Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Quite happy with how they came out. Need to work on a “campaign-ready” version that includes space to record Data Points and Advancement (I figure since this is an online game people can record their own Data Points)

I put a bunch of extra effort to make sure everything was lore-accurate, down to the weapon manufactures. WH40k Lore-Nerds: enjoy! I really like them all, though the Confessor stands out to me, flavor-wise. The Psyker’s Grav-Chair was an inspiration out of left field, I can’t believe I never thought of it before.

Got the opportunity to try out a few alterations to skills in here, including the Sacntioned Psyker’s new Barrier skill from Kinetic (formerly “Shield”).

As a side effect of making these characters, I really got a feel for the usability/ergonomics of some of the new material from FBH. For example, as I was creating/adding them, Cybernetics became almost like Kits, rather than Attire.

So, which is your fave? (Sadly I can’t set up a poll with a collection)

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this…

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this…

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this Friday (and with luck will be recorded for you guys to listen to later on). Sorry to those who didn’t get in this time, I just picked the first 5 people to express interest.

Anywho, I’ve also been toying with a one-page character sheet variation. I mean, I like my old one, but I think there may be a better way of doing it. So this is a bit of a prototype for that too.

I uploaded the first pre-gen character sheet for this one-shot. The rest will be along soon. Trying to cram as much Far Beyond Humanity stuff in each (within reason) to hopefully get some data about the new character skills/options.

(Obviously, Uncharted World is in no way affiliated with Games Workshop or any of its properties, use of artwork and terms are purely for personal entertainment as a fan of the source material, etc)

https://www.dropbox.com/s/26aql7yu213hmby/Pregen_WH40k_Inquisitor.pdf?dl=0

Small but important breakthrough in mechanical framing/connection:

Small but important breakthrough in mechanical framing/connection:

Small but important breakthrough in mechanical framing/connection:

Cybernetics and Biomods are Assets.

Prosthesis (Obvious and Subtle) are Class 0 Cybernetics

Transplants (Donated and Grown) are Class 0 Biomods

Higher Class Cybernetics and Biomods require biological and/or neurological support from the body. Bodies can support a maximum of Class 3, divided between any number of Cybernetics and/or Biomods.

Damage to Cybernetics and Biomods are represented as Debilities, the same way limbs and organs are (Cybernetics don’t heal naturally)

Thus Cybernetics and Biomods (and Mutations, through Biomods) are tied to the existing health, injury and healing systems. Huzzah

Ooof.

Ooof.

Ooof. Words words words. Lots of text is being written. And not fun playtestable stuff, but rather necessary clarifications and fleshing out.

Have a few pages about cross-species societies, and how they affect the frequency and severity of Cramped Quarters checks. If Uncharted Worlds didn’t already clue people in to my own personal bleeding-heartedness, then this section surely will.

I’ve got a tenuous, nebulous mentally-written section about emotional trauma as a Major debility, and I keep backing away from it to approach from a different angle, because I don’t want to be disrespectful of real mental issues. Like, as part of the eldritch/Olde Gods set of content, the threat of mind-breaking terror needs to be addressed. But I need to be very mindful.

Right now, my design has “Trauma” as a general Major Debility that technically doesn’t impede a character. Instead it constantly spawns Minor mental and emotional Debilities; headaches, nightmares, compulsions, revulsion, stutters, restlessness, lethargy. The Minor Debilities can be treated, but that’s just attacking the symptoms. Treating the Major Debility will require significant therapy and treatments (with certain civilizations offering experimental and/or barbaric alternate ‘cures’).

This will likely change and evolve, but I would need to chat up someone who is more educated than I on the topic of how to handle this stuff respectfully.

And lets not get started on the unintentionally ableist verbal landmines when writing about cybernetics. Whuff.

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Day 5 – Forlorn

We round out our new Origins with the Forlorn, a very popular trope indeed. DS9s Odo, the Doctor from Doctor Who, Cale of Titan AE, and so many, many more.

This origin’s unique skill is the one that plays the most into the social behavior aspect of these stat-replacement skills. While the consequences will always have a social element, it also has the potential to cause some real drama between protagonists as well.

The cross-class skills center around a character who moved around a lot, someone who wasn’t tied down to a place or a culture.

There’s a lot of defiance in this origin… but a lot of loneliness too.

Side note: it’s bloody hard to come up with icons for all these origins and careers.

So that’s it for Origins! Coming soon: A first look at Species, a new character creation step.

https://www.dropbox.com/s/wl2ne58lhuu3xn3/Origin%20-%20Forlorn.pdf?dl=0

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Day 4 – Occult

This is an odd Origin, in that it fills a hole in the design-space without having any recognizable/popular sci-fi parallels. It goes one step further into the supernatural than the Spiritual Origin, and adds a mix of generically pseudo-pagan-witchcraft mysticism.

In addition to the Warhammer 40k-ish “dark galaxy” style, this Origin serves Magitech / Magipunk style games as well. For example, all the kids from both Hogwarts and Xavier’s School for Metahumans fall into this category (which is why I put in that line about “prestigious mystic academies”).

You may note that the unique Skill has the same name as one of the Chosen skills. Not a typo! I’ve removed the skill-formerly-known-as-Ritual from the Chosen career, and will be replacing it (it was pointed out that the old Ritual was a so-so version of the way Pact would work. Huzzah for good feedback!)

The implementation of this unique was a bit tricky, in that I tried not to dictate the behavior too heavily. My worry is that in practice it will be very “swingy” (either too easy to activate or too dangerous to bother). Will need to playtest.

The cross-class Skills are a smattering from the more magically inclined careers. I’m quite happy with the fact that the unique and cross-class skills all have a very physical, manual component to them.

Tomorrow: The Forlorn

https://www.dropbox.com/s/7eu7e0ofe6f5a7p/Origin%20-%20Occult.pdf?dl=0

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Day 3 – Programmed

(I know I originally called this the Indoctrinated Origin, but that was too much of a mouthful).

This Origin comes from a LOT of different sources, and is a super common sci-fi trope. Basically, all the bad-ass sleeper-agents and living-weapons, from Jason Bourne of the Bourne series, to River Tam in Firefly, to Talia Winters in Babylon 5.

As a side note, this Origin allows for plant creatures, hive-mind insects etc. More importantly, it allows for more tightly controlled AI and Robotic species.

The Unique skill is probably the most GM-facing of all the stat-replacements. While the other 4 skills give direction as to the consequences, this one allows a small amount of control over the character directly.

The cross-class skills are pretty self explanatory. Still love Obsession, and in this case, it’s not even your obsession, it’s theirs (“they” being the ones that programmed the Obsession).

Tomorrow: The Occult

https://www.dropbox.com/s/ih3dudn5pemqj53/Origin%20-%20Programmed.pdf?dl=0

In the grim darkness of writing rules suppliments, there is only playtesting

In the grim darkness of writing rules suppliments, there is only playtesting

In the grim darkness of writing rules suppliments, there is only playtesting

I’m looking for 3-5 people to do a Far Beyond Humanity one-shot over Hangouts (partly for playtesting purposes, partly because I feel like GMing something). Pregen characters will be provided.

The catch is: I’d like to set it in the inner-Imperium of the Warhammer 40k universe. Passing knowledge of the expected tropes and tone is a huge bonus.

No date yet, but will probably be towards the end of the month. Definitely after I’ve done another pass on the new careers/origins.

Planned archetypes:

Catachan Veteran (Primal Military Scoundrel)

Ecclesiarch Chaplain (Spiritual Chosen Personality)

Inquisitor Acolyte (Regimented Psychic Fanatic)

Sanctioned Psycher (Occult Arcane Kinetic)

Mechanicus Techpriest (Programmed Augmented Industrial)

If anyone’s interested, post here and we can organize.

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Day 2 – Spiritual

So! Our second Origin. This one follows some of the generically spiritual not-quite-denominational tropes of sci-fi, with vague allusions to Zen Buddhism, monastic Christianity/Jesuits, with sprinklings of Hinduism, Animism and so forth. Babylon 5’s G’Kar was an important inspiration here.

This Origin’s unique skill was interesting to word. I had a lot of variations revolving about ‘wisdom’, and yet they seemed too vague. I’m quite happy with the idea of “forcing” an aphorism out of someone. “A single pebble may cause a landslide, but a single pebble cannot stop one.” kinda thing.

The other skills are pretty self-explanatory. I’m happy Pact is made available outside of the Chosen career, I really like the design. Also note that I’m still offering original UW skills as cross-class skills (Inspiration).

Tomorrow: The Indoctrinated

https://www.dropbox.com/s/mswqrz84smez574/Origin%20-%20Spiritual.pdf?dl=0

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Far Beyond Humanity Origins

Day 1 – Primal

The Primal career falls somewhere between the Brutal and the Frontieer, tone-wise. I wanted something that played to brutish and low-tech without being the stupid “metal fish go to dark not-ground” trope. A big inspiration was the Catachan and Orks from WH40k, the Weren from Alternity, Wookies from Starwars, etc.

Navigating the design of this Origin was tricky, and I still worry I fell into an unconcious trope or stereotype. So much fiction is filled with gross colonial racism regarding the “noble savage” that it’s become ingraned. When creating a “barbarian” origin, I can’t help but call upon the images of Conan or Tarzan, despite how ugly and problematic they are as representations. I’m hoping socially aware community members will call me on any subconcious biases that manifest.

The unique Origin skill is a new direction. Previously all the Origin uniques were +Stat. For FBH, I toyed with stat replacement. It’s a tricky balance. Without limits, it’s way better than +Stat, meaning anything from a +1 to a +3 depending on the stat you’re replacing. Too many limitations makes the skill Not Fun.

I ended up going with a narrative limitation/direction, to create an expectation for when the skill could reasonably be used. I also added a strong suggestion as to the secondary effects of using that replacement, as a guideline for the GM. Each of FBH’s 5 careers will have a stat-replacement skill like this, but I’ve got my eye on them in upcoming playtests, they feel dangerous.

Launch being a cross-career skill available here was interesting, and shows that the source of a skill can affect the skills fiction, even if they are mechanically identical. A Kinetic character will psionically propell an object, but a Primal character will just chuck a scooter at someone’s head.

I’m still on the fence about having Transform in there. The druidic/shamanism aspect of it are fairly clear, but it might not be the best fit.

https://www.dropbox.com/s/bslvjbzwcaksifp/Origin%20-%20Primal.pdf?dl=0