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Item quality in Dark Heresy
Written by Andy James
While the prices for items of
different quality are given in the equipment section of Dark Heresy,
the rules as written only provide rules for higher and lower quality
weapons, armour, cyberware and a random assortment of other
miscellaneous gear. The reason for this bias is pretty simple - every
weapon is used for attacking and every armour is used to prevent
attacks - meaning that one quality rule can be almost universally
applied. This isn't the case for other equipment and tools, which have
many purposes (and critically, many game mechanics).
In an
attempt to remedy this, allow characters a greater degree of gear
personalisation and give GMs interesting items they can sprinkle into
adventures, I've put together some beginning rules for item qualities.
The basic principle behind these rules is that there are a number of
ways an item can be superior (or inferior) to its kin, and during the
design of an item you would choose one of these categories to focus on.
Theoretically these qualities could also be used on weapons, armour and
cyberware as well, in which case they would replace the usual quality
effects.
Obviously a degree of sense is required when assigning
these characteristics (for example, Alleviation is no benefit if the
item doesn't inflict a penalty), I'd also advise GM involvement as
being essential to the process, both to ensure that the resulting item
makes sense and that any flaws the item have are likely to crop up in
game (for example, items which provide penalties to skills the
character never uses should be a no-no, as should doubling the weight
of small, light items with high price tags such as Refractor fields).
The cost of these items is as the recommended costs in the main rulebook:
Good quality - 3x listed cost
Best quality - 10x listed cost
Poor quality - 0.5x listed cost
Weight
Good
- The item is lighter then a standard model of its type, possibly due
to more efficient design, the removal of superfluous ornamentation or
the use of refined materials. The items weight is halved. Example
- The cat-burglar Drake isn't exactly the heaviest-built of
individuals, so one of his most valued tools for safe-cracking is his
portable las-cutter, as it doesn't weigh him down too much when he's
rappelling from roof to roof. This Good-quality lascutter weighs only
2kg.
Best - The item is significantly lighter than a
standard model of its type, due to further perfection of the above
methods or possibly even limited use of suspensor technology. The items
weight is quartered, and if appropriate it gains the Concealable
attribute. Example - The noble Callidon has an impressive trick
hidden up his sleeve to escape a possible assassination attempt, a
masterfully constructed micro-jump pack! This Best-quality jump pack
weighs a mere 6kg and can be concealed under heavy robes.
Poor
- The item is a good deal heavier than others of its kin, due to
inefficient design, excessive ornamentation or the use of crude
materials. The items weight is doubled. Example - The training
sword owned by the Moritat assassin Isabella is cored with lead and a
huge burden to move and wield, designed as it is build muscle tone and
strength. This Poor-quality Great sword weighs an impressive 14kg.
Purpose
Good
- The item excels at its given purpose, due to increased sophistication
of design, the fine tuning of former owners or the handiwork of a
skilled craftsman. The item increases the skill bonus it provides by
+5%. Example - The arch heretic Eli stole this treasured unholy
tome from the Pilgrims of Hayte, earning their wrath in order to
enhance his personal study of the dark arts. This Good-quality Malefic
Codex provides a +15% bonus to Forbidden Lore (Daemonology) when used.
Best
- The item is a near-perfect example of its type, being the work of a
master craftsman or even an intact relic of the glorious past of the
Imperium. The item increases the skill bonus it provides by +10%. Example
- The assassin Nicodemus has been presented with a masterwork optical
Auspex by his sponsor as the first stage of his secret initiation into
Temple Vindicare. This Best-quality Auspex provides him with +30% to
Awareness tests.
Poor - The item is a shoddy example of its
kind, possibly due to primitive design, inexpert construction or simple
wear and tear. The item halves the skill bonus it provides. Example
- The Cameleoline cloak salvaged from a battlefield by the psyker Novus
is more holes than cloak these days, but it still makes him less of a
target than his escorts. This Poor-quality Cameleoline cloak only
provides a +10 to Concealment.
Reliability
Good
- The item is a trusty friend, being of a sufficiently high
construction standard or possessed of a remarkable robustness that it
keeps working through the harshest conditions. The item gains a version
of the Reliable quality - whenever circumstance or damage would dictate
it stops working, it only does so on the roll of a 10 on one die. Example
- Lieutenant Kar's Chrono has served with her on many campaigns, and
she has always been grateful for knowing the time that, for example,
the artillery barrage is going to land. This Good-quality Chrono has
the Reliable quality as described above.
Best - The item
is timeless, being constructed of materials and methods so advanced it
is practically indestructible, or perhaps even able to repair itself if
damaged. The item always operates perfectly, no matter the environment
or situation. Example - The Mechanicus servitor-weapon 'Subject
XI' has an implanted recording device, crafted by the masters of the
Mechanicus to keep transmitting no matter what resistance it runs into.
This Best-quality Pict-recorder has no chance of malfunction as
described above.
Poor - The item is a jury-rigged
nightmare, annoyingly finicky in operation or sufficiently damaged that
it is on its last legs. The item only has a 50% chance of working every
time it is used, and anything that has a chance of causing it to stop
working automatically does so. Example - The hiver 'Rat' got her
infra-red goggles from the crushed helmet of a stormtrooper who never
returned from his expedition to the underhive. Amazingly, they do still
actually work from time to time. These Poor-quality Infra-red goggles
are unreliable as described above.
Utility
Good
- The item has a purpose other than that it appears to have been
constructed for, due to a well hidden secondary function, a broadened
range of operation or simply a handy trick you can do with that the
creator probably never conceived of. The item adds +5% skill bonus to a
skill other than that it already assists (or any skill if it doesn't
provide a bonus). Example - The Arbitrator Caidis has a unique
auspex customised for her by a blackmailed Techpriest, which is capable
of tracking the heart rate of scanned subjects This Good-quality auspex
provides a +5% bonus to Scrutiny tests in addition to its standard
uses.
Best - The item is truly multi-purpose in design and
construction, having a whole suite of secondary functions, a secondary
primary function or some other example of expert miniaturisation or
concealment. The item adds +5% skill bonus to two different skills or
it operates as a whole different piece of equipment when needed (which
could even be a weapon). Example - For an infiltration mission on
a feudal world, the Gunmetal city scum Kal commissioned a special
crossbow with a gun concealed within the stock. This Best-quality
crossbow can also be used as a compact autogun when required.
Poor
- The item is sufficiently bulky, noisy, obvious or disruptive in some
other way that bearing it causes problems. The item gives a -10%
penalty to a skill other than that it assists (or any skill if it
doesn't provide a bonus). Example - Sergeant Gilbear's respirator
has been through more than a few wars, it still protects him from
gases, but mechanically grates the noise of his breathing when it is in
use. This Poor-quality Respirator inflicts a -10% penalty to Silent
Move when in use.
Reputation
Good - The item
is either remarkably impressive in its construction, possessed of
unique artistic quality or simply a famous example of its kind. The
item provides a +5% bonus to Fellowship when interacting with a certain
social group (which should be relevant to the item and roughly
analogous to those covered by the Peer talent). Example - The
Templar Lethe wears the distinctive iron mask and black bodyglove of
her order, marking her as a proficient psyker and warrior. This
Good-quality clothing provides her with +5% Fellowship when dealing
with psykers.
Best - The item is a true work of art or
craft, or an item of remarkable fame and historical importance. The
item provides a +10% bonus to Fellowship when interacting with a
certain social group, or +5% bonus which is universally applicable. Example
- The assassin Ruby was presented with a stone seal by the Black
Templars in recognition of her service to them during a joint mission.
This Best-quality Charm provides her with +10% Fellowship when dealing
with the Adeptus Astartes.
Poor - The item is visually
offensive, has an ill reputation or is of clearly xenos manufacture.
The item gives a -10% penalty to Fellowship in any situation the GM
deems could be negatively affected by this. Example - The Battle
psyker Isha retrieves a power sword from her the body of a fallen dark
eldar. As potent as this weapon is, it is clearly a weapon of evil
design and purpose. This Poor-quality power sword gives a -10% penalty
Fellowship in any situation where it could be a problem.
Alleviation
Good
- The item has been specifically designed, crafted or customised to
ensure that it isn't as disruptive, inhibiting and tiresome to use as
most of its kind. Any penalties the item provides are reduced by -5%. Example
- The Tech-priest Lazarus outfits a favoured servant with a Mining
Helot Augmetic. Concerned about making his minion too uncoordinated, he
constructs a superior model. This Good-quality Mining Helot Augmetic
provides +10 Strength and Toughness, but only -5 Agility.
Best
- The item has clearly been constructed around overcoming its
weaknesses, entirely remodelled by a former user to this effect or just
inexplicably does not possess them. Any penalties the item provides are
reduced by -10% or halved, whichever is higher. Example - As
preparation for her time spent serving the Holy Inquisition, Battle
Sister Venus is presented with a special suit of armour designed to let
her operate with more finesse. This Best-quality Power armour only
provides a -15% penalty to Concealment and Silent move.
Poor
- The item is utterly flawed, due to the fatigue of the years,
construction by a half-skilled reclaimator or a bodged attempt at
customisation. Any penalty the item provides is doubled. Example
- The Adept Kaltos recovered his Ocular Catechizer from a destroyed
Administratrum facility. It operates well enough, but gives him
crippling headaches when he uses it for too long. This Poor-quality
Ocular Catechizer inflicts 2 fatigue levels whenever it suffers
feedback.
Specialisation
Good - The item has
been meticulously crafted with a specific, limited function in mind.
While able to perform the functions of a standard item of its type well
enough, it truly excels in one area. The item increases the skill bonus
it provides by +10%, but only when used to for a suitably narrow
specified task, application or situation. Example - Sister
Ananael is one of the finest doctors of the Adeptus Sororitas,
especially at combating the scourge of disease. Through her many years
of service, Ananael has supplemented her Medikit with proven remedies
and tools. This Good-quality Medikit provides an additional +10% to
Medicae when treating disease.
Best - The item is almost
without equal in its area of focus, perhaps being the handiwork of a
remarkably focused Magos or a supremely specialised tool from the
glorious past of the Imperium. The item increases the skill bonus it
provides by +20%, but only when used to for a suitably narrow specified
task, application or situation. Example - Tech-priest Agares
inherits the great responsibility to lead the maintenance of a
Shadowsword battle tank, and with this he also inherits the exquisite
tools used by his predecessors through the generations. This
Best-quality Toolkit provides an additional +20% to Tech-use when used
to operate, repair or maintain vehicles.
Poor - The item is
clearly a shoddily constructed or severely damaged version of a
standard item; it is only able to manage a single function out of what
would otherwise be a whole range of abilities. The item only provides
its usual skill bonus when used to for a suitably narrow specified
task, application or situation. Example - Scratch-built auspexes
like the one possessed by war-worlder Jove would make a Tech-priest
balk, but Jove is of the opinion that knowing about an imminent
rad-zone before blundering in to it is worth the risk. This
Poor-quality Auspex can only be used to scan for radiation, providing
the usual bonus when doing so.
Optional rule – Combining qualities
It
is possible to create even more personalised and unique items by
combining two or more of these qualities together. For the purposes of
this I’d recommend that two Good abilities are treated as being
equivalent to one Best ability, and each Poor ability cancels out one
Good ability. For calculating the final cost of said item, I’d
recommend that an non-cancelled multipliers are added together to
determine the final cost (bearing in mind that two Good abilities
should be treated as a Best ability in terms of cost). So an item with
a Best quality and a Good quality would be 13x listed cost, and an item
with four Good qualities would be 20x listed cost.
Example –
Inquisitor Ezekial believes that a cabal of cultists are operating out
of a network of subterranean bunkers and tunnels on the jungle world of
Sonneillon. He commands the Magi of the Hippocrasian Agglomeration to
provide him with a tool suitable to find these deviants, and the Magi
are happy to assist (secretly fearing that refusal may draw down an
investigation which could bring to light their convert sponsorship of a
faction within the Logicians). With great reverence they present the
Inquisition with stewardship of the Eye of the Earth, and ancient and
semi-mystical device used by the Explorator fleets to judge which
worlds are suitable to become Forge worlds.
The Eye of the Earth
is a Best+ quality Auspex, it is somewhat bulky to move (Poor-quality
Weight) but a peerless auspex (Best-quality Purpose). The ancient
machine spirit within is known to occasionally fail to respond to the
requests of unworthy users (Poor-quality Reliability) but is
nevertheless held in great reverence by the Adeptus Mechanicus
(Best-quality Reputation (Mechanicus)). The Eye is specifically tuned
to detect the slightest presence of minerals and metals (Best-quality
Specialisation) and can even provide survey information of how the
minerals could be extracted most expediently (Best-quality Utility
(Trade: Miner)). Finally, if the Eye was ever capable of looking for
other than minerals then the knowledge of how to adjust its gaze has
been lost (Poor-quality Specialisation (Only minerals and metals)).
Mechanically,
the Eye of Earth weighs twice as much as a standard auspex, only works
50% of the time and is only capable of scanning for minerals and
metals. However, it provides an impressive +50% to Tech-use to scan for
these, as well as a +10% to Trade: Miner to subsequently mine them.
Possession of the Eye marks the wielder as favoured of the Adeptus
Mechanicus, provided a +10% Fellowship in dealings with them. The value
of this relic, if the good Inquisitor decided to sell it for some
reason, is 23x the listed value of an auspex (4 Best abilities and 3
Poor abilities).
All in all, things don’t look good for the continued security of the cultist’s hidden base…
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