Da Power of Waaagh! (Trait)
Weirdboys never display a fine degree of finesse when calling upon the Warp's energies, lacking the the self-control of even their unsanctioned Imperial counterparts. Theirs is as much an external locus of power as an internal one, for Ork psykers are strengthened not by faith or dark gods, but by the gestalt psychic consciousness of their species in the throes of violent spectacle. When manifesting psychic powers, a Weirdboy cannot choose to push or fetter. Instead, they are forced to push their PR by 1 for every other Ork within 5 meters.
Weirdboy Special Rules
The Weirdboy elite advance has the following rules:
Experience Cost
300 xp
Prerequisites
- Race: Ork
- GM Guidance: This elite advance is only available during creation. Weirdboys can be extremely unpredictable in the presence of other Orks, leading to disastrous (or hilarious) results.
Instant Changes
Gains the Psyker trait, the Psyker aptitude, and a psy rating of 1.
Gains access to all psychic disciplines.
Gains 1d10+3 Insanity points as their mind abruptly opens to the Warp.
Unlocked Advances
A Weirdboy gains access to a special set of talents. These talents are available only to Weirdboys, and are purchased in the same manner as normal talents.
Annuvva Power
Some Orks can come to appreciate the aggression and violent desires of other species. While not as potent as the Waaagh!, these energies are nonetheless a useful source of power for the Weirdboy travelling abroad.
Tier: 3
Prerequisites: Da Nekst Best Fing
Aptitudes: Willpower, Fellowship
Effect: When determining the the push value from their Da Power of Waaagh! trait, the character counts every two friendly non-Orks (not including non-Ork Greenskins or creatures with the Machine trait) within range as a single Ork. Additionally, they treat non-Greenskin, non-Machine allies as Orks when applying the effects of their psychic powers.
Iron Discipline
Iron sharpens iron. The captain does not coddle the crew, nor motivate them through kindness. Instead, their stalwart example and stern leadership exhorts followers with steel instead of spoils.
Tier: 3
Prerequisites: Willpower 40, Command
Aptitudes: Willpower, Leadership
Effect: While the character is visible, a number of followers up to their WPB can re-roll failed Fear and Pinning tests. This includes any PCs who view the character as their leader.
Living Legend
The most successful Rogue Traders are known to hundreds, even thousands of worlds or beyond, with a large-than-life reputation preceding them by light-years. Bowed heads are common in their wake, with excited whispers following in their wake. While tales of derring-do and bold action can give rise to reverence, so too can they give cause for dreadful concern.
Tier: 3
Prerequisites: Fellowship 50, Influence 50, Intimidate +20, Renowned Warrant
Aptitudes: Fellowship, Social
Effect: The character scores two additional degrees of success on successful Influence and Interaction tests. Additionally, they gain the Fear (1) trait while in combat.
Master and Commander
There can be only one commander of a vessel, and their guiding hand, stern judgment, and sage leadership have captained the crew through countless conflicts.
Tier: 3
Prerequisites: Fellowship 40, Intelligence 40, Command
Aptitudes: Intelligence, Fellowship
Effect: As a Half Action, the character can attempt a Challenging (+0) Command test to grant followers a bonus equal to twice the DoS on all tests for the next round. This includes any PCs who view the character as their leader.
Renowned Warrant
While some Warrants of Trade are revered for their ancient and hallowed legacy, laid down in the glory of ages long past, others are made famous (or infamous) by the daring deeds of their bearers.
Tier: 2
Prerequisites: Fellowship 45
Aptitudes: Fellowship, Social
Effect: The character gains a +10 bonus to Interaction tests with those who understand the importance of their warrant, such as other traders and Imperial officials.
Watchful for Betrayal
Great power brings greater enemies. The most influential of Rogue Traders are constantly wary of attack from all sides, taking no chances that they may be brought low by an unseen enemy at any moment.
Tier: 2
Prerequisites: Awareness, Constant Vigilance, Perception 40
Aptitudes: Perception, Fieldcraft
Effect: While conscious and without impaired senses (such as by drugs or a blindfold), the character cannot be Surprised.