Defensive Traits

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Militant

(Cannot be Combined With: Supernal Reflexes or Adept Mortis) You possess the wargear and training of one of the elite warriors of the Imperium: perhaps you were raised to be one of Militarum Tempestus, inducted as a Crusader of the Ecclesiarchy or served as an Arbiter on the frontline of law enforcement. You are hardier and more experienced in combat than others meaning that you are more used to pain and injury.

You have +1 Endurance

Physrep Requirement: Your kit must mark you as an iconic fighter of the 41st Millennium, such as the uniform of a notable guard unit or the Imperial Navy, the vestments of a Sister of Battle, the black Armour of the Arbites. These are all examples to provide easy reference: a militant can come from any walk of life, but they must aim to look like a militant member of an Inquisitor’s warband reflecting a more ‘combat focused’ approach to iconic kit. The goal of this is not to force everyone into cosplaying an iconic military unit from the tabletop but to wear a costume that clearly marks them as part of the setting as well as a fighter. We also wish to avoid requiring people to phys rep armour if they do not wish to - as this is not a game built around the restrictive nature of armour.

  • Battle Hardened: Providing you are Prepared for Combat you treat the call Rend as: “Lose One Endurance and react as if you have been hit by a more powerful bolt of energy or bullet” rather than its standard effect.
  • Battlefield Awareness: You may call Deflect against one attack call whose source you are aware of. This may not be used against Sunder or calls with Warp attached. This ability cannot be used again until you have Recuperated.
    • This should be roleplayed as either dodging or taking a blow on an armoured location.

Praetorian

(Cannot be Combined With: Supernal Reflexes or Adept Mortis)

Bodyguarding is not an uncommon profession across the Imperium, from Gangbosses in the Underhive, to the Life Guards of Imperial Nobility, the talent for keeping aware of the safety of another is often valued in the Inquisition, Inquisitors have use of such individuals both for their own protection and for the protection of their Agents.

You have +1 Endurance

Physrep Requirement: Your kit must mark you as an iconic fighter of the 41st Millennium, such as the uniform of a notable guard unit or the Imperial Navy, the vestments of a Sister of Battle, the black Armour of the Arbites. These are all examples to provide easy reference: a praetorian can come from any walk of life, but they must aim to look like a militant member of an Inquisitor’s warband reflecting a more ‘combat focused’ approach to iconic kit. The goal of this is not to force everyone into cosplaying an iconic military unit from the tabletop but to wear a costume that clearly marks them as part of the setting as well as a fighter. We also wish to avoid requiring people to phys rep armour if they do not wish to - as this is not a game built around the restrictive nature of armour.

Before an event you must agree with another PC’s player that you are bound to protect them. This can represent a sacred oath, Psykic conditioning, a Volitor implant or something more esoteric. This character cannot also have Praetorian or have another character with this trait already protecting them.

  • Battle Hardened: Providing you are Prepared for Combat you treat the call Rend as: “Lose One Endurance and react as if you have been hit by a more powerful bolt of energy or bullet” rather than its standard effect.
  • Oath-bound Defender: You must prioritise the protection of the individual you are oathed to unless they order you to leave their side, which you are bound to obey.
    • If you are within 5m of the character you are oathed to you may call Look Out! Deflect! twice - you may also use any other sources of Deflect (but not those with Warp or Sanctic attached) to do this additional times. This has no effect against calls of Warp or Sunder - this ability cannot be used again until you have Recuperated.
      • Look Out! Deflect! means that your charge takes no effect from the call, and you take the call in their place - make this clear to your charge before the event as it is only important for you both to understand it.
  • The Ultimate Sacrifice: You may call Look Out! Deflect! once against a call of Sunder - you take the Sunder instead - this ability cannot be used again until you have Recuperated.

Chem-Trooper

(Cannot be Combined With: Supernal Reflexes or Adept Mortis) The Imperium makes extensive use of implanted chem-injectors and face-mounted chem inhalers to augment its warriors in combat. Though often found implanted into Pit Fighters and the more brutish and unruly regiments of the Imperial guard, more refined versions exist to aid hyperviolent nobles in their pursuits. You possess an implanted inhaler/injector with a reservoir of drugs;

You have +1 Endurance

Chem-Troopers are addicts, without exception, whether they have implanted bionics that distribute drugs into their systems for them, or external inhalers and injectors, they are constantly taking in low levels of drugs to get their fix - this is an effect of this trait, if for any reason you unable to get your fix due to this trait being disabled for a long period by an effect you will become Shaken as your addictions kick in.

  • Chempsycho: Providing you clearly physrep implants, a rebreather or an injector you can treat the call Rend as: “Lose One Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.” Rather than its standard effect. You're on so many drugs that it really doesn't hurt enough to shock you into collapsing as fast as regular humans and the cocktail of drugs that clot your blood
  • Frenzon Rage: Your injectors can induce a psychotic rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends this ability cannot be used again until you have Recuperated.
    • The Rage: In this state uncalled melee and Blam have no effect on you (call Deflect).
      • Call Rend or Knockback in melee every 3s.
    • The Instinct: You may call Deflect against one attack call that you are aware of the source of - this may not be used against Sunder or calls with Warp attached. This should be roleplayed as either dodging or taking a horrid blow and ignoring it.
    • The Crash: This state ends when there are no threats left for you to attack or you become Bloodied. You become Shaken and Bloodied if you were not already - you cannot benefit from Get it Together until you have received Triage. You automatically suffer a complication when a Medicae or Chirugeon performs Triage on you. If you were already Shaken you Descend into Madness.

Grizzled Veteran

Thanks to bionics, your natural toughness or just the mental fortitude you have honed though years of service to the Imperium are able to force yourself to to keep fighting despite your injuries and continue your service to the God-Emperor despite the pain of your wounds.

You have +1 Endurance

  • I will not die!: After you become Bloodied you may use Get it Together on yourself after 10s of animated roleplay stitching wounds closed, praying to the God-Emperor or some other roleplay designed to represent fighting back to your feet. This ability cannot be used again until you have Recuperated. You continue to Bleed through the roleplay period.
    • This is treated as the normal Get it Together call, subject to the same restrictions such as calls that prevent it from affecting you.
  • Fight Through the Pain: You may continue to move, attack and make calls for 10s after being reduced to Bloodied so long as you are focused on completing a specific task (flip a switch, hold a door closed, ect). This ability cannot be used again until you have Recuperated. You are considered to continue to Bleed despite being on your feet for 10s.

Supernal Reflexes

(Cannot be Combined With: Aegis Training, Chem Trooper, Militant, Praetorian) You have pushed yourself to the edge of what is humanly possible in terms of reactions, either via small chemical adjustments to your brain, bionic implantation or simply through training yourself to the absolute limits of what is humanly possible.

  • Lightweight: You can never have more than 5 endurance.
  • Evasive: You may call Deflect against up to four attack calls whose source you are aware of. This may not be used against Sunder or calls with Warp attached. This ability cannot be used again until you have Recuperated. This should be roleplayed as dodging the blow.

Aegis Training

Used by the Imperial Navy, Imperial Guard, Arbites and Inquisitorial Crusaders in close quarters combat, breacher shields are large slabs of metal and ceramite that can withstand a huge degree of punishment.

  • Barricade: A character with a Breaching shield may call Deflect up to six times against ranged calls from the direction they are protecting and are immune to calls of Dakka from that direction - they may use this shield to block any melee call. However they cannot call Deflect against calls of Knockback, Boom, Burn or any call with Mass attached. This ability cannot be used again until you have Recuperated.
  • Repulsor Field: You may make a single call of Mass Knockback after charging into a group of enemies. This ability cannot be used again until you have Recuperated.
  • Sanctum: Should you Deflect a ranged call of Sunder or take one in melee on your shield it protects you from the call but destroys your shield forcing you to seek a Tech-Priest who can repair it during a period of Recuperation. You should attempt to safely discard this prop so that it does not block any further melee blows.