Abhuman Character Guide (07!15!15)
Abhuman Character Guide (07!15!15)
Abhuman Character Guide (07!15!15)
Table of Contents
Table of Contents
3
4
5
7
8
12
14
17
18
21
22
26
27
29
Chapter 7: Ogryn
Creating Ogryn Characters
Chapter 8: Pelagers
Creating Pelager Characters
Chapter 9: Ratlings
Creating Ratling Characters
Chapter 10: Scalies
Creating Scalie Characters
Chapter 11: Squats
Creating Squat Characters
Chapter 12: Troth
Creating Troth Characters
Elite Advance Packages
A Note from the Author
30
33
34
38
39
43
44
46
47
56
57
60
61
62
Creating Characters
Abhuman History
Afriel History
Afriel History
Afriel Characters
Chapter 2: Beastmen
Beastmen History
Beastmen Society
Beastmen Society
Beastmen Society
Bray
The majority of Beastmen who are not Gors
are called Bray. The name refers to the braying,
whinnying, whooping cacophony that Beastmen
make when they band together to fight or feast.
Apart from lacking horns, there is very little
consistency in appearance that distinguishes a
Bray from a Gor. A very brave, cunning, and
unusually lucky Bray can rise to become a
leader, but this is not very common. Gors do
not like Brays giving them orders, and a Bray
who fails to show a Gor the proper respect is
asking for trouble.
Turnskin
A Turnskin is a Beastman who was born
human. The continual rate of mutation amongst
the human population throughout the galaxy
often results in hideous mutations. Human
mutants are not tolerated in their own societies,
and most of them are killed when their
mutations manifest themselves, or are driven
from their homes to die lonely deaths. The
toughest and most cunning manage to survive
their physical and psychological rejection and
come to join up with bands of Beastmen.
Regardless of their physical appearance, a
Turnskin is always a Turnskin rather than a
"pure" Beastman, which means he is the lowest
of the low as far as the Beastmen are
concerned. If a Turnskin has horns, they are
sawed off before he can be accepted by other
Beastmen, otherwise he could be mistaken for a
Gor.
10
Shaman
Shamans are a very special kind of
Beastmen because they possess psychic powers.
However, this fact alone is only a part of what
makes them special. Shamans are the
intermediaries between the Beastmen and the
Realm of Chaos itself. They can spirit-walk in
the Empyrean and talk with the very daemons
of the Chaos Gods. Shamans never lead other
Beastmen, but the Beastmen's strongest leaders
rely on them for all kinds of advice as well as
sorcerous aid in battle.
Minotaurs
An unusually large and aggressive strain of
giant Beastman, Minotaurs are comparable in
physical size and strength to an Ogryn. These
creatures are massive, bull-headed
monstrosities that constantly hunger for hot
blood and red meat. Often growing to twice the
height of a man and far greater in muscular
bulk, their thick-skulled heads are broad and
ugly, and their horns can eviscerate with a
single thrust. Minotaurs are possessed of a
terrible hunger for flesh, particularly the flesh
of Mankind. Yet it is not the gnawing hunger a
mortal feels when deprived of sustenance, but a
deep thirst for the unholy exhilaration the
Minotaurs experience when they consume the
flesh of their enemies. In this state they join
with the power of the Chaos Gods and share in
part of their unholy glory.
11
Beastman Characters
12
Turnskin
Beastmen born as humans and rarely
accepted into their parent society, they often
seek out Beastment for a slightly improved lot
in life. Turnskin utilize the Origin Path as
normal, but may also choose to also gain the
Improved Natural Weapons (Horns) trait,
though they may decline it.
Shamans
Shamans are those Beastmen gifted with a
connection to the warp.
Characteristics: -5 WS, -5 Toughness, +5
Intelligence, +5 Willpower, +5 Perception
Skills: Forbidden Lore (Any)
Traits: Beastman Psyker, Improved Natural
Weapons (Horns), Non-Imperial, Not Quite
Human
Starting Wounds: 1d5 + 2x Toughness Bonus
Starting Fate Points: 2
Minotaurs
An unusually large and aggressive strain of
giant Beastman, Minotaurs are comparable in
physical size and strength to an Ogryn.
Characteristics: +5 Strength, +5 Toughness,
-10 Intelligence, -10 Willpower, -10 Fellowship
Skills: Intimidate
Talents: Frenzy
Traits: Brutal Charge, Improved Natural
Weapons (Horns), Non-Imperial, Not Quite
Human, Size (Hulking), Unnatural Strength
(x2), Unnatural Toughness (x2)
Starting Wounds: 1d5+3 + 2x Unmodified
Toughness Bonus
Starting Fate Points: 1
Beastman Psyker
Beastmen have different methods of
fostering psychic ability but are able to call
upon it as Imperial Psykers do. Characters with
this trait are restricted to the Astropath
Transcendent Career Path, but do not lose
access to their sight. Instead of gaining access
to the Telepathy Discipline and two powers
from it that they meet the prerequisites for, they
gain a Psychic Discipline of their choosing and
two powers from that discipline.
Improved Natural Weapons (Horns)
Beastmen horns are incredibly sharp and can
pierce even advanced armor. Characters with
this trait gain the Natural Weapons trait (See
page 366 of the Rogue Trader Core rulebook)
and remove the Primitive quality from their
Natural Weapons.
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
religion and superstitions of Mankind are
unfamiliar and alien to Characters with this
13
Beastmen Traits
Chapter 3: Felinids
Felinid History
14
Felinid Society
Felinid Society functions much like Imperial
Society. In the cities lives a large population
with an in depth series of rule and regulations is
in place, the punishments for breaking them can
be harsh indeed. Sections of the planet that
prove themselves to be powerful and
productive enough are able to vote a
representative to the planetary council, which in
turn sets policy for all the recognized territories.
Outside these territories, more tribal and
simple Felinids roam and live more in unison
with the wild unsettled regions of Carlos
McConell. Hunting, stalking, and living with a
bare minimum of technological aid, if any.
These sectors are largely left alone, as some of
the predators on Carlos McConell can be
frightful indeed. What else lies beyond the
walled and protected cities that dot the surface
is still a mystery to the populace at large.
15
Felinid Society
Felinid History
16
Felinid Traits
Characteristics: +5 Agility, +5 Intelligence, -5
Perception, -10 Willpower, +5 Fellowship
Skills: Acrobatics, Climb, Contortionist, Dodge
Talents: Catfall
Traits: Dark Sight, Non-Imperial, Not Quite
Human
Starting Wounds: 1d5+1 + 2xToughness Bonus
Starting Fate Points: 2
New Traits
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
religion and superstitions of Mankind are
unfamiliar and alien to Characters with this
trait. The character suffers a -10 penalty on all
Common Lore, Forbidden Lore and Scholastic
Lore tests relating to the Imperium of Man.
Not Quite Human
While biologically divergent evolutions of
humanity, Abhumans are still treated with a
degree of distrust by the rest of Humanity.
Abhuman characters count all Fellowshipbased tests as being one step more difficult
when dealing with creatures of a species other
than its own. Additionally, those of other
species treat their Fellowship-based tests as
being one step more difficult when dealing with
him. These penalties do not apply when dealing
with individuals who have come to trust the
Abhuman player character, for whatever
reason (although the final arbitrator
of this is the GM). Finally, the
presence of any Abhuman
aboard a human vessel is
unsettling for the crew, and
as rumours spread,
discontent
over the alien
presence in their
midst becomes
noticeable. The
continued
presence of one or more
Abhuman
player characters aboard a
ship reduces
its Morale by 1.
17
Felinid Characters
Chapter 4: Longshanks
Longshank History
18
19
Longshank History
Longshank History
20
Longshank Traits
Characteristics: -5 Strength, -5 Toughness, +5
Intelligence, +5 Perception
Skills: Common Lore (Tech), Tech-Use, Trade
(Any)
Talents: Technical Knock
Traits: Longshank Biology, Non-Imperial, Not
Quite Human, Size (Hulking), Void
Accustomed (See page 19 of the Rogue Trader
Core Rulebook)
Gear: Longshank Reinforced Carapace,
Longshank Reinforced Void Suit
Starting Wounds: 1d5 + 2x Toughness Bonus
Starting Fate Points: 2
New Traits
Longshank Biology
Longshank biology is incredibly fragile after
generations of adaptation to low gravity
environments. When not in low gravity
environments their bodies begin to collapse on
themselves causing 1d5 points of Toughness
Damage per round as their skeleton begins to
shatter. This can be avoided by wearing a suit
of armor or void suit that is designed to support
the Longshank's weight.
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
religion and superstitions of Mankind are
unfamiliar and alien to Characters with this
trait. The character suffers a -10 penalty on all
Common Lore, Forbidden Lore and Scholastic
Lore tests relating to the Imperium of Man.
Not Quite Human
While biologically divergent evolutions of
humanity, Abhumans are still treated with a
degree of distrust by the rest of Humanity.
Abhuman characters count all Fellowshipbased tests as being one step more difficult
when dealing with creatures of a species other
than its own. Additionally, those of other
species treat their Fellowship-based tests as
being one step more difficult when dealing with
him. These penalties do not apply when dealing
with individuals who have come to trust the
21
Longshank Characters
Chapter 5: Neandors
Source Disclaimer: Lore in this section is taken from
warhammer40k.wikia.com and is referenced from the
Warhammer 40k 6th Edition Rulebook.
Neandor History
22
Neandor Society
Thus was the basis of the what would be
come the Neandor Abhuman strain formed.
Over the centuries, a tribal society would be
formed, and those who made their cases for
leadership best would be approved by a ruling
council. These leaders became responsible for
determining the direction societal expansion
would take, and put in charge of exploration of
the caves and surface to find additional sites to
claim for their own. This would help prevent
overpopulation and exhaustion of resources,
and help ensure that one incursion by beasts
would not be the death of everyone on the
planet. These expedition teams were composed
of the greatest and most adept warriors of the
tribes, and to be chosen for one was an honor
indeed.
In addition to several alternate subterranean
sites, these scouts found several defensible
surface locations that were, while admittedly
still frigid, more shielded from the howling
winds that cut across the tundras of the planet.
Over time, both overland and subterranean
routes to and from these various new tribes
were forged and kept relatively safe for
travelers.
As time progressed, certain traits became the
dominant ones on this harsh world. Neandors
became incredibly robust and strong, both of
body and will. This also made hirstutism, the
excessive growth of hair amongst both males
and females, a fairly common trait amongst
their populace. They tend to exhibit a very
pragmatic view of the world and value each
moment that they experience since they know
how quickly life can be cut short. They are also
a bit on the ignorant side and tend to not
understand the finery of more advanced
societies. This is not to say that they are
Luddites and do not use technology, quite the
contrary. Different tribes across the planet have
become responsible for different pieces of
manufacturing the various weapons, tools, and
protective gear that are used by the Neandors
on planet. Some are tasked with mining, some
are tasked with creating new weapons and
tools, and others are tasked with using them to
protect and expand their society. It is a simple
one with everyone having an incredibly
important and defined role, with no one person
being devalued. Such is the importance of
unity and mutual respect on such a harsh world.
23
Neandor History
Neandor History
24
25
Neandor History
Neandor Characters
Neandor Characters
Characteristics: +5 Strength, +5 Toughness, +5
Willpower, -5 Intelligence, -5 Fellowship
Skills: Survival, Tracking
Talents: Melee Weapon Training (Primitive),
Resistance (Cold)
Traits: High Gravity Accustomed, NonImperial, Not Quite Human
Gear: Best Craftsmanship Primitive Weapon
Starting Wounds: 1d5+2 + 2xToughness Bonus
Starting Fate Points: 2
New Traits
High Gravity Accustomed
Neandor have grown strong on Hyannoth IV
and are able to tolerate high gravity
environments with no difficulty. Neandor
ignore all the penalties for High Gravity worlds
(See page 269 of the Rogue Trader Core
Rulebook). In addition, when not on high
gravity worlds they add 4 to the total of their
Strength and Toughness Bonus for determining
Carrying Capacity.
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
26
27
Nightsider History
Chapter 6: Nightsiders
Nightsider History
28
Nightsider Traits
Characteristics: Perception +10, Fellowship -5
Skills: Awareness, Concealment, Silent Move
Talents: Heightened Senses (Any)
Traits: Nightsider, Non-Imperial, Not Quite
Human
Starting Wounds: 1d5 + 2xToughness Bonus
Starting Fate Points: 2
New Traits
Nightsider
Nightsiders have an innate ability to
perceive their surroundings through means not
available to normal humans. Nightsiders begin
play with the Grotesque Mutation (see page 396
of the Rogue Trader Core Rulebok) and one of
the following mutations:
Abhuman characters count all Fellowshipbased tests as being one step more difficult
when dealing with creatures of a species other
than its own. Additionally, those of other
species treat their Fellowship-based tests as
being one step more difficult when dealing with
him. These penalties do not apply when dealing
with individuals who have come to trust the
Abhuman player character, for whatever reason
(although the final arbitrator of this is the GM).
Finally, the presence of any Abhuman aboard a
human vessel is unsettling for the crew, and as
rumours spread, discontent over the alien
presence in their midst becomes noticeable. The
continued presence of one or more Abhuman
player characters aboard a ship reduces its
Morale by 1.
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
religion and superstitions of Mankind are
unfamiliar and alien to Characters with this
trait. The character suffers a -10 penalty on all
Common Lore, Forbidden Lore and Scholastic
Lore tests relating to the Imperium of Man.
Not Quite Human
While biologically divergent evolutions of
humanity, Abhumans are still treated with a
degree of distrust by the rest of Humanity.
29
Nightsider Characters
Chapter 7: Ogryn
Source Disclaimer: Lore in this section is from the Only
War RPG, specifically the Core Rulebook
Ogryn History
30
Ogryn History
31
Ogryn History
32
Ogryn Traits
Characteristics: Strength +5, Toughness +5,
Agility -10, Intelligence -10
Talents: Exotic Weapon Training (Ripper Gun)
Traits: Claustrophobic, Clumsy, Non-Imperial,
Not Quite Human, Unnatural Strength (x2),
Unnatural Toughness (x2)
Gear: Best Craftsmanship Ripper Gun
(Replaces weapons normally granted by Career
Path), one Ogryn sized suit of armor granted by
Career Path.)
Starting Wounds: 1d5+3 + 2x Unmodified
Toughness Bonus
Starting Fate Points: 1
New Gear
Ripper Gun: Class: Heavy, Range: 30m, RoF:
S/-/6, Dam: 1d10+8 I, Pen: 0, Clip: 48, Rel: 2
Full, Special: Scatter, Counts as a Mono
Warhammer in Close Combat, may use variant
Solid Projectile ammunition, Wt: 35kg,
Availability: Common
New Traits
Claustrophobic
Despite their fearsome and fearless nature,
Ogryns are extremely claustrophobic. They will
not enter caves, basements, ruins, infantry
fighting vehicles like the Chimera, or even
smaller than average buildings, of their own
free will. Commanding Officers can order them
into such places, but suffer a 10 penalty to any
Command Skill Tests to do so, and Ogryns
suffer a 10 to all Tests when so confined.
Clumsy
Ogryns hands are not only much larger than
those of a normal human, but also far stronger,
and most Ogryn have a hard time using them to
perform delicate, or even normal, tasks.
Because of this, Ogryn cannot use most
weapons made for humans, as they tend to
break them when they try. Any weapon which is
not the Frag Grenade, Ripper Gun, Autocannon,
or Heavy Stubber cannot be used by a character
with the Clumsy Trait. If an Ogryn ever has 30
or more in Agility AND Intelligence, they are
considered to have become intelligent enough
to handle other weapons and lose this trait,
effectively becoming a Bone'ead.
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
religion and superstitions of Mankind are
unfamiliar and alien to Characters with this
trait. The character suffers a -10 penalty on all
Common Lore, Forbidden Lore and Scholastic
Lore tests relating to the Imperium of Man.
Not Quite Human
While biologically divergent evolutions of
humanity, Abhumans are still treated with a
degree of distrust by the rest of Humanity.
Abhuman characters count all Fellowshipbased tests as being one step more difficult
when dealing with creatures of a species other
than its own. Additionally, those of other
species treat their Fellowship-based tests as
being one step more difficult when dealing with
him. These penalties do not apply when dealing
with individuals who have come to trust the
Abhuman player character, for whatever reason
(although the final arbitrator of this is the GM).
Finally, the presence of any Abhuman aboard a
human vessel is unsettling for the crew, and as
rumours spread, discontent over the alien
presence in their midst becomes noticeable. The
continued presence of one or more Abhuman
player characters aboard a ship reduces its
Morale by 1.
33
Ogryn Characters
Chapter 8: Pelagers
Source Disclaimer: Lore in this section is taken from
warhammer40k.wikia.com and is referenced from the
Warhammer 40k 6th Edition Rulebook.
Pelager History
34
35
Pelager History
Pelager History
36
37
Pelager History
Pelager Characters
38
Chapter 9: Ratlings
Ratlings (Homo Sapiens Minimus) are
abhumans, humans who followed a different
evolutionary path, descended from ancient
settlers cut off from larger human society. This
is where the similarity to Ogryns ends,
however. While Ogryns are large, brutish
creatures, Ratlings are incredibly short and
round, and remarkably clever.
Despite their obvious unsuitability for
military life, Ratlings are nevertheless drafted
wholesale into the Imperial Army. While they
cannot fill many of the human roles in the
Imperial Guard, Ratlings still proved incredibly
useful. Their small size allows them to infiltrate
enemy territory much better than the average
human, and, combine with their incredible
eyesight, makes them excellent snipers. In
addition, Ratlings have a reputation amongst
the Guard for their incredible cooking, and
often act as cook for the unit, in addition to
their battlefield duties. Their love of food is
well known, and despite their diminutive size,
they tend to eat almost twice the ration
allowance of a regular trooper. Although, their
love of food can often get them into trouble, as
many Ratlings are known to acquire extra
supplies to supplement their diets, a practice
their Imperial Guard commanders frown upon.
Some do not limit their black-marketing to food
stores alone as many veteran troopers obtain
much of their non-standard issue weaponry
courtesy of 'the chef's special'.
In the field, Ratlings operate independently,
with a second Ratling who acts as a spotter and
backup marksman, or in small squads. They are
deployed behind enemy lines with the barest of
supplies, where they immediately go to ground,
secreting themselves, living off the land, and
waiting as patiently as spiders for their quarry.
They delight in causing confusion and havoc
among their enemies, killing officers and key
personnel from extreme ranges, with near
impunity. Their proficiency and marksmanship
may possibly be the Ratlings one saving grace,
and despite being the butt of numerous jokes
over the millennia, many a Guardsman owes
their life to the sharp eyes and steady hands of a
Ratling sniper.
Ratling History
39
Ratling History
Ratling History
40
41
Ratling History
Ratling Society
Ratling History
42
Ratling Traits
Characteristics: +5 Ballistic Skill, -5 Strength,
-5 Toughness, +5 Agility, +5 Perception
Skills: Awareness, Concealment, Silent Move,
Trade (Cook)
Traits: Non-Imperial, Not Quite Human, Size
(Scrawny)
Gear: Common Craftsmanship Long-Las
Starting Wounds: 1d5 + 2xToughness Bonus
Starting Fate Points: 2
New Traits
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
religion and superstitions of Mankind are
unfamiliar and alien to Characters with this
trait. The character suffers a -10 penalty on all
Common Lore, Forbidden Lore and Scholastic
Lore tests relating to the Imperium of Man.
43
Ratling Characters
Scalie History
44
45
Scalie History
Scalie Characters
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
religion and superstitions of Mankind are
unfamiliar and alien to Characters with this
trait. The character suffers a -10 penalty on all
Common Lore, Forbidden Lore and Scholastic
Lore tests relating to the Imperium of Man.
Not Quite Human
While biologically divergent evolutions of
humanity, Abhumans are still treated with a
degree of distrust by the rest of Humanity.
Abhuman characters count all Fellowshipbased tests as being one step more difficult
when dealing with creatures of a species other
than its own. Additionally, those of other
species treat their Fellowship-based tests as
being one step more difficult when dealing with
him. These penalties do not apply when dealing
with individuals who have come to trust the
Abhuman player character, for whatever reason
(although the final arbitrator of this is the GM).
Finally, the presence of any Abhuman aboard a
human vessel is unsettling for the crew, and as
rumours spread, discontent over the alien
presence in their midst becomes noticeable. The
continued presence of one or more Abhuman
player characters aboard a ship reduces its
Morale by 1.
Scaly Hide
Scalies have a tough reptilian hide that is
capable of absorbing a tremendous amount of
punishment. Scalies gain the Natural Armour
(2) Trait, which stacks with any worn armour.
46
47
Squat History
Squat History
48
Squat History
Squat History
Squat history is divided into five ages, each
marked by a dramatic change in both galactic
conditions and Squat society. These ages are:
The Age of Founding
The Age of Founding is equivalent to the
Dark Age of Technology for humanity. This is
not technically the first period of the Squats as
they had yet to evolve, but is the time of the
founding of the colonies that would become the
Squat Homeworlds. Almost twenty thousand
years ago contact between these planets and
Terra was almost continuous, testament to the
importance of these colonies. Terra also kept
the worlds well supplied with that which they
could not produce for themselves in adequate
amounts, primarily food. This period lasted
until the Age of Strife.
The Age of Isolation
The Age of Isolation corresponds with the
earlier part of the Age of Strife - around M2325. The galactic core was cut off from the rest
of human space by the devastating Warp storms
of the Age of Strife. Many worlds were
swallowed by the Warp and disappeared
forever, others were trapped in stasis and
became lost. Most survived although they were
separated from Earth and all contact was lost
with the rest of the galaxy. During this time of
isolation and danger the Squat worlds still in
contact with each other began to organise for
their mutual defence. It was at this time that the
Squats began to refer to their worlds as the
Homeworlds.
The Homeworlds remained isolated for
thousands of years and their inhabitants learned
to survive in a universe that was becoming
increasingly hostile. Those that survived grew
and prospered. Settlements were enlarged and
fortified into impregnable Strongholds. They
soon developed alternative technologies to
make up for the lack of supplies from Earth.
During the isolation the complex system of
Engineer Guilds developed. These Guilds were
responsible for preserving technical knowledge
and skills as well as training technicians,
miners and other specialists necessary for the
Strongholds. The Guilds transcended the
Strongholds, allowing every Stronghold to
49
Squat History
Squat History
50
Near Extinction
The young Warlord turned to the ancient
Squat beside him. Revered Ancestor, what is
our best course in this situation?
The Living Ancestor half-closed his rheumy
eyes. I have seen this but once before. Six
hundred years before your birth, your revered
ancestor Lord Thyngrim, whose name you bear
in your turn, was on the world of Dioscis Theta.
I was younger then, undistinguished amongst
the mass of the Brotherhood.
And how did Lord Thyngrim win the day?
asked the Warlord with some impatience. The
Orks were getting closer.
The Ancestor shook as he chuckled. I
cannot tell you how to win as he did, but if you
don't mind uncomfortable truths, I can tell you
how to avoid losing as he did.
-Squat Parable
At first the disappearance of the Squat army
from the game rules was explained by a
background story describing that the race had
been devoured by the Tyranids (in effect this
still kept them as part of the background). The
story went that the Squat race had been
virtually destroyed, and the few remaining
Homeworlds were annexed by the Imperium
over the hundreds of years after the attacks.
Only a few scattered and embittered remnants
of Squats survive throughout the Imperium.
51
Squat History
Squat Society
Source Disclaimer: Lore in this section is taken from
wh40k.wikia.com and is referenced from Warhammer
40,000 Compendium and Codex Imperialis.
Squat Society
52
Engineer Guilds
The Tech-adept rewound the tendrils into the
stump of his wrist. "The nature of this device is not
clear to me." The short figure at his side bustled up
to the console.
"Well, shift your spanners and let's have a look
at the thing." The Tech-adept sidled uncomfortably
away, and the Squat peered into the casing.
"Now, then. Hydroplastic power transmission,
controls attached to a timer and what looks like an
encoder, a pressure chamber at the centre,
surrounded by..."
The Tech-adept, who was looking over the
Squat's shoulder by this time, shot a manipulative
tendril into the machine, seizing a frayed and
broken end of a cable. "If we remake this join..." he
began, enthusiastically.
The Squat laid a restraining hand on his arm. "I
really wouldn't recommend it. You see, I interpret
this device as an unusually complex plasma bomb,
and that cable you're holding goes direct to the
arming mechanism."
-Excerpt from Engineer's Guild Archives
53
Squat Society
Squat Society
Living Ancestors
Living Ancestors are the Psykers of the
Squat race. The typical lifespan for a Squat is
about 300 years. However a small portion of
the population can live up to 800 years. This
select part of Squat society are treated withe
enormous respect, being known as Living
Ancestors or Spirit Lords. They are treated as
living members of the ancestor group which
forms the basis of Squat religion. Their long
lives have filled them with wisdom, as well as
enhanced their psychic potential, which begin
to manifest at around 500 years old. The fact
that psychic powers are practically unknown
amongst other Squats makes the Living
Ancestor doubly venerated.
When a Squat reaches Living Ancestor
status, he surrenders his name and his goods to
his descendants, and even has a funeral ritual
held by his clan. After, the Living Ancestor
goes to live with the rest of his kind and will
often advise Lords of various Squat
strongholds.
Squat Warlord
Warlord is the title of Squat commanders.
Warlords are close relatives of Stronghold
Lords, and take command of a Stronghold's
Brotherhood in battle. On the battlefield he is
accompanied by a unit of Hearthguard, drawn
from the Lord's loyal retainers.
Hearthguard
Hearthguard were elite bodyguards and
warriors under the personal command of Squat
Warlords. These warrior elite were drawn from
the Lord's most loyal retainers, who formed an
aristocratic class in Squat Strongholds. Of high
status, Hearthguard were lavishly decorated in
ornaments, diamonds, and gold jewelry.
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Squat Characters
Squat Traits
Characteristics: +5 Strength, +5 Toughness, -5
Agility, +5 Intelligence, -5 Perception, -5
Fellowship
Skills: Common Lore (Tech), Forbidden Lore
(Archeotech), Tech-Use, Trade (Any)
Traits: High Gravity Accustomed, NonImperial, Not Quite Human
Starting Wounds: 1d5+2 + 2xToughness Bonus
Starting Fate Points: 2
High Gravity Accustomed
Squats have grown strong on their mining
colonies and are able to tolerate high gravity
environments with no difficulty. Squats ignore
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Troth History
Troth History
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Troth History
Troth Characters
Troth Traits
Characteristics: +5 Strength, +5 Toughness, +5
Agility, -5 Intelligence, -5 Perception, -5
Fellowship
Skills: Scholastic Lore (Beasts), Survival,
Tracking
Talents: Melee Weapon Training (Primitive)
Traits: Arboreal, Bio-Organic Recycling, NonImperial, Not Quite Human
Starting Wounds: 1d5+1 + 2xToughness Bonus
Starting Fate Points: 2
New Traits
Arboreal
Troth have certain traits that plants do, and
as such can breathe normally in a carbondioxide rich environment and oxygen one.
They can also absorb nutrients through small
root-like growths from their feet, allowing them
to sustain themselves reliably in far more
barren climates than most humans. They may
also (at the GM's Discretion) be able to breathe
underwater, provided that there is sufficient
light to power the photosynthetic process.
Should there ever not be, they will begin to
suffocate according to the rules presented on
page 261 of the Rogue Trader Core Rulebook.
If an atmosphere has abundance of neither
carbon-dioxide or oxygen they begin to
suffocate as normal.
Bio-Organic Recycling
In large groups, Troth can increase the time a
ship can spend in the Void by recycling air and
consuming composted refuse. Any ship that
has a percentage of Troth crew may increase the
time they spend in the void without resupplying
by a percentage equal to the percentage of Troth
crew up to fifty percent. This means that a ship
with 20% Troth Crew would be able to survive
20% longer in the void, and one with 50%
would be able to survive 50% longer in the
void. Anything more than 50% reduces this
effectiveness by an equal amount, as both Troth
and Non-Troth are required to have this
symbiotic relationship.
Non-Imperial
This Character was not raised amongst
humans, and knows little about the culture and
history of the Imperium. The laws, traditions,
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Elite Advances
Author's Note
After a long wait I am happy to bring you the Abhuman Character Guide 2.0 as of 7-15-15
(US Date Notation.
This version of the guide was a tremendous overhaul from the first edition of the guide, in
no small part due to many incredibly poor design choices on my part. This revision includes
major changes in artwork and layout, includes clarifications for what is and is not officially
written fluff, and provides all original fluff that my own writing was derived from. There is also a
large formatting change to save space, and a complete re-balancing of every Abhuman strain. My
previous version of the guide was based around the fact that my last few games have been full of
optimizing players, so my perception of what the Origin Path provides was a bit skewed. After
creating several full Rogue Trader crews for my testing I've gotten a bit better perspective of what
is comparable to regular Human Explorers.
A huge thanks goes out to LibreOffice for creating Draw, the program on which my guides
are made. Another enormous thanks goes out to the artists whose work is featured in this guide, if
you would like a credit please email me and I'll be happy to include a credits page with a link to
your work! A final thank you goes to the folks on the Rogue Trader forums who have been
helping me with the guides this past year, it's been an enormous help and I couldn't have done it
without you.
If you have any feedback regarding the guide, questions regarding design choices,
imbalances or typos to report, or simply want to get in touch, feel free to email me at
[email protected] or visit my website at www.lodgeblackmangames.jigsy.com and
get in touch via the comments section there. I hope you all enjoy the second version of the
Abhuman Character Guide.
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