kreacija npca
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Transcript of kreacija npca
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Roll for every 400 exp, always gain one monthly income unless is noted differently:
1-2 Terror of space: Roll 1d5-1 and test fear rating of rolled strength, consult fear table and
resolve effect if any.
4-5 Faith Protects: Remove 1d5 of insanity or corruption.
6-10 Good invests: Roll one trade skill of your choice and gain 100 thrones for each degree of
success. If there are is no trade skills, roll any characteristic at
-10%, representing your job.
11-13 The path undone: The character had to pick sides or take some extreme
measures during his life. This can vary from betrayal
of his own master, to heroic achievement. Gain enemy
or peer and adjust course of story to result.
Roll 1d10: 1-5 peer 6-10 enemy
Roll d100:
1-24 Underworld
25-34 Piligrims
35-49 Cult (one specific)
50-60 Administratum
60-70 Enforcers
71-75 Adeptus Arbites
76-80 Adeptus Mechanicus81-85 Ecclesiarchy
86-90 Adepta Soritas
91-94 Officio Assassinorum
95-98 Rogue trader
99-100 Inquisition
14-17 Master of fortune: Roll d100 on 1-30 Receive one common item of your choice
31-70 Receive one average item of your choice
71-85 Receive one scare item of your choice
86-95 Receive one rare item of your choice
96-99 Receive one very rare item of your choice
100 Pick any item under 10 000 value
Item must be within 1-30: 25x 1d10 thrones
31-70: 60x 1d10 thrones
71-85: 100x 1d10 thrones
86-96: 140x 2d10 thrones
96-99: 150x 4d10 thrones
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18-20 Head critical hit: roll 1d10: 1-2: lose R eye
3-4 lose L eye5-6 lose R ear
7-8 lose L ear
9 lose nose
10 lose 1d5 fellowship and L ear and eye OR R ear and eye
21 Miss Or not?: reroll next result if you dont like it, second roll is final!
22-26 Arm critical hit: roll 1d10: 1-3 lose 1d5 fingers
4-6 lose fist
7-9 lose arm10- lose arm and 1d5 strength
Determinate arm at random
27 Endure the Inferno: roll 1d10 on 1-9 gain one extra wound, on 10 gain one fate point.
28-30 Search the bodies: gain Scum rank income increase
31-33 It was legal, I swear!:do not receive monthly income, gain one random equipment form
Creatures Anathema page 143, table 7-2
34 Minor insanity event: receive 1d5-1 insanity point
35 Minor corruption event: receive 1d5-1 corruption point
36 receive 1d5 corruption points
37 receive 1d5 insanity points
38-39 receive 1d5+2 corruption points
40-41 receive 1d5+2 insanity points
42-43 receive 1d10-1 corruption points
44-45 receive 1d10-1 insanity points
46 The corruption within: receive 1d10+4 corruption points
47 The mission at the edge of sanity: receive 1d10+4 insanity points
48 Demonic interaction: roll 1d100 1-49 character witnessed manifestation from far away. Test
willpower or gain 1d5 insanity and corruption.
50-70 character was forced to fight daemons, gain result of
83-86 also gain 2 additional corruption and insanity points.71-99 Character was offered with Daemon pact, determinate
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daemon, daemon strength and kind at random. According to
daemon and its kind, determinate the demon pact. Character
can refuse pact without consequences.
100 The character became daemonhost
49-54 body critical hit: roll 1d10 1-5 pay medical expenses 100x1d5 thrones6-7 character has to pay for new respirator system, if the
character already has respirator system, his quality is reduced
by 1
8-9 same as above, but target has to pay for new bionic heart
900 thrones (RT)
10 player must chose one of above, and lose 1d5 toughness
55-58 The price of failure: Lose 1d5 x100 thrones
59 Xenos interaction: Character may chose to take 1d5 corruption or insanity andgain 500 thrones for each point given.
60-63 Need of resources: Pay resources 1d5 x 50 exp, add that exp to spent and subtract from
400exp gained for this roll
64-65 The Emperor protects: roll twice and pick better result.
66-69 The wild hunt: roll twice, apply both results
70 The heretical knowledge: Character may choose to take 1d5 corruption or insanity to
gain random generated forbidden knowledge. In case that healready posses one, upgrade it with +10, if is already at +20,
roll a new one:
1 The black Library
2 Cults
3 Daemonology
4 Heresy
5 Inquisition
6 Archeotech
7 Mutants
8 Ordos
9 Adeptus Mechanicus
10 Psykers
11 Warp
12 Xenos
71-74 Leg, critical hit: roll 1d10 1-2 pay medical expenses 100 thrones
2-5 lose feet
6-9 lose leg
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10 lose leg and 1d5 agility
Determinate leg at random
75 Salvager: Gain replacement of common quality for next loss due critical hit.
76-77 Ignore one critical hit effect rolled
78 Favored by Fate: Roll 1d10: 1-Increase WS by 1
2- increase BS by 1
3- Increase ST by 1
4- Increase TG by 1
5- Increase AG by 1
6- Increase INT by 1
7- Increase WP by 1
8- Increase FEL by 1
9- Increase PER by 110- Reroll and add 1 more point to attribute you roll
79-81 It was the close one Roll 1d10: 1-5: Lose 1 Wound
6-10: Gain 400 exp
82 Unsustainable damage: roll 1d10 on 1-9 Lose 1 wound on 10 Lose 1 fate point
83 Remove 1d5-1 insanity and corruption
84-86 Survived the Inferno: gain 1d5+1 insanity and 1d5+1 corruption, but also 1d10*50 exp
87-93 Hard-working: increase monthly gain by 1d5 x 10 thrones
94-95 The notable achievement: increase your monthly income by 50 thrones
96-97 Close death: Lose 1 Fate point. If character has no fate points, he is dead.
98-99 Heroic Action: Gain 1 Fate point
100 Unprepared for this kind of mission: test a mutation at the same way as for 30 corruption points
but at +30% due to exposure to warp, toxic or radiation