength Advance Chart.
● In addition, Ogryn characters gain +20 to
Tests made to Resist Cold environments. This
Bonus counts separately from the Resistance
(Cold) Talent, and their bonuses may stack.
● Suffer no penalties from High Gravity
environments.
● With GM permission, Ogryn Playable
Characters may substitute Strength, Toughness,
or Perception for any Wrangling, Survival, or
Tracking Skill Test, instead of using Intelligence.
GMs should take care to ensure the Skill can be
adequately represented by the alternative
Characteristic on a case-by-case basis.
Dense Body: Ogryn are incredibly powerful and
large, with legends and reports suggesting
Ogryn have bested Adeptus Astartes Warriors in
single-combat on numerous occasions! The
average Ogryn is so large that few Imperial
commodities are adequate in size or strength to
be used by an Ogryn without sustaining
damage.
● Gain a Bolstered‡ Strength and Bolstered
Toughness Bonus based on the Starting value of
those Characteristics. This Bolstered
Characteristic Bonus is equal to the difference
between 8 and the Starting Characteristic
Bonus. As such a Starting Ogryn should have a
Modified Strength Bonus of 8 and a Modified
Strength Bonus of 8 at Character Creation.
Starting Packages which may affect the Strength
or Toughness Characteristic Bonuses apply per
GM's decision.
● Modify Size to Hulking, applying all standard
effects (+1 Movement Rate, +10 to be hit, -10 to
Concealment).
● Use Feral World "Stage Five" Build, Age,
Coloration, Quirk, and Tribal Taboo charts.
Multiple Build height by 2 times and weight by 3
times. Build Adjectives represent "by Ogryn
standards" rather than normal human
standards.
Dull Mind: To say an Ogryn is "none too bright"
would be at once painfully understated, but
also incorrect. An Ogryn mind is actually quite
sharp. It is simply dedicated to survival, leaving
little "processing power" for subjects who do
not directly relate to overcoming threats or
finding meals in the bluntest and direct
manners imaginable.
● Regardless of Class, apply the costs of Simple:
500, Intermediate: 750, Trained: 1000, Expert:
2500, Heroic: 3000, and Master: 3500 for the
Intelligence Advance Chart.
● Regardless of Class, increase the costs of the
Fellowship Advance Chart by one step (Core:
100, 250, 500, 750, 1000, 2500, 2500.
Ascension: 1000, 1500, 2000, 3000, 3500, 5000,
5000.). Simple: 100 becomes Simple: 250.
Simple: 500 becomes Simple: 750. Expert:
750 becomes Expert: 1000. Expert: 2500
remains Expert: 2500. Et cetera.
● The Experience Cost for all Intelligence- and
Fellowship-based Skills, as well as Skills
determined by the GM to require mental
abilities beyond an Ogryn (such as Drive, Pilot,
and certain Trades) increases to 3 times their
listed cost. The Experience Cost for all
intellectual or social Talents (GM's discretion)
increases to 3 times their listed cost.
● Limited to 5 Common Lores, 3 Forbidden
Lores, and 1 Scholastic Lore. Treat Logic as an
Advanced Skill.
● Capacity for speech and higher learning is
peaked at roughly the same level of a 5-year-old
human. This statement is for roleplay purposes
rather than a game mechanic rule.
Simple Psychology: Aside from their physical
might and limited intellect, Ogryn are renowned
for their single-minded dedication to their
superiors. As stated in the Imperial
Infantryman's Uplifting Primer on the subject:
"Blessed is the mind too small for doubt."
Sadly, Ogryn are also well known for their
crippling fear of confined spaces.
● Begin with Severe Claustrophobia. Ogryn
must Test Willpower to willingly enter a
confined or unlit space. If the Ogryn is forced in
to such confines, they treat the location as
possessing a Fear Rating of 3, with no immunity
granted by Insanity Points.
● Receive a further +20 bonus from any Skill,
Talent, or effect which benefits Willpower when
the source of that effect is a superior (such as a
Commissar or Cleric). -20 to Resist Commands
or effects which penalize Willpower when the
source of those effects is a superior. Ogryn are
entitled to a Free Scrutiny Test to detect those
masquerading as superiors. Orders which are
too complex automatically cause the associated
Command Test to fail.
● Start with 40 Insanity Points. This
simultaneously grants the Ogryn immunity to
Fear Effects 1 and 2, and represents the Ogryn's
mind as being smaller and more easily
overcome in the long-term compared to that of
a normal human.
‡ Details on "Bolstered Characteristics" can be found
at Dark Reign . The short of it: Unnatural
Characteristics can become VERY overpowered very
fast, but there's still a place for them at times.
Bolstered Characteristics are additive bonuses, instead
of multiplier bonuses, similar to how Unnatural
Characteristics work in Black Crusade.
Ogryn Classes Roll 1d100 before selecting any Career
for Ogryn Playable Character. On a roll result of
99, the Ogryn gains a Psy-Rating of 1 and does
not need to pay for the standard 400xp B.O.N.E.
Package. They may then choose to be
Sanctioned (applying the Age and Sanctioning
Effect rolls) and receive a Common Quality
B.O.N.E. for free, or they may retain their Psy-
Rating of 1 and select either the Guardsman or
Scum Class. This latter option will brand them
as a Witch if their powers are discovered.
Note: This roll may or may not trigger
Influences of Tzeentch, depending on GM's
personal decision.
Guardsman
The vast majority of Ogryn deemed fit
to serve in the Imperium are only fit to serve in
the Imperial Guard. Capable of absorbing
immense punishment and dishing it out in
return, as well as nearly-perfectly loyal to the
chain-of-command, Ogryn Guardsmen make
excellent soldiers. Their only limitation is their
inability to adequately comprehend "advanced"
tactics, such as subtlety and flanking. This isn't
any great loss, though, given their single-
minded dedication.
● Speak Language (Low Gothic) is instead
treated as Basic. The option of Drive (Ground
Vehicle) is revoked.
● Pistol Training (Las) is replaced with Pistol
Training (SP). Basic Weapon Training (Las) and
Basic Weapon Training (SP) are swapped (Las
becoming optional versus Primitive).
● All starting Weapons are replaced with 1
Ripper Shotgun and 30 spare rounds, and 1
Ogryn-sized Sword OR 1 Ogryn-sized Axe OR 1
Ogryn-sized Hammer. Guard Flak Armour is
replaced with Ogryn-sized Flak Vest. Stealth
Gear is revoked, and other clothing options are
Ogryn-sized. Corpse Starch Rations are
increased to 3 weeks' worth (Ogryn require
more nourishment to be in peak condition).
Imperial Infantryman's Uplifting Primer is
replaced with Imperial Infantryman's Uplifting
Primer: Ogryn Edition (highly condensed and
sturdier, with more pictures and far fewer
words).
● Double available Sound Constitution
Advances per Rank.
Imperial Psyker*
Extremely rare, even compared to the
rarity of 'normal' Imperial human Psykers, an
Ogryn Psyker is a terrifying creature. Rarely is
an Ogryn capable of the mental discipline
necessary to be a Sanctioned Psyker, but on
occasion an Ogryn will be blessed with both the
natural intellect and the gift/curse of a psychic
link to the Warp. These Ogryn are immediately
giving B.O.N.E. treatments. The vast majority of
this rare breed, however, are terminated on-
the-spot or sacrificed for the glory of the God-
Emperor on Holy Terra.
* If this Class is electively selected, the Ogryn
Playable Character must purchase the B.O.N.E.
Starting Package, and the cost increases to
400xp.
● Starting Weapons are replaced with Ogryn-
sized non-compact varients. Starting Armour is
removed. Starting clothing is replaced with
Ogryn-sized equivalent.
Scum
Not all Ogryn end up serving the
Imperium, at least not directly. Many criminal
organizations and cults make extensive use of
Ogryn as hired muscle and bodyguards. The
same characteristics which make Ogryn ideal in
the Imperial Guard make them much sought-
after by less savoury individuals.
● Speak Language (Low Gothic), Common Lore
(Imperium), and Blather are instead treated as
Basic. Deceive is replaced with Intimidation.
The option of Charm is replaced with
Intimidation +10.
● Ambidextrous and Unremarkable are
replaced with Talented Intimidation.
● Starting Weapons, Armor, and Clothing are
replaced with Ogryn-sized variants.
If a GM wishes to make other Classes
available to Ogryn Playable Characters, it is
recommended they follow similar rules as these
for consistency and verisimilitude.
Biochemical Ogryn Neural Enhancement In the Imperial Guard, Ogryn who
display mental capacities above and beyond
their fellow Ogryn are often selected to receive
a specialized augmentation which increases
their mental acuity even further. This
Biochemical Ogryn Neural Enhancement
(B.O.N.E. for short) produces increased activity
in the desired portions of the Ogryn brain, with
the primary objective of getting the Ogryn to
display command-level abilities.
Other organization use B.O.N.E.
procedures as well, although they're not always
up to the same standard as the Imperial Guard
(while some others, such as the Machine Cult or
Inquisition, might use even greater procedures).
Once an Ogryn has been given a B.O.N.E.
procedure, it is non-reversible (although
extensive head trauma may simulate pre-
B.O.N.E. levels of intellect), and it is nearly
impossible to change the quality of the
Enhancement after-the-fact.
All B.O.N.E. procedures take 5+1d5 Weeks,
including recovery time. Consult Cybernetics of
page 153 of Core for more details.
Note: As a Starting Package Option (meaning it
is only available during Character Creation), a
Common Quality B.O.N.E. may be "purchased"
at the cost of 300xp. This is a requirement for
Ogryn Psykers, but costs 400xp instead.
Common Quality B.O.N.E.
This is the standard quality of
augmentation which Ogryn in the Imperial
Guard and Black Ship's of the Psykana undergo.
Metallic tech components are often visible on
the exterior of the Ogryn's head, but they are
not heavy or unsightly.
● Costs 3500 Thrones, Availability of Rare (-10),
3 Weight
● Add Xd5+5 Intelligence where "X" is the
Ogryn's Intelligence Bonus at the time of the
B.O.N.E. proceedure.
● -100 to Experience Costs of Skills and Talents
whose Experience Costs were increased due to
Dull Mind Trait (to a minimum of 150).
● Limits on Lores are increased to 3 times (15
Common, 9 Forbidden, 3 Scholastic total).
● Any Language Skills currently at Basic are
upgraded to Trained.
● -1d5 Wounds Permanently
Poor Quality B.O.N.E.
Poor Quality B.O.N.E. procedures may
be performed when inadequate resources are
available, or when those performing the
procedure don't really know what they're doing.
Extensive damage is typically done during these
hack-jobs and the bulkiness of the components
carry some additional penalties.
● Costs 1750 Thrones, Availability of Scarce (+/-
0), 1d5+5 Weight
● Add 1d5+5 Intelligence.
● -50 to Experience Costs of Skills and Talents
whose Experience Costs were increased due to
Dull Mind Trait (to a minimum of 200).
● Limits on Lores are increased to 2 times (10
Common, 6 Forbidden, 2 Scholastic total).
● -2d5 Wounds Permanently
● -1d5 Fellowship Permanently
Good Quality B.O.N.E.
Reserved for the very best Ogryn, the
Good Quality B.O.N.E. grants the Ogryn greater
mental performance and even improved social
skills. Due to the cost, however, it is rarely seen
as worthwhile . . . especially if the procedure
fails. Detecting signs of a Good Quality B.O.N.E.
requires a Medicae Test.
● Costs 10500 Thrones, Availability of Very
Rare (-20), 1 Weight
● Add Xd5+10 Intelligence where "X" is the
Ogryn's Intelligence Bonus at the time of the
B.O.N.E. procedure.
● Add 1d5 Fellowship.
● -200 to Experience Costs of Skills and Talents
whose Experience Costs were increased due to
Dull Mind Trait (to a minimum of 100).
● Intelligence Advance Chart changes to 250,
Intermediate: 500, Trained: 750, Expert: 1000,
Heroic: 1500, and Master: 2000.
● Limits on Lores are increased to 5 times (25
Common, 15 Forbidden, 5 Scholastic total).
● Any Language Skills currently at Basic are
upgraded to Trained, with a choice of 1
Language upgraded to Trained +10.
● -1 Wound Permanently
Best Quality B.O.N.E.
Often considered revolutionary or
heretical, Best Quality B.O.N.E. procedures are
rarely performed. Healthy human brains are
essentially "cannibalized" to super-charge the
Ogryn's brain to levels which could never
happen in nature. There are no outward signs
of this procedure, aside from the Ogryn
displaying the capacity to form sentences as
clearly and precisely as any adept. Even when
not forbidden, the side-effects of this
augmentation make it unpopular: The
enhanced Ogryn begins to question orders.
● Costs 35000 Thrones, Availability of
Extremely Rare (-30), 0 Weight, Potentially
Illegal/Heretical
● Add Xd10+10 Intelligence where "X" is the
Ogryn's Intelligence Bonus at the time of the
B.O.N.E. procedure.
● Add 2d5+5 Fellowship.
● All Skills and Talents whose Experience Costs
were increased due to Dull Mind Trait are
restored to their normal costs.
● Intelligence Advance Chart changes to 100,
Intermediate: 250, Trained: 500, Expert: 750,
Heroic: 1000, and Master: 1500.
● No limits on Lores.
● Any Language Skills currently at Basic are
upgraded to Trained +10.
● Simple Psychology Trait is completely
removed, aside from Insanity Points. Instead
subtract 2d10+20 Insanity Points.
Upgrading B.O.N.E. Quality
Improving the quality of a B.O.N.E. after
it has already been completed on an Ogryn is no
easy task. The Extended Medicae Tests which
● Cost increases by +5,000 regardless of
Quality.
● Intelligence only increases by a further 1d5,
regardless of Quality. No Fellowship change
occurs.
● All other advantages granted from previous
Quality are overwritten by the new version
(Weight, Dull Mind Trait Experience Changes,
Intelligence Advances Chart, Lore Limits, and
Simple Psychology Trait).
● -30 to any Skill Tests used to implant the
B.O.N.E. (Medicae, Tech-Use, Chem-Use, etc.).
● Permanent Wound Damage is calculated as
the value of the original Quality plus the
upgraded Quality. For example: A Common
Quality was installed, dealing -2 Permanent
Wound Damage. The Common Quality is later
upgraded to Good Quality, and another 1d5+1
Wound are lost permanently (1d5 from
Common, 1 from Good).
● Further 1d10 non-permanent Wound
Damage is inflicted during the operation (all
damage dealt to the Head as Rending for
Critical Effects), as old components are ripped
out and replaced.
● New Quality instead uses physical
description of previous Quality (ie: upgrading
from Good to Best means detecting signs of the
Best Quality B.O.N.E. still requires a Medicae
Test, rather than being impossible to detect as
it normally would).
Ogryn Wargear Ogryns are armed with ripper guns,
weapons designed to be 'Ogryn-proof', built
simply and durable enough that they can
double as clubs for the close combat inclined
Ogryns. They also commonly issued frag
grenades and wear flak armor.
Ripper Shotgun
Larger, easier to use, and much more
sturdy than a standard Combat Shotgun, a
Ripper is a specialized Ogryn Weapon. These
powerful weapons would be far too large and
heavy for any human to use, even mounted or
braced. But for an Ogryn, these weapons are
ideal. A popular upgrade is the bayonet melee
attachment . . . which have been used as an
extra grip by many Ogryn, who simply don't
notice the sharpness of the blade.
● Costs 900 Thrones, Availability of Very Rare (-
20), 13kg.
● Basic Class (for Ogryn. Too large for
humans), Range: 35m, RoF: S/-/6, Clip: 18,
Reload: 1 Full.
● Damage: 3d5+5 I, Pen: 0, Special: Scatter,
Inaccurate, Reliable, Recoil (-10 if <8SB).
● Melee Profile: Damage: 1d10+SB-2 I, Pen: 0,
Special: Primitive (not Improvised).
Ogryn Ripper Melee Attachment
● Costs 50 Thrones, Availability of Rare (-10),
+5kg.
● Damage: 1d10+SB+1 R, Pen: 2, Special:
Tearing.
Ripper Ammo Clip (full 18 Rounds)
● Costs 35 Thrones, Availability of Scarce (+/-0),
1.5kg.
Ogryn-Proof
Any Weapon, Armor, or piece of Gear
can be made available for use by Ogryn by
multiplying the cost by 2 times and decreasing
the Availability by two steps. The Weight of the
item is also increased the 3 times for Common
and Poor Qualities, or 2 times for Good and
Best Qualities.
This upgrade makes the item large
enough to be handled by Ogryn hands and
sturdy enough to survive prolonged use by the
brutally powerful Ogryn hands.
Quality Modifier Rules for Price and
Availability are unchanged (a Best Quality Ogryn
weapon, for instance, would cost 20 times more
than a standard Common Quality version, and
have a total of four steps on the Availability
Table).
Optional Rules: Lore Slots may be traded at the
following rates: 3 Common for 1 Forbidden, 5
Common for 1 Scholastic, 2 Forbidden for 1
Scholastic, 1 Scholastic for 1 Forbidden, 1
Scholastic for 3 Common, 1 Forbidden for 2
Common.