Starting Stats and Abilities

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All characters in Death Unto Darkness start with certain stats and abilities by default. You do not need to spend Traits to gain the benefits below.


Endurance

  • All characters begin with an Endurance pool of 2.
  • If you are 'Prepared for Combat, you gain an additional 2 endurance.
  • If you are Dressed Iconically, you gain an additional 2 endurance.

Prepared for Combat: This involves showing your character is ready to face combat: for example, wearing armour or military fatigues, synskin, exposed bionic enhancements, scars, gang tattoos or warpaint. If you feel you are showing that your character is a fighter then you benefit from this trait. If you want to appear harmless at first glance but instead be quite dangerous then the Adept Mortis trait covers the ability to be so.

Dressed Iconically: This involves costume that draws its inspiration from the artwork and material of the 40k universe. Examples include uniforms from the iconic Imperial factions (such as a Guardsman’s uniform, a Commissar’s coat and hat, an Astropath’s robes and staff, the cog-trimmed red of the Mechanicus, an Arbitrator’s black armour and helm, or the distinctive armour and vestments of the Sororitas). However, it is also possible to gain this benefit without a uniform: for example, by showing off your character's homeworld origins through Hive gang tattoos, Noble House symbols or other iconography. Iconic symbols such as Aquilae, purity seals, the Cog Omnissiah and Imperial badges of office also comprise "iconic" kit.

These traits are not meant to be needlessly prescriptive. The point of these traits is to encourage telling your character’s story through their kit. The game team are happy to consult on ideas you have for your kit. We’re not generally expecting any kit currently in the system to fall short of this. If we feel that any kit needs some tweaks, we’ll approach that with an offer of loans from crew kit and any aid we can give you.


Resources

  • All characters begin with a Fate pool of 3.
  • All characters begin with a Willpower pool of 0, and can gain more by buying traits.
  • All characters begin with three Ammunition and no other Mission Supplies, but can access them by buying Traits.


Basic Weapons Training

The average Inquisitorial Servant is trained in the use of the common firearms of the Imperium as well as the proper use of a melee weapon - though some may not have this training, and it is always your choice not to have a default ability if it fits your character.

See Wargear & Equipment for additional rules governing these weapons, including ranges and time taken to reload, as well as clip-sizes.

In additional to melee weapons of any length with which you make uncalled blows, you may carry firearms from the following selection;

Primitive Firearms

Primitive “stub” (or modern to us in C.21) firearms that fire jacketed bullets or something similar, often revolvers.

You may call Blam every 3s. Stub guns are incredibly primitive, and the Haywire call has no effect on them. Most guns are in every way superior to these weapons.

Shotguns

May only be 2-handed weapons. You may call Blam every 3s. You may call Knockback at targets within 10 metres every 3s. These guns are incredibly primitive, and the Haywire call has no effect on them.

Autoweapons

Caseless solid slug firearms, popular due to their ability to swap between semi-automatic and fully-automatic fire.

You may call Blam every 3s OR may call Dakka twice, 3s apart, before needing to Reload. guns are incredibly primitive, and the Haywire call has no effect on them.

Lasweapons

Focused Laser weapons favoured for their ability to burn though flesh - though not known for their stopping power against heavily armoured foes.

They call Blam every 3s and can be fired ten times (regardless of it is a pistol or a ranged weapon) before needing to recharge for 10s. These weapons do not need Ammunition to fire and do not reload as they have a rechargeable high-capacity energy cell rather than traditional rounds loaded into them.


First Aid

  • All characters can pause a Bloodied character’s bleed count by using their full attention to treatment.
  • All characters can can administer chems at a Medicae or Chirurgeon’s direction.

To pause a Bloodied character's bleed count, you must roleplay keeping pressure on their wounds. Do not touch other players without permission. You cannot hold anything else in your hands while you work to staunch the bleeding. This takes your full attention: you cannot make any attacks or calls. You cannot move the casualty while you are working. If you leave the casualty, make any calls, or do something else with your hands, the character's bleed count resumes. Some characters, such as Medicae and some Tech Priests, have skills which mean they are not subject to these restrictions.


Knowledge or Strength

Most Servants of the Holy Ordos are prized for one of two things. Their knowledge of the awful threats that face humanity, or their physical ability to mete out suffering on the enemy.

A starting character may choose to have one of the following abilities;

  • Knows too Much - your character has one of the Lore Disciplines (no specialism).

Or

  • Tough Enough - your character is hardy thanks to their life experiences, less likely to have been hired for their intellect vs their talent to crack skulls, they gain +1 Endurance but can then not gain any Lores from traits, only via character actions.

Lores do not represent something the 'average' Imperial citizen knows, that can be found here but rather than which is largely 'forbidden' and should be kept from average citizens.