REBEL
This is a
special advanced class designed specifically for the Warhammer 40,000 setting.
As such it merits extra description but is lacking a “sample rebels” section at
the end. This section describes the Rebel advanced class. The fastest way to
get to this class is through the Charismatic Hero basic class. Imperial Rebels
find their beginnings in the most significant of Imperial events: the Horus
Heresy. A few abilities come from the Negotiator and Personality class in the
Modern SRD.
The Horus
Heresy is now commonly assumed to be a conventional revolt, and only the
Emperor, and the Cyber-libraries of the Ordo Malleus, have an accurate
recollection of the Heresy.
General
Horus was regarded as the finest military commander that the Imperium had
produced. His abilities were faultless, and eventually the Emperor granted him
the title of Imperial Warmaster. This was a high honour, even in the early
years of the Imperium, when brave deeds were commonplace. Before Horus could
travel to Terra to receive his reward he fell ill on the feral world of Davin.
This was his undoing. During his convalescence on Davin he was inducted into a
secret warrior’s lodge, which proved to be little more than a coven. A change
of character became evident in the Warmaster - he had been possessed by a
Daemon. Horus’ membership in the secret lodge was not unusual; Imperial
soldiers were often encouraged to join warrior societies of this type.
Recruiting was felt to be easier on worlds where ‘warriors from the stars’ had
become ‘brothers’.
Warmaster
Horus was recalled to duty in preparation for a new Imperial Crusade. It is
clear that the Warmaster introduced a system of ‘warrior lodges’ into the five
Legions Astartes Chapters under his direct command. The Chapters were entirely
corrupted at the lodges meetings. The infection rapidly spread to the Orders of
the Adeptus Mechanicus attached to Horus’ command. From there the rot spread
further into the Imperial forces. More than half of the Adeptus Mechanicus,
including many units of the Collegia Titanica and the Legio Cybernetica
wholeheartedly supported Horus and his vision of a new Imperium of Chaos. This
wholesale treachery went undetected by the Inquisition.
A
bombardment on Istvaan V that resulted in the deaths of millions was the spark
that started the war. Across the Imperium rebel units attacked loyalists and
vice versa. Old feuds were revived in many systems, giving additional excuses
for battle. The rule of the Imperium dissolved into planetary battles. Many
units of the Imperial Guard sided with the Warmaster. The Imperial Fleet
dithered and managed only to drive rebel ships from the Imperial home systems.
During the
War Horus seriously wounded the Emperor and was slain (though his body was
never found). The Emperor’s body had breathed its last, and he entered the
Golden Throne. The Traitor Legions and their dead Warmaster vanished into the
Eye of Terror. The First Inter-Legionary War - the Horus Heresy - lasted less
than a decade, but it nearly destroyed the Imperium.
In the
many years since then many have learned the stories of Horus. Many know nothing
about his allegiance to Chaos. They simply see the Imperium as a twisted
oppressive society with nothing but hate in their hearts. Their desire to see a
new law, a new religion and a new future for mankind is inspired by Horus’ near
success. Little do they know of the fell origins of his power. Many rebels
fight Imperial hypocrisy, others wage a personal vendetta against the
oppressors and others still succumb to the poisonous words of the Fell powers.
Rebels can be found across the galaxy in all walks of life and in all ways they
are similar. They try to rouse a sense of disgust in the system. They try to
get the mob to work in their favour. Like Warmaster Horus, they hope to gather
like minded men around them and free themselves.
Many rebels
are quite succesful gaining positions as Imperial Commanders of entire worlds.
Imperal Commanders are the most powerful men in the galaxy. With the entire
resources of a world at their disposal they can do great good for humanity – or
great evil. Despite the development of warp travel many worlds lie years or
decades from their neighbours. It can take many years to mobilize troops and
even longers to travel to localized warzones. Under the circumstances it is
hardly surprising that some Imperial Commanders come to see themselves as above
the rule of the Imperium.
Thus it is
that the worlds of the Imperium are ever vulnerable to the greatest of
humanities enemies – humans themselves.
Requirements
To qualify
to become a Preacher, a character must fulfill the following criteria.
Skills: Diplomacy 6
ranks, Bluff 6 ranks
CLASS
INFORMATION
The
following information pertains to the Rebel advanced class.
Hit Die
A rebel
gains 1d8 hit points per level. The character’s Constitution modifier applies.
Skills
Bluff
(Cha), Craft (writing), Diplomacy (Cha), Forgery (Int) Gather Information
(Cha), Intimidate (Cha), Investigate (Int), Knowledge (business, sciences,
current events, streetwise) (Int), Perform (all) (Cha), Read/Write Language
(none), Sense Motive (Wis), Speak Language (none).
Skill Points for each Level: 5 + Int modifier
Table: The Rebel |
|||||||
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
1 |
+0 |
+1 |
+1 |
+1 |
Conceal
Motive |
+1 |
+1 |
2 |
+1 |
+2 |
+2 |
+2 |
Bonus
Class Skill |
+1 |
+1 |
3 |
+2 |
+2 |
+2 |
+2 |
Bonus
Feat |
+2 |
+1 |
4 |
+3 |
+2 |
+2 |
+2 |
Rebel
Storeroom |
+2 |
+2 |
5 |
+3 |
+3 |
+3 |
+3 |
Manipulate |
+3 |
+2 |
6 |
+4 |
+3 |
+3 |
+3 |
Bonus
Feat |
+3 |
+2 |
7 |
+5 |
+4 |
+4 |
+4 |
Bonus
Class Skill |
+4 |
+3 |
8 |
+6 |
+4 |
+4 |
+4 |
Sow
Distrust |
+4 |
+3 |
9 |
+6 |
+4 |
+4 |
+4 |
Bonus
Feat |
+5 |
+3 |
10 |
+7 |
+5 |
+5 |
+5 |
Lose
Faith |
+5 |
+4 |
CLASS
FEATURES
The following
class features pertain to the Rebel advanced class.
Conceal Motive
A Rebel
gets to add a bonus equal to his or her Rebel level whenever he or she opposes
a Sense Motive check.
Bonus Class Skill
A rebel needs
to have a different array of skills depending on his environment. Some are
capable hackers, others are are good with animals (maybe to calm down guard
dogs) and so on. The Rebel designates one cross-class skill to become a
class-skill. Once designated that skill is always treated as a class skill
every time a new level of Rebel is added.
Rebel Storeroom
Rebels
manufacture or steal their own private weapons to use against the enemy. When
purchasing weapons, armour or grenades a rebel can go to his ‘special sources’
and get a 25% discount.
Manipulate
At 5th
level, a Rebel develops such a force of personal magnetism that he or she can
convince a single target to regard him or her as a trusted friend. (If the
target is currently being threatened or attacked by the Rebel or his or her
allies, this ability won’t work.)
The target
makes a Will saving throw to avoid being persuaded by the Rebel’s words and
actions. The DC is 10 + Rebel’s class level + Rebel’s Charisma bonus.
This
ability doesn’t enable the Rebel to control the target, but the target
perceives the Rebel’s words and actions in the most favorable way. The Rebel
can try to give the target orders, but he or she must win an opposed Charisma
check to convince the target to perform any actions the target wouldn’t
normally undertake. The target never obeys suicidal or obviously harmful
orders, and any act by the Rebel or his or her allies that threatens the target
breaks the mood and clears the target’s head. Otherwise, a target remains won
over for 1 minute per Rebel level.
After the
duration expires, the GM determines the reaction and attitude of the target
based on what the Rebel compelled the target to do.
This is a
Mind-Affecting ability.
Sow Distrust
A Rebel of
8th level or higher can turn one character against another. The Rebel must
spend a full-round action and know the name of the character he or she is
attempting to persuade as well as the name of the character toward whom the
target’s distrust will be directed. The target must be able to hear and
understand the Rebel.
The target
makes a Will save. The DC is equal to 10 + Rebel’s class level + Rebel’s
Charisma bonus. If the target fails the save, his or her attitude toward the
other designated character worsens by one step: helpful turns to friendly,
friendly to indifferent, indifferent to unfriendly, unfriendly to hostile (see
the Diplomacy skill). The target makes a Will save whenever the Rebel uses this
talent against him or her. As long as the target continues to fail the Will
save, the Rebel can continue taking full-round actions to worsen the target’s
attitude toward a designated character. When the target’s attitude drops to
hostile, he or she attacks the designated character.
A
successful Will save doesn’t restore previous attitude shifts, but it does
render the target immune for 24 hours to further attempts by the Rebel to sow
distrust.
The Rebel
can’t use this talent on his or her allies.
This is a
Mind-Affecting ability.
Lose Faith
The rebel
is particularly good at pointing out the hypocrisy of the Imperial Faith. He
gets a +10 bonus to Diplomacy when influencing someone’s attitude towards the
Faith.
Initial Attitude |
———————— New Attitude ———————— |
|||||
Fervent |
Pious |
Religious |
Neutral |
Dubious |
Heretical |
|
Fervent |
19 or
less |
20 |
40 |
80 |
— |
— |
Pious |
4 or
less |
5 |
20 |
40 |
80 |
— |
Religious |
— |
4 or
less |
5 |
20 |
40 |
80 |
Neutral |
— |
— |
4 or
less |
5 |
20 |
40 |
The effects
of Lose Faith last for one month unless reinforced. A preacher who drops below
Pious in his belief loses all class-features. The Dubious attitude indicates
someone who is convinced to become skeptical about religion or to adopt a sort
of atheism. A heretical attitude is either active worship of a forbidden
religion or else just a disgust in religion brought on by heavy atheism.