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== Actual Dark Heresy Modification Rules == Some idiot decided to actually work these out, and it turns out it's actually quite simple. First off, every maid and master is made using the [[Dark Heresy]] rules, picking a career path and starting EXP as per usual. Butlers are made using Rogue Trader or Deathwatch career paths and starting EXP, depending on how badass you want your butler to be. In order to get the stats for your maid/butler/master, roll them as normal then multiply the following abilities by 10 and add 1d10 (2d10 for butlers) in order to get their corresponding [[Dark Heresy]] abilities: Athletics for S, T, and Ag, Skill for WS and BS, Cunning for Wp and Per, and Affection for Fel. You have Wounds equal to 1d10 + raw Affection, and Fate Points equal to your raw Luck. This also means hilariously you can run the system backward and turn dark Heresy characters into maids. Perfect for when your unlucky group is forced undercover in a mansion, and you as the GM hate them! Weapons are whatever the hell you think fits, any armour designed specifically for maids has negative DR, undressing penalties are multiplied by five (only in circumstances where the undressing in question wouldn't provide a bonus), and your maid power is the closest logical Psychic Power or Talent. You do not receive any starting gear aside from whatever weapon you rolled/were assigned and whatever outfit you rolled/were assigned, and mutants/aliens/alternate races are left up to the GM to stat. Obviously, you do not receive any bonus from the [[EMPRAH|Emperor's]] Tarot, and you get add Cook (Int), Merchant (Fel) or Valet (Fel) to your stating skills, as well as all three to your Rank 1 advances list, each costing 100 XP. They are also added at Rank 3 as +10 skills, once again for 100 XP, and at Rank 5 as +20 skills, for, yet again, 100 XP.
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