Character Creation Booklet (Deathwatch)

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If you dont have the Deathwatch Rulebook, you can get it here

(right-click the pdf you want and select download).


Note that this is on my Google Drive so is free!
https://drive.google.com/#folders/0B-dk2o9g4JnwU1k4bTlBb0xvMWc
You may also require other rulebooks for the early game (also
available from that link).
Although you may read as much of this as you wish now, the actual
character creation will take place during the first session.
Character Creation
This game will not begin as a normal Deathwatch game would.
Most likely the first session will tell the story of each players
recruitment from the Schola Progenium into a chapter of the Adeptus
Astartes. This will enable you to roughly shape your character
before their indoctrination. This will also enable you to gain a
hefty boost to your xp and possibly gear before you join the
Deathwatch (SPOILERS! Jakes!)

Each of your characteristics begins as 2d10 + 20. You are entitled
to reroll two of these. You must accept the second result if you
choose to reroll. Any characteristic many only be rerolled once.

Your character begins with 1d4 +2 fate points.

Your movement rate can be found in most rulebooks including pdf page
28 in the Deathwatch Rulebook.

You begin with 12+d6 wounds.

Starting Equipment
Tempestus Carapace Armour
Hot-shot laspistol
Hot-shot lasgun with Omni-scope/ Hot-shot volley gun/
Meltagun/ Grenade Launcher (with frag & krak grenades)
Monoscope
Respmask Array
Slate Monitron

Starting Skills, Talents & Traits
Intimidate/ Security
Parry/ Dodge
Quick Draw
Rapid Reload
Scholastic Lore (Tactica Imperialis), (Imperial Creed) and
(Officio Prefectus). All at +20



DEATHWATCH


The Schola Progenium
This institution is designed to take the orphaned children of
the Imperiums nobles and notables and turn them into the best
fighters in the Imperium. It is from here that the Sisters of
Battle; the Storm Troopers; the Commissars and even assassins are
recruited. After the initial few weeks, it is obvious to the
Prefectus overseers who will be going to which area of the
Imperiums armed forces- if they survive.

We will join your characters roughly 3 years into their induction into the Schola. This is after the
stage that the cadets undergo intrusive cranial surgery to better condition their minds for training.
Moreover, you will have received a new name (probably from an Imperial Saint or renowned
general).
The roleplaying will mainly be during exercises rather than the boring reading, studying and
ritual preparation that takes up most of your time.

XP earned during the few encounters at the Schola Progenium, will be saved to be spent once you
leave.

Each player may select a name for their Tempestus organisation (your choice or use the codex for
help- Ill have it available) and its doctrine from the list below.

Doctrine Bonus Limitation
The Emperors Chosen +5 Willpower -5 Fellowship
Physical Conditioning +5 Toughness -5 Ballistic Skill
Tight Drill & Formations Gain Command & Tactics Skills -5 Intelligence
Mechanicus Brethren Select 1 cybernetic or bionic of
excellent craftsmanship
All fellowship based skills count
as advanced for you.

Most of the mental training prevents irrational fears forming in these, the most precious and
talented of soldiers. However, occasionally, a cadet may experience a particular moment that
hides within their soul and cannot be scrubbed by their tutors and overseers.
Each player should roll a d10. On a 1, roll on the table below to see which quirk/ fear they
acquire.
D4
roll
Quirk Effect
1 Fear of heights Suffer -10 to all actions while in a high place
(described by the GM).
2 Fear of losing an object If a character finds himself without a specific item,
they gain d20 insanity points each day until they re-
acquire it (or find a replacement).
3 Ritual Prayer If the character does not put aside 1 hour every day
(excluding if locked in battle) to pray, they gain 1
corruption point each day until they do.
4 Strict Fighting Philosophy Subtract d10 from your WS or BS and add (a separate)
d10 to the other.



Ascension To An Angle of Death
To even the most experienced or learned of the schola, it is
almost unheard of Space Marines to recruit from anywhere other than
their home worlds. However, the 41
st
Millennium is no normal time (if
ever there was one).

After the first chapter of the campaign, we re-join your characters after joining your Space Marine
chapter. Each player will choose their chapter, history and great feat that earned their
recommendation to the Deathwatch. Your characters are reunited after serving only a couple of
decades with their chapter and have passed their initial Deathwatch training.

You may name your Chapter whatever you wish or may select an existing canon chapter.

All players gain the following to their characteristics and gear:
- +d10 wounds
- +1 fate point (unburned fate points are also restored)
- +20 to all characteristics
- Chose (or roll) for your chapter tactics.
- Select a speciality (Apothecary/ Assault/ Devastator/ Librarian/ Tactical/ Techmarine)
- Roll for a distinctive action
- Roll for the history of your power armour
All Specialities Standard Issue: Astartes power armour,
Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes
krak grenades, Astartes combat knife, repair cement, one
Chapter Trapping.

Deathwatch Apothecary Standard Issue: Astartes
bolter with fire selector, reductor and narthecium.

Deathwatch Assault Marine Standard Issue: Astartes
chainsword, Astartes jump pack.

Deathwatch Devastator Marine Standard Issue:
Astartes heavy bolter with backpack ammo supply.

Deathwatch Librarian Standard Issue: Astartes bolter
with fire selector, force weapon.

Deathwatch Tactical Marine Standard Issue:
Astartes bolter with fire selector, one clip of Special Issue
ammunition (not exceeding 25 Requisition per clip)
per mission. Note that you must still meet the Renown
requirement for this ammunition.

Deathwatch Techmarine Standard Issue: Astartes bolter
with fire selector, Astartes servo-arm (as a part of his power
armour), and one other Common craftsmanship cybernetic
(chosen at character creation). See the Cybernetics section
for rules on installing further bionics.







Definitive Action
D6
roll
Definitive Action Effect
1 No actual definitive action Nobody really knows why youve been selected for the
Deathwatch. Maybe it was a bureaucratic mistake?
2 Survivor You were thought lost, but returned after many
months a hero.
+D3 toughness
3 Spiritual Leader Your zealous nature is inspiring for your battle
brothers.
Gain the Inspire Wrath trait
4 Centuries of Experience
(Due to warp travelling)
After hundreds of years fighting for the emperor, your
experience is widely sought after.
Gain 1000 xp.
5 Specific talent Chose a single weapon type. Whenever using this
weapon, count as having +10 BS if attacking at ranged
ranged weapon, or +10 WS if attacking in melee
(regardless of what type of weapon it is)!
6 Heroic Duellist You won fame after defeating a mighty foe in single
combat.
Add a Master-crafted duelling sword to your character.
The sword contains a weak forcefield.
Rating: 20 Overload: 01
Dmg: 1d12 + 3 R Pen: 6 Special: Balanced Wt: 4







Chapter Tactics and Training (Rolling is optional)
D6
roll
Chapter Style Effect
1 Disciples of the Codex Gain 500 xp.
2 One with the machine Gain a level in tech-use.
You can drive/fly any space marine vehicle designed
for atmospheric flight or the ground.
3 Armour of Faith You increase your armour by half of your willpower
bonus (on all areas), note that this is still negated by
armour piercing weaponry.
4 Chain of command You may reroll any command rolls if you wish.
5 Specialist Weapon Training You may use any weapon as if you had the skill for it.
6 Remain Unseen Gain +10 to concealment, move silently and survival
skills.








Power Armour History
D6
roll
Chapter Style Effect
1 Saintly Heritage You gain the Fear (1) trait against enemies in close
combat while wearing this amour.
2 Vox-Amp You gain +10 to command rolls when giving orders out
loud.
3 Hexagrammic Wards The wards are placed so that they are all but
impossible to find. If attacked by a psychic power or
warp weapon, you may use your armour value to
negate damage.
4 Subtle Machine Spirit At any time you may declare that the machine spirit is
being used. Roll a D6, on a 1-3 you lose a fate point.
At the GMs discretion, your power armour gives you a
small but (possibly) game changing edge for/in the
next few minutes.
5 Agile Suit Gain +10 agility while using this suit.
6 Blood Lust The armour craves for blood. Every time you kill an
enemy with a close combat attack, roll a d10. On a 6+,
restore d3+1 wounds. Against swarms, roll this for
each point of damage you deal to the swarm instead.

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