Dark Heresy: Ogryns as Player Characters

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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.

description

Fan rules for running Ogryn characters in games of Dark Heresy.

Transcript of Dark Heresy: Ogryns as Player Characters

Page 1: Dark Heresy: Ogryns as Player Characters

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.

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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.

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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.

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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

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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.

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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

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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).

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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.