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Phanaton

(Xenos Race)
Weapon Skill
Ballistic Skill
Strength
(S)
Toughness (T)
Agility
Intelligence (Int)
Perception (Per)
Willpower (WP)
Fellowship (Fel)

(WS) 22
(BS) 26
27
22
(Ag) 36
25
37
31
26

Movement: 2/4/8/16
Wounds: 11
Skills: Acrobatics +20 (Ag), Athletics (S), Awareness (Per), Climb +40 (S),
Dodge (Ag),
Speak Language Phanaton (Int), Survival (Int), Tracking (Int)
Talents: Catfall, Lightning Reflexes, Ambidextrous, Swift Attack
Traits: Dark Sight, Flier (Glide) 6, Size Scrawny
Armor: None
Weapons: Club (1d10 I; Primitive), Sling (1d10-2 I; Primitive)
Threat Rating: Xenos Minima
IMPERIAL DATABASE NATIVE PLANET AND ANALYSIS
PHYSICAL DESCRIPTION AND ABILITIES
Physically, Phanatons resemble a cross between a small Terran primate (such
as a lemur) with a raccoon and a flying squirrel. Adult males stand between
1 and 1.5 meters tall with a prehensile tail that is about 0.75 to 1 meter in
length. Females are slightly smaller in stature. Both have a body that is
covered in short, greyish brown fur with a small, shaggy mane (slightly
longer on males) and a pronounced muzzle or snout. Their faces also feature
large eyes that allow them to see very well in low ambient light conditions
and they have developed a very acute sense of smell, as well. They are
bipedal and walk with proficiency using a short, waddling gait that may
appear humorous but in no way affects their ability to move with relative
rapidity and great sure-footedness. Both their forelimbs and hind limbs
feature appendages that are useful for holding and manipulating tools and
weapons. Their tails can also be used (although with less proficiency) to hold
tools or provide a grip to add stability whilst moving or fighting amongst the
tree tops. Loose flaps of skin between their fore and rear limbs give them

the ability to achieve limited flight through gliding (either by leaping from a
higher altitude or gathering momentum from a running start).
CULTURE AND TECHNOLOGY
COMBAT CAPABILITIES

Starting Skills &


Talents
All Adept characters start the game with the following Skills and Talents:

SKILLS
Speak Language Low Gothic
Literacy
Trade Copyist or Trade Valet (choose one)
Common Lore Imperium
Scholastic Lore Legend or Common Lore Tech (choose one)

TALENTS
Melee Weapon Training Primitive or Pistol Training Solid
Projectile (choose one)
Light Sleeper or Resistance Cold (choose one)
Sprint or Unremarkable (choose one)

Homeworld Selection
The selection of a homeworld is mandatory. Adept characters can choose
from the following list of available homeworlds or points of origin:
Blighted Schola (Radical)
Famulous Protg
Imperial World
Noble Born
Shrine World
(Radical)
Void Born

Imperial
World

Darkholder (Radical)
Forge World
Monastic Upbringing
Schola Progenium
Tainted
Blood
of

Core Rulebook
To have broken away
from
the
dogmatic
constraints of Imperial life,

Malfi

your character must either


be of exceptional spirit or
have
real
potential.
Perhaps
you
are
an
adventurer or soldier, or a
true believer beginning a
long pilgrimage to prove
your faith; maybe you are a
mercenary, brought in to
defend a planet during
wartime.
You
have
undoubtedly seen conflict,
madness or perhaps even
heresy,
and
now,
for
whatever reason, you are
embarking
into
the
unknown in the name of
the Emperor.
Imperial Adepts are the
civil servants that run the
Empire
of
Man:
the
Administratum.
They
ceaselessly work to record
and archive the workings of
the Emperors dominion
with nearly all information
passing through their inkstained fingers.
Whether
interpreting ancient tomes
of lore, stamping Imperial
Tithe orders or sending
fleets
to
war,
they
administrate the vastest
Empire mankind has ever
known..

Imperial citizens know that


the proper ways of living
are those that are tried and
tested by the generations
that have gone before.
Horror, pain and death are
the
just
rewards
of
curiosity, for those that
look too deeply into the
mysteries of the universe
are all too likely to find
malefic beings looking back
at them.
Penalty:
Your
wise
blindness imposes a 5
penalty on Forbidden Lore
Tests.
Hagiography
Meditation upon the lives
and,
more
importantly,
deaths of the Emperors
blessed
saints
grants
Imperial citizens a wide
knowledge of the Imperium
of Man.
Benefit: Imperial Worlders
treat Common Lore
Imperial Creed, Common
Lore Imperium, and
Common Lore War as
Basic Skills.

TRAITS

Liturgical Familiarity
Surrounded as they are by
folk of the faith, Imperial
citizens are accustomed to
the
preaching
of
the
Ecclesiarchy.
Benefit: Imperial World
characters treat Literacy
and Speak Language
High Gothic as Basic
Skills.

Blessed Ignorance

Superior Origins

SKILLS
Imperial
World
born
characters
gain
no
additional starting skills.

Imperial citizens know that


of all the worlds in the
Imperium, theirs is, in fact,
the most beloved of the
Emperor.
Benefit:
Increase your
Willpower
(WP)
characteristic by +3.

STARTING
WOUNDS
Imperial world characters
start with d5+8 Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 18, you begin
with 2 Fate Points and on a
roll of 9-10, you begin with
3 Fate Points.

CHARACTERISTICS
For all characteristics, roll
2d10+20. Remember to
add an additional +3 points
to your Willpower (WP)
score (due to the Superior
Origins trait).

Void Born
Core Rulebook
You have called the
interior of a hulking vessel
or space station home all
your life. Now you have
been
thrust
into
the
company of others, people
completely unlike you, and
the culture shock is akin to
plunging head first into
freezing water.
You feel
awkward in the company of
anyone who is not Void
Born. Your lack of social
skills, unusual appearance,
nervous disposition and

inability to carouse like


your comrades combine to
make you feel like a loner,
a fish out of water. You
only come into your own
when your expertise is
required; unlike the rest of
them, you are at ease
around
psychic
phenomena,
warp
anomalies and spacecraft,
and as such your kind
make the best Adepts. As
long as the common man
stands in awe of you, hell
leave you alone, and thats
just how you like it.
Void Born Adepts are
often
part
of
the
adminisphere of the ship,
acting to serve the officer
caste by analyzing data,
attending the Navigators,
recording the contents of
various holds and so on.
Others are tasked with
more bizarre duties, such
as keeping accurate maps
of the vessel, preserving
the integrity of the ships
bloodlines or engraving the
names of every crew
member into the hull of the
craft.

SKILLS
All Void Born can speak a
language unique to their
home vessel.
Void Born
gain the Speak Language
Ship Dialect skill.

TRAITS

Charmed
The
Void
Born
unconsciously channel the
fickle powers of the warp,
making
them
preternaturally lucky.
Benefit:
Whenever you
spend a Fate Point (though
not if you burn one), roll a
1d10.
On the roll of a
natural 9, you do not lose
the Fate Point.
Ill-Omened
Whether because of their
strange
looks,
clannish
ways or unwholesome air,
the Void Born are shunned
and mistrusted by most. In
addition, the Void Born are
most likely to attract any
negative attention that the
party of Acolytes creates
(accusations of curdling
milk,
disgruntled
merchants, children with
handfuls of Grox dung and
so on).
Penalty: You take a 5
penalty on all Fellowship
(Fel) Tests made to interact
with
non-Void
Born
humans.
Shipwise
Birthed in the depths of a
space-faring craft, the Void
Born have a natural affinity
for such vehicles.
Benefit:
Navigation
Stellar
and
Pilot

Spacecraft are Basic Skills


for you.
Void Accustomed

Due to their strange and


unnatural childhood, the
Void Born are used to the
vagaries
of
changing
gravity.
Benefit: You are immune
to space travel sickness. In
addition, zero- or lowgravity environments are
not
considered
Difficult
Terrain for you.

STARTING
WOUNDS
Void Born characters start
with d5+6 Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 14, you begin
with 2 Fate Points and on a
roll of 5-10, you begin with
3 Fate Points.

CHARACTERISTICS
Roll 2d10+15 for your
Strength (S) characteristic.
Roll 2d10+25 for your
Willpower
(WP)
characteristic.
Roll
2d10+20 for all other
characteristics.

Forge World
Inquisitors Handbook
Forge Worlds are not
environments that reward,

let
alone
tolerate,
weakness in body or in
mind. To have survived and
prospered enough to leave
a
Forge
Worlds
rigid
society,
your
character
must possess a great deal
of drive, ambition and good
fortune, or at the very least
be
bloody-minded
and
ruthless enough to have
endured. You find yourself
in a wider Imperial society
that is at once familiar and
strangely alien to you,
where
fools
balk
in
superstition at technology
without understanding its
spiritual
mysteries
and
purity of essence. Nor do
they seem to understand
mankinds
survival
demands power and, as the
Omnissiah teaches, power
is knowledge incarnate.
Forge World Adepts toil
among
the
gathered
wisdom
and
incomprehensible minutia
of the ages. Some consider
themselves to be holy
priests of knowledge, while
for others the temptation
to simply know becomes
too much. For such driven
and zealous individuals,
data and its acquisition can
become an addiction as
dangerous and urgent as
any drug, leading them to
overstep
the
safe
boundaries of ritual and
clearance in search of ever
more secret and obscure
lore to the peril of life,
sanity and soul.

SKILLS
Common Lore Tech and
Common Lore Machine
Cult are Basic Skills for
you.

TRAITS
Fit For Purpose
A Forge World inhabitant is
repeatedly
tested,
channeled and trained from
birth for their chosen
station and role in life.
Weakness is not tolerated
and failure is met with
painful incentives to do
better.
Effect:
Increase your
Intelligence (Int) by +3
Stranger to the Cult
Although Forge World born
citizens know that the
Emperor is their god and
savior,
they
see
the
Imperial Creed through the
lens of Cult Mechanicus
doctrine. As a result, they
can be surprisingly and,
sometimes,
dangerously
ignorant of the common
teachings and practices of
the
Ecclesiarchy,
often
failing to offer its clerics
the level of deference they
expect.
Effect:
Forge
world
characters take a 10
penalty on Tests involving
knowledge of the Imperial
Creed, and a 5 penalty on
Fellowship (Fel) Tests to

interact with members of


the Ecclesiarchy in formal
settings.
Credo Omnissiah
Rather than being fully
indoctrinated
into
the
Imperial Cult, even the
lowliest member of a Forge
Worlds society is brought
up to venerate the spirits of
the machine and to know
and trust the basic rites of
tech-propitiation.
Effect:
You gain the
Technical Knock talent
(ignoring
the
prerequisites).

STARTING
WOUNDS
Forge
World
characters
start with d5+7 Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 15, you begin
with 1 Fate Point; on a roll
of 69, you begin with 2
Fate Points; and on a roll of
10, you begin with 3 Fate
Points.

OTHER
Although the rites, beliefs
and society of the Adeptus
Mechanicus
remain
remarkably constant, not
all characters are born in
the same circumstances.

The
following
table
illustrates some possible
points of origin and how
they might affect your
outlook.
Roll Result
0130
Greater
Forge
World:
Your
character was raised
in the shadows of
one of the vast and
powerful
greater
forges, such as the
Lathe
worlds
of
Calixis. You have felt
the earth shake with
the footfalls of Titans
and basked in the
fire-glow of kilometerwide molten metal
crucibles.
Few
spectacles
impress
you
and
the
superiority
of
the
Machine God is as
evident in your mind
as it is absolute.
3147
Minor
Forge
World:
You were
born and trained on a
minor forge world,
either one yet to gain
its majority or one
where
conditions
were
either
particularly adverse
or threatened. Hard
experience
has
taught you the value
of duty, unity and
obedience and that
the work of many is

far harder to destroy


than the work of one.
4861
Orbital:
You
hail from one of the
Mechanicuss
citysized orbital stations
and are accustomed
to the miracles of
contragravity, power
fields
and
the
mysteries of circuit
and plasma.
Each
orbital
serves
a
specialized task such
as weapon-smithing
or
crystal
promulgation,
and
you value purity of
purpose and mastery
of skill above all else.
6274
Demesne:
A
child of one of the
Mechanicuss
dominion worlds, you
were singled-out and
selected from your
people at an early
age for your potential
and launched upon
the
path
the
Omnissiah
has
chosen for you. You
have faith in your
destiny and ability to
overcome whatever
is set against you;
the weak perish and
the superior survive.
7589
Research
Outpost: You spent
your formative years
serving
on
an
isolated
outpost
scattered
amongst

the
cold
and
unforgiving
stars.
You
value
single
minded pursuit of a
goal
above
other
considerations
and
you see dependence
on the company of
others
as
a
weakness.
9000
Explorator
Fleet: Assigned at a
young age to the
forces
of
an
Explorator
Magos,
you have traveled to
distant and unknown
stars and set foot
upon worlds eons
dead. You have seen
wonders and horrors
few even suspect
exist.
Your
encounters have left
you craving always to
know more, witness
more and rip open
the galaxys secrets,
one xenos body at a
time if need be.

CHARACTERISTICS
Roll 2d10+15 for your
Weapon
Skill
(WS)
characteristic.
Roll
2d10+25
for
your
Intelligence
(Int)
characteristic. Remember
to add an additional +3 to
your Intelligence score (due
to the Fit For Purpose
trait). Roll 2d10+20 for all
other characteristics.

Noble Born
Inquisitors Handbook
You were born into wealth
and privilege, educated by
tutors, and tempered by
spiteful intrigues.
You
know how to move in the
high circles of Imperial
society and how to bend
others to your will, and you
have never been touched
by the harsh life the
common
citizens
must
endure.
You may be an
honorable and faithful soul,
well aware of the duties
your station imposes on
you, or a dissolute rakehell
who cares naught for those
unfortunate enough to be
low born. Either way, the
Holy Ordos has taken an
interest in you, and you
acknowledge that it has a
greater power than any
your
family
has
ever
wielded.
There are many nobles,
particularly those distant
from power, who turn their
educated
minds
and
fortunes
to
intellectual
pursuits and embark on
self-financed
careers
acquiring
obscure
knowledge and cataloguing
esoteric subjects, though
their curiosity can and
often does lead them to
trouble.

SKILLS
You begin play with the
Literacy, Speak Language
High Gothic, and Speak
Language Low Gothic
skills.

TRAITS
Etiquette
Nobles are schooled in how
to comport themselves in
all
manner
of
formal
situations.
Effect:
You gain a +10
bonus on Charm, Deceive
and Scrutiny Tests when
dealing with high authority
and in formal situations.

Supremely Connected
Nobles
have
extensive
connections and you know
that dropping the right
names into a conversation
can open more doors than
a fistful of Thrones.
Effect: You begin play with
the Peer Nobility talent.
In addition, you also gain
Peer (Academics, Adeptus
Mechanicus,
Administratum, Astropaths,
Ecclesiarchy, Government,
Mercantile,
Military
or
Underworld), selecting one
category to reflect your
familys powerbase.
Vendetta
Every noble house has its
sworn enemies and rivals

who would do it and its


members harm. Joining the
Holy Ordos doesnt stop
this; it merely forces those
who wish you harm to be a
bit more cautious and
subtle in exacting their
vengeance.
Effect: You have powerful
enemies, perhaps in the
shape of a rival noble
house
or
some
other
powerful
group.
The
details of these enemies
are left to you and the GM
to define, working together
to create a formidable
threat. While they do not
dog your steps at every
turn, they are still out
there,
aiming
to
inconvenience, harm or kill
you when you cross their
path. You, of course, are
free to return the favor
when its expedient to do
so.
Wealth
Those born into the nobility
are also born in to wealth
and enjoy the fruits of their
familys fortunes.
Effect: You begin play with
double the starting number
of Thrones. You are also
Noble for the purposes of
determining
monthly
income (see page 124 of
the Core Rulebook).

STARTING
WOUNDS

Noble Born characters start


with d5+8 Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 13, you begin
with 1 Fate Point; on a roll
of 49, you begin with 2
Fate Points; and on a roll of
10 you begin with 3 Fate
Points.

OTHER
Noble houses are each built
on different traditions and
each
has
a
unique
foundation to their position
and power. These origins
have a huge impact on one
born into a noble family.
You may roll on the
following
table
to
determine your familys
traditions.
Roll Result
0115
Merchant
Magnates:
Your
family controls vast
trading
operations
throughout the sector
and beyond.
The
accumulation
of
wealth and power
through
trade
requires all scions of
the house to have a
quick
head
for

business
or
themselves
marginalized.

find

1630
Family
Militant: Your house
was built by the
blood
of
your
forebears who were
the heroes of past
wars. The family has
strong ties with the
military wings of the
Imperium, and its
traditions are bound
to those of warrior
honor and glory.
3145
Commanders
of Mankind:
Your
family is among the
hereditary rulers of
your world.
Your
house is among the
finest, most powerful
and trusted of all
noble families, but
with
enemies
to
match.
4660
Provender of
the Imperium: Your
house is built on vast
holdings
which
produce
the
raw
materials on which
the
Imperium
depends, be it ore or
grain, though you
yourself
are
far
removed from such
dirty work.
6175
House of the
Iron Spires:
You
come from one of the

high noble houses of


a hive world.
The
fortunes
of
your
house are built on
the labor of the
multitudes that toil
far
beneath
your
familys
spire-top
manses.
7685
The Blood of
Greatness: One of
your ancestors was a
legendary figure in
the Imperium. His or
her deeds built your
house in a single
lifetime and it has
endured
on
their
labor and renown
ever since.
8695
Rogues
Fortune:
Your
family possesses an
ancient Rogue Trader
charter
and
their
fortunes have been
forged by boldness
and daring in the
darkness
between
distant
stars.
Although accepted by
your noble peers,
they might consider
your clan eccentric or
dangerous, and not
without reason.
9600
Shadowed
Blood: Your family is
not what it seems.
Some past disgrace,
disaster or dishonor
haunts the name of
your house, and your

family possesses but


a shadow of its past
glories.
Your
mansions are all but
dusty ruins and your
name
whispered
fearfully by those you
command.

CHARACTERISTICS
Roll 2d10+15 for your
Willpower
(WP)
characteristic.
Roll
2d10+25
for
your
Fellowship
(Fel)
characteristic.
Roll
2d10+20 for all other
characteristics.

Schola
Progenium
Inquisitors Handbook
Progena are creations of
the Imperium, trained to be
unbending of will, decisive
in action and quick of mind.
To you, service in the
Inquisition is a privilege
and
a
duty
to
be
discharged with all of your
soul.
There are no
questions to be raised and
no moral ambiguities to be
pondered when it comes to
the survival of mankind.
You are well prepared to
meet any challenge and

show contempt for what


others consider hardship.
Adepts recruited out of
the Schola Progenium are
often destined for special
duties in the Administratum
or in scholastic colleges
specializing in particular or
difficult
areas
of
knowledge. Such dedicated
and hard-willed individuals
may find their way to being
researchers or archivists
serving
the
Adeptus
Arbites, Munitorium or even
the Black Ships of the
Inquisition.

SKILLS
Schola
Progenium
characters
are
highly
literate and well read. You
begin play with Literacy,
Speak Language High
Gothic,
and
Speak
Language Low Gothic.

TRAITS
Schola Education
A progenys mind is the
product of years of careful
instruction
in
the
fundamentals of knowledge
and learning.
Effect: Common Lore
Administratum,
Common
Lore

Ecclesiarchy,
Common Lore Imperial
Creed, Common Lore
Imperium, Common Lore
War, and Scholastic Lore
Philosophy are Basic Skills
for you.

Skill at Arms
All progena are instructed
by grizzled drill abbots in
the arts needed to defend
the Emperors truth and, no
matter what their calling,
all are willing and able to
shed blood if needed.
Effect: You begin play with
the Basic Weapon Training
Las or Basic Weapon
Training Solid Projectile,
Melee Weapon Training
Primitive,
and
Pistol
Training Las or Pistol
Training Solid Projectile
talents.
Sheltered Upbringing
Despite their extremely
well-rounded
education,
the progena are largely
ignorant of the Imperiums
worse elements, breeding a
disdain they cant ever
seem to manage to hide.
Effect:
You take a 10
penalty on all Charm,
Command, Deceive and
Scrutiny Tests when dealing
with the worst of examples
of
humanity
(cultists,
traitors,
narco-addicts,
gutter scum, mutants and
the like).
Tempered Will
The harsh methods of the
Schola Progenium chiefly
aim to forge the most
crucial weapon a servant of
the Emperor has:
an
unbending will.
Effect:
Whenever you
would attempt a Very Hard

(30) Willpower Test, you


only take a 20 penalty for
your Characteristic instead
of the normal 30.

STARTING
WOUNDS
Progena characters
with d5+8 Wounds.

start

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 12, you begin
with 1 Fate Point; on a roll
of 37, you begin with 2
Fate Points; and on a roll of
810 you begin with 3 Fate
Points.

OTHER
The Schola aims to form
their young charges into
perfect servants of the
Emperor
without
unnecessary emotion or
individualism. All progena,
however,
are
born
of
Imperial servants, and the
death of their parents is
one of the few ties with the
past that progena are
allowed to have. You may
roll on the following table
to determine who your
parents were and how they
died.
Roll Result

0125
Warrior
Martyr:
Your
parents
were
members
of
the
Imperial Guard and
perished at the hands
of the enemies of
mankind.
2645
Slaughtered
by Rebels:
Your
parents were Imperial
loyalists caught in a
rebellion that brutally
claimed their lives.
4665
Distant
Outpost:
Your
parents were posted
to a distant and
lonely outpost, so
remote
that
communication could
never again be made
in your life time.
6675
Lost to the
Void:
Your parents
were
devoted
servants
of
the
Adeptus Terra and
disappeared
along
with the ship they
traveled on.
7685
Without
a
Trace: There are no
records
of
what
happened to your
parents, though you
know who they were.
At some point, they
simply vanished from
all records.

8695
Never
to
Return:
Your
parents
were
attached
to
an
Imperial crusade or
Rogue
Trader
expedition
that
ventured far beyond
Imperial space and
has never returned.
9600
Not
Spoken
Of: No one will talk
of your parents or
your family. You have
no idea how they
died or who they
were; all enquires
about them are met
with stony silence.

CHARACTERISTICS
Roll
2d10+20
characteristics.

for

all

raised to do: follow your


will.
Adepts recruited out of a
Blighted Schola program
are often destined for
special
duties
in
the
Administratum
or
in
scholastic
colleges
specializing in particular or
difficult
areas
of
knowledge. Such dedicated
and hard-willed individuals
may find their way to being
researchers or archivists
serving
the
Adeptus
Arbites, Munitorium or even
the Black Ships of the
Inquisition. The product of
a Blighted Schola simply
has to be very good at
hiding the nature of his
education.

SKILLS

Blighted
Schola
(Radical)

Blighted Schola characters


are highly literate and well
read. You begin play with
Literacy, Speak Language
High Gothic, and Speak
Language Low Gothic.

Radicals Handbook

TRAITS

You are a creation of


careful nurturing in matters
devious and profane. You
were taught to cleave to no
restriction in method or
knowledge in pursuit of
your ends, or the ends of
your masters. You are a
subtle weapon in body,
mind and intent and you
will do what you were

Tutored in the Profane


While true progena are
tutored in the many skills
and areas of knowledge
that will make them useful
servants of the Imperium,
the
products
of
the
Blighted
Schola
were
equipped with knowledge
of things that should not be
known.

Effects:
The
Acolyte
considers the Forbidden
Lore Cults, Daemonology,
Heresy, Psykers, and Warp
Skills as Basic Skills and
begins play with 1d5+5
Corruption Points.

weapon a progeny can


have: an unbending will.
Effect:
Whenever you
would attempt a Very Hard
(30) Willpower Test, you
only take a 20 penalty for
your Characteristic instead
of the normal 30.

Skill at Arms
All progena are instructed
by grizzled drill abbots in
the martial arts and, no
matter what their calling,
all are willing and able to
shed blood if needed.
Effect: You begin play with
the Basic Weapon Training
Las or Basic Weapon
Training Solid Projectile,
Melee Weapon Training
Primitive,
and
Pistol
Training Las or Pistol
Training Solid Projectile
talents.

STARTING
WOUNDS

Conditioned Mind
The Acolytes mind has
been broken and rebuilt by
means psychic, noetic, and
surgical
to
create
a
fractured but powerful tool.
Effect: The Acolyte begins
play with +5 Intelligence
and
the
Resistance

Psychic
Powers,
Strong
Minded,
and
Foresight
Talents (ignore the normal
prerequisites).
He also
gains 1d10 Insanity Points.
Tempered Will
The harsh methods of the
Blighted Schola chiefly aim
to forge the most crucial

Blighted Schola characters


start with d5+8 Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 12, you begin
with 1 Fate Point; on a roll
of 37, you begin with 2
Fate Points; and on a roll of
810 you begin with 3 Fate
Points.

OTHER
You may roll on the
following
table
to
determine
who
your
parents were and how they
died.
Roll Result
0125
Warrior
Martyr:
Your
parents
were
members
of
the
Imperial Guard and
perished at the hands
of the enemies of
mankind.

2645
Slaughtered
by Rebels:
Your
parents were Imperial
loyalists caught in a
rebellion that brutally
claimed their lives.
4665
Distant
Outpost:
Your
parents were posted
to a distant and
lonely outpost, so
remote
that
communication could
never again be made
in your life time.
6675
Lost to the
Void:
Your parents
were
devoted
servants
of
the
Adeptus Terra and
disappeared
along
with the ship they
traveled on.
7685
Without
a
Trace: There are no
records
of
what
happened to your
parents, though you
know who they were.
At some point, they
simply vanished from
all records.
8695
Never
to
Return:
Your
parents
were
attached
to
an
Imperial crusade or
Rogue
Trader
expedition
that
ventured far beyond
Imperial space and
has never returned.

9600
Not
Spoken
Of: No one will talk
of your parents or
your family. You have
no idea how they
died or who they
were; all enquires
about them are met
with stony silence.

CHARACTERISTICS
Roll
2d10+20
for
all
characteristics. Remember
to add an additional +5
points to your Intelligence
score
(due
to
the
Conditioned Mind trait).

Darkholder
(Radical)
Radicals Handbook
You cannot escape what
you are, no matter how far
you travel, no matter that
you
put
solid
ground
beneath your feet and
endless free air above you,
no matter how fervently
you pray to the GodEmperor you cant escape
it.
The cold black, the
fathomless dark, calling to
you, whispering like a
shadow in your veins.
Perhaps it isnt all bad
though, in a universe
fraught
with
monsters,
being a monster yourself is
perhaps no bad thing.

Darkholder Adepts are


often
part
of
the
adminisphere of the ship,
acting to serve the officer
caste by analyzing data,
attending the Navigators,
recording the contents of
various holds and so on.
Others are tasked with
more bizarre duties, such
as keeping accurate maps
of the vessel, preserving
the integrity of the ships
bloodlines or engraving the
names of every crew
member into the hull of the
craft.

SKILLS
Those raised in the sinister
atmosphere of a Darkhold
vessel begin with the Skills
Speak Language Ship
Cant and treat Forbidden
Lore Warp as a Basic Skill.

TRAITS
Ghillam Blood
Some say the Darkholders
blood is tainted, that they
are descended from halfhuman pale things that coil
in the dark shadows on the
deep nightmare holds, that
secretly they all crave
human blood and have the
souls of daemons.
They
may be right.
Effect: The character adds
+5
to
his
starting
Toughness and Willpower
Characteristics, and gains

the Jaded
Talents.

and

Paranoia

Ill-Omened
Whether because of their
strange
looks,
clannish
ways or unwholesome air,
Darkholders are shunned
and mistrusted by most. In
addition, Darkholders are
most likely to attract any
negative attention that the
party of Acolytes creates
accusations
of
curdling
milk,
disgruntled
merchants, children with
handfuls of Grox dung and
so on.
Penalty:
You take a 5
penalty on all Fellowship
Tests made to interact with
non-Void Born humans.
Cold-Souled and Hungry
There
is
something
ineffably
sinister
about
Darkholders, and none feel
it more than the other Void
Born.
Effect:
The character
receives 5 to his starting
Fellowship and Intelligence
Characteristics and begins
the game with 1d5+1
Corruption
Points.
Darkholders
also
suffer
with a further 5 penalty on
peaceful social interaction
Tests.
Shipwise
Birthed in the depths of a
spacefaring
craft,
Darkholders have a natural
affinity for such vehicles.

Benefit:
Navigation
Stellar
and
Pilot

Spacecraft are Basic Skills


for you.
Void Accustomed
Due to their strange and
unnatural
childhood,
Darkholders are used to
the vagaries of changing
gravity.
Benefit: You are immune
to space travel sickness. In
addition, zero- or lowgravity environments are
not
considered
Difficult
Terrain for you.

STARTING
WOUNDS
Darkholder characters start
with d5+6 Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 14, you begin
with 2 Fate Points and on a
roll of 5-10, you begin with
3 Fate Points.

CHARACTERISTICS
Roll 2d10+15 for your
Strength (S) characteristic.
Roll 2d10+25 for your
Willpower
(WP)
characteristic.
Roll
2d10+20 for all other
characteristics. Remember
to add an additional +5
points to your Toughness
(T) and Willpower (WP)

characteristics (due to the


Ghillam
Blood
trait).
Remember to subtract -5
points
from
your
Intelligence
(Int)
and
Fellowship
(Fel)
characteristics (due to the
Cold-Souled and Hungry
trait).

The Tainted
Blood
of
Malfi
(Radical)
Radicals Handbook
The blood that flows in
your veins is like a snare
that you cannot escape. At
every moment it lures you
to actions and thoughts
that are both magnificent
and terrible.
You have
great potentialbut can
you trust yourself not to
become a monster?
There are many nobles,
particularly those distant
from power, who turn their
educated
minds
and
fortunes
to
intellectual
pursuits and embark on
self-financed
careers
acquiring
obscure
knowledge and cataloguing
esoteric subjects, though
their curiosity can and
often does lead them to
trouble.

SKILLS
You begin play with the
Literacy, Speak Language
High Gothic, and Speak
Language Low Gothic
skills.

TRAITS
Fiendish Mind
The minds of those of the
tainted Malfian nobility are
prone
to
incredible
intelligence, inclined to lies,
and strangely numb to
fears.
Effects:
The
Acolyte
increases his Intelligence
by +10. He also begins
play with the Talented
Deceive and Resistant
Fear Talents.
Monstrous Lineage
The sins of the characters
bloodline mean that he has
teetered on the edge of
madness and abomination
from the moment he was
born.
Effect: The Acolyte begins
play with 1d10 Corruption
Points and 2d10 Insanity
Points.
Supremely Connected
Nobles
have
extensive
connections and you know
that dropping the right
names into a conversation
can open more doors than
a fistful of Thrones.
Effect: You begin play with
the Peer Nobility talent.

In addition, you also gain


Peer (Academics, Adeptus
Mechanicus,
Administratum, Astropaths,
Ecclesiarchy, Government,
Mercantile,
Military
or
Underworld), selecting one
category to reflect your
familys powerbase.
Vendetta
Every noble house has its
sworn enemies and rivals
who would do it and its
members harm. Joining the
Holy Ordos doesnt stop
this, it merely forces those
who wish you harm to be a
bit more cautious and
subtle in exacting their
vengeance.
Effect: You have powerful
enemies, perhaps in the
shape of a rival noble
house
or
some
other
powerful
group.
The
details of these enemies
are left to you and the GM
to define, working together
to create a formidable
threat. While they do not
dog your steps at every
turn, they are still out
there,
aiming
to
inconvenience, harm or kill
you when you cross their
path, You, of course, are
free to return the favor
when its expedient to do
so.
Wealth
Those born into the nobility
are also born in to wealth
and enjoy the fruits of their
familys fortunes.

Effect: You begin play with


double the starting number
of Thrones. You are also
Noble for the purposes of
determining
monthly
income (see page 124 of
the Core Rulebook).

STARTING
WOUNDS
Tainted Blood characters
start with d5+8 Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 13, you begin
with 1 Fate Point; on a roll
of 49, you begin with 2
Fate Points; and on a roll of
10 you begin with 3 Fate
Points.

OTHER
Noble houses are each built
on different traditions and
each
has
a
unique
foundation to their position
and power. These origins
have a huge impact on one
born into a noble family.
You may roll on the
following
table
to
determine your familys
traditions.
Roll Result
0115
Merchant
Magnates:
Your
family controls vast

trading
operations
throughout the sector
and beyond.
The
accumulation
of
wealth and power
through
trade
requires all scions of
the house to have a
quick
head
for
business
or
find
themselves
marginalized.
1630
Family
Militant: Your house
was built by the
blood
of
your
forebears who were
the heroes of past
wars. The family has
strong ties with the
military wings of the
Imperium, and its
traditions are bound
to those of warrior
honor and glory.
3145
Commanders
of Mankind:
Your
family is among the
hereditary rulers of
your world.
Your
house is among the
finest, most powerful
and trusted of all
noble families, but
with
enemies
to
match.
4660
Provender of
the Imperium: Your
house is built on vast
holdings
which
produce
the
raw
materials on which
the
Imperium

depends, be it ore or
grain, though you
yourself
are
far
removed from such
dirty work.
6175
House of the
Iron Spires:
You
come from one of the
high noble houses of
a hive world.
The
fortunes
of
your
house are built on
the labor of the
multitudes that toil
far
beneath
your
familys
spire-top
manses.
7685
The Blood of
Greatness: One of
your ancestors was a
legendary figure in
the Imperium. His or
her deeds built your
house in a single
lifetime and it has
endured
on
their
labor and renown
ever since.
8695
Rogues
Fortune:
Your
family possesses an
ancient Rogue Trader
charter
and
their
fortunes have been
forged by boldness
and daring in the
darkness
between
distant
stars.
Although accepted by
your noble peers,
they might consider
your clan eccentric or

dangerous, and not


without reason.
9600
Shadowed
Blood: Your family is
not what it seems.
Some past disgrace,
disaster or dishonor
haunts the name of
your house, and your
family possesses but
a shadow of its past
glories.
Your
mansions are all but
dusty ruins and your
name
whispered
fearfully by those you
command.

CHARACTERISTICS
Roll 2d10+15 for your
Willpower
(WP)
characteristic.
Roll
2d10+25
for
your
Fellowship
(Fel)
characteristic.
Roll
2d10+20 for all other
characteristics. Remember
to add an additional +10
points to your Intelligence
score (due to the Fiendish
Mind trait).

Shrine
World
Blood of Martyrs
You were born into a
charged
and
hysterical
religious
environment.
Your
life
has
been

dominated by the peculiar


vagaries
of
your
homeworlds take on the
Imperial creed, and your
view of the wider galaxy is
heavily influenced even
now by your spiritual
education. You may be a
devout,
superstitious
follower of the Imperial
Creed who makes the sign
of the Aquila before every
roadside
shrine,
or
a
cynical atheist disgusted by
the self-indulgence and
cruelty of the clergy. Either
way,
you
have
been
marked by your past, and
drawn the attention of
greater powers who now
seek to use your unique
background for their own
ends

SKILLS
You
begin
play
with
Common Lore Imperial
Creed. You treat Common
Lore Ecclesiarchy and
Literacy as Basic Skills.

TRAITS
Fear the Unhallowed
Such
was
the
strict
observance of the Imperial
Creed during your youth
that you, even now, feel an
instinctive and automatic
revulsion
towards
that
which is tainted by the
wiles of the enemies of
mankind.
Regardless of
your views about Imperial

religion, it has marked you


with a fundamental if
entirely unconscious hatred
of the malefic.
Effect: Your hatred of the
unholy imposes a 10
penalty on Forbidden Lore
Tests.

The Power of Hate


Throughout your formative
years, you spent much of
your time within the halls
of grand cathedrals. You
may have listened in rapt
attention
to
preachers
screaming
out
their
abhorrence of the heretic
and now you cannot shake
the negative connotations
of their sermons even if
you wanted to. You may
have spent your childhood
gazing up at the face of the
Emperor, in the form of one
of
the myriad
colossi
scattered across your home
planet.
This experience
has created a powerful
impression
upon
you,
forging
a
personal
relationship with the GodEmperor that you have
retained your whole life.
Effect: The character gains
the Hatred Heretics Talent
or the Insanely Faithful
Talent.
Supplicant
Even
if
you
struggle
yourself with the inherent
contradictions of your faith,
or have cast it aside, you

cannot bear to hear it


criticized by others.
Effect:
When faced with
direct challenges to the
underlying tenets of the
Imperial
faith
(whether
these take the form of
mockery, reasoned debate
or gentle criticism) the
character reacts violently.
He may take a Willpower
Test to suppress these
violent urges, modified by
the provocation and the
consequences (set by the
GM) of succumbing to his
anger.

STARTING
WOUNDS
Shrine World characters
start with d5+8 Wounds.

FATE POINTS
Roll 1d10 to determine
starting Fate Points. On a
roll of 1-2, the character
begins with 1 Fate Point; on
a roll of 3-7, the character
begins with 2 Fate Points;
and on a roll of 8-10 the
character begins with 3
Fate Points.

CHARACTERISTICS
Roll 2d10+15 for
Intelligence
(Int)
Perception
characteristics.

your
and
(Per)
Roll

2d10+25
for
Willpower
(WP)
Fellowship
characteristics.
2d10+20 for all
characteristics.

your
and
(Fel)
Roll
other

Famulous
Protege
Blood of Martyrs
You are the product of
noble liaisons ordained and
controlled long before your
birth by the machinations
of the Orders Famulous, the
most
secretive
and
mysterious of the orders of
the Adepta Sororitas. You
have always believed that
you were born to achieve a
certain destiny, and that
this shall reveal itself to
you in due course. You are
marked by a strange mix of
bloodlines and ancestry
which has showed itself in
strange ways in your
nature.
There are many nobles,
particularly those distant
from power, who turn their
educated
minds
and
fortunes
to
intellectual
pursuits and embark on
self-financed
careers
acquiring
obscure
knowledge and cataloguing
esoteric subjects, though
their curiosity can and
often does lead them to
trouble.

SKILLS
You
begin
play
with
Literacy, Speak Language
High Gothic, and Common
Lore Imperial Creed as
starting Skills.

TRAITS
Etiquette
Your tutors have trained
you to act with the highest
standards of decorum, the
better
to
serve
the
Emperor.
Effect:
You gain a +10
bonus on Charm, Deceive
and Scrutiny Tests when
dealing with high authority
and in formal situations.
Famulous Network
You
benefit
from
the
contacts made by your
wealthy lineage and the
networking conducted on
your behalf by the Order
Famulous.
Effect: You begin play with
the Peer Ecclesiarchy
Talent, and in addition you
also
gain
Peer
(Administratum, Military, or
Noble),
selecting
one
category to reflect your
familys powerbase.
Wealth
Whether
through
the
actions of your ancestors or
through
the
subtle
guidance
of
your
mysterious mentors, you

possess
tremendous
wealth.
Effect: You being play with
double the starting number
of Thrones. You are also
Nobility for the purposes of
determining
monthly
income (see page 124 of
the Core Rulebook).
Mysterious Lineage
Without your knowledge,
your bloodline has been
scrutinized
and
manipulated for centuries
by successive agents of the
Order Famulous. The Order
has
controlled
your
ancestors
behind
the
scenes for decades, leading
them towards your birth.
Perhaps you are the end
result of their scheming, a
tragic misstep, or simply
another unknowing link in a
chain that reaches back
into the shadowed past and
will continue far into the
future.
Effect: Roll a D10 and
consult the following table
and apply the effect to your
character:
Roll Result
1.2

You are extremely


intelligent,
though
you are prone to
peculiar
headaches
and
delusions.
Increase
your
Intelligence
and
Insanity Points by
1d10 (roll only once

and apply the result


to both).
3.4

5.6

The
constant
manipulation of your
family's ancestry has
rendered you a mule,
much
to
the
disappointment
of
the Ordo Famulous.
You gain the Chem
Geld talent.
You are a naturally
gifted
orator
and
dissembler but are
unaccustomed to not
being the centre of
attention. You gain
the
Talented

Deceive Talent and a


-10
to
all
Concealment
and
Move Silent tests.

7.8

Your health has been


affected
by
an
ancient
genetic
defect, but the Sister
Famulous
nevertheless
prepared you for your
destiny.
Lose 1
wound
and
-5
Toughness but begin
play with Forbidden
Lore (Daemonology,
Heresy, Inquisition or
Psykers).

9-0

You are astonishingly


comely externally but
at the cost of hidden
imperfections.
Increase
your
Fellowship
and
Corruption points by

1d10 (roll only once


and apply the result
to both).

STARTING
WOUNDS
You begin play with d5+8
Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 1-3, you begin
with 1 Fate Point; on a roll
of 4-9, you begin with 2
Fate Points; and on a roll of
10 you begin with 3 Fate
Points.

CHARACTERISTICS
Roll 2d10+15 for your
Ballistic Skill (BS) and
Willpower
(WP)
characteristics.
Roll
2d10+25
for
your
Intelligence
(Int)
and
Fellowship
(Fel)
characteristics.
Roll
2d10+20 for all other
characteristics.

Monastic
Upbringing
Blood of Martyrs

You were raised in an


obscure
monastic
community, where hard
work and devotion to the
God-Emperor were your
only comforts.
Although
you are not necessarily a
monk, you are down to
earth regarding physical
chores and contemplative
and
spiritual
regarding
religious
and
moral
matters.
Adepts with a Monastic
Upbringing are the civil
servants that run the
Empire
of
Man:
the
Administratum.
They
ceaselessly work to record
and archive the workings of
the Emperors dominion
with nearly all information
passing through their inkstained fingers.
Whether
interpreting ancient tomes
of lore, stamping Imperial
Tithe orders or sending
fleets
to
war,
they
administrate the vastest
Empire mankind has ever
known.. And they are no
strangers to hard work and
devotion.

SKILLS
Monastic upbringing born
characters
gain
no
additional starting skills.

TRAITS
Blessed Ignorance
Imperial citizens know that
the proper ways of living

are those that are tried and


tested by the generations
that have gone before.
Horror, pain and death are
the
just
rewards
of
curiosity, for those that
look too deeply into the
mysteries of the universe
are all too likely to find
malefic beings looking back
at them.
Penalty:
Your
wise
blindness imposes a 5
penalty on Forbidden Lore
Tests.
Know Your Place
The rule of each Imperial
monastery requires every
servant to know his or her
place,
and
to
work
tirelessly according to their
assigned duties.
Effect: You being play with
the Hardy talent.
Sign of the Aquila
You have an instinctive
reverence
for
the
Ecclesiarchy and its works
that borders on awe. You
find it extremely hard to
act against any orthodox
religious symbol or agent of
the Ministorum, as this
goes against all that you
stand for.
Effect:
You take a 10
penalty on any act that
would damage or harm the
interests
of
the
Ecclesiarchy in any way.
Furthermore,
you
must
make
an
unmodified
Willpower Test to avoid
piously making the sign of

the Aquila when facing an


Ecclesiarchical shrine or
when presented with the
Chaotic
spoor
of
the
Ruinous Powers.
Liturgical Familiarity
Surrounded as they are by
folk of the faith, characters
raised in a monastic setting
are accustomed to the
preaching
of
the
Ecclesiarchy.
Benefit:
Monastic
upbringing characters treat
Literacy
and
Speak
Language - High Gothic as
Basic Skills.
Superior Origins
Imperial citizens know that
of all the worlds in the
Imperium, theirs is, in fact,
the most beloved of the
Emperor.
Benefit:
Increase your
Willpower by +3.

STARTING
WOUNDS
Monastic
upbringing
characters start with d5+8
Wounds.

FATE POINTS
Roll 1d10 to determine
your starting Fate Points.
On a roll of 18, you begin
with 2 Fate Points and on a
roll of 9-10, you begin with
3 Fate Points.

CHARACTERISTICS
For all characteristics, roll
2d10+20.
Remember to
add an additional +3 points
to your Willpower (WP)
score (due to the Superior
Origins trait).

Background
Packages
The selection of a background package is entirely optional. A
background package allows a character to flesh out his
career before he became associated with the Holy Ordos and
it consumes some (or all) of the characters starting 400 XP.
Adept characters can choose from the following list of
available background packages:

Munitorium
Quastor
Inquisitors Handbook
Cost:

100 XP

The Departmento
Munitorium is a vast and
unforgiving
organization
with the relentless task of
keeping the Imperiums
armed forces supplied with
everything from starship
plasma cores to bootlaces
and bullets. This, as can be
imagined, requires a great
deal
of
unimaginably
complex logistical effort
and administration. Thus
the role of the quastor in
this is one of unblinking
oversight
and
ruthless
control.
Such individuals
must also see that harsh
discipline and work quotas
are rigidly enforced, and

remain vigilant for signs of


rebellion or malcontent.
Regularly
targeted
by
criminals and even cultists
who seek to plunder arms
and equipment, not to
mention by the vengeance
of aggrieved laborers and
prisoners, quastors have a
justified
reputation
as
being dour, humorless and
a justly paranoid lot. The
quastors life is neither safe
nor pleasant, but the
attention to detail and
arbitrary
judgment
it
engenders are of obvious
use in a servant of the Holy
Ordos.
Any
quastor
inducted into the ranks of
the Inquisition is likely to
find they have simply
swapped one set of familiar
dangers for far larger and
even more terrible perils.
Apply all of the following
changes to your character:

Characteristics: Reduce
your starting Willpower and
Fellowship each by 5.
Skills:
You
gain
Command, Common Lore
Imperial Guard, Inquiry,
Search, and Security as
additional starting Skills.
Talents:
You begin play
with
Paranoia
as
an
additional starting Talent.

Scholar of
the Colleges
Hetaireia
Lexis
Inquisitors Handbook
Home World:
Imperial
World,
Noble,
possibly
Famulous
Protg
or
Monastic Upbringing with
GM approval
Cost: 100 XP
The Hetaireia Lexis is a
loose
organization
of
academic
and
private
institutes,
devoted
to
learning and the higher
arts, with a strange and
checkered
history.
Established by Lord Sector
Caracalla
some
six
centuries
ago,
their
independence and rights
are protected by a binding

legal charter granting them


rare
autonomy
despite
being outside the control of
the Adepta.
Over the
years, the Hetaireia has
survived
numerous
changes
in
sector
governorship, Ecclesiarchy
opposition,
scandals,
murders,
heresy
trials,
blasphemous rumors and
even a full Inquisitorial
purge
of
one
of
its
contributing bodies, and
yet continues to operate to
this day. There are perhaps
a
dozen
separate
institutions operating under
the Hetaireias umbrella
and scattered across the
sector.
They range from
small
cloistered
scriptoriums with no more
than a few score students
to the Lexis Maximaa
labyrinthine
complex
housing over a thousand
scholars in the shadow of
the Lucid Palace itself in
Hive
Sibellus.
Many
Inquisitors
regard
the
Hetaireia as a breeding
ground for dangerous ideas
and freethinkers.
Others
see the learned men and
women it produces as a
potentially
valuable
resource to be exploited.
For such a scholar coming
to the Inquisitions notice,
life as an Acolyte is usually
a far more preferable fate
to
the
potential
alternatives.

Apply all of the following


changes to your character:
Characteristics: Increase
your Intelligence score by
+3. Reduce your Weapon
Skill and Strength scores
each by 5.
Skills: You gain Ciphers
Secret Society (Hetaireia),
Forbidden Lore (any one),
and Scholastic Lore (any
one) as additional starting
Skills.
Talents:
You begin the
game
with
Peer
Academics.

Void
Commercia
Inquisitors Handbook
Home World: Void Born,
possibly Darkholder with
GM approval
Cost: 200 XP
The Calixis Sector thrives
on trade for without it, it
would wither and die.
Maintaining this trade is no
easy task as interstellar
travel is a dangerous,
disturbing
and
esoteric
business, and usually best
left to those born to its
vagaries. So in order to
protect their interests, the
various planetary based
guilds, corporations and

noble houses that make up


this vast economic network
each maintain a staff of
highly
trained
and
specialized adepts to act as
their agents and administer
their cargos as they make
passage between the stars.
These specialized adepts
the Void Commercia as
they
are
knownare
usually
recruited
and
trained under contract from
the Administratum itself,
although
some
larger
organizations
are
more
than able to draw them
entirely from their own
ranks. Unlike most adepts,
Void Commercia are usually
quite familiar with the
experience of star-travel
and
delight
in
their
pampered life, serving as a
mouthpiece for a distant
master. Now suborned or
cashiered
into
the
Inquisitions
service
for
their skills and specialized
knowledge, the demands
on them are far different
and they are expected to
leave old loyalties behind.
No one will watch out for
them now, leaving them to
fend for themselves.
Apply all of the following
changes to your character:
Characteristics: Reduce
your Weapon Skill and
Toughness each by -5.
Skills:
Charm,

You gain Barter,


Common Lore

Imperium, Common Lore


Mercantile,
Evaluate,
Scrutiny,
and
Secret
Tongue Your former
masters organization as
additional starting Skills.
For example, you might
choose Goldentongue for
the trade guilds of Hive
Tarsus or Cordcordia for the
DeVayne Corporation.

Penitent
Radicals Handbook
Cost: 200 XP
There are a rare few in
the service of some Radical
Inquisitors that were once
themselves vile heretics,
adorers
of
daemons,
recidivists and witches who
once scorned the purity of
the Emperor for either their
own gain, pleasure or spite.
When
discovered
by
servants of the Holy Ordos,
all that these damned souls
may hope for is a swift
death that is rarely given.
Many are wracked, flayed
and branded for many
days, weeks or months
before they are granted the
peace of death. Some, in
this time of pain and
question,
find
in
themselves
an

understanding of what they


have done and what they
have become. Some beg
for forgiveness; few receive
it. A very few find that
their pleas have been
heard by one who is willing
to give them a second life:
a life as a penitent in the
service of the God Emperor
of
mankind.
These
penitent
servants
have
only the life that is given to
them by their master and
are
fanatical
in
their
devotion both to that
master and to the chance
of earning forgiveness for
what they once were.
Apply all of the following
changes to your character:
Skills: You gain any two
Forbidden Lore (pick any
two) as starting Skills.
Talents: You start the
game with Dark Soul,
Insanely
Faithful,
and
Flagellant.
Corruption:
Your
experiences have left you
with 10+1d10 Corruption
Points and the character
automatically begins play
with one Malignancy (roll
on Table 8-8: Malignancies
on page 239 of the Core
Rulebook).

Thy Name I
Keep
Radicals Handbook
Cost: 400 XP
For those who covet
forbidden knowledge, few
prizes are greater than the
true name of one of the
daemons that exist in the
warp.
To possess a
daemons name is to be
able to command it, to
bridle it and have it do
ones bidding.
Few are
lucky or insane enough to
learn such a great secret,
for daemons guard the
keys to their nature well. A
daring soul may, however,
learn a fragment or phrase
of an entitys name through
long study and research
into matters malefic and
corrupt. To possess even a
fragment of a daemons
name is a great prize that
can be used to access a
portion of the power of the
daemon and have to give
little in returnbesides
ones mind and the slow
corrosion of ones soul.
Scholars of the forbidden
who have obtained a
fragment of a daemonic
name would expect to be
purged
with
fire
if
discovered by a member of
the Inquisition. For some
Inquisitors who follow a
Radical path, such talented

individuals are to be kept


and nurtured in the service
of the Imperium, where
their stolen powers and
talents can be turned
against the enemies of
mankind.
Apply all of the following
changes to your character:
Skills: You gain Forbidden
Lore Daemonology as a
starting Skill.
Talents: You start the
game with Resistance Psychic
Powers
and
Talented - Forbidden Lore
Daemonology
Corruption:
Your
experiences leave you with
1d5+5 Corruption Points.
Insanity Points: You start
the
game
with
1d10
Insanity Points.
Power of the Daemon:
You have the effects of one
boon of a Dark Pact chosen
from pages 242 to 243 of
the Core Rulebook.
You
may also attempt to call
into your presence the
daemon of which you know
a fragment of its name.
This works in exactly the
same way as Invoking the
Daemon (see page 244 in
the Core Rulebook).

Untouchabl
e
Radicals Handbook
Special:
You must not
possess a Psy Rating. You
may
have
no
other
package, talent, trait or
similar that grants psychic,
faith or warp-based powers
or abilities, either during
creation
or
later
development.
Cost: 400 XP
Untouchables are
extraordinarily
rare
individuals who cast no
shadow in the warp. Their
mere presence acts to
inhibit and disrupt psychic
energy to such an extent
that even humans with no
psychic ability whatsoever
grow uncomfortable and
fractious
around
them.
People who possess this
unique nature are often
marginalized and isolated,
possessing few or no
friends and have suffered a
very troubled upbringing.
Many
find
themselves
living on the criminal
margins of the Imperium
for all their lives to die
alone
and
unmissed.
Unsettling
and
disliked
though they may be an
Untouchables powers are
singular and as can be
imagined, the Inquisition
has many uses for such

singular individuals in its


wars against the witch and
the Daemon, as do certain
cults,
conspiracies
and
worse for their own dark
purposes.
An Untouchable (thanks
to his special nature) is
spared some of both the
perils of interaction with
the Warp and some of its
potential
powers
and
benefits. An Untouchable
may not for example,
under
any
normal
circumstances enter into a
Dark Pact with a warp
entity
or
receive
the
benefits
of
beneficial
psychic powers, sorcery or
true faith. They may not
learn sorcery or take any
talents associated with it
and may not have faith
talents (see pages 50-51 of
The Inquisitors Handbook).
A force weapon, daemon
weapon, or occult artifact
(or the like) in the hands of
an Untouchable is merely a
weapon or object of its
type.
The Untouchable
may not unleash or benefit
from any of the weapons
special powers or abilities,
or (in the case of a daemon
weapon)
master
it.
However, the same also
applies to such items and
weapons used against the
Untouchable. Other than
base damage listed (a
sword in the guts is still a
sword in the guts after all)
any other particular effect
such a weapon would

normally have on the


Untouchable is likewise
ignored.
Because of their unique
place in the universe of
Dark Heresy, Untouchables
in games may bring up odd
questions
about
their
nature in the rules and
options such characters
may take. In all cases it is
up to the GMs own good
sense and judgment to
decide
how
they
are
handled.
Special Note: Although
Untouchables
are
themselves
exceedingly
rare and little understood,
there are others who share
similar traits and variations
on their condition both less
and
savagely
more
powerful in effect outside
the scope of this book.
Such
nightmarish
individuals will be covered
in a future release.
Apply all of the following
changes to your character:
Characteristics:
The
characters
starting
Fellowship Characteristic is
reduced by -10 (if the
characters Fellowship is 10
or less already, it is
reduced to 1) but may later
be increased as normal.
Unsettling Presence: An
Untouchable suffers a 10
penalty to all Interaction
Skill Tests.

Psychic Blank:
The
character may never gain
Psychic Powers, Pure Faith,
Sorcery or related Talents.
Psychic Invulnerability:
An
Untouchable
is
completely
immune
to
Psychic Powers, psychic
energy and effects directed
against them (as well as
warp powers, possession,
sorcery, Corruption from
warp shock, and so forth)
Also,
he
cannot
be
detected by means of
Psyniscience,
Sense
Presence,
or
similar
abilitiespowers of this
type directed at their
person,
even
though
successfully
manifested,
simply fail.
Powers in
whose wider areas he is
caught simply fail to affect
himalthough they may
affect
other
people
normally, subject to their
disruption effect.
Psychic Disruption:
All
Psychic Powers and abilities
manifested
in
the
characters immediate area
(a radius equal to the
Untouchables
Willpower
Bonus in meters) have their
Threshold increased by 10,
plus any associated Test by
the
psyker
(such
as
Willpower Tests) have their
Difficulty increased by 20.
Additionally,
entities
subject to Warp Instability
will suffer double Damage

from its effects while in this


area.
Note:
It may still be
possible to indirectly affect
an untouchable with a
Psychic
Powerfor
example,
a
boulder
telekinetically
dropped
from a great height on an
untouchable will still flatten
them. This is left entirely
to the discretion of the GM.

Warp
Touched
Radicals Handbook
Cost: 400 XP
There are places where
the barrier between reality
and the warp is thin.
Across
such
thinned
barriers the influence of the
power of the warp can
touch those who are near.
This is not the touch of the
intelligences that form in
the tides of that other
realms energy and are
called daemons.
It is a
caressing,
violating,
warping tendril of the
boiling psychic energy that
leaks across into reality like
an invisible fog or a
howling gale; marking and
changing
all
that
it
touches.
On Sleef, the
warp
whispers
in
the
thunder of the volcanoes

and can change the fate of


those who hear it.
On
Mara,
it
buzzes
and
scratches, sending men
mad, whilst on Dusk, it
shivers
amongst
the
swamp
trees
like
the
laughter of a hag. Those
who are touched by the
warp may possess strange
powers that they carry in
their blood, bone, and
mind; making them almost
inhuman.
So subtle and
dangerous are the seeds
planted by the warp that
almost any servant of the
Inquisition would burn one
so touchedbut a few
within the Holy Ordos, such
touched individuals are to
be embraced and bound to
service, if for no other
reason than to see what
they may become.
Apply all of the following
changes to your character:
Traits: You start the game
with the From Beyond trait.
Corruption:
You
begin
play
with
10+1d10
Corruption Points and the
character
automatically
begins
play
with
one
Malignancy (roll on Table 88: Malignancies on page
239 of the Core Rulebook).
You also suffer a 10
penalty on any Test to
resist
gaining
further
Corruption Points.

Wyrd
Radicals Handbook
Cost: 300 XP
Wyrds are individuals
who possess a small spark
of psychic ability.
These
individuals may not even
consider
themselves
psykers but simply gifted,
blessed or luckybut their
powers are very real. From
the thief who can steal in
plain sight and never be
remembered, the arbiter
who gets a strange feeling
that makes him duck a
second before the bullet
hits the wall above them,
to the ganger burnt for
being able to heal wounds
with a touch, the power of
a wyrd can be seen as a
vital edge or a mark of
damnation.
A wyrds
power remains small and
stable, and though he will
never ascend to the power
of even the lesser true
psykers, he is nonetheless
tempting to the predators
that lurk in the warp and
hunger for reality and flesh.
Many wyrds pass through
their whole lives without
their
power
being
discovered, but those who
are discovered face the
same
fate
as
more
powerful true psykers: the
dark holds of the Black
Ships and a life of pain and
suffering. A rare few wyrds

may come to the notice of


an Inquisitor who has use
for a skilled individual with
a unique edge.
Apply all of the following
changes to your character:
Corruption: You start the
game with 1d5 Corruption
Points.
Wyrd Power: You have a
single psychic power that is
randomly generated at the
point of character creation
(use Table 515: Random
Psychic Powers on page
149 of the Core Rulebook).
You have no psy rating.
Instead, you always roll
1d10
and
add
your
Willpower bonus to use the
power.
You generate
Psychic
Phenomena
as
normal, but may re-roll a
result of 9 on the power
roll. You may never gain
additional psychic powers
except by metamorphosing
into a full nascent psyker
(see pages 89-90 in The
Inquisitors Handbook). You
are, however, a psyker for
the purposes of rules that
relate to psykers.

Pilgrim
Blood of Martyrs
Special: A character may
take
this
background
package after character

creation should their duties


allow them to take a
Pilgrimage of no shorter
than two years.
Cost: 0 XP
Public travel within the
Calixis Sector is, on the
whole, not encouraged.
Large
population
movements
cause
difficulties for planetary
governors,
and
force
Battlefleet
Calixis
to
increase its patrols to
protect migrants from the
inevitable pirates, slavers
and
xeno
scum
who
frequently descend upon
vulnerable starships.
The one exception to this
rule
is
pilgrimage.
Religious
authorities
encourage the faithful to
revere
the
Imperiums
various holy sites and
shrine worlds. Pilgrimage
binds fractious populations
together,
generates
religious awe, affirms the
Ecclesiarchys hold over
the feudal mindset of the
average
citizen
and
increases the sector-wide
sense
of
Imperial
community. A pilgrimage is
not something one takes
up lightly. It is often ones
children or grand children
that will complete the
journey and many families
have been on the path for
generations. Most citizens
remain bound to their
homeworld
their
entire
lives, but a brave few

embark
their
meager
belongings on their back to
the Shrine Worlds on the
vast Jericho-Class pilgrim
vessels, which cram tens of
thousands of the faithful on
perilous journeys across
the Calixis Sector.
The
Ministorum,
facilitates
passage
for
devotees from all parts of
the
social
spectrum.
Whether the pilgrim is a
great lady traveling with
her entourage, or a humble
groxdrover huddled in fifthclass steerage, the Imperial
church is able to ferry the
faithful to Shrine Worlds.
These journeys do not
always end where the
pilgrims
would
like.
Unscrupulous captains or
the dangers of warp travel
can deposit those aboard
on any number of habitable
planets
Pilgrimages take decades
and can be adventures in
their own right.
Most
pilgrims never return but
the ancestors of those who
do are changed, penniless
individuals, tanned by the
suns of a dozen strange
worlds, inspired by the
words of the saints, and
bearing countless battered
and travel worn personal
relics. Pilgrimage is by no
means a soft option.
Those who survive the
major pilgrim routes are
canny and wary travelers,
well experienced in the
wider Imperium.

Apply all of the following


effects to your character:
Skills: You begin play with
the
Common
Lore

Ecclesiarchy and Survival


skills.
Seasoned Traveler:
gain the Hardy Talent.

You

Penniless: You begin play


(or
return
from
your
pilgrimage)
with
one
weapon,
a
single
devotional
trinket,
the
clothes on your back and
nothing else.
All other
equipment
that
your
character would normally
have is removed.

Corporeal
Sanctificati
on
Daemon Hunter
Cost: 100 XP
With the constant threat
of Daemonic incursions
from various sources within
and without, the Ordo
Malleus within the Calixis
Sector has taken a unique
approach to
combating
these
foes.
Through
various
rituals,
both
mystical and technological,
the Ordo has been able to
cover individuals with ritual

warding glyphs that repel


daemons.
Without
a
Psykers mental strength to
power these wards, the
symbols are carved directly
into the recipients bones
and flesh. While this is an
incredibly painful process,
the results are worth it, as
the recipient of this distinct
honor becomes one of the
finest
weapons
against
Daemons in the Malleus
arsenal. The one downside
is that the warding process
affects
individuals
differently. Some say this
is due to the persons own
psyche fuelling the wards
in subtly different ways.
Others,
primarily
Monodominant Inquisitors,
feel that the entire process
is corrupt and should be
ended immediately.
A character taking this
Background Package has
been taken at a very young
age by the Ordo Malleus
Calixian, and has been
inscribed
with
very
powerful warding sigils and
symbols.
Most normal
Imperial society will shy
away from this person as
even if they do not
understand
what
the
symbols mean, as they
tend to provoke a very
primal fear within people.
Inquisitors
and
other
scholars see the character
as an instrument of the
God-Emperor's divine will
and tend to be less wary
around him.

Strength by 1d10,
but
increase
his
Intelligence by the
same amount (roll
only once for both
effects).

Apply all of the following to


the character:
Malleus
Conditioning:
Due to his intense training
by the Ordo Malleus, the
character
receives
the
Malleus
Conditioning
Talent.

5-6

The strength of the


wards inscribed into
his bones has filled
the character with
the
light
of
the
Emperor.
Unfortunately
this
inner fire steadily
roasts the character's
skin, which burns
and sloughs off in
large patches and
heals slowly. Reduce
the
character's
Fellowship by d10,
and he gains a Fate
Point (to a maximum
of 5).

7-8

The subject's eyes


are constantly aglow
with
the
power
inscribed within, but
this makes him a
beacon for any foe
lashing
out
psychically.
The
character gains the
Dark Sight Trait, but
receives
a
10
penalty to any Test
made
to
resist
psychic powers used
by nondaemons.

9-0

The warding process


has left no outward
markings upon the
skin, and the only

The Guiding Hand of the


Emperor:
The effect of
this arcane process varies
depending
on
the
individual, but the highly
skilled chirurgeons who
perform
the
arcane
surgeries have come to
recognize and cultivate the
more beneficial side effects
of the process. Roll once
on the following table and
apply all of the effects
listed.
Roll Result
1-2

The character has


been blessed with
visions
of
the
immortal
foe
and
given the knowledge
on how to defeat
them at the small
cost of a portion of
his sanity.
Gain
Hatred Daemons
and 1d10 Insanity
points.

3-4

The process has left


the body broken, but
the mind
sharper
than ever.
Reduce
the
character's

visible sign of
the
process is a small
mark on the tongue.
The engraving on the
character's
bones,
however, is carefully
designed to thwart
the powers of a
specific warp entity.
The GM chooses a
daemonic force, and
the
character
is
completely immune
to
any
fear
or
corruptive influence
from this entity. This
could be a single
type
of
lesser
daemon
(such
as
Khorne Bloodletters)
or a specific powerful
daemon (one that is
pertinent
to
the
campaign).

group (such as a platoon of


Imperial Guardsmen), the
character has defeated one
of the foul denizens of the
Warp.
It is clear to all
those who have heard the
tale that the character is
blessed by the Emperor for
his bravery in the face of
such a horror.
Apply all of the following to
your character:
Skills:
The Character
gains the Forbidden Lore
Daemonology Skill.
Talents: The character
gains Hatred Daemons.

Fate-Eater
Daemon Hunter

Daemonic
Vanquisher
Daemon Hunter
Cost: 300 XP
When the Emperor calls,
anyone who can hear it
must answer. Few men or
women have defeated a
Daemon in combat, and
the Ordo Malleus spends
considerable
effort
recruiting these invaluable
soldiers to their cause.
Whether it was in a one-onone confrontation or with a

Cost: 400 XP
The light of the GodEmperor shines upon all of
humanity, guiding Mankind
through the Warp. Faith in
the God-Emperor protects
from the ravages of Chaos.
Imperial citizens will often
look to the Emperor's Tarot
to receive insight into the
God-Emperor's plan and to
know their destiny.
Some are told that they
have none. It is believed
that these individuals are
doomed
to
commit
heresies so great that the
God-Emperor has turned

his
back
upon
them.
Others hold that they are
protected from the plots of
some great Daemon by the
grace of the God-Emperor.
Perhaps both are true.
Whatever is true about
these individuals, they are
extremely
rare.
The
futures of such people are
unknown, for they are
anathema to the twisted
machinations of those who
would plot against Mankind
and are highly sought after
by the Ordo Malleus as
Acolytes against the forces
of the Chaos Gods.
The unknown effect of
being without fate is that
the character consumes
the fate of others. They
are a hole in the weave of
the future, and those they
slay were not meant to die
then. Thus, a Fate-Eater is
cursed (or blessed) with
the duty of fulfilling the
destiny of his victims.

Apply all of the following to


your character:
Talents:
The character
gains the Dark Soul Talent.
Divination: The character
begins
play
with
no
Divination roll on Table 118 (see p. 34 of the Core
Rulebook).
Fate:
The
character
begins with 1 less Fate

Point than normal (to a


minimum of 1).
Consume Fate:
Every
time
the
character
is
involved in the killing of
any character with Fate
Points, the Touched by the
Fates Trait, or who the GM
feels
is
significantly
important, the character
rolls once on the Divination
chart (see p. 34 of the Core
Rulebook) and gains that
Divination. Keep track of
what Divinations have been
applied, as no Fate-Eater
can
have
the
same
Divination more than once.

Host-Bound
Daemon Hunter
Cost: 400 XP
The discovery of the
stasis chambers aboard the
Space
Hulk
Unbound
Corruption would have led
any proper Inquisitor to
destroy every cryo-coffin.
Unfortunately it was the
cybernetically resurrected
Inquisitor
Herrod
who
stumbled upon those within
the
vast
chamber.
Unknown dark rituals had
been
performed
on
hundreds
of
Imperial
citizens, preparing them as
an army of Daemonhosts
for a now dead cabal. Thus
prepared, but never filled

with a Daemon, the mortals


were blessed with some
limited defense against the
warp,
and
slumbered
undisturbed aboard the
Unbound Corruption until
Herrod found them.
The Tyrantine Cabal now
allows these poor souls to
filter
back
into
the
population at large, placing
them in positions to be
selected as Acolytes. Most
live quiet lives of faith, as
any other Imperial citizen,
believing that they have
simply emerged from a
long trip in stasis as
pilgrims to a new planet.
Many,
however,
are
recruited into the Ordo
Malleus to serve as tools
against the Daemonic.
Apply all of the following to
your character:
Talents:
The character
gains the Resistance
Psychic talent.
Unsulliable:
The
character is highly resistant
to the physical attacks of
daemons. The character is
treated as having a Force
Field with a Protection
Rating of 25 (see page 72
of Daemon Hunter) against
any melee attacks from a
creature with the Daemonic
Trait. This field cannot be
overloaded.
Psychic Locus:
The
character begins play with

1d5 Corruption Points. In


addition, if a psyker within
10m of the Host-Bound is
required to make a roll on
the Perils of the Warp table
(see page 163 in the Core
Rulebook) then the HostBound will be the affected
target of the result instead.
Effects that would normally
affect the psyker instead
affect the Host-Bound and
any effect with an area is
centered on him.

Characteristic
Advances
Characteris
tic
Weapon
Skill
Ballistic
Skill
Strength
Toughness
Agility
Intelligenc
e
Perception
Willpower
Fellowship

Simple

Intermedia
te

Trained

Expert

500 XP

750 XP

1000 XP

2500 XP

250 XP

500 XP

750 XP

1000 XP

500 XP
500 XP
250 XP

750 XP
750 XP
500 XP

1000 XP
1000 XP
750 XP

2500 XP
2500 XP
1000 XP

100 XP

250 XP

500 XP

750 XP

100 XP
100 XP
250 XP

250 XP
250 XP
500 XP

500 XP
500 XP
750 XP

750 XP
750 XP
1000 XP

At creation and at any place along his career path, an Adept


may choose to spend XP on purchasing a Characteristic
Advance. Each purchase adds +5 to the associated
characteristic score (maximum of +20 to any characteristic).
Purchases must be made in order and costs are cumulative
(it would cost 1600 XP to increase Intelligence by +20 or
4750 XP to increase Weapon Skill by +20).

Ranks
Rank No.

Rank
Name

Minimum
XP

Maximum
XP

1
2
3
4A
4B
5
6A
6B
7A
7B
8A
8B

Archivist
Scrivener
Scribe
Inditor
Chirurgeo
n
Scholar
Lexograph
er
Comptrolle
r
Loremaste
r
Logister
Magister
Sage

0
500
1000
2000

499
999
1999
2999

2000

2999

3000

5999

6000

7999

6000

7999

8000

9999

8000
10000
10000

9999
12999
12999

From Rank 6 on, an Adept must choose the A or B career


path and may not switch between them. Adepts that choose
to Ascend to the Inquisitor, Interrogator, or Sage career path
at Rank 9 are still limited to purchasing Skills and Talents
from their selected Adept career path.

Archivist (Rank 1)
Advances
SKILL Name
Common Lore
Tech
Drive Ground
Vehicle
Drive Hover
Vehicle
Pilot Civilian Craft
Scholastic Lore
Legend
Trade Cook
Trade Copyist
Trade Valet
Swim

TALENT Name
Light Sleeper
Resistance - Cold
Sound Constitution
Sprint
Unremarkable
Melee Weapon Training

COST

PREREQUISI
TES

100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP

None
None
None
None
None
None
None
None
None

COST
100
XP
100
XP
100
XP
100
XP
100
XP
200

PREREQUISI
TES
None
None
None
None
None
None

Primitive
Pistol Training - Primitive
Pistol Training Las
Pistol Training Solid
Projectile
Thrown Weapon Training Primitive

NOTES:

XP
200
XP
200
XP
200
XP
200
XP

None
None
None
None

Scrivener (Rank
2) Advances
SKILL Name
Awareness
Ciphers Acolyte
Common Lore Administratum
Common Lore
Imperium +10
Drive Ground Vehicle
+10
Drive Hover Vehicle
+10
Forbidden Lore - Cults
Inquiry
Literacy +10
Logic
Pilot Civilian Craft +10
Scholastic Lore Legend
+10
Speak Language High
Gothic
Trade Artist
Trade Cartographer
Blather

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP

PREREQUISITES
None
None
None
Common Lore Imperium
Drive Ground
Vehicle
Drive Hover Vehicle
None
None
Literacy
None
Pilot Civilian Craft
Scholastic Lore Legend
None
None
None
None

All previously un-purchased SKILLS from Rank 1 are also


available.

TALENT Name

COST

Basic Weapon Training


Primitive
Peer Academics
Peer Administratum

100
XP
100
XP
200
XP

PREREQUISI
TES
None
Fellowship
30
Fellowship
30

All previously un-purchased TALENTS from Rank 1 are also


available.

NOTES:

Scribe (Rank 3)
Advances
SKILL Name
Awareness +10
Ciphers Acolyte +10
Common Lore
Administratum +10
Common Lore Ecclesiarchy

COST
100
XP
100
XP
100
XP
100
XP

PREREQUISITES
Awareness
Ciphers Acolyte
Common Lore
Administratum
None

Common Lore Imperium


+20
Drive Ground Vehicle +20
Drive Hover Vehicle +20
Forbidden Lore Cults +10
Forbidden Lore Heresy
Literacy +20
Pilot Civilian Craft +20
Scholastic Lore
Bureaucracy
Scholastic Lore Legend
+20
Scholastic Lore Occult
Secret Tongue Acolyte
Secret Tongue
Administratum
Blather +10

100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP

Common Lore Imperium


+10
Drive Ground Vehicle
+10
Drive Hover Vehicle +10
Forbidden Lore - Cults
None
Literacy +10
Pilot Civilian Craft +10
None
Scholastic Lore Legend
+10
None
None
None
Blather

All previously un-purchased skills from Rank 1 and 2 are also


available.

TALENT Name
Basic Weapon Training Las
Basic Weapon Training
Solid Projectile
Flagellant
Resistance Poisons
Electro Graft Use
Sound Constitution
Ambidextrous

COST
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
300
XP

PREREQUISI
TES
None
None
None
None
None
None
Agility 30

All previously un-purchased talents from Rank 1 and 2 are


also available.

NOTES:

Inditor (Rank 4A)


Advances
SKILL Name
Awareness +20
Common Lore Tech +10
Common Lore Machine
Cult
Evaluate
Forbidden Lore Mutants
Forbidden Lore - Inquisition
Inquiry +10
Logic +10
Scholastic Lore - Chymistry
Scholastic Lore Numerology
Scholastic Lore Occult +10
Secret Tongue Acolyte +10
Secret Tongue
Administratum +10
Tech-Use
Barter
Blather +20
Navigation - Stellar

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP

PREREQUISITES
Awareness +10
Common Lore Tech
None
None
None
None
Inquiry
Logic
None
None
Scholastic Lore Occult
Secret Tongue - Acolyte
Secret Tongue Administratum
None
None
Blather +10
None

All previously un-purchased skills from Ranks 1 - 3 are also


available.

TALENT Name
Total Recall
Swift Attack
Melee Weapon Training Shock
Arms Master
Marksman

COST
100
XP
100
XP
200
XP
200
XP
300
XP

PREREQUISITES
Intelligence 30
Weapon Skill 35
None
Ballistic Skill 30, Basic Weapon
Training (any two)
Ballistic Skill 35

All previously un-purchased talents from Ranks 1 - 3 are also


available.

NOTES:

Chirurgeon (Rank
4B) Advances
SKILL Name
Awareness +20
Common Lore Imperial
Creed
Deceive
Forbidden Lore
Mutants
Forbidden Lore Inquisition
Inquiry +10
Medicae
Medicae +10
Secret Tongue Acolyte
+10
Carouse
Carouse +10
Charm
Sleight of Hand

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
300
XP
300
XP

PREREQUISITES
Awareness +10
None
None
None
None
Inquiry
None
Medicae
Secret Tongue
Acolyte
None
Carouse
None
None

All previously un-purchased skills from Ranks 1 - 3 are also


available.

TALENT Name
Master Chirurgeon
Talented Blather
Talented Medicae
Peer The Insane
Decadence
Heightened Senses
Sight
Heightened Senses
Smell
Heightened Senses
Touch
Melee Weapon Training
Chain

COST
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP

PREREQUISITES
Medicae +10
Blather
Medicae
Fellowship 30
Toughness 30
None
None
None
None

All previously un-purchased talents from Ranks 1 - 3 are also


available.

NOTES:

Scholar (Rank 5)
Advances
SKILL Name
Common Lore Adeptus
Arbites
Common Lore
Administratum +20
Common Lore Ecclesiarchy
+10
Common Lore Tech +20
Deceive
Dodge
Drive Walker
Forbidden Lore Heresy +10
Forbidden Lore Inquisition
+10
Forbidden Lore Mutants
+10
Scholastic Lore Astromancy
Scholastic Lore
Bureaucracy +10
Scholastic Lore Heraldry
Scholastic Lore Imperial
Creed
Scrutiny
Speak Language High
Gothic +10
Navigation Stellar +10
Forbidden Lore The Black

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
300

PREREQUISITES
None
Common Lore
Administratum +10
Common Lore Ecclesiarchy
Common Lore Tech +10
None
None
None
Forbidden Lore Heresy
Forbidden Lore Inquisition
Forbidden Lore Mutants
None
Scholastic Lore
Bureaucracy
None
None
None
Speak Language High
Gothic
Navigation - Stellar
None

Library

XP

All previously un-purchased skills from Ranks 1 - 3 and Rank


4a or 4b (depending upon the career path chosen) are also
available.

TALENT Name
Armour of Contempt
Binary Chatter
Basic Weapon Training
Bolt
Die Hard
Pistol Training Bolt
Sound Constitution
Step Aside

COST
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP

PREREQAUISITE
S
Willpower 40
None
None
Willpower 40
None
None
Agility 40,
Dodge

All previously un-purchased talents from Ranks 1 - 3 and


Rank 4a or 4b (depending upon the career path chosen) are
also available.

NOTES:

Lexographer
(Rank 6A)
Advances
SKILL Name
Ciphers Acolyte +20
Forbidden Lore Cults +20
Forbidden Lore Heresy
+20
Forbidden Lore
Inquisition +20
Forbidden Lore Mutants
+20
Secret Tongue Acolyte
+20
Speak Language High
Gothic +20
Lip Reading

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
300
XP

PREREQUISITES
Ciphers Acolyte +10
Forbidden Lore Cults +10
Forbidden Lore Heresy
+10
Forbidden Lore Inquisition
+10
Forbidden Lore Mutants
+10
Secret Tongue Acolyte
+10
Speak Language High
Gothic +10
None

All previously un-purchased skills from Ranks 1 3, Rank 4a


or 4b (depending upon the career path chosen), and Rank 5
are also available.

TALENT Name
Paranoia
Resistance Fear
Blind Fighting
Good Reputation
Administratum

COST
100
XP
100
XP
200
XP
200
XP

PREREQUISITES
None
None
Perception 30
Fellowship 50, Peer Administratum

Pistol Training Flame


Quick Draw

200
XP
200
XP

None
None

All previously un-purchased talents from Ranks 1 3, Rank


4a or 4b (depending upon the career path chosen), and Rank
5 are also available.

NOTES:

Comptroller (Rank
6B) Advances
SKILL Name
Command
Common Lore Machine Cult
Common Lore Machine Cult
+10
Deceive +10
Evaluate
Evaluate +10
Inquiry +20
Scholastic Lore Astromancy
+10
Scholastic Lore
Bureaucracy +20
Scholastic Lore Chymistry
Scholastic Lore Chymistry
+10
Scholastic Lore Cryptology
Scholastic Lore Heraldry
+10
Scholastic Lore Imperial
Creed +10
Scholastic Lore Judgment
Scholastic Lore
Numerology
Scholastic Lore
Numerology +10
Scholastic Lore Tactica

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100

PREREQUISITES
None
None
Common Lore Machine Cult
Deceive
None
Evaluate
Inquiry
Scholastic Lore
Astromancy
Scholastic Lore
Bureaucracy +10
None
Scholastic Lore Chymistry
None
Scholastic Lore Heraldry
Scholastic Lore Imperial
Creed
None
None
Scholastic Lore
Numerology
None

Imperialis
Search
Secret Tongue Acolyte +20
Secret Tongue
Administratum +10
Secret Tongue
Administratum +20
Interrogation
Tech-Use
Tech-Use +10

XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP

None
Secret Tongue Acolyte +10
Secret Tongue
Administratum
Secret Tongue
Administratum +10
None
None
Tech-Use

All previously un-purchased skills from Ranks 1 3, Rank 4a


or 4b (depending upon the career path chosen), and Rank 5
are also available.

TALENT Name
Chem Geld
Disturbing Voice
Resistance Psychic
Powers
Blind Fighting
Deadeye Shot
Jaded

COST
100
XP
100
XP
100
XP
200
XP
200
XP
300
XP

PREREQUISITES
None
None
None
Perception 30
Ballistic Skill
30
Willpower 30

All previously un-purchased talents from Ranks 1 3, Rank


4a or 4b (depending upon the career path chosen), and Rank
5 are also available.

NOTES:

Loremaster (Rank
7A) Advances
SKILL Name
Scholastic Lore
Occult +10
Lip Reading +10
Psyniscience

COST
100
XP
200
XP
300
XP

PREREQUISITES
Scholastic Lore Occult
Lip Reading
Psy Rating 1

All previously un-purchased skills from Ranks 1 3, Rank 4a


or 4b (depending upon the career path chosen), Rank 5, and
Rank 6a are also available.

TALENT Name
Minor Psychic Power
Minor Psychic Power
Minor Psychic Power
Peer Astropaths
Sound Constitution
Exotic Weapon Training
Needle Pistol
Peer Inquisition
Psy Rating 1
Unshakeable Faith
Pistol Training Plasma

COST
200
XP
200
XP
200
XP
200
XP
200
XP
300
XP
300
XP
300
XP
300
XP
400
XP

PREREQUISITES
None
None
None
Fellowship 30
None
None
Fellowship 30
None
None
None

All previously un-purchased talents from Ranks 1 3, Rank


4a or 4b (depending upon the career path chosen), Rank 5,
and Rank 6a are also available.

NOTES:

Logister (Rank
7B) Advances
SKILL Name
Common Lore Adeptus
Arbites +10
Common Lore Ecclesiarchy
+20
Logic +10
Logic +20
Scholastic Lore
+10
Scholastic Lore
Creed +20
Scholastic Lore
+10
Scholastic Lore
Imperialis +10

Cryptology
Imperial
Judgment
Tactica

Search +10
Command +10
Interrogation +10
Tech-Use +20
Forbidden Lore Archeotech

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
300
XP

PREREQUISITES
Common Lore Adeptus
Arbites
Common Lore Ecclesiarchy
+10
Logic
Logic +10
Scholastic Lore Cryptology
Scholastic Lore Imperial
Creed +10
Scholastic Lore Judgment
Scholastic Lore Tactica
Imperialis
Search
Command
Interrogation
Tech-Use +10
Tech-Use +20

All previously un-purchased skills from Ranks 1 3, Rank 4a


or 4b (depending upon the career path chosen), Rank 5, and
Rank 6b are also available.

TALENT Name
Air of Authority
Othroproxy
Peer Government
Pistol Training
Flame
Resistance Fear
Strong Minded
Talented Logic
Peer Inquisition
Nerves of Steel
Peer Adeptus
Mechanicus
Peer Ecclesiarchy
Sound Constitution

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
300
XP
300
XP
300
XP
300
XP

PREREQUISITES
Fellowship 30
None
Fellowship 30
None
None
Willpower 30, Resistance
Psychic Powers
Logic
Fellowship 30
None
Fellowship 30
Fellowship 30
None

All previously un-purchased talents from Ranks 1 3, Rank


4a or 4b (depending upon the career path chosen), Rank 5,
and Rank 6b are also available.

NOTES:

Magister (Rank
8A) Advances
SKILL Name
Interrogation
Psyniscience
+10
Tech-Use +10

COST
200
XP
200
XP
200
XP

PREREQUISITES
None
Psyniscience
Tech-Use

All previously un-purchased skills from Ranks 1 3, Rank 4a


or 4b (depending upon the career path chosen), Rank 5,
Rank 6a, and Rank 7a are also available.

TALENT Name
Catfall
Exotic Weapon Training
Needle Rifle
Minor Psychic Power
Minor Psychic Power
Minor Psychic Power
Sound Constitution
Psy Rating 2
Melee Weapon Training
Power
Pistol Training Melta
Psy Rating 3

COST
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP
300
XP
400
XP
400
XP
500
XP

PREREQUISITES
Agility 30
None
None
None
None
None
Psy Rating 1
None
None
Psy Rating 2

All previously un-purchased talents from Ranks 1 3, Rank


4a or 4b (depending upon the career path chosen), Rank 5,
Rank 6a, and Rank 7a are also available.

NOTES:

Sage (Rank 8B)


Advances
SKILL Name
Common Lore Adeptus Arbites
+20
Forbidden Lore Cults +20
Forbidden Lore Heresy +20
Forbidden Lore Inquisition
+20
Forbidden Lore Mutants +20
Scholastic Lore Tactica
Imperialis +20
Command +20
Concealment
Forbidden Lore Archeotech
+10
Forbidden Lore The Black
Library +10

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
300
XP
300
XP
300
XP

PREREQUISITES
Common Lore Adeptus
Arbites +10
Forbidden Lore Cults +10
Forbidden Lore Heresy +10
Forbidden Lore Inquisition
+10
Forbidden Lore Mutants +10
Scholastic Lore Tactica
Imperialis +10
Command +10
None
Forbidden Lore Archeotech
Forbidden Lore The Black
Library

All previously un-purchased skills from Ranks 1 3, Rank 4a


or 4b (depending upon the career path chosen), Rank 5,
Rank 6b, and Rank 7b are also available.

TALENT Name
Mental Fortress
Peer - Nobility
Exotic Weapon Training
Web Pistol
Quick Draw

COST
100
XP
100
XP
200
XP
200

PREREQUISITES
Willpower 50, Strong
Minded
Fellowship 30
None
None

Rapid Reload
Talented Command
Peer Adeptus Arbites
Sound Constitution
Unnatural Intelligence

XP
200
XP
200
XP
300
XP
300
XP
500
XP

None
Command
Fellowship 30
None
None

All previously un-purchased talents from Ranks 1 3, Rank


4a or 4b (depending upon the career path chosen), Rank 5,
Rank 6b, and Rank 7b are also available.

NOTES:

Bonded Emissary
(Alt. Rank 4+)
Advances
Alternate Rank: 4 or higher (2,000+ XP).
Other Requirements: Intelligence 30 and Fellowship 30
Travel is a hazardous business, and foolish is the man or
woman who steps unwary of the dangers away from the
safety of their own, let alone seeks to travel the cold and
merciless darkness between the stars. Such travel in some
ways is an even more dangerous business for the powerful
and wealthy of the Calixis Sectors elites, because, although
insulated by their power and their followers from
commonplace hardships, they often have many enemies and
much to lose. The Imperium of man is a grim and deadly
place; the great and the powerful must always fear the
assassins hand, as well as the intrigues, plots and
machinations of their rivals. It is unsurprising that many
choose to remain at the centre of their domains and, when
matters of import arise that do not require their personal
presence, they send others out in their stead. The Bonded
Emissary is just such a person. Emissaries are, by their
nature, powerful individuals, no mere messenger, trade
factor or errand-runner.
An Emissary speaks with their
masters voice and carries with them their masters authority
(to a point). Such a trusted and delicate position requires
much from the individual involved, as they must be above
all, clever, socially adept and strong-willed. They must also
have a mastery of the facts at hand and be aware of the
subtle interplay of politics, while being wary always for the
maneuvering and plotting of their masters rivals. Some
Emissaries focus on the skills of the diplomat and the
negotiator, while others act mainly as agents to evaluate and
acquire objects, opportunities and even people who their
masters might wish to recruit. Successful Emissaries soon
become recognized and valued, and win favor and power in

their own right. Those that fail their employers abjectly or


cause them to lose face seldom get a second chance.
In the Calixis Sector, as in much of the Imperium,
Emissaries go by numerous names and titles depending on
their task and their master.
The Administratum has a
labyrinthine series of titles and designations, from the
Quastor Maximus who sits in attendance at the Lucid Palace,
to the grey ranks of reeves, delagators, potentates and the
innumerable sub-consuls, consuls lesser and peripatetic that
shuttle between its concerns and the other branches of the
Adeptus Terra and Commercia. The great trade guilds and
trans-stellar cartels, such as the Skaelen-Har Hegemony and
the DeVayne Corporation, have their brokers, agents and
procurators to represent them. The noble houses of Scintilla,
Malfi and the other major worlds have their own heralds and
nuncios, and up and coming scions that provide them with
ambassadors and who maintain their presence at court.
Inquisitors have need of skilled individuals other than
trained killers, mind-bending psykers, and dogged
investigators.
They often need liars and dissemblers,
individuals whose perception allows them to read the subtle
ebb and flow of the interplay of a nobles court, and men and
women who can detect the subtle taint of madness beneath
a genial faade. Emissaries are perfect for such tasks, and
an Acolyte with these skills can be confidently relied upon to
act as the cornerstone of any covert investigation, often with
the backing of false identities and cover provided by the Holy
Ordos. Those that meet them, while in one of their cover
identities, rarely guess their true master unless they decide
to reveal it.

SKILL Name
Barter
Barter +10
Charm
Charm +10
Common Lore Administratum
Deceive

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP

PREREQUISITES
None
Barter
None
Charm
None
None

Deceive +10
Disguise
Dodge
Evaluate
Evaluate +10
Inquiry
Inquiry +10
Medicae
Scholastic Lore
Heraldry
Scholastic Lore
Legends
Scholastic Lore
Mercantile
Scholastic Lore
Philosophy

Scrutiny
Survival
Barter +20
Carouse
Carouse +10
Common Lore
Underworld
Deceive +20
Forbidden Lore
Inquisition
Forbidden Lore
Mutants
Forbidden Lore
Xenos
Inquiry +20

100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP
200
XP
200
XP
200
XP
200
XP

Deceive
None
None
None
Evaluate
None
Inquiry
None
None
None
None
None
None
None
Barter +10
None
Carouse
None
Deceive +10
None
None
None
Inquiry +10

Scholastic Lore
Mercantile +10
Scrutiny +10
Tech-Use
Forbidden Lore
Archeotech
Sleight of Hand

200
XP
200
XP
200
XP
300
XP
300
XP

Scholastic Lore
Mercantile
Scrutiny
None
None
None

TALENT Name
Sound
Constitution
Talented
Barter
Talented
Deceive
Decadence
Quick Draw
Peer Nobility
Peer
Underworld

NOTES:

COST
100
XP
100
XP
100
XP
200
XP
200
XP
300
XP
300
XP

PREREQUISITES
None
Barter
Deceive
Toughness 30
None
Fellowship 30
Fellowship 30

Calixian XenoArcanist
(Alt. Rank 4+)
Advances
Alternate Rank: 4 or higher (2,000+ XP).
Other Requirements: Intelligence 40
A specialized scholar in both a privileged and a dangerous
position, a Xeno-Arcanist specializes in obscure lore and
knowledge concerning the works of the alien. There are few
sources for such knowledge, but among them are the Rogue
Trader families, the explorators, and the annals of Imperial
History itself, which are rife with stories of war against the
aliens that have surrounded and beset mankind since time
immemorial. The most exhaustive and prohibited records,
however, reside in the archive of the Holy Inquisition itself
and the vaults of Ordo Xenos Calixis, whose remit extends
out to the very edge of explored space. These contain a
veritable treasure trove of terrible knowledge and perilous
artifacts from alien races known, unknown and, in some
cases, deemed to be so dangerous that even use of their
names is forbidden on pain of death. Such a vast wealth of
fragmentary, disparate and often contradictory knowledge
requires both skill and vast insight to organize and apply. For
this reason, Xeno-Arcanist Acolytes are considered a
necessary evil by Ordo Xenos, although, always the subject
of the closest scrutiny less they succumb to the foul
temptations of the alien.
Some serve as cloistered
academics and savants, while others are utilized as agents in
the field to put their skills to more practical (if perilous)
applications.
Outside the Holy Inquisition, Xeno-Arcanists hold a far more
precarious position and must often conceal their knowledge
to avoid persecution. Many are driven academics whose lust
for knowledge outstrips any misgivings about their ultimate

fate, while other Radicals believe that by studying the alien


they can better learn to defeat it, or even replicate alien
technology and achievements for their own ends. Some,
blinded by the potential discoveries and benefits involved,
are foolish enough to secretly disbelieve the Imperial
doctrine that the xenos and their works are fundamentally
evil. Some even live long enough to regret this misplaced
conceit.
The Calixis Sector, bounded as it is by the vast and
terrifying expanse of unknown space, is a place where
knowledge of the alien is in high (if secret) demand, with
many mercantile guilds, explorers and even noble houses,
quietly circumventing the Imperiums ban on such knowledge
either through desire for profit, power, out of fear or simple,
damnable curiosity. To the chagrin of Ordo Xenos, by simple
virtue of the sectors location, time and exposure, many
private libraries and collections on Scintilla, Malfi and other
established worlds are known to hold their own xenos
artifacts and secret lorealthough often useless or forgotten
without the knowledge of how to interpret them.
The
Hetaireia Lexiss collections have been the source of several
scandals and even a few armed raids in the past.
Unsurprisingly then, a rogue Xeno-Arcanist can charge a high
price for their expertise if they are willing to enter such a
dangerous game. Many do so with their own agendas, some
not realizing until too late the true nature of those they find
themselves working for.
Becoming a Xeno-Arcanist is more a matter of inclination
and opportunity than anything else. Conceivably any adept
in the service of the Inquisition could be tasked or driven to
study the alien, particularly if, in the past, they have
encountered the xenos themselves or acted as curator for
xeno-lore or artifacts. This is particularly the case of adepts
in the service of Inquisitors from Ordo Xenos, for whom the
pursuit of the alien and the destruction of those who have
truck with their works is their central quest.

SKILL Name
Awareness +20
Deceive
Dodge

COST
100
XP
100
XP
100
XP

PREREQUISITES
Awareness +10
None
None

Forbidden Lore Mutants


Forbidden Lore Inquisition
Forbidden Lore
Xenos
Inquiry +10
Medicae
Carouse
Carouse +10
Forbidden Lore
Xenos +10
Navigation Stellar
+10
Scholastic Lore
Cryptology
Tech-Use
Charm
Pilot Space Craft
Sleight of Hand
Secret Tongue Xenos
(any)
May be taken multiple
times

TALENT Name
Sound Constitution
Decadence
Heightened Senses Sight
Pistol Training Needle
Talented Forbidden Lore
Xenos

100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP
200
XP
300
XP
300
XP
300
XP

None
None
None
Inquiry
None
None
Carouse
Forbidden Lore
Xenos
Navigation Stellar

400
XP

COST
100
XP
200
XP
200
XP
200
XP
200
XP

None
None
None
None
None
None

PREREQUISITES
None
Toughness 30
None
None
Forbidden Lore Xenos

Peer Ordo Xenos

NOTES:

300
XP

Fellowship 30

Legate
Investigator
(Alt. Rank 4+)
Advances
Alternate Rank: 4 or higher (2,000+ XP)
Other Requirements: You must have the Literacy skill. In
addition, you can only select this Alternate Rank if your
Inquisitor offers it to you.
Heresy is most skilled at hiding its face from those who
would find it out and persecute it. Conspiracies, cults and
false creeds hide themselves behind layers of petty crime,
local prejudices, crude fakery, false rumor and seeming
foolishness, as well as more labyrinthine plots and intricate
layers of well-crafted lies and deceit. Cutting through these
distractions to find the truth, no matter how deeply buried, is
the trade of the Legate Investigator.
Fully ranked Inquisitors of the Holy Ordos are rare
individuals, and in large inquiries or full-scale purges they
must often delegate the minutiae of sifting through detail,
and the questioning under duress of hundreds, sometimes
thousands of suspects to others in their retinuetasks for
which the Legate is exhaustively trained. Gifted with a
special seal of authority for the duration of a particular
enquiry, these Legates are variously called cult breakers,
hounds, and brothers of question by their fellows in the
Ordos Calixis. If an Acolyte makes a particular success of
their time as a legate, it is popularly viewed as a sign that
the recipient may be headed for an Inquisitorial rosette
themselves one day.
The use of Legate Investigators is common amongst
Inquisitors, a tradition within the Ordos Calixis since before
its formal foundation. To be invested as a Legate is to
receive a portion of the power of an Inquisitor, though in a
strictly limited and defined form based upon the enquiry they

are involved in and for a very limited duration. Such powers


usually extend to command authority over local law
enforcement, detention, requisition and question, but rarely
much further.
When an investigation is complete, the
authority of the Legates involved is formally ended.
Despite the potential for advancement in the role, some
Acolytes see Legates as unfortunate drudges used by their
master to plough through tedious months of interrogations
and mountains of interminable records, only to find that
there is nothing beyond the most minor criminal activity
present. Other unfortunates are left to clean up endless
loose threads after the main thrust of their Inquisitors wrath
has been expended and they themselves have moved on.
This view does have some basis as the Ordos Calixis do
invest and dispatch Legates where Inquisitorial involvement
is being demanded, but thought largely unnecessary by the
higher authority.
Some Inquisitors invest Legates and
dispatch them on an investigation simply to stir up what may
be lurking beneath the mud, using them as literal and open
bait to draw heresy and dark forces out into the open
obviously, this last task is far from popular with the Acolytes
in question. More subtle Inquisitors use legates to give
formal weight to a largely covert operation, knowing that
their Acolytes will have access to greater resource without
having to wait on petitions to local authority or constantly
having to refer back to higher powers.
The granting of even a fraction of the absolute authority of
an Inquisitor, even closely defined as in this case, is a very
serious matter indeed, only ever entrusted to the most
promising and able of Acolytes, and often to candidates who
have successfully performed such a role before. Failure or
misuse of such an office also holds the distinct prospect of
censure and harsh punishment.
All Legate Investigators bear a formal carta of inquiry (their
Legature) and a Sigil of Question that demonstrates their
remit and authority under the Ordos Calixis. These two
things are proof of their authority and status. The first is a
document that states the locale of investigation and the
focus of concern, granting the bearer the absolute right to
question and examine who or whatsoever they wish on
presentation and corroboration of a Sigil of Inquiry. The Sigil
of Inquiry is an icon made of silver featuring the sign of a
chalice engraved with the symbol of the Inquisition. It may
be worn as a medallion, carried in a wallet or worn on the
finger as a ring, and contains within it a code-key system for
verification and secure data-access if needed.

Becoming a Legate Investigator is as much about


acknowledgement of capability and potential by an Acolytes
Inquisitorial masters as it is a willingness or want on the part
of the player or character. The opening up of this Career
Rank to one or more members of a group of Acolytes may be
a form of reward by the GM for a deftly accomplished mission
or successful campaign, or some similar accomplishment.
Chiefly, this career shows that a character is both trusted
and viewed as capable by their superiors. Whether they live
up to such trust is in the players hands.
Once this Rank has been taken, the character has
permanent access to its Advance Scheme, although the
Legates authority only applies for the length of a particular
enquiry or mission within the game.

SKILL Name
Command
Forbidden Lore - Cults
Forbidden Lore - Heresy
Forbidden Lore Mutants
Forbidden Lore Psykers
Inquiry
Inquiry +10
Interrogate
Interrogate +10
Scrutiny
Scrutiny +10
Ciphers Inquisition
Forbidden Lore Cults
+10
Forbidden Lore Heresy
+10

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP

PREREQUISITES
None
None
None
None
None
None
Inquiry
None
Interrogate
None
Scrutiny
None
Forbidden Lore
Cults
Forbidden Lore
Heresy

Forbidden Lore
Mutants +10
Forbidden Lore
Psykers +10
Inquiry +20
Interrogate +20
Scholastic Lore
Judgment
Scrutiny +20

TALENT Name
Air of Authority
Talented Inquiry
Talented
Interrogation

NOTES:

200
XP
200
XP
200
XP
200
XP
200
XP
200
XP

COST
200
XP
200
XP
200
XP

Forbidden Lore
Mutants
Forbidden Lore Psykers
Inquiry +10
Interrogate +10
None
Scrutiny +10

PREREQUISI
TES
Fellowship
30
Inquiry
Interrogatio
n

Tyrantine Shadow
Agent
(Alt. Rank 5+)
Advances
Alternate Rank: 5 or higher (3,000+ XP)
The Inquisition, some say, is an empire of secrets. To
outsiders, this is certainly the case, for in stern judgment and
shrouded in mystery the Holy Ordos sit above them like
wrathful gods, little understood and rightly feared. But what
is not so widely known by outsiders is that there are many
secrets the Inquisition keeps from its own, either because it
is expedient to do so, or because they are simply too
dangerous even for some members of the Ordos to know.
These secrets are often held through invisible webs of
patronage, fealty and alliance, but sometimes manifest
themselves though shadow empires: whole organizations
hidden under the wider umbrella of the Holy Ordos whose
nature and concerns remain mysterious even to other
Inquisitors and Acolytes. Within the Calixis Sector one such
group is the Tyrantine Cabal.
Inside the Calixian Conclave, there is no greater divider
than the Hereticus Tenebrae, the Tyrant Star. The supreme
danger of the Star is not known to all even within the
Inquisitions own ranks. Within the Calixian conclave, even
those who do know something rarely have anything but a
piece of the puzzle. In no small part, the Tyrantine Cabal is
responsible for maintaining this ignorance, just as much as it
is investigating what the Hereticus Tenebrae represents and
how to combat it.
As the years have progressed, this web of secrecy and
control has taken on a life almost of its own, and methods
and agencies have sprung up to support it and its masters
goals. One such powerful agency is the Tenebrae Collegium
a shadow empire all of its own founded by the genius of

the renowned Inquisitor Cassilda Cognos. The Collegium


takes the most promising and suitable of Acolytes and
transforms them into subtle and lethal instruments of
deception, whose true allegiances can remain secret even
from the Inquisitors they serve. These Acolytes are perfectly
suited to keeping the Tyrantine Cabals purposes hidden and
enacting its will without remorse or apprehension. The
existence of the Collegium and its so-called shadow agents
is a matter officially denied by the Cabal and the source of
much secret debate and suspicion within the Conclave Calixis
as a whole. How far does its reach stretch? How many
agents does it have?
And what darkness might go
undiscovered lurking at the heart of such a strange and
hidden power? Few know, but many outside the Cabal have
grave misgivings, and some even have fashioned secret
networks of their own in response.
It is said Cassilda Cognos once quipped in a rare moment
of levity that the Collegium took outstanding dissemblers
and accomplished liars and then began their work.
Certainly, the results of the Collegiums conditioning do
produce agents more than capable of moving through the
Imperium in a carefully woven fog of falsity and misdirection.
Using tiny gestures, key words and cadences, two agents can
communicate vital information in the presence of others who
remain none the wiser. Furthermore, using psychic and
mental conditioning, a graduate of the Collegium can close
his mind to all but the most destructive psychic probing,
concealing his deepest secrets around a labyrinth of half
truths and falsity to confuse, making them not only
extraordinarily proficient spies and agents, but nearimpregnable living vaults for the secrets of the Cabal.
The ultimate purpose of these Tyrantine agents is to firstly
hold the Cabal above all other masters, to pursue knowledge
of the Tyrant Star and to keep that knowledge safe from all
outside the Cabals jealous circle. In most cases, these goals
coincide with the agents duties as Acolytes of the Ordos
Calixis. However, where their true loyalties have come into
conflict with the Adepta or even immediate superiors outside
of the Cabal, this has led to cold and brutal conflict with
those the agent would ordinarily call their lords, comrades, or
even friends. So far, the Cabal has managed to keep all such
difficulties from wider knowledge. The time may come,
though, when the fate of all is at stake and they will have to
act no matter what the cost. Perhaps a civil war will erupt
within the Ordos Calixis as a result. This is a nightmare,
however, that this secret empire, this order within an order,

must bear, for their own fearful secrets are as nothing to the
dangers of the Hereticus Tenebrae, and some must be
sacrificed lest its truth devour us all.
Taking this Alternate Career Path is not just a matter of
passing the XP requirements, it means that you have been
singled-out by the Tyrantine Cabal. You must secure your
GMs approval before taking this Alternate Rank, since
advancing into this Career makes you a conspirator and
subject to the Tyrantine Cabals secret orders and goals. So
take care to hide your allegiance from others or face the
consequences!

SKILL Name
Ciphers Tenebrae Collegium
Ciphers Tenebrae Collegium
+10
Ciphers Tenebrae Collegium
+20
Deceive
Deceive +10
Disguise
Disguise +10
Inquiry
Scholastic Lore Legend
Secret Tongue Tenebrae
Collegium
Secret Tongue Tenebrae
Collegium +10
Secret Tongue Tenebrae
Collegium +20
Deceive +20
Disguise +20
Forbidden Lore Cults
Forbidden Lore Cults +10

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200

PREREQUISITES
None
Ciphers Tenebrae Collegium
Ciphers Tenebrae Collegium
+10
None
Deceive
None
Disguise
None
None
None
Secret Tongue Tenebrae
Collegium
Secret Tongue Tenebrae
Collegium +10
Deceive +10
Disguise +10
None
Forbidden Lore - Cults

Forbidden Lore Inquisition


Forbidden Lore Inquisition
+10
Inquiry +10
Inquiry +20
Scholastic Lore Legend +10

XP
200
XP
200
XP
200
XP
200
XP
200
XP

None
Forbidden Lore - Inquisition
Inquiry
Inquiry +10
Scholastic Lore - Legend

TALENT Name
Labyrinth
Conditioning
Mimic
Resistance Psychic
Powers
Unremarkable
Strong Minded
Mental Fortress

NOTES:

COST
100
XP
100
XP
100
XP
100
XP
200
XP
300
XP

PREREQUISITES
Intelligence 30
None
None
None
Willpower 30, Resistance
Psychic Powers
Willpower 50, Strong Minded

Demagogue
(Alt. Rank 3+)
Advances
Alternate Rank: 3 or higher (1,000+ XP)
You have been forsaken! You have been enslaved by lies,
beaten by injustice, and bled by greed, but you have not
bowed your heads or bent your knees. If it takes a thousand
years and a river of blood, then so be it, but we will be free!
Unidentified heretic on Tranch prior to the rising of the Pale
Throng
Demagogues are rabble rousers and agitators who can
sway great crowds with their words. These fiery orators may
be cult leaders, idealists, madmen, fanatics, or subtle
manipulators and agent provocateurs. All, however, have
the skill to draw crowds together with words, bind them with
rhetoric, and loose them on a target like a pack of dogs.
Worlds have burned because of the actions of such men and
women. Some wish for nothing more than to see the world
around them torn down and set aflame, to stoke the fires of
anger and dissent to the point of an all-consuming inferno.
Some demagogues are created by the injustices done to
them or those around them, injustices that push the
demagogue past the confines of society and into open
insurrection against all in authority.
Many Demagogues
within the Imperium are touched with such conviction and
faith that they use their skills to build crusades of the
credulous and desperate. Of these renegade preachers,
many profess faith in the God-Emperor of Mankind in some
form, but a few are spurred by the touch of Chaos and the
lure of false gods.
To the Imperium, demagogues are, for the most part, a
menace whose activities must be controlledand if
necessary curtailedwith force. This can be more easily said
than done, for many demagogues are adept at slipping
through the Imperium unseen and unaccounted for. It is

common for recidivist demagogues to appear long enough to


create a brushfire rebellion or riot, only to melt away when
the authorities move against them and replicate the
destruction they have unleashed somewhere else. These
elusive agitators are the most dangerous and hunted variety
of demagogue, and many are counted amongst the most
notorious of recidivists and heretics.
Some demagogues are not the crazed fanatics or simple
rebels they appear, but servants of the Inquisition acting as
provocateurs and instigators for reasons hidden from all but
the most subtle investigator. Most of these tame agents of
hatred serve Inquisitors of a Radical dispositionand those
who follow the Recongregator philosophy or Istvaanian
doctrine in particular. Unlike true demagogues, these secret
provocateurs choose their causes and targets with the
dispassionate consideration of a master surgeon choosing
the proper blade. One moment, they are calling for the
overthrow of a mining cartel on Sepheris Secundus, and the
next, they are rousing the mutants of Scintilla to frenzied
revolt. For this most dangerous breed of demagogue, the
effect their mission requires is all, and how it is masked is of
no consequence.
Demagogues who serve Radical Inquisitors usually assume
the role through necessity. When you are charged with
bringing blood and destruction or instigating fundamental
changes in the structure of Imperial authority, the ability to
create a riot, instigate a mutiny, and foment rebellion is
useful indeed. Talented orators and socially adept Acolytes
may embrace this role and dedicate themselves to perfecting
its finer points, while some are thrust towards it by their
master.

SKILL Name
Charm
Charm +10
Command
Deceive
Deceive
+10
Disguise

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100

PREREQUISITES
None
Charm
None
None
Deceive
None

Command
+10
Deceive
+20
Disguise
+10

TALENT
Name
Unremarkabl
e
Air of
Authority
Master
Orator
Inspire
Wrath

NOTES:

XP
200
XP
200
XP
200
XP

COST
100
XP
200
XP
200
XP
200
XP

Command
Deceive +10
Disguise

PREREQUISI
TES
None
Fellowship
30
Fellowship
30
Fellowship
30

Infil-traitor
(Alt. Rank 4+)
Advances
Alternate Rank: 4 or higher (2,000+ XP)
Maxil, Maxil, whats wrong, your eyes man! What are you
doing with thatno! Last words of Adept Acolyte Danvers
An Infil-traitor is an unwilling assassin, a living weapon
turned against former friends and allies to sow terror and
death. Infil-traitors are disposable weapons whose chief
effectiveness lies in their ability to be rapidly converted from
captives or abductees and turned unexpectedly against their
erstwhile comrades.
Captured, tortured, and mentally
rewired, either by the dark arts of the witch or sorcerer or
through the application of ancient and sinister technologies,
Infil-traitors have no idea of what has happened to them until
their programming is triggeredand then they become
blank-eyed killers.
Although the processes of creating an Infil-traitor are much
the same as that of creating one of the Mind-Cleansed, the
process is performed with much greater speed and nowhere
near as thoroughly. The mental programming overlays rather
than replaces the subjects original thought patterns,
instilling a set of pre-programmed commands and mimetic
knowledge crudely and brutally on the subjects mind.
The use of Infil-traitors is a long-established practice both
by the Inquisition itself (which uses them often to infiltrate
heretical sects) and by some of its enemies, such as the
Logicians and the Brotherhood of the Horned Darkness within
the Calixis Sector (although the means by which these two
organizations create their living weapons differs greatly). It
is also far from unknown, though it is considered a
particularly odious tactic, for certain Inquisitors and Radical
factions to employ Acolytes and agents turned Infil-traitors
against their rivals within the Holy Ordos.

The first criteria for a character to become an Infil-traitor is


to run afoul, in secret, of some agency, enemy, or cult with
the means and motive to abduct and modify him accordingly.
The character suffers 2d5 Insanity Points and gains the Trait
Flawed Conditioning and may choose advances from this
career rank representing his conditioning. The Infil-traitor
should receive a specific task (such as an assassination, act
of sabotage or particular bit of theft or spy work) that he
must carry out at the behest of the agency that has
programmed him, as well a trigger event or code word, both
of which must be secretly agreed between the player and the
GM in advance. The Acolyte will then carry on behaving as
normal until his conditioning is triggered, at which point he
must try to carry it out to the best of his ability until he
accomplishes his mission, his conditioning breaks down, or
he dies trying.
The mental conditioning and mimetic programming that
makes an Infil-traitor is far from perfect, and if he is
subjected to sufficiently powerful trauma, his mind can
shatter or regress and the conditioning unravel. If an Infiltraitor fails a Fear Test by more than three degrees, suffers
mental trauma, suffers Critical Damage, a psychic attack on
his mind, or is called on to perform a self-destructive act by
his programming, this conditioning may break down. If any
of these factors occur, the Infil-traitor may try and pass a
Hard (20) Willpower Test to break free of the conditioning. If
successful, the Infil-Traitor falls catatonic for 1d5 hours (or
until roused by medical attention), after which time he is free
of the conditioning and this Trait. If he fails, the conditioning
holds and he suffers 1d5 Insanity Points. Alternatively, the
character may spend 200 XP to automatically pass the
Willpower Test.

WARNING
This career option is intended to provide experienced
players with an opportunity to be a double agent of sorts
at least for a while. As such, it may well result in their
character eventually being eliminated from play, quite
possibly at the hands of their comrades once their treachery
comes to light! There is, however, a way back if their
conditioning can be broken, which can provide the chance for
some great roleplaying experiences and memorable events
on the way, to say nothing of the later adventure where
characters get revenge on their former puppet master. This
option should only be taken in full cooperation between the

player(s) and the GM, and with a mind to how it may affect
an ongoing campaign.

SKILL Name
Common Lore
Tech
Deceive
Intimidate
Survival
Deceive +10
Intimidate +10

TALENT Name
Arms Master
Combat
Master
Concealed
Cavity
Disarm
Sprint
Lightning
Reflexes
Logis Implant
Quick Draw
Swift Attack

NOTES:

COST
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
300
XP

COST
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP

PREREQUISITES
None
None
None
None
Deceive
Intimidate

PREREQUISITES
Ballistic Skill 30, Basic Weapon Training
(any two)
Weapon Skill 30
None
Agility 30
None
None
None
None
Weapon Skill 35

Malefic Scholar
(Alt. Rank 4+)
Advances
Alternate Rank: 4 or higher (2,000+ XP)
If you wish him dead I can oblige, though you may be able
to affect such an end yourself without recourse to my arts.
My specialty is the manipulation of events to violent ends by
malign artifice; chiefly war, tragedy and rebellion. If that is
not what you desire then perhaps it is not I that you seek.
Corwainious Tare
A Malefic Scholar studies and acquires proscribed
knowledge concerning the nature of the warp, the power and
nature of daemons, and the manipulation of warp by the arts
of ritual and sorcery. These are the wizened masters of warp
craft who can summon daemons, open portals into the ether,
see things far off and days remote, and create artifacts of
occult and unclean power. Such dedication is motivated by
an obsession with knowing what should not be known, or by
the desire to wield unnatural power that is beyond that open
to most humans.
The power of a Malefic Scholar has
potential that is only bound by the weakness of the human
mind when confronted with truths greater than it can cope
with.
Forbidden knowledge is bought with unspeakable acts,
obsessive pursuit of foul tomes, occult artifacts, incunabula,
and long study.
Given the fragmentary and often
contradictory nature of the Dismal Texts, the practice of warp
craft requires long experimentation and a considerable
intellect. The effects of such study and practice are corrosive
to body and soul. Most Malefic Scholars go mad and are
slowly eaten by the cancerous nature of the things they
know. Many succumb to daemonic influence and possession
or become monstrous things ruled by their malignancy and
dwindle into darkness and a life lived in nightmares. Some

simply vanish and are lost to an eternity of suffering at the


hands of the forces they sought to understand and control.
Most Malefic Scholars are an obvious threat to the fabric
and security of the Imperium; their pursuit of forbidden
knowledge can unleash warp entities, provide a point of
incursion for daemons and may corrupt all they touch. For
Inquisitors of Radical factions which embrace the use of warp
craft, a Malefic Scholar is a valuable servant and weapon to
be used to fight the enemies of mankind. In the service of a
Radical Inquisitor a Malefic Scholar will find undreamt of
access to sources of forbidden lore and endless opportunities
to expand their knowledge.
Becoming a Malefic Scholar is a conscious choice on the
part of an Adept who wishes to pursue forbidden knowledge
and sorcery. Beyond this the character must have in-game
access to a source of Forbidden Lore Daemonology and or
Scholastic Lore Occult, such as a tome containing arcane
writings, or contact with an individual who has such
knowledge. On entering this career, an Adept gains 1d10
Corruption Points and 1d10 Insanity Points.

SKILL Name
Ciphers Occult
Forbidden Lore
Daemonology
Forbidden Lore Warp
Invocation
Psyniscience
Scholastic Lore Occult
Ciphers Occult +10
Forbidden Lore
Daemonology +10
Forbidden Lore Warp +10
Invocation +10
Psyniscience +10
Scholastic Lore Occult +10
Ciphers Occult +20
Forbidden Lore
Daemonology +20
Forbidden Lore Warp +20
Invocation +20
Psyniscience +20
Scholastic Lore Occult +20

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP
200
XP
300
XP
300
XP
300
XP
300
XP
300
XP
300
XP

PREREQUISITES
None
None
None
None
None
None
Ciphers Occult
Forbidden Lore
Daemonology
Forbidden Lore Warp
Invocation
Psyniscience
Scholastic Lore Occult
Ciphers Occult +10
Forbidden Lore
Daemonology +10
Forbidden Lore Warp +10
Invocation +10
Psyniscience +10
Scholastic Lore Occult +10

TALENT Name
Favoured by the
Warp
Minor Arcana
Minor Arcana
Minor Arcana
Minor Arcana
Minor Arcana
Major Arcana
Major Arcana
Major Arcana
Major Arcana
Major Arcana

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP

Sorcerer

200
XP

Sublime Arts

300
XP

Master Sorcerer

400
XP

NOTES:

PREREQUISITES
Willpower 35
Sorcerer
Sorcerer
Sorcerer
Sorcerer
Sorcerer
Willpower 45, Sorcerer
Willpower 45, Sorcerer
Willpower 45, Sorcerer
Willpower 45, Sorcerer
Willpower 45, Sorcerer
Intelligence 35, Willpower 35,
Forbidden Lore Daemonology
+10 or
Forbidden Lore Warp +10
Perception 40, Intelligence 45,
Sorcerer
Intelligence 40, Willpower 50,
Sorcerer,
Forbidden Lore Daemonology
+20 or
Forbidden Lore Warp +20

Saboteur
(Alt. Rank 3+)
Advances
Alternate Rank: 3 or higher (1,000+ XP)
Terror and the application of atrocity; that is my art.
Attributed to a nameless warlord of ancient Terra
Saboteurs are craftsmen of panic, destruction, and
downfall.
They are the loosed dogs of secret wars of
destabilization and terror that rage in the shadows of the
Imperium of Mankind. Trained to move unseen amongst the
great flocks of humanity, the Saboteur is a faceless agent of
fear, mayhem, and death that attacks the physical and
psychological fabric that binds the Imperium together. It is
said by some in the Administratum that everything within the
Imperium is connected by endless invisible threads of
interdependence that bind the whole together. From the
astropathic messages brought to the table of a lord to the
food eaten by the lowest worker in a forge; all depends on
something else to exist, and those in turn on other things.
These threads of reliance form a vast web of power and
stability on which order, faith, and survival depend. It is the
destruction of these threads that is the Saboteurs purpose
and their most beloved art.
Why such cold monsters of terror should be found in the
service of the Inquisition can only be answered by those who
understand the Radical philosophies and creeds of the type
of enemy who might see a need to create conflict and
destabilize the fabric of the Imperium. To Inquisitors of the
Recongregator and Istvaanian factions, Saboteurs are the
fundamental tools with which they forge their ends. Trained
by the defenders of mankind, Saboteur Acolytes are
unleashed against Imperial worlds to cause the anarchy their
masters demand. From demolishing a symbol of Imperial
authority to wrecking a key manufactorum supplying a
warzone, the targets and actions of a trained Saboteur are

designed to always create a particular effect or reaction;


whether it is simply fear or preventing a greater danger from
coming to pass.
Becoming a Saboteur is a matter of willingness and
requirement; the service which an Acolyte does for his
Inquisitor may be of such a Radical nature that skills in
destroying bridges and crippling cities with fear are
necessary. In this case, an Acolyte may elect to undergo
training in the shadowy arts of sabotage.

SKILL Name
Chem-Use
Concealment
Demolition
Disguise
Security
Chem-Use
+10
Concealment
+10
Demolition
+10
Disguise +10
Security +10
Tech-Use
Chem-Use
+20
Concealment
+20
Demolition
+20
Disguise +20
Security +20

TALENT Name
Unremarkable
Concealed
Cavity

COST
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP
200
XP
200
XP
300
XP
300
XP
300
XP
300
XP
300
XP

PREREQUISITES

COST
100
XP
100
XP

PREREQUISITES

None
None
None
None
None
Chem-Use
Concealment
Demolition
Disguise
Security
None
Chem-Use +10
Concealment
+10
Demolition +10
Disguise +10
Security +10

None
None

NOTES:

Warp Dabbler
(Alt. Rank 6+)
Advances
Alternate Rank: 6 or higher (6,000+ XP)
She would have been just a petty recidivist and peddler of
harm, but then the warp found her and she became a true
monster. I am just grateful that she is a monster loyal to
me. Inquisitor Soldevan, spoken of his Acolyte Lotus Zan
Warp Dabblers, sometimes referred to as warplocks and
petty sorcerers, are individuals tampering often blindly with
the malignant arts of the warp sorcery. Whether cultists,
non-compliants, recidivists or even servants of the
Inquisition, these individuals have had contact with forbidden
knowledge and have decided to succumb to the possibilities
it can offer. These are not true sorcerers or savants of the
forbidden, but instead are dark-hearted warriors, soiled
enforcers, spiteful adepts, and twisted killers who have
acquired a degree of warp lore and have made the perilous
decision to put it into use. Although they may never achieve
the terrible heights of occult power and knowledge that the
true masters of sorcery can, a little knowledge is a
dangerous thing. This knowledge, in particular, makes most
Warp Dabblers very dangerous indeed.
Warp Dabblers may have walked almost any path before
they begin their dalliance with warp craft. In the case of
recidivist heretics, they may be cultists, criminals, smugglers
or even gang bosses. The intelligence and strength of will to
study the forbidden is not something that all can do, but
should one with the potential be presented with forbidden
power, he will often seize it and put it to imaginative and
horrible use.
The trick for the would-be Warp Dabbler, of course, is to
find information on the immaterium, daemons, and warp
craft in the first place. The Imperium is in general a closed
and ignorant societyin fact, one of the Inquisitions vital

tasks is to censor and limit the spread of information deemed


dangerous or corrupting. Meanwhile, the Ecclesiarchy
constantly preaches rhetoric designed to inspire dogmatic
obedience and abject abhorrence of the heretical in equal
measure. To the average Imperial citizen, an education is an
unobtainable luxury, daemons are distant horrors portrayed
in morality plays, and the warp does not exist.
In this social climate, it is onerous to the extreme to obtain
texts or information about daemonology, the occult, and the
immaterium. However, it is by no means impossible. There
are few things more consistent in human nature than the
desire to possess the forbidden and unobtainable. In the
darkest corners of Imperial society (and all too often, its
loftiest heights), proscribed texts, forbidden tomes, and other
instructions in warp craft can be bought, traded, and stolen
by someone with the right connections or resources.
The sad irony of this is that due to the Imperiums tireless
efforts to suppress forbidden malefic knowledge, those who
do manage to obtain such information often have no
understanding of just how dangerous it can be. To them, the
rituals and incantations are just another tool to obtain their
goals, or worse, an amusing dalliance. Only when it is far, far
too late, does the average Warp Dabbler realize how his
actions have doomed him.
That is not to say, however, that Warp Dabblers are not
formidable foes. On the contrary, the combination of low
skill, resourcefulness, and ruthless cunning they need to
obtain the forbidden knowledge in the first place makes them
competent adversaries. In addition, the warp-fueled powers
and daemonic allies they can draw on makes them even
more dangerous. Warp Dabbling crime bosses may take
down rivals with warp entities, while assassins may use
sorcery to pass unseen and so eliminate the most heavily
guarded of targets. Cultists may attract their followers with
forbidden pleasures and dark rewards, while protecting their
secrecy with hexes and malefic curses.
All this makes a Warp Dabbler an all-too-common quarry of
the servants of the Inquisition. However, it also makes such
an individual extremely useful to those Inquisitors willing to
use the warp to their own ends. Warp dabbling Acolytes can
call on their knowledge to bend the powers of the warp to
pursue and defeat their targets, or use it to gain a better
understanding of the motives and operations of their
adversaries. There are few truer examples of the very nature
of Radicalism than a Warp Dabbler Acolyte.

Becoming a Warp Dabbler requires both motive and


opportunity; the Acolyte must have a source from which he
could acquire Forbidden Lore Warp, Forbidden Lore
Daemonology, or Scholastic Lore Occult. The Acolytes
Inquisitor might be a source of such possibility, while contact
with warp cults or forbidden tomes might be other possible
routes. Once a character chooses to dabble in warp lore, he
must spend an amount of time studying or being tutored, at
the end of which he enters this rank and gains 2d10
Corruption Points.

SKILL Name
Ciphers Occult
Forbidden Lore
Daemonology
Forbidden Lore Warp
Invocation
Invocation +10
Scholastic Lore Occult
Forbidden Lore
Daemonology +10
Forbidden Lore Warp +10
Psyniscience
Scholastic Lore Occult +10

COST
100
XP
100
XP
100
XP
100
XP
100
XP
100
XP
200
XP
200
XP
200
XP
200
XP

PREREQUISITES
None
None
None
None
Invocation
None
Forbidden Lore
Daemonology
Forbidden Lore Warp
None
Scholastic Lore Occult

TALENT Name
Decadence
Fueled by Flesh
Minor Arcana
Minor Arcana
Sorcerer
Major Arcana
Dark Soul
Favoured by the
Warp

NOTES:

COST
100
XP
200
XP
200
XP
200
XP
200
XP
300
XP
400
XP
400
XP

PREREQUISITES
Toughness 30
Sorcerer
Sorcerer
Sorcerer
Intelligence 35, Willpower 35,
Forbidden Lore
Daemonology +10 or
Forbidden Lore Warp +10
Willpower 45, Sorcerer
None
Willpower 35

Adept Skills
Awareness
(Basic)
Perception

Easily one of the most


important Skills to an
investigator, as without
this Skill, he is doomed
to forever stumble into
ambushes and traps,
and to overlook vital
clues.
The Awareness skill
reflects your ability to
perceive hidden dangers
and to notice small
details
about
your
physical
surroundings.
You use the Awareness
skill to notice ambushes,
spot traps and discern
other threats to you and
your allies. Awareness
is not tied to any one
sense; it encompasses
them all.
When
using
Awareness to detect a
hidden enemy, the Test
is
always
Opposed.
Otherwise, the thing you
are trying to detect
applies
a
Difficulty
based on how cunningly
concealed it is.
Particularly perceptive
Acolytes are trained to
take in every aspect of a
scene with just a quick
scan, later recalling the
subtlest of details that
turn out to be critical to

the
investigation.
Awareness cannot be
used as an Investigation
Skill in its own right, but
it can be used to assist
an Investigation Skill.
When
examining
a
crime scene, you may
make an Awareness Test
to attempt to notice any
clues. Every degree of
success reduces the
Difficulty
of
a
subsequent
investigation Test by
one-step.
An Awareness Test is
usually a Free Action
made in reaction to
something.

Barter
(Basic)
Fellowship

Whether conducting
menial chores in the
marketplace
before
setting off on a mission,
bribing guards to let you
slip in the back door unnoticed, or negotiating
for a choice piece of
information, the Barter
skill is always handy for
minimizing the impact
to an Inquisitors credstick.
You can use the Barter
skill to negotiate deals
and get better prices on
goods
and
services.

When dealing with dayto-day


affairs,
like
haggling in a bazaar
over the price of a fine
set of tarot cards, or
trading lho-sticks for
food in an arbitrator cell
block, a single Test is
sufficient. However, for
important deals, such as
those entailing risk to
one side, carried out
under
dangerous
circumstances
or
involving a large amount
of Thrones (negotiating
the bounty on the head
of a dangerous alien, for
instance), the GM may
call for an Opposed Test,
with both sides using
their Barter skill. As a
rough guide, a success
will reduce the price of
an item by 10%, with
each additional success
reducing it by a further
5%.
By first making a
Barter Test, you can
increase your chances of
success
with
a
subsequent Interaction
Test by offering goods,
services or cold, hard
Thrones.
A successful
Barter Test and each
degree
of
success
beyond, grants you a +5
bonus on your next
Interaction Test against
your target made within
a number of days equal
to
your
Fellowship
Bonus. The Difficulty of
the Barter Test depends

on the nature of the


bribe as determined by
the GM, who will take
into account the value
of the bribe and the
targets honesty and
motivations.
A typical Barter Test
takes
about
five
minutes, but delicate
dealings and intricate
negotiations
may
require more time, as
decided by the GM.

Blather
(Advanced,
Interaction)
Fellowship

Whilst unable to spin


elaborate webs of lies as
with Charm or Deceit,
Blather is useful for
baffling a guard long
enough
to
escape,
creating a distraction or
stalling for time... or for
coming up with a good
excuse to feed your
Inquisitor.
When you make a
Blather Test, you stall for
time by running off at
the mouth, spewing a
stream of words and
nonsense in an attempt
to confuse and distract
others. A Blather Test is
always Opposed by your
targets Willpower (or
Scrutiny).
If
you
succeed and the target
fails,
the
target
is
distracted by you and
can do nothing for one

Round,
staring
dumbfounded
and
wondering if you are
drunk, crazy or both.
For every degree of
success, you dumbfound
the
target
for
an
additional Round.
If your target succeeds
the Test and you fail, or
if you both fail the Test,
then your attempt at
verbal acrobatics fails
and the target may act
normally.
In the case
where
you
both
succeed, the character
that had the most
degrees
of
success
determines
the
outcome.
You can also use
Blather against multiple
opponents. For similar
opponentsthose that
have the same general
Characteristicsmake a
Blather Test as normal,
but the GM rolls just one
Willpower Test. If you
win the Opposed Test,
you affect a number of
targets equal to your
Fellowship Bonus.
You may spew inane
and nonsensical banter
to create a distraction to
divert attention from
some other ally or
event. If you have allies
nearby
who
might
benefit
from
the
distractionsneaking
past a guard or picking
their pocket, you may
make a Blather Test to

help them out.


You
make a Blather Test as
normal
and,
if
successful, use your
Blather skill to assist
your ally. Your opponent
is
dumbfounded
as
normal, although if your
ally fails their own Test
then the opponent may
realize what is going on.
You can attempt to
distract your opponent
and conceal your hostile
intentions. So long as
you are not in combat
and have not exhibited
any hostile or overly
confrontational actions
towards your opponent,
you may make a Blather
Test opposed by your
opponents Willpower or
Scrutiny.
If you are
successful you distract
your
opponent
as
though
you
had
successfully feinted in
combat, and so long as
your next Action is a
standard
attack,
it
cannot be Dodged or
Parried.
If your next
Action is anything other
than a standard attack
then this advantage is
lost. You may only use
this function of Blather
once per encounter.
NPCs, while confused
by your banter, are
unaffected
by
your
words if they are in
obvious danger or if it is
clear
there
are
preparations
being

made to harm them.


The
target
must
understand
the
language
you
are
speaking or the Test
automatically failsyou
cannot, for instance, use
this
Skill
against
animals. A Blather Test
is a Full Action.

Carouse
(Basic)
Toughness

Whilst excessive
drinking
is
hardly
encouraged
by
the
Inquisition,
only
the
most
puritanical
of
Inquisitors
would
begrudge their Acolytes
a drink or two.
In
addition to its primary
use for relaxing, many
an important clue or tipoff has been gained
whilst carousing in a
none
too
salubrious
establishment, and only
Acolytes who can hold
their amasec stand any
chance of remembering
it come the morning.
Whether consuming
the
finest
amasec
brandy or the cheapest
stomach-stripping hive
juices, you use the
Carouse skill to resist
the effects of alcohol
and
narcotics.
Experienced carousers
can build up quite a
tolerance and remain
clear-headed and lucid

while those around them


succumb to the effects
of their amusements.
Use this Skill whenever
you must resist the
effects of alcohol or
similar intoxicants.
Each time you take a
drink or some other
form of intoxicant, make
a Carouse Test. Failure
indicates
you
have
gained
a
level
of
Fatigue.
Should you
pass out as a result, you
become unconscious for
a number of hours equal
to 1d10 minus your
Toughness
Bonus
(minimum one hour).
Your GM may incur
further Test penalties as
a result of intoxicant use
as they see fit.
A drinking contest,
whether in the form of a
competition
to drink
alcohol the fastest or to
be
the
last
man
standing, is simply an
Opposed Carouse Test.
The consequences for
failure
are
usually
embarrassing
rather
than harmful, although
this does depend on the
drink consumed.
Acolytes who spend a
great deal of time
ingesting
drugs
and
alcohol find that they
develop a tolerance for
a whole host of toxins.
Whenever
you
knowingly
consume
something
that
is

poisonous or toxic, you


may make a Carouse
Test in place of the
Toughness Test.
This
use does not apply to
poisons or toxins that
have
been
injected,
applied to weapons or
delivered by any other
non-oral methods.
A Carouse Test is a
Free Action. You use this
Skill
whenever
you
imbibe.

Charm
(Basic,
Interaction)
Fellowship

One of the more vital


tools
available
to
Acolytes in their pursuit
of the witch and heretic,
Charm allows you to
instill feeling of kinship
and companionability in
those you meet.
A
successful
Test
can
make friends out of foes,
bank the fires of anger
and get you into places
where the bullet would
otherwise fail.
The Charm skill is
used to befriend others.
You make Charm Tests
whenever you want to
change the minds of
individuals
or
small
groups,
to
beg,
or
seduce. You need not
make a Charm Test
every time you talk to
an NPC; only when you
want to change their

opinions of you or
convince them to do
something for you, such
as giving you a tip, a
dance or a kiss.
A Charm Test can
affect a number of
targets equal to your
Fellowship Bonus and
your targets must be
able to see and hear you
clearly, and understand
what you say.
You can convince a
target to do something
they otherwise might
not do by laying it on
thick with flattery or
encouragement.
You
can compel the target,
effectively improving his
Disposition by two-steps
instead of the normal
one-step, by accepting a
20 penalty to your
Charm Test. The target
does as you ask, but
afterwards he is entitled
to an Intelligence Test to
realize he has been
used. If he succeeds, his
Disposition worsens by
three steps. On a failed
Charm Test to compel,
the targets Disposition
drops by one-step.
First impressions last,
as the old Imperial
adage goes, and it will
do you well to keep this
in mind as you make
your way through the
universe.
When you
first
encounter
a
character,
you
may
make a Charm Test to

leave them with a


positive
impression,
making
subsequent
Interaction Skill Tests
one step easier until you
fail a Skill Test or
commit some breach of
etiquette
or
social
blunder.
Of course, if
you fail this Test your
attempt
has
the
opposite effect, making
Interaction Skill Tests
one-step more difficult.
A Charm Test typically
takes
one
minute,
although more intricate
flattery may take longer.

Chem-Use
(Advanced,
Crafting,
Investigation)
Intelligence

The life of an Acolyte


is one fraught with peril,
with hidden dangers
everywhere as enemies
of the Imperium do their
best to survive under
the oppressive weight of
the Inquisition.
Since
many foes lack the
firepower
to
mount
significant
opposition
against the agents of
the Inquisition, many
resort
to
cowardly
tactics in the forms of
poisons,
toxins
and
other vile substances to
confuse, injure or kill
their enemies.
ChemUse, then, can serve as
the first line of defense

against
these
vile
weapons,
while
also
giving the Acolyte the
tools to concoct filthy
brews of his own.
You can use the ChemUse skill to handle and
prepare
chemicals
safely, especially toxins,
poisons
and
drugs.
Chem-Use covers the
use and manufacture of
toxins and it can also be
used
to
identify
a
variety
of
chemicals
(Investigation use).
From the unholy
cocktails imbued with
the warp by Chaos
cultists to the strange
and lethal venom of the
Tyranids,
the
galaxy
brims with an appalling
assortment
of
xeno
venoms and poisons, all
of which are available if
you know the right place
to look. Normally, when
you encounter a toxin,
you may Test Chem-Use
to identify it. If you fail
this Test, you may still
use the toxin, but the
Difficulty worsens by
two-steps.
To prepare or apply a
chemical,
you
must
succeed at a Chem-Use
Test,
with
modifiers
determined by the GM.
On a failed test the
chemical is wasted. If
you fail by five or more
degrees,
you
accidentally
poison
yourself or overdose.

Whenever you want to


introduce a toxin into a
targets food, drink or
air and want to conceal
your activity, you may
make a Difficult (10)
Chem-Use
Test
to
administer the chemical
in a way the victim may
not detect.
On a
success, you apply the
poison
normally.
However,
for
each
degree of success, you
worsen the Difficulty of
the
Chem-Use
Test
made later to identify
the toxin from the
victims remains.
You may use ChemUse when analyzing the
remains of a victim to
detect
toxins
and
chemicals buried in the
flesh.
Provided you
have a toxin wand or a
chymistry
lab,
a
successful
Chem-Use
Test reveals the absence
or presence of such a
substance.
Each degree of
success
reveals
one
more component of the
substance,
including
such things as what it is,
its method of delivery,
and the most likely
places where it can be
procured.
If you lack proper
equipment, you take a
20 penalty on your
Chem-Use Test. Other
factors can modify the
Difficulty, including the

quality of the remains,


attempts to mask the
substance chemically, or
even the nature of the
substance itself.
When using a toxin
wand or administering
an antidote, the time
taken to do so is halved
with a successful ChemUse Test.
A Chem-Use Test to
administer a chemical is
a Full Action.
Using Chem-Use to
manufacture
toxins
utilizes the rules for
Crafting items.

Ciphers
(Advanced)
Intelligence

The Ciphers skill


represents the ability to
communicate
in
a
specific
code,
a
language developed by
a group to conceal the
contents
of
their
conversations.
Many
Inquisitors develop their
own
Ciphers
to
communicate
their
instructions
to
their
Acolytes,
while
also
giving a vital tool for use
between their servants
while
on
missions.
Whilst the Skill Groups
for this Skill are quite
broad, you can make
them
more
specific,
effectively creating subgroups for each subskill.

The Ciphers skill


reflects
an
understanding
of
shorthand
codes
employed by certain
groups to confer basic
ideas, warnings, and
information
about
a
given area. This can be
in the form of hand
signals or as physical
symbols inscribed on a
surface, usually in a
subtle place.
Ciphers
are
not
very
sophisticated,
mostly
used to warn of danger,
mark
a
target
or
indicate protection. Skill
Tests are not required to
read basic messages but
may be necessary to
decipher
complicated
communications or worn
or damaged signs.
When using the
Ciphers skill to discern
or translate the meaning
of the code of which you
do not actually know,
but is within a Skill
Group for which you are
trained, you may Test
Ciphers normally, but at
a 20 penalty.
When a cipher is
cracked by the enemy, it
usually means bad news
for those groups who
rely on it, leading to
misinformation
and
signs laid by the enemy
that lead them into
traps.
If you suspect
that your cipher has
been cracked or that

someone is using it to
feed
you
bad
information, you may
make a Cipher Test
opposed
by
your
opponents Cipher Test.
Success indicates that
you have worked out
that something is wrong,
giving
you
the
opportunity to turn the
tables
on
your
opponent.
Failure
indicates that you are
none the wiser to the
subterfuge.
The GM
always rolls both sides
of the Opposed Test in
secret to avoid tipping
you off that something
is up.
Once you have
identified a cipher, the
meaning remains hidden
unless it can first be
deciphered. The easiest
way to decipher a cipher
is to capture someone
who already knows its
meaning
and
then
persuade them to reveal
its secrets. Otherwise,
the task becomes a lot
harder, requiring days of
painstaking
code
cracking and number
crunching, and even
then you may only be
able to decipher this
particular message and
not crack the entire
cipher.
Cracking a
cipher
is
an
Investigation Test with a
Hard
benchmark,
meaning that Tests to

overcome it are at a 20
penalty.
The process
takes one month. You
may
use
raw
Intelligence,
or
your
Logic or Scholastic Lore
(Cryptology)
as
the
Investigation
Skill.
Successfully
interrogating or bribing
someone who knows the
code may reduce the
benchmark
of
the
investigation or negate
the need for a roll at all.
A typical Ciphers Test
usually takes a Full
Action to give or inscribe
the sign, and a Free
Action to comprehend it.
Ciphers Acolyte is
used to communicate
using a private and
prearranged
code
between given members
of an Acolytes cell.
Note that this code is
unique to each cell of
Acolytes
Ciphers Inquisition
is used by members of
the
Holy
Ordos
to
identify one another and
convey
simple
messages.
Note that
this code is unique to
the Inquisition.
Ciphers

Occult
consists
of
mystical
gestures used to focus
the
mind
during
incantation, to identify
fellow sorcerers and to

supplicate or castigate
Daemons.
Ciphers

Secret
Society (Hetaireia) is
used by members of
Hetaireia
Lexis
to
identify one another and
convey
simple
messages.
Note that
this code is unique to
Hetaireia Lexis.
Ciphers Tenebrae
Collegium is used by
members of Tenebrae
Collegium to identify
one another and convey
simple messages. Note
that this code is unique
to
the
Tenebrae
Collegium.

Command
(Basic)
Fellowship

As you rise in Ranks


and esteem in the eyes
of your Inquisitor, you
ought
to
invest
in
Command so that when
the day comes that you
attain the Rank of
Inquisitor yourself, you
will be better able to
lead your own Acolytes.
Even before this distant
and unlikely day of
glory, Command has its
uses, allowing you the
ability to exert your
influence over citizens,
soldiers and more.
Command is used to
make
subordinates

follow your orders. You


may only use this Skill
on those who are under
your
authority.
A
successful
Command
Test indicates that those
whom you direct follow
your instructions. On a
failed Test, they either
misinterpret
the
command or do nothing
at all, or if you fail by
five or more degrees,
contradict your orders
entirely.
A Command Test can
affect a number of
targets equal to your
Fellowship Bonus and
your targets must be
able to see and hear you
clearly, and understand
what you say.
You can convince a
target to do something
they otherwise might
not do by exercising
your
command
authority.
You can
compel
the
target,
effectively improving his
Disposition by two-steps
instead of the normal
one-step, by accepting a
20 penalty to your
Command Test.
The
target does as you ask,
but afterwards he is
entitled
to
an
Intelligence
Test
to
realize he has been
used. If he succeeds,
his Disposition worsens
by three steps. On a
failed Command Test to
compel,
the targets

Disposition drops by
one-step.
Whenever you
succeed on a Command
Test to issue an order to
an NPC who is Devoted
or Fanatical, you grant a
+5 bonus to the target
for a single Test related
to that order for every
degree
of
success
attained.
Multiple
successful Tests are not
cumulative
and
the
benefits of a successful
Test
remain
for
a
number of hours equal
to
your
Fellowship
Bonus.
The greater the
respect
that
your
minions have for you,
the
greater
your
influence over them.
You can improve the
Disposition
of
your
followers by making a
Command Test while
giving them a rousing
speech, handing out
medals or offering them
encouragement.
This
Test takes a few minutes
and a successful Test
improves the targets
Disposition by one-step.
The
improved
Disposition remains until
circumstances or your
behavior gives them
cause to change.
A typical Command
Test is a Half Action for
simple commands and a
Full Action for more
involved instructions.

Common Lore
(Advanced,
Investigation)
Intelligence

Much as its name


suggests, the Common
Lore skill is possessed
by every Acolyte in
some
capacity,
representing the little
snippets
of
local
knowledge
and
information picked up
when growing up in a
place
or
inside
an
organization.
Such
knowledge,
whilst
overshadowed by more
scholarly Skills, should
never
be
underestimated,
as
knowing just the right
thing to say, place to
hide or contact to meet
can be the difference
between success and
failure, life and death.
Use the Common Lore
skill to recall the habits,
institutions,
traditions,
public
figures
and
superstitions
of
a
particular world, cultural
group, organization or
race. This Skill does not
represent
scholarly
learning
(that
is
Scholastic Lore), nor
obscure
forbidden
knowledge
(that
is
Forbidden
Lore), but
rather the basics you
learn by growing up or
traveling
extensively

through the Imperium of


Man.
When making a
Common Lore Test, you
recall basic information
about the subject. Each
degree
of
success
reveals a bit more
information
as
determined by the GM.
For all a navigators
charts
and
maps,
sometimes
nothing
beats local knowledge.
You
may
make
a
Common
Lore

Imperium
(or
other
related lore) Test to see
if you know anything
useful about the local
area. If successful you
gain a +10 bonus to the
next
Navigation
or
Survival Test made in
the same locale.
A little knowledge
about an organizations
practices
and
procedures goes a long
way to smoothing things
over when dealing with
them. You may make a
relevant Common Lore
Test prior to dealing with
members
of
an
organization.
If
successful, you gain a
+10
bonus
to
Interaction Tests made
when dealing with them.
Knowledge of the
inside workings of the
Administratum can give
you the means to cut
through endless layers
of bureaucracy. When

requesting information
or assistance from the
Administratum as part
of an investigation, you
may make a Common
Lore - Administratum or
Scholastic
Lore
Bureaucracy Test.
If
successful, you may
reduce the time taken
by a further two hours
for every degree of
success.
Alternatively,
you can attempt to
delay an attempt to get
information
by
an
enemy, increasing the
time taken by two hours
for every degree of
success.
On a failed
Test, you increase the
time taken by two hours
plus two hours for every
degree of failure, or if
delaying
an
enemy,
decrease the time taken
by two hours plus two
hours for every degree
of failure.
Using Common Lore
normally takes no time
at all. You either know
something or you do
not.
Common
Lore

Adeptus
Arbites
pertains
to
your
knowledge
of
the
various arms and subsects of the Arbites,
including such things as
their ranking structure
and
common
procedures.

Common
Lore

Administratum
pertains to your broad
knowledge of the inner
workings,
rules
and
regulations
of
the
Administratum.

to
a
general
understanding of the
symbols and practices of
the Mechanicus, as well
as such things as formal
greetings
and
identifying rankings.

Common
Lore

Ecclesiarchy pertains
to your understanding of
the hierarchy of the Cult
of the Emperor, its
rankings, greetings and
general practices.

Common Lore Tech


pertains
to
an
understanding of simple
litanies and rituals used
to sooth and appease
the Machine Spirits.

Common
Lore

Imperial
Creed
pertains
to
your
knowledge of the rites
and practices of the
Imperial Cult, the most
common observances to
the Emperor and the
most well-known saints.
Common
Lore

Imperial
Guard
pertains
to
basic
information about the
ranking
systems,
logistics and structure of
the Imperial Guard as
well as such things as
their common practices,
both
tactical
and
strategic.
Common
Lore

Imperium pertains to
knowledge
of
the
sectors,
segmentums
and most well known
worlds of the Imperium.
Common
Lore

Machine Cult pertains

Common
Lore

Underworld pertains to
an
understanding
of
organized crime and
sedition
within
the
Imperium.

Concealment
(Basic)
Agility

Sometimes theres no
better option than to
just hide from your
enemies, whether it be
from a rampaging Chaos
Titan, a unit of corrupt
Arbitrators,
or
the
guards of a townhouse
that you have just
violated.
A successful
Concealment Test may
allow you to slip away,
unseen and unnoticed,
to continue your service
to the God-Emperor.
Concealment is used
whenever you want to
hide from sight. To use
this Skill, there must be
appropriate
terrain

(trees, walls, buildings


or some other obstacle)
or
some
concealing
effect
like
fog
or
darkness.
Otherwise,
the test automatically
fails.
Concealment is
always an Opposed Test,
in which you pit your
Concealment
Test
against your opponents
Awareness Test (or half
their Perception if they
do
not
have
the
Awareness skill).
You
need
not
Test
Concealment when you
hide,
only
when
someone is looking for
you.
If you succeed,
you remain unseen. If
you remain perfectly
still, you gain a +10
bonus to your Test.
Whenever you would
attempt
to
conceal
another character, you
can Test Concealment
and apply the results of
your
Test
for
that
character. The effects of
a successful Test remain
only so long as that
character
has
the
benefit
of
cover,
reduced visibility (fog,
foliage, etc.), and does
not move.
If the
concealed
character
moves, he is no longer
concealed.
Whenever you attack
an
enemy
while
successfully hidden, you
automatically
reveal
your presence. You can

attempt a Concealment
Test as a Half Action to
duck back under cover,
but your opponents gain
a +20 bonus to their
Awareness Tests.
Normally
a
Concealment Test is a
Half Action, representing
you
ducking
behind
cover or out of sight.
However, if you take
longer
to
conceal
yourself, you have a
better
chance
of
remaining hidden. For
every additional five
minutes you take to hide
yourself (or another),
you gain a +10 bonus to
the Concealment Test,
to a maximum of +30
for taking 15 minutes to
hide.

Deceive
(Basic,
Interaction)
Fellowship

Unlike the quick-fire


distraction of Blather,
Deceit is far subtler and
more useful in the long
term. It can be used to
convince an enemy that
you are there to help, a
guard that you really
have just found the
corpse in the room, or a
merchant to invest his
hard-earned
Thrones
into your scheme.
The Deceive skill is
used to lie and con
others.
You
make

Deceive Tests whenever


you
would
convince
others of something that
is not necessarily true,
want to dupe them or
otherwise swindle and
mislead them. You need
not make a Deceive Test
every time you lie to an
NPC; only when you
want to change their
opinions of you or
convince
them
of
something.
A Deceive Test can
affect a number of
targets equal to your
Fellowship Bonus and
your targets must be
able to see and hear you
clearly, and understand
what you say. Deceive
is typically opposed by
Scrutiny. A Deceive Test
typically
takes
one
minute.
When pretending to be
someone other than
who you are, such as
when
you
use
the
Disguise skill, you may
Test Deceive to enhance
your
disguise.
A
successful Test Opposed
by
your
opponents
Scrutiny grants you a
+10
bonus
to
all
Disguise Tests made for
a number of minutes
equal to your Fellowship
Bonus.
You may only
use this feature if you
are communicating with
someone and you must
make
a
successful

Deceive
Test
before
Testing Disguise.
You can convince a
target to do something
they otherwise might
not do through the use
of deception. You can
compel
the
target,
effectively improving his
Disposition by two-steps
instead of the normal
one-step, by accepting a
20 penalty to your
Deceive Test. The target
does as you ask, but
afterwards he is entitled
to an Intelligence Test to
realize he has been
used. If he succeeds, his
Disposition worsens by
three steps. On a failed
Deceive Test to compel,
the targets Disposition
drops by one-step.
The Deceive skill can
be used to con a
victim. When conning
that is, misleading him
for any length of time
for your own gainyou
may make a Deceive
Test in place of another
Interaction Skill, such as
Charm.
Not all lies are bad,
and sometimes a tactful
white lie here or there
can smooth the way. You
may make a Deceive
Test to convince another
character
of
some
falsehood, whether in
the
form
of
a
compliment or a plain
deception.
If
you
succeed on an Opposed

Deceive Test against


your
opponents
Scrutiny Test, you gain a
+10
bonus
on
Interaction Tests against
that target for a number
of minutes equal to your
Fellowship Bonus.

Demolition
(Advanced,
Crafting)
Intelligence

Despite the constant


drilling to be cautious
and subtle by their
masters, most Acolytes
love to blow things up.
The Demolition skill is
useful for making sure
its not themselves.
You use the Demolition
skill to blow things up
without blowing yourself
up at the same time! It
is
used
to
plant
explosive devices and
defuse bombs, as well
as for the safe handling
and
manufacture
of
explosives.
Demolition
involves
explosive
devices that are planted
or set, rather than those
that are simply lobbed
at the enemy.
Given enough time
and resources you may
use the Demolition skill
to make an explosive
device from scratch, or
rig an otherwise normal
device to explode. The
Difficulty of the Test
varies according to what
ingredients you have
available and how long
you
have
to
manufacture it. Rigging
a
frag
grenade
to
explode when primed is
a simple matter, but
building a melta bomb
from
scratch
is

considerably harder. In
general
terms,
manufacturing
explosives
uses
the
rules for Crafting items.
Explosive devices such
as demolition charges,
melta bombs and krak
grenades are far more
effective when planted
on a target. To plant an
explosive
make
a
Demolition
Test.
Success indicates that
you have successfully
planted the explosive,
with
a
trigger
mechanism
and
condition of your choice.
Possible triggers include
timers, fuses, proximity
sensors
or
remote
controls.
Failure
indicates
that
you
believe the explosives to
be planted properly, but
when triggered they fail
to go off. If you fail by
five or more degrees,
you accidentally set the
explosives off yourself!
Boom!
You may voluntarily
make the Test more
difficult, for example
increasing the time to
plant a bomb in a more
vulnerable location. By
doing so, the Damage
dealt is increased by +2
for
each
level
of
Difficulty increased or
additional minute spent
setting the explosive.
A booby-trap is an
explosive
device

intended as a trap. It is
planted as a normal
explosive, but typically
with a proximity trigger
designed to go off when
a door or package is
opened. An Awareness
Test Opposed by the
Demolition Test to plant
the booby-trap may be
made to notice it before
it goes off.
For every degree of
success
on
the
Demolition
Test,
the
explosive is harder to
detect and to defuse.
Note the number of
degrees
of
success
down when you plant an
explosiveit
will
be
used in any Opposed
Demolition Tests made
to defuse or discover
the bomb.
Normally an explosive
device is located using
the Awareness skill (to
physically notice the
device) or Security skill
(to
detect
it
using
sensors). You may use
the Demolition skill to
find an explosive device
(if you are using your
own
knowledge
of
planting explosives to
find the most logical
place where it could be
placed). In all cases, the
Test
to
detect
the
explosive is Opposed by
the
Demolition
Test
made to plant the
explosive.

A character can also


use the Demolition skill
to defuse a bomb. To
defuse a bomb before it
explodes requires you to
make
an
Opposed
Demolition Test against
the Demolition Test of
the character who set
the bomb in the first
place. Success means
that the bomb has been
defused in time. Failure
means that you have
not disarmed the bomb
yet, although in all but a
catastrophic failure you
can try again next
Round, if you still have
the time. Failing by five
or
more
degrees
indicates that you have
accidentally
set
the
bomb off by mistake!
Sometimes, when
there isnt enough time
to
bypass
a
lock
manually or a doorway
proves too much of an
obstacle, only a wellplaced explosive charge
will do. If you have a
small
amount
of
explosive, either in the
form of a shaped charge
or a carefully placed
grenade, you may make
a
Demolition
Test
instead of a Security
Test to bypass a lock.
Success indicates that
the lock or door is
destroyed,
allowing
access
but
probably
alerting
any
guards.
Failure indicates that the

lock is destroyed but the


door remains sealed, the
explosives
failed
to
detonate, or that the
explosion
emanates
outwards
instead
of
inwards,
catching
anyone nearby in the
blast.
Whenever you
successfully locate a
bomb or some other
explosive device, you
can alter its trigger
mechanism so that it
detonates when you
want it to rather than
when
the
original
demolitionist
wanted.
Resolve this as an
Opposed
Demolitions
Test, with a success on
your part allowing you
to reset the bomb as if
you had planted it,
thereby allowing you to
make all decisions about
the explosive as normal.
A failed Test indicates
that you are unable to
alter
the
explosive
without first defusing it.
A catastrophic failure by
five or more degrees
indicates that the bomb
goes off.
A Demolition Test to
plant or defuse an
explosive is usually a
Full Action. A test made
to
manufacture
an
explosive takes at least
one minute, and usually
considerably
longer,
depending
on
the

complexity
device.

of

the

Disguise
(Basic)
Fellowship

Whether pretending to
be the servant of a
corrupt
noble,
infiltrating a sinister cult
or lying low in a vile
dive, the Disguise skill is
handy for helping you
be someone youre not.
Of course there is more
to a good disguise than
appearances, but this
Skill goes a long way to
giving you the best
possible
chance
of
remaining undetected.
The Disguise skill is
used to mask your true
appearance.
Appropriate
clothing,
props,
make-up
and
prosthetics are often key
to a successful disguise,
as are more radical
accoutrements such as
plastic surgery, bionic
implants
or
polymorphine. It is also
possible to masquerade
as a member of the
opposite sex, a different
race
or
a
specific
person, though these
are more difficult to pull
off. Often, Disguise is an
Opposed
Skill
Test
against
your
foes
Scrutiny.
You can use the
Disguise skill to alter

your voice so that you


sound
like
someone
else. If you simply want
to change the tone of
your voice in a way that
you are unrecognizable,
simply Test Disguise as
normal. If you want to
alter your voice so that
it matches someone
else, you must spend at
least a week (minus
your Intelligence Bonus
in days) training your
voice by listening to and
replicating recordings of
the
specific
voice.
Impersonating anothers
voice
is
always
a
Difficult (10) Test or
Hard (20) if the person
is
particularly
well
known.
Generally, a Disguise
Test
allows
you
to
pretend
to
be
a
nameless,
faceless
individual, someone that
may
fit
with
expectations
for
a
particular location or
area. Such anonymity is
useful in getting into
places where ordinarily
you
couldnt,
but
sometimes even a good
disguise is not enough.
Sometimes you must
become someone else.
You may use Disguise to
impersonate
another
person. You must have
prosthetics, a pict or
holo-pict of the persons
likeness,
and
other
useful
tools.

Impersonating a specific
person is always a Hard
(20) Test or even a Very
Hard (30) if the person
is particularly famous.
With an appropriate
disguise, you can make
your
lies
easier
to
digest,
such
as
disguising yourself as a
messenger when trying
to bluff your way past
the guards on the front
door.
If you make a
successful Disguise Test
you may gain a +10
bonus to any related
Deceive Tests, so long
as the disguise makes
the deceit all the more
believable.
The time it takes to
create a disguise varies
greatly depending on its
complexity,
but
it
usually
requires
a
minimum of one minute
to don a simple disguise

Dodge
(Basic, Combat)
Agility

Who doesnt like to be


able to leap out of the
way of lasfire or flying
punches? Since Dodge
enables you to avoid
injury, negating attacks
of just about any sort, it
is a vital Skill for your
survival.
You may use the
Dodge skill once per
Round to negate a
successful hand-to-hand
or ranged attack. On a

successful
Test,
the
attack
deals
no
Damage. A Dodge Test
is a Reaction.
Whenever you are
allowed to make a
Dodge Test to negate an
attack, you may instead
make a Difficult (10)
Dodge Test to dive
behind cover.
To use
this feature, the cover
must be within two
meters of you. If the
Test succeeds, you not
only negate the attack,
but also move behind
the covering obstacle.
You may also use
Dodge to put yourself in
the path of an attack
made against an ally.
Whenever
you
are
adjacent to an ally and
that ally is attacked, you
may make a Difficult (
10) Dodge Test to swap
your position with that
of your ally. If the Test
succeeds,
you
are
attacked instead.

Drive
(Advanced,
Operator)
Agility

Only those Acolytes


from
the
most
technologically
backward of worlds are
incapable of driving a
vehicle, but those with
the skills to drive under
pressure are altogether
rarer.
The ability to

shake
off
pursuers
through traffic or give
chase in a speeder
through
dangerously
built-up streets comes in
very handy indeed.
The Drive skill is used
to control autos, trucks,
landspeeders and other
land-based
or
hover
vehicles. Driving under
normal conditions does
not require a Test.
However, Tests may be
called
for
when
navigating treacherous
terrain,
going
at
excessive
speed
or
attempting
dangerous
maneuvers.
Opposed
Drive Tests are made
between pursuers and
pursued during a chase.
Sometimes, when
youre being pursued in
a vehicle, the easiest
place to lose pursuers is
to hide in plain sightin
traffic. So long as there
are lots of other similar
vehicles
to
hide
amongst, you may make
a Drive Test in place of a
Concealment Test to
Oppose your pursuers
Awareness Test to spot
you, driving casually
and blending in with the
traffic.
If you are close to
another vehicle that is
the
same
size
or
smaller, and you are
both going at the same
speed, you may make
an Opposed Drive Test

to
force
the
other
vehicle to a halt. If you
succeed,
the
other
driver must brake to
avoid hitting you, is
forced off the road or
brought to a halt by
virtue of colliding with
your own vehicle. This
may inflict Damage on
one or both vehicles, but
either way the vehicle is
stopped. If you fail, it is
your vehicle that is
brought to sudden halt,
letting the other vehicle
escape unhindered.
You may make a
Difficult (10) Drive Test
instead of a Shadowing
Test
when
following
another
creature
or
vehicle in your own
vehicle. Success does
not necessarily mean
your
vehicle
goes
unnoticed, but it does
mean that it appears
inconspicuous.
A Drive Test is
typically a Half Action,
but certain maneuvers
may require more or
less time.
Drive

Ground
Vehicle covers autos,
trucks,
and
other
wheeled
or
tracked
vehicles.
Drive Hover Vehicle
covers
landspeeders
and
other
hover
vehicles.

Drive Walker cover


Sentinels
and
other
walker type vehicles.

Evaluate
(Basic,
Investigation)
Intelligence

Knowing the true


worth of an item puts an
Acolyte at an advantage
when
bartering
for
goods or services.
You can use Evaluate
to
determine
the
approximate value of
everyday objects, as
well as valuables such
as archeotech and other
objects
dart.
A
successful Test reveals
the items market price
and possibly a little bit
about the item itself.
Since a failed Test may
result
in
the
miscalculation
of
an
items true value, it is
recommended that the
GM rolls Evaluate Tests
in secret and tells the
player
what
his
character believes to be
true.
If you first successfully
Evaluate an item, every
degree
of
success
grants you a +10 bonus
on a subsequent Barter
Test made to acquire or
sell that item.
Evaluating an item
usually takes at least
one minute, although
the GM may decide to
give a bonus if the
character takes more
time or a penalty if he

simply gives it a quick


once over.

Forbidden Lore
(Advanced,
Investigation)
Intelligence

For all an Inquisitor


might try to school his
Acolytes
in
treating
Forbidden Lore with fear
and caution, few listen
and often find out more
than
they
probably
should. The wariest of
Acolytes
keep
this
knowledge
safe
for
times of great needthe
more foolhardy are likely
to find themselves in
trouble indeed.
Forbidden Lore skills
represent
dangerous
and
often
heretical
knowledge gleaned from
the
myriad
of
unconventional sources
an Acolyte often finds in
his possession.
This
Skill
represents
a
combination of scholarly
learning and knowledge
gained through practical
experience.
Simply
possessing
the
Forbidden Lore skill is
often
sufficient
to
warrant termination at
the
hands
of
the
Inquisition,
and
a
character must tread
carefully when revealing
such knowledge.
When making a
Forbidden Lore Test, you

recall basic information


about the subject. Each
degree
of
success
reveals a bit more
information
as
determined by the GM.
A character that learns
the Forbidden Lore skill
in play, or who uses it to
gain some insight into
the mysteries of the
galaxy, may also gain a
number of Corruption or
Insanity
Points,
depending
on
the
danger the knowledge
represents, at the GMs
discretion.
You may make a
Forbidden
Lore
Test
instead of an Evaluate
Test, to calculate the
(often priceless) value of
a forbidden artifact or
try to learn something
about its history or
purpose.
Of course,
peddling
forbidden
artifacts is often treated
as a worse crime than
simply possessing them,
usually
ending
in
execution... or worse.
A little knowledge can
be a dangerous thing
when
dealing
with
forbidden lore, but can
still ingratiate you with
an organization all the
quicker. You may make
a relevant Forbidden
Lore Test prior to dealing
with members of an
organization.
If
successful you gain a
+10
bonus
to

Interaction Tests made


when dealing with them.
Using Forbidden Lore
takes no time at all. You
either know something
or you do not, although
the consequences for
knowing such things can
last a lifetime.
Forbidden
Lore
Adeptus Mechanicus
represents
an
understanding of the
followers of the Machine
God,
including
such
things
as
their
observances,
common
beliefs
and
core
philosophies.
Forbidden
Lore

Archeotech represents
knowledge of the great
tech devices of ancient
times and clues to their
function and purpose
Forbidden Lore The
Black
Library
represents
secret
knowledge of the Black
Library, its forbidden
contents,
strange
industries
and
the
unspeakable
pale,
hairless things that toil
within its walls
Forbidden
Lore

Cults
represents
knowledge of the most
notorious Imperial Cults
and some of their subsects
and
splinter
cabals.

Forbidden
Lore

Daemonology
represents a terrible
comprehension of some
of the recorded warp
entities
and
their
various manifestations.
Forbidden
Lore

Heresy represents an
unpleasant appreciation
for those acts and
practices
deemed
heretical
by
the
Imperium.
Forbidden
Lore

Inquisition represents
a general understanding
(often based on hearsay
and rumor) of that most
terrible and secret of
organizations known as
the Inquisition.
Forbidden
Lore

Mutants represents the


study of both stable and
unstable mutations and
some of their more
unfortunate results.
Forbidden
Lore

Ordos (either Malleus,


Hereticus
or
Xenos)
represents some slightly
more
specialized
knowledge
of
that
particular
Ordos
practices.
Forbidden
Lore

Psykers represents skill


in identifying the signs
of psykers as well as the

results of their powers


and the extent of their
capabilities.
Forbidden
Lore

Warp
represents an
understanding of the
ways
of
the
warp,
especially its interaction
with realspace and how
its tides and eddies can
affect travel between
the stars.
Forbidden
Lore

Xenos
represents
knowledge of the most
commonly encountered
species of aliens within
the Imperium.

Inquiry
(Basic,
Investigation)
Fellowship

As an agent of the
Inquisition,
your
principle responsibility is
investigation,
seeking
out the heretic and
witch and bringing them
to justice. Inquiry is a
vital tool regardless of
your career since it
enables you to get a
sense
of
the
environment, learn clues
and aid you in your
ongoing
search
for
enemies
of
the
Imperium.
The Inquiry skill is
your ability to pick up
rumors,
secrets
and
guarded information by

asking questions, buying


drinks and generally
watching and listening
for anything of interest
that might bubble up.
Inquiry can be used in
one of two ways. The
first and most common
way is to pick up
general
information
about
local
developments.
A
successful Test reveals
basic information, with
additional and higherquality intelligence with
each degree of success.
Inquiry can also be
used as an Investigation
skill, wherein you might
be chasing after a
particular fact or secret.
You may make an
Inquiry Test to find out if
anyone has been asking
questions about you,
your
colleagues
or
anything else you might
be on the hunt for. This
is Opposed by the
Inquiry Test of anyone
asking such questions.
Just as you rely on
rumors to find answers,
so to can you plant false
rumors to throw an
enemy off your trail.
You
may
make
an
Inquiry Test to plant
such rumors for others
to
discover.
A
successful
Test
increases the Difficulty
of
your
opponents
Inquiry Test by one plus

one-step
for
each
degree of success.
You can use Inquiry as
a very light form of
interrogation,
attempting
to
find
information by asking
seemingly
innocent
questions of the subject.
In
place
of
an
Interrogation Test, you
may instead make a
Hard (20) Inquiry Test.
You are never at risk of
inflicting
Fatigue
or
Damage with this Test.
Making an Inquiry Test
usually represents an
hour or so of activity,
but may represent a
much longer or shorter
period as circumstances
dictate.

Interrogation
(Advanced,
Investigation)
Willpower

The key tool in an


Inquisitors arsenal is
interrogationthe
ability to extract quality
information
from
an
unwilling subject. There
is a fine line between
interrogation and crude
torture. In the case of
the latter, subjects tend
to reveal whatever their
tormenter
wishes
to
hear, but in the case of
the former, a skilled
interrogator can tease
out the darkest secrets
by utilizing a variety of

devices, serums and


techniques.
Gear, environmental
conditions
and
circumstances can all
apply
additional
modifiers at the GMs
discretion.
Make an
Opposed Test, pitting
your Interrogation skill
against your opponents
Willpower. If you beat
your opponent, you get
one answer plus one
other answer for each
degree of success.
If
your opponent wins the
Opposed Test, you get
nothing of worth. On a
serious
failure,
you
botch the procedure and
inflict 1d10 plus your
Willpower
Bonus
in
Damage. If you fail by
five or more degrees,
you deal Damage as
before but your subject
gains a +30 bonus to
Willpower Tests made to
resist Interrogation.
Each Interrogation Test
inflicts one level of
Fatigue on the target.
An Interrogation Test
consumes 1d5 hours of
time.

Invocation
(Advanced)
Willpower

An Invocation Test
allows you to boost your
Power Roll when using
Psychic Powers by an
amount equal to your

Willpower Bonus.
An
Invocation Test is a Full
Action. During this time,
you clear your mind
through various means,
such
as
muttering
mantras,
meditating,
fingering
psychic-foci
and so on. A successful
Test indicates that your
mind is well prepared to
touch the warp. On the
next Round, you may
add
your
Willpower
Bonus in addition to any
other bonus you add to
your Power Roll.
Failure on an
Invocation Test indicates
that
you
are
not
composed enough to
gain any benefits from
your preparations.
If
you make a successful
Invocation Test and then
do not take the Focus
Power Action on the
following Turn, there are
no side effects (aside
from
you
possibly
looking a little foolish).

Lip Reading
(Advanced)
Perception
Although far less
technical
than
a
surveillance auspex, the
Lip Reading skill is a
relatively foolproof way
of listening in to the
conversations of others,
useful for undercover
Acolytes or those caught
unprepared.

Use the Lip Reading


skill to listen in on
conversations that take
place out of earshot. To
use this Skill, you must
have an unobstructed
view of the speakers
mouth and you must
also
be
able
to
understand
the
language
spoken.
Distance is the biggest
factor. The further away
the subject is, the
harder the Test.
The
base
Difficulty
is
Challenging (+0), but it
worsens by one step for
every ten meters of
distance.
Note that
equipment
that
magnifies vision can be
used to offset this
penalty
and
even
provide bonuses.
A successful Test
reveals the general gist
of
the
conversation,
such as the person is
talking
about
the
weather, new tariffs at
the space dock, and so
on.
Each degree of
success reveals more
specific details.
You may use your Lip
Reading
skill
to
communicate discretely
with another person in
your line of sight, either
hiding coded messages
in regular conversation
or mouthing a message
to them. You only need
to make a Lip Reading
Test to hide words in

normal
conversation,
not to simply mouth a
message,
but
the
recipient must make a
Lip Reading Test either
way
to
successfully
interpret the message.
If either Test is failed
then the message is not
conveyed properly.
A Lip Reading Test is a
Full Action, though it
lasts as long as the
target speaks.

Literacy
(Advanced)
Intelligence

Literacy is another
vital tool for those in
service
of
the
Inquisition, since any
investigation
that
requires research into
ancient
texts,
communication
by
discrete means or even
reading instructions left
by the Inquisitor, makes
Literacy more than just
a quaint option but a
requirement for the job.
The Literacy skill
enables you to read any
language
you
can
speak. You normally do
not need to Test Literacy
for everyday instances
of reading or writing, but
the GM may call for a
Literacy Test when you
attempt
to
read
a
challenging dialect, poor
penmanship,
decipher
obscure
phraseology,

archaic
usage
or
unusual idioms.
To read one page of
text (approximately 750
words), a Literacy Test
takes about one minute.
Sometimes you might
not have the luxury of
time to spend an hour
flicking through a tome
to
find
the
proper
warding rituals. In such
hurried cases, you may
make a Difficult (10)
Literacy Test to skim
through the text to find
what you are looking
for, allowing you to read
a page of text in a
Round.
However, you
are unable to get more
than a sense of meaning
or find a specific phrase
or section by doing this.

Logic
(Basic,
Investigation)
Intelligence

Inquisitors value
servants with the ability
to crack mathematical
formulae, codes and
other puzzles, and those
with extensive training
in Logic can rise far,
provided they keep their
keen minds where they
belong and do not
dabble
into
the
forbidden.
Logic represents your
proficiency
at
mathematics and your
ability
at
problem

solving.
Logic Tests
might
be made to
decipher a code or to
solve
a
particularly
troublesome equation.
Logic is also used by
Tech-Priests to incant
mathematical rituals on
machinery.
Note that
Logic
is
a
purely
theoretical SkillTechUse is its practical
counterpart.
Late
in
an
investigation, once the
clues are all in place,
you may use your Logic
skill to try to put it all
together and bring the
investigation
to
a
conclusion.
You may
use
Logic
as
an
Investigation
Skill,
making a Logic Test
alongside
another
Investigation Skill Test.
If both are successful,
you
may
roll
an
additional
1d10
and
subtract the roll from
the amount of time
taken to carry out the
investigation.
You may use Logic as
an Investigation Skill
when
attempting
to
decipher a cipher. See
the Cipher skill for more
information on how to
do this.
Once per game
session, when you are
stumped at an impasse
or otherwise confronted
with a problem you cant
quite overcome, you

may make a Very Hard


(30) Logic Test to
conjure up an idea from
the depths of your mind.
On a success, the GM
may grant you a hint,
nudge you in the right
direction or offer some
other
previously
overlooked clue to aid
you
in
your
investigation.
Tech-priests know the
mathemechanical
formulae to coax a
machine-spirit
into
behaving itself. You may
make a Logic Test to
recall the correct rituals
and incantations, and, if
successful, gain +10 to
a Tech-Use Test made at
the
same
time.
Alternatively, you may
use your Logic to assist
another Acolytes TechUse skill.
You know the rites and
rituals to placate an
angry
machine-spirit,
coaxing it to cooperate.
In the event of a
weapon or equipment
malfunction or Jamming,
you
may
make
a
Difficult (10) Logic Test
to coax the machinespirit
into
behaving
itself.
If the Test is
successful, the weapon
does not Jam or the
piece of equipment does
not malfunction.
A Logic Test usually
takes one minute of
pondering and thinking,

although
especially
difficult problems might
require much longer.

Medicae
(Advanced)
Intelligence

Injury comes with the


job of being an Acolyte
and, for this reason,
most teams include at
least one member with
some familiarity with
Medicae, or at least
have access to someone
who does.
Medicae
enables you to patch up
comrades, pull an ally
from the brink of death,
administer drugs and
point out the best place
to stick a needle to
cause optimum pain.
You can diagnose
whats wrong with a
patient by succeeding
on a Medicae Test. The
GM rolls for you in
secret.
A success
reveals the most basic
trouble,
with
each
degree
of
success
revealing an additional
useful fact.
A failure
reveals nothing, while a
failure by three or more
degrees results in a
misdiagnosis with often
spectacularly
awful
results if the physician is
allowed to treat the
patient.
Examples
include
poisoning,
lopping off the incorrect

limb, replacing organs


unnecessarily and so on.
The Medicae skill is
used to treat and repair
injuries
by
closing
wounds and restoring
the balance of the
bodys humors. There
are
two
general
methods
for
using
Medicae: First Aid and
Extended Care. You can
use the former to attend
fallen
or
injured
comrades, while the
latter serves to hasten
the removal of damage.
First Aid
Using the Medicae skill
to perform First Aid
offers a quick fix for
injured
or
dying
characters. A successful
Medicae Test removes
Damage equal to your
Intelligence Bonus to
Lightly
Wounded
characters,
one
(1)
Damage from Heavily
Wounded
characters
and one (1) point of
Critical Damage from
Critically
Wounded
characters. On a failure,
the
patient
is
not
adversely affected and
simply removes Damage
at the natural healing
rate. However, a failure
by
three
or
more
degrees indicates that
Lightly
or
Heavily
Wounded take a point of
Damage,
whilst
a
character on 0 Wounds

must make a Toughness


Test or die.
First Aid may only be
applied to each Wound
once and is a Full Action
by you and your patient.
Generally, a Medicae
Test to provide First Aid
is Challenging (+0), but
the severity as well as
the type of injury can
also have an effect. As
an optional rule, you can
use
the
following
Difficulties
for
performing First Aid on
injured characters. This
method requires players
to keep track of the type
of
Damage
theyve
taken.
As well, a
Medicae Test is made to
repair a specific set of
injuries,
each
Test
attending to a particular
type of injuries.
The
Injury Level applies to
total Damage taken, so
even if the target only
took 1 point of Energy
Damage and 6 points of
Explosive Damage, that
same target would still
count as Heavily Injured.

Energy
Light
Challenging
(+0)
Heavy
Difficult (-10)
Critical
Difficult (-10)
Explosive
Light
Difficult
(10)
Heavy
Hard (20)
Critical
Very
Hard (-30)
Impact
Light
Ordinary
(+10)
Heavy
Challenging (+0)
Critical
Difficult (-10)
Rending
Light
Challenging
(+0)
Heavy
Difficult (-10)
Critical
Hard (20)
If youre not using the
optional rules described
here, a character can
benefit from First Aid
just once per combat
encounter, even when
attended by multiple
healers. If youre using
the optional rules, a
character can receive
First Aid for each type of
Damage taken.
So a
character who has taken
only Explosive Damage

can only receive First


Aid
once,
while
a
character who has taken
Energy and Explosive
Damage could receive
two uses of First Aid,
one for each set of
injuries.
Extended Care
Extended Care speeds
the healing process. You
can attend a number of
patients equal to your
Intelligence
Bonus.
Each patient above this
number
imposes
a
cumulative 10 penalty
to your Medicae Tests to
provide extended care.
For Lightly Wounded
patients make one Test
at the end of each day.
For Heavily or Critically
Wounded patients, Test
once at the end of each
week. On a success,
your patient removes
twice
the
normal
Damage
(removing
Critical Damage first
then normal Damage),
plus one (1) Damage for
each degree of success.
On
a
failure,
your
patients
are
not
adversely
affected,
removing Damage at
the normal rates.
A
failure by three or more
degrees indicates that
all Lightly Wounded or
Heavily
Wounded
characters take one (1)
Damageuse
Sudden
Death to resolve Critical

Damage. Failing by five


or
more
degrees
indicates
that
all
patients
take
1d10
Damageagain,
use
Sudden Death to resolve
Critical Damage.
If you are using the
optional rules described
under First Aid, the type
of injury can affect the
Medicae Test to treat
patients.
Use
the
predominant
Damage
type to determine the
base Difficulty (e.g. the
type of Damage that
affects the target the
most). In the case of
two
equal
Damage
types, use the worst
modifier. Next, for each
Damage
type
that
afflicts
the
target
beyond the first, reduce
the Difficulty by onestep.
This determines
the base Difficulty of the
Test. Unlike the basic
system, you must Test
separately
for
each
patient.
Energy
Challenging (+0)
Explosive
Difficult (10)
Impact
Challenging (+0)
Rending
Difficult (10)
Other Uses
A person trained in
Medicae can also attend

to other injuries beyond


Damage.
Blood Loss: A Difficult (
10) Medicae Test halts
Blood Loss.
If the
subject is still fighting or
has
moved
while
suffering from Blood
Loss, the Test is Very
Hard (30) instead.
Broken Limbs: A Difficult
(10) Medicae Test is
required
to
safely
remove a necrotized
limb (which results from
a failed Toughness Test
made to resist limb loss
from a broken limb). A
failed Test deals 1d10
points of Damage to the
limb location, ignoring
Armor.
Note that a
failed Test also results in
Blood Loss.
Pharmacy:
When
administering a drug or
treating a poison with
Chem-Use, you may first
make a Difficult (10)
Medicae Test to bring to
bear
your
Medicae
knowledge.
On
a
success, you gain a +5
bonus to the Chem-Use
Test.
On a failure by
three or more degrees
you take a 5 penalty
instead.
Install Implants and
Bionic Components
The Medicae skill also
allows you the ability to
install
replacement
limbs and organs. To do
so, you must have the

implant or bionic device


handy.
The
Test
Difficulty depends on
the unit, its quality and
the facilities available.
The
process
of
implantation
always
takes 2d10 days minus
one day per point of the
patients
Toughness
Bonus (to a minimum of
one day). The following
table describes the Test
Difficulties
for
this
procedure.
All
Difficulties
are
cumulative. If you have
also have the Tech-Use
skill, you gain a +10
bonus on Medicae Tests
to install implants and
bionic components.
Device Type
Bionic Arm
Challenging (+0)
Bionic Locomotion
Difficult (10)
Bionic
Respiratory
System
Hard (20)
Chem Gland
Difficult (10)
Concealed Weapon
Challenging (+0)
Hermetic Infusion Very
Hard (30)
Augur Array
Challenging (+0)
Ballistic Mechadendrite
Difficult (10)
Cortex Implant
Hard (20)
Cybernetic Senses
Difficult (10)
Man.
Mechadendrite
Challenging (+0)

Medicae Mechadendrite
Difficult (10)
Mind Impulse Unit
Challenging (+0)
Optical Mechadendrite
Challenging (+0)
Utility Mechadendrite
Challenging (+0)
Injector Rig
Ordinary (+10)
Mining Helot Augmetics
Routine (+20)
Rite of Setesh
Very Hard (30)
Vehicle
Interface
Circuitry Ordinary (+10)
Device Quality
Poor
Difficult (-10)
Common
Challenging (+0)
Good
Ordinary (+10)

Facility Type
Dreadful (in the field)
Hard (20)
Poor (field medicae tent,
Rogue Trader)
Difficult (10)
Common
(hospital)
Challenging (+0)
Good (quality hospital)
Ordinary (+10)
Excellent
(Inquisitors
personal hospital)
Routine (+20)
A failed Medicae Test
to install an implant or
bionic unit can have
nasty consequences. A
simple failure reduces
the quality of the unit by
one-step. If the unit was
poor to begin with, the
unit doesnt work at all
and could, in the case of
a vital system, kill the
patient.
A failure by
three or more degrees
means that the limb
breaks
and
the
procedure
seriously
injures
the
patient,
dealing 2d10 points of
Rending Damage to the
affected
location
(ignoring Armor Points).
A failure by five or more
degrees results in the
death of the patient, the
ruin of the device and
1d10 Insanity Points to
all who witness the
appalling mishap.
Special: The
Chirurgeon

Master
talent

expands your options


with the Medicae skill,

Navigation
Stellar
(Advanced)
Intelligence
Whether using a
simple
map
and
archeocompass,
an
innate knowledge of the
landscape or the stars
themselves, an Acolyte
with the Navigation skill
is rarely lost.
You employ the
Navigation
skill
whenever you want to
use
maps,
technical
readouts,
innate
knowledge
and
landmarks to chart a
proper course and avoid
becoming
lost.
A
successful
Navigation
Test can also estimate
travel times based on
geography,
cosmography, time of
year, weather and so on.
Under
normal
circumstances, a single
successful Test each day
is sufficient to keep you
on track, though the GM
may call for additional
Tests
if
there
are
unusual conditions, such
as
fluctuating
landmasses,
swirling
eddies of plasma or
violent storms.
Knowledge of the
landscape coupled with
careful planning allows

you to plot a route


designed to lose any
pursuers.
You may
make a Navigation Test
to assist a Tracking or
Concealment Test made
to lose a pursuer.
By using stellar
cartography, calculating
ship
velocity
and
headings, and analyzing
recent disturbances, you
can attempt to track the
movements
of
a
spacecraft.
You may
make a Difficult (10)
Navigation - Stellar Test
to track a spacecraft in
the same way you would
use the Tracking skill to
track a creature over
land.
Stellar Navigation is
used to navigate in
space between planets,
using star charts and
cartomantic rituals.
A
Navigation Test usually
represents several hours
of
charting
courses,
consulting maps and
making
heading
corrections, but it may
take one minute or less
if its purpose is just to
find out where you are.

Pilot
(Advanced,
Operator)
Agility

Whether snaking a
lander through a hail of
lasfire,
or
expertly
piloting a guncutter in

pursuit of a renegade
ship, a skilled pilot is a
vital
component
of
nearly every Inquisitors
retinue.
The Pilot skill is used
to fly anything from
small atmospheric craft
such as ornithopters and
landers, all the way up
to
spaceship-sized
vessels. Piloting a ship
under normal conditions
does not require a Test.
However, Tests may be
called for when flying in
conditions
such
as
storms,
going
at
excessive
speed
or
attempting
dangerous
maneuvers.
A popular maneuver
for when a ship has
unwelcome
intruders
onboard is for the pilot
to jolt or jar the craft in
such a way as to force
all
unsecured
passengers to lose their
footing. If the defenders
can
be
forewarned
somehow, this can give
them an advantage in a
fight. You make a Pilot
Test, opposed by an
Agility Test by everyone
caught unawares.
If
successful, the hapless
victim is knocked over
and must spend his next
Round getting up again.
You may make a
Difficult (10) Pilot Test
instead of a Shadowing
Test
when
following
another
creature
or

vehicle in your own


vehicle. Success does
not necessarily mean
your
vehicle
goes
unnoticed, but it does
mean that it appears
inconspicuous.
A Pilot Test is typically
a Half Action, but certain
maneuvers may require
more or less time.
Pilot Civilian Craft is
used
to
fly
small
atmospheric craft and
landers.
Pilot Space Craft is
used
to
fly
interplanetary craft.

Psyniscience
(Advanced)
Perception

The Psyniscience skill


is to psykers what
Awareness
is
to
mundane Acolytes.
It
allows them to detect
nearby
psychic
disturbances and such
forewarning allows them
to avoid being surprised
by a Daemon or psyker.
You can use the
Psyniscience
skill
to
become attuned with
the ebb and flow of the
warp
and
the
immaterium.
The most common
application of this Skill is
to detect the presence
or absence of Daemons
or other psykers. To do

so, make a Psyniscience


Test. On a success, you
extend your senses out
to a number of meters
equal to your Perception
Bonus plus 1d10. Each
degree of success allows
you to add 1d10+PB
meters to your roll.
You can also Test to
detect unusual psychic
phenomena,
areas
where realspace has
been disrupted, areas
where the immaterium
seems to be blocked (or
shielded against), and
so on.
The GM may
wish to make the Test in
secret depending on just
what it is that the
psyker may detect.
The results of any
Psyniscience Test are
summarized
on
the
following chart:
Standard
Success
Awareness
that
the
immaterium is being
disrupted.
Level One - General
location from where the
phenomena emanates.
Level Two(+) Exact
location of the individual
channeling or blocking
the immaterium.
Instead of merely
detecting the number of
locations or individuals
causing a disruption in
the immaterium, you

may focus your senses


to glean a little more
information about them
as follows.
You may
split your degrees of
success between this
chart and the above
chart;
Level One - The general
strength
of
the
phenomena (more or
less powerful than you).
Level Two(+) - The
precise strength, nature
and
origin
of
the
phenomena.
Psyniscience allows
you to perceive the
intricate
weaves
of
power involved in the
manifestation
of
a
Psychic
Power.
Whenever you are the
target of a Psychic
Power, you may make a
Very
Hard
(30)
Psyniscience Test. If you
succeed, you negate the
effects of any of the
powers Overbleed.
Every living creature
leaves
a
psychic
signature in the warp,
and careful use of
Psyniscience can allow
you
to
detect
the
presence or absence of
normal creatures. You
may make a Difficult (
10) Psyniscience Test in
place of an Awareness
Test.

Using Psyniscience is a
Full Action.

Security
(Advanced)
Agility

Many an Acolyte has


saved
himself
the
indignity of breaking
down
a
door
with
judicious use of the
Security skill. Security
is used to bypass locks
of
all
types
and
circumvent
tough
security systems to get
into
well-protected
locations. You can also
use Security to take
control
of
security
systems so they work
for you instead of the
original owner.
You can use the
Security skill to bypass
locks and other security
systems. Using this skill
without proper tools is
extremely difficult. The
Difficulty of the Test
depends on the quality
of
the
defense.
Generally one Test is
sufficient,
but
more
complicated
systems
may require additional
Tests or degrees of
success. Any attempt to
bypass a lock or other
security system without
using a mutlikey or
other set of appropriate
tools suffers from a 20
penalty.
Sometimes it wont be
a person looking for you,

but a sensor, such as an


auspex.
Unless the
sensor relies on physical
input, the Concealment
skill is of no use.
Instead you may use the
Security skill in place of
Concealment,
if
you
have the means to
disrupt or deceive the
sensor.
You can make a
Security Test to set up
and install a security
system. Each degree of
success increases the
difficulty of any Test
made to breach it by
one. A Security Test to
setup a security device
takes one hour.
When using handheld
scanners
or
larger
security monitors, you
may
use
Security
instead of Awareness.
A typical Security Test
takes one minute, with
each degree of success
reducing this time by
ten seconds.

Scholastic Lore
(Advanced,
Investigation)
Intelligence

Many Acolytes spend a


great deal of their life
studying
and
researching, becoming
experts in their field,
from psykers with their
knowledge of the occult
and
the
warp,
arbitrators with their
fanatical knowledge of
Imperial justice, and
officers
with
their
understanding of the
minutiae of the Tactica
Imperialis. It is precisely
for this expertise that
Inquisitors
surround
themselves with such
adept Acolytes.
The Scholastic Lore
skill
grants
you
knowledge
of
a
particular
scholarly
subject.
A successful
Test enables you to
recall pertinent facts
andif you have access
to the proper facilities or
resourcesto
do
research.
Scholastic
Lore represents a depth
of learning far beyond
Common Lore and it
requires extensive study.
You make Scholastic
Lore Tests to identify an
object, creature or place
that falls under your
particular
area
of
expertise. A successful
Test about a subject

related to your specialty


reveals
the
basic
information.
Each
degree
of
success
reveals
more
information as follows:
Standard Success
- Reveals basic
Information known
to people of your
training.
Level
One
Reveals
uncommonly
known
information, even
among your peers.
Level
Two
Reveals
obscure
information about
the subject. Such
information
is
known to but a
few scholars.
Level Three(+) Reveals extremely
obscure
information,
known only to a
handful of experts.
In some areas,
Scholastic Lore overlaps
with Common Lore and
Forbidden
Lore,
but
almost
always
represents a far greater
and more academic
level of study.
To recall a fact or tidbit
about the subject, a
Scholastic
Lore
Test

takes no time at all. You


either know the fact or
not.
Researching,
assuming you are in the
proper environment to
do so, takes far longer.
You may make one
Scholastic
Lore
Test
every 1d10 hours.
Whilst Scholastic Lore
mainly concerns
the
theoretical, quite often it
is applicable to more
practical pursuits. You
may make a Scholastic
Lore Test to gain a +10
bonus to a related Skill
Test, or to assist another
Acolyte using a related
Skill. However, doing so
greatly increases the
time taken to carry out
the Skill Test as no
scholarly knowledge is
recalled hurriedly. The
related
Skill
Test
increases in time from
Rounds
to
minutes,
minutes to hours and
hours to days. If the
time taken is already in
days,
then
this
is
increased by a further
1d10 days.

knowledge
of
stars,
heavenly bodies and the
nature of worlds, as well
as
theoretical
understanding of how to
use
telescopes,
astrolabes and so on.
This Skill may be used
to assist with Navigation
Tests.
Scholastic
Lore

Beasts
grants
an
understanding of the
classification of animals
and familiarity with the
properties
of
many
types of semi-sentient
creatures.
This Skill
may be used to assist
with
Survival
and
Wrangling Tests.
Scholastic
Lore
Bureaucracy
grants
you an understanding of
how
to
deal
with
governments,
particularly
the
Administratum,
and
their many and varied
departments, forms and
policies.

Scholastic
Lore

Archaic grants you an


understanding of the
murky
past
of
the
Imperium and how the
long
millennia
have
changed the face of
mankind.

Scholastic
Lore
Chymistry grants you
knowledge of chemicals,
their
alchemical
applications and their
use
throughout
the
Imperium.
This Skill
may be used to assist
with Chem Use Tests.

Scholastic
Lore

Astromancy grants you

Scholastic Lore Cryptology grants you

an
understanding
of
codes, ciphers, secret
languages
and
numerical keys.
This
may be used to either
crack a code or create
one. This Skill may be
used to assist with
Ciphers Tests.
Scholastic
Lore
Heraldry grants you a
grasp of the principles of
heraldry, as well as
knowledge of the most
common liveries, seals
and heraldic devices
used in the Imperium.
Scholastic
Lore

Imperial Creed grants


you an understanding of
the
rituals
of
the
Ecclesiarchy,
the
construction
of their
temples and the finer
points of liturgy. It may
be used to conduct
rituals for others. This
Skill may be used to
assist with Invocation
Tests.
Scholastic
Lore

Judgment grants you


knowledge of the proper
punishments
for
the
myriad of crimes and
heresies punishable by
Imperial law. This Skill
may be used to assist
with Interrogate and
Intimidate Tests.
Scholastic
Lore
Legend
grants
you

knowledge of the great


histories of old, such as
the
terrible
Horus
Heresy and the Dark
Age of Technology.
Scholastic
Lore
Mercantile grants you
knowledge of the trade
guilds
and
their
practices
across
the
sector.
Scholastic
Lore
Numerology
grants
you an understanding of
the
mysterious
properties of numbers,
from Catastrophe theory
to the Sadleirian litany.
This Skill may be used
to assist with Barter,
Evaluate, and Logic Skill
Tests.
Scholastic
Lore
Occult grants you an
understanding of occult
ritual,
theories
and
superstitions, as well as
the
better
known
mystical uses of occult
items. This Skill may be
used to assist with
Invocation Tests.
Scholastic
Lore

Philosophy grants you


knowledge
of
the
theories
of
thought,
belief and criticism.
It
may be used for debate
and
for
creating
philosophical works.

Scholastic
Lore

Tactica
Imperialis
grants
you
an
understanding of the
Tactica Imperialis, as
well as other theories of
war, troop deployment
and battle techniques.
It may be used to plan a
battle or deduce the
likely flow of war. This
Skill may be used to
assist with Command
Tests.

Scrutiny
(Basic)
Perception

Whilst some would


argue
that
an
Inquisitors
default
frame of mind is to be
suspicious,
those
Acolytes
with
the
Scrutiny skill are better
able to judge when a
suspect
genuinely
warrants that suspicion.
Use the Scrutiny skill
to make assessments
about
people
you
encounter, to determine
if someone is lying to
you, to sense ulterior
motives and generally
appraise the worth of
another being.
When
trying to perceive a
falsehood,
or
some
other form of deception,
you make an Opposed
Test,
pitting
your
Scrutiny
against
the
targets Deceive. If you
beat your opponent by

achieving more degrees


of success, you get a
hunch that something is
not right.
A successful Scrutiny
Test
allows
you
to
discern
a
targets
disposition. This Test is
Opposed by the targets
Deceive Test if he has
something to hide.
You may use your
knowledge of lying to
help make your own lies
all the more difficult to
detect. If you first make
a successful Scrutiny
Test you gain a +10
bonus to a subsequent
Deceive Test.
Note that Scrutiny
does
not
confer
telepathy and cannot be
used to reveal all the
secrets about a target.
Rather, this Skill serves
to counteract attempts
to
manipulate
you
through Interaction skills
such as Charm, Deceive
and Intimidate.

Search
(Basic)
Perception

Search is a useful Skill


for Acolytes conducting
investigations, helping
turn up valuable clues or
hidden
evidence.
Search
differs
from
Awareness in that it
involves a great deal of
exploration, turning over
items, opening doors

and
letting
your
instincts guide you as
you toss a room.
Use the Search skill
whenever you want to
examine an area for
concealed objects, clues
and anything else that
might
be
hidden.
Search
differs
from
Awareness in that you
Test
Awareness
passively,
Testing
whenever some hidden
danger might appear or
to notice a small detail
as you move past it.
Search, on the other
hand,
represents
an
active effort to check an
area.
A single Search Test is
sufficient to cover a
small room or area.
When an object or
individual is deliberately
hidden, a Search Test is
resolved as an Opposed
Test, pitting your Search
Test
against
your
targets
Concealment
Test.
Search cannot be used
as an Investigation Skill
in its own right, but it
can be used to assist an
Investigation
Skill.
When investigating a
crime scene, you may
make a Search Test to
attempt to notice any
clues. Every degree of
success reduces the
Difficulty
of
a
subsequent

Investigation Test by
one-step.
A Search Test takes a
minimum
of
five
minutes, dependent on
the
area
being
examined. You may opt
to take longer over a
search,
meticulously
going over every square
meter to find what you
are looking for.
For
every additional five
minutes
you
spend
searching an area, you
gain a +10 bonus on
your Search Test (to a
maximum of +30).

Secret Tongue
(Advanced)
Intelligence

Just as with a cipher,


many Acolytes use of
Secret
Tongues
to
quickly and discretely
convey
messages
between one another.
An Inquisitorial team
who all know the same
tongue are able to
speak
freely
during
battle or in other open
situations without fear
of being overheard or
understood.
Secret Tongue is used
to
speak
and
comprehend
a
particularly obscure and
arcane language known
to only those of a
specific
profession,
organization or class.
Secret tongues are more

like codes than real


languages. By the use of
signifiers,
body
language
and
code
words, users can speak
in one tongue but use a
secret
language
to
impart deeper meaning
or to relay a lot of
information quickly.
Although much of the
meaning of a secret
tongue requires body
language and verbal
intonations, it can be
conveyed as part of a
crude cipher. You may
make a Difficult (10)
Secret
Tongue
Test
instead of a Cipher Test.
Alternatively, if you
first make a Secret
Tongue Test you gain
+10 to a subsequent
related
Cipher
Test,
representing
the
multiple
layers
of
meaning
and
code
hidden
within
the
message.
Under normal
circumstances,
Skill
Tests are unnecessary if
all speakers know the
secret language. They
may be required in
adverse conditions such
as communicating in a
noisy venue, or during
the chaos of battle.
Secret
Tongue

Acolyte consists of a
pre-arranged series of
code
phrases
and
inflections
intelligible
only to a fellow cell

member.
Note that
each cell of Acolytes has
a unique version of this
language.
Secret
Tongue

Administratum
consists of a collection
of acronyms, jargon and
procedural
formalities
used
by
the
Administratum.
Note
that
this
is
an
exceedingly longwinded
language.
Secret
Tongue

Tenebrae
Collegium
consists
of
a
prearranged series of code
phrases and inflections
intelligible only to a
fellow member of the
Tenebrae Collegium.
Secret
Tongue

Xenos consists of the


language of a particular
xenos race. Each xenos
race has a peculiar
language and requires
an additional skill to
learn.

Security
(Advanced)
Agility

Many an Acolyte has


saved
himself
the
indignity of breaking
down
a
door
with
judicious use of the
Security skill. Security
is used to bypass locks
of
all
types
and

circumvent
tough
security systems to get
into
well-protected
locations. You can also
use Security to take
control
of
security
systems so they work
for you instead of the
original owner.
You can use the
Security skill to bypass
locks and other security
systems. Using this skill
without proper tools is
extremely difficult. The
Difficulty of the Test
depends on the quality
of
the
defense.
Generally one Test is
sufficient,
but
more
complicated
systems
may require additional
Tests or degrees of
success. Any attempt to
bypass a lock or other
security system without
using a mutlikey or
other set of appropriate
tools suffers from a 20
penalty.
Sometimes it wont be
a person looking for you,
but a sensor, such as an
auspex.
Unless the
sensor relies on physical
input, the Concealment
skill is of no use.
Instead you may use the
Security skill in place of
Concealment,
if
you
have the means to
disrupt or deceive the
sensor.
You can make a
Security Test to set up
and install a security

system. Each degree of


success increases the
difficulty of any Test
made to breach it by
one. A Security Test to
setup a security device
takes one hour.
When using handheld
scanners
or
larger
security monitors, you
may
use
Security
instead of Awareness.
A typical Security Test
takes one minute, with
each degree of success
reducing this time by
ten seconds.

Sleight of Hand
(Advanced)
Agility

Although derided as
common
street
subterfuge, Sleight of
Hand has many practical
applications
for
the
Acolyte, ranging from
the ability to palm a
small but useful object
at a crime scene, to
slipping
your
Inquisitorial
rosette
away
when
apprehended
by
heretics, or even pulling
a
pistol
from
a
concealed
holster
unseen
by
your
enemies.
The Sleight of Hand
skill is used to palm
objects, pick pockets or
perform tricks with small
items like coins and
cards. The smaller the

object, the easier it is to


pick
up,
which
is
reflected in the tasks
Difficulty as set by the
GM. In most cases, a
Sleight of Hand Test is
an Opposed Test, pitting
your Skill against your
opponents
Awareness
skill
(or
half
their
Perception if they do not
have
the
Awareness
skill).
You may also opt to
use Sleight of Hand
instead of Gamble to
hide cards up your
sleeve or palm dice.
See the Gamble skill for
more information.
You may make a
Sleight of Hand Test to
dazzle audiences with
tricks of the hand with
cards,
marbles,
or
whatever other prop you
happen to have.
Any
allies nearby who can
take advantage of the
distraction may benefit
from your successful
Test as if you were
assisting them.
Sleight of Hand is
usually a Half Action.
You may make a Sleight
of Hand Test as a Free
Action, but you worsen
the Difficulty by 10.

Speak Language
(Advanced)
Intelligence

Knowledge of a variety
of
languages
can

broaden your ability to


deal with the indigenous
peoples of the worlds
you explore, allowing
you to communicate
easily without having to
resort to pantomime.
The Speak Language
skill
is
used
to
communicate
with
others using a common
tongue.
Although the
people of the Imperium
are widely scattered,
they are united by an
official tonguethat of
Low Gothic.
However,
every world has its own
local
dialects
and
peculiarities,
and
sometimes even its own
language.
Even if you are not
familiar with a particular
language or dialect, you
may make a Hard (20)
Speak Language Test to
attempt to understand a
sense of the meaning or
intent. If you speak a
related
language
or
dialect (such as High
Gothic to Low Gothic,
Hive Dialect to Low
Gothic, and so on) the
Difficulty decreases to
Difficult (10).
You can make a Speak
Language
Test
to
improvise
a
crude
cipher, a sort of pidgin
tongue
intended
to
convey
a
coded
message. If successful,
you manage to make a
message that makes

sense and a Speak


Language Test, or an
Easy (+10) Logic or
Scholastic
Lore
Cryptography
Test
translates it.
Under normal
circumstances, Tests are
unnecessary
if
all
speakers
know
the
language.
A Speak
Language Test is usually
a Free Action.
High Gothic is the
language of nobility, the
law, and Ecclesiarchy
liturgies.
Low Gothic is the
common tongue of the
Imperium.

Survival
(Advanced)
Intelligence

Whether lying in wait


for Nurgle cultists in the
foetid jungle of a death
world or searching for
shelter
from
a
sandstorm on a desert
planet, the Survival skill
can be a lifesaver.
You use the Survival
skill to subsist in the
wild.
This
Skill
encompasses
such
activities
as
fishing,
game hunting, making
fires, finding edible food,
constructing improvised
shelters, finding safe
resting places, and so
on. The Difficulty of the

Test depends on the


environment, with death
worlds being much more
difficult to survive on
than an agri-world.
Failing a Survival Test
usually indicates that
you have failed to find
what you are looking
for, either because you
are inept or because it is
simply not there to be
found. Failing by five or
more degrees indicates
that
you
fail
spectacularly, usually by
bringing trouble down
on your headperhaps
by triggering a rockslide,
or stirring up a den of
angry
silt-bears
or
foolishly
consuming
poisoned berries.
You may use the
Survival skill in place of
Tracking when hunting
for animals in the wild.
The Difficulty, however,
worsens by one-step. It
may not be used in
urban areas or to track
human or alien prey.
You can use the
Survival
skill
to
construct simple snares
and traps to catch
animals and other prey.
To set the trap, you
must
succeed
on
Survival Test. The base
Difficulty is Ordinary
(+0), but you may
increase the Difficulty in
order to make it harder
to disable or escape the
snare.

A typical snare
triggers
by
location,
meaning that the target
steps into the area and
is affected by the trap.
Snares affect just one
target at a time and can
be made large enough
to ensnare a man sized
creature. Once sprung,
the
trap
must
be
manually reset to work
again.
An intelligent
creature may notice the
trap before springing it
by succeeding on an
Awareness or Search
Test. The Difficulty of
this Test is Routine
(+20), but if you also
succeed
on
a
Concealment Test, you
can
increase
the
Difficulty by one-step
plus one-step for each
degree of success. You
may
not
retry
the
Concealment Test when
constructing the snare.
If the target locates
the snare, it can either
go around it or attempt
to neutralize it. In the
case of the latter, the
target must succeed on
a Survival Test against
the
same
Difficulty
made to set the snare.
On a success, the snare
is dismantled.
Should the target
spring the trap, it may
make an Agility Test
against
the
same
Difficulty you faced to
set the trap.
On a

success, the creature


avoids the snare. On a
failure,
it
is
firmly
caught and held until
released.
A caught creature can
attempt a Contortionist
Test once each hour to
escape.
Again,
the
Difficulty is the same as
the one you beat to set
the snare in the first
place.
A Survival Test takes
one hour, with each
degree
of
success
reducing this time by
ten
minutes.
Under
certain circumstances,
like trying to find a
crude shelter from a
meteor
storm,
the
Difficulty
can
be
increased and the time
taken reduced to one
minute.

Swim
(Basic, Movement)
Strength

Opportunities for
swimming in the 41st
Millennium are often
rare, but on occasion,
this is a useful Skill to
have, especially when
exploring water worlds,
tramping
through
sewers or escaping a
wreck that landed in a
large body of water.
The Swim skill is used
to
swim
and
dive.
Swimming under normal
conditions
does
not

require a Test. However,


Tests may be called for
when waters are rough
or when swimming for
an extended period is
required.
The Swim skill
assumes a character is
attempting to swim in
water, but on alien
worlds
a
character
might
encounter
unusual
substances
such
as
lakes
of
sulphuric acid.
The
Difficulty of the Test
might be increased to
represent
particular
conditions. The Swim
skill does not protect a
character from harm
when swimming in toxic
or otherwise dangerous
liquids, nor does it
negate the need for
protective clothing.
Whenever you fight
while
submerged
in
water, all Weapon Skill
and Ballistic Skill Tests
take a 20 penalty. As
well, you must succeed
on a Swim Test to move
in
this
environment.
When you Test your
Swim skill, and you get
two or more degrees of
success, you reduce the
Difficulty of your attack
Tests to Difficult (10).
You can hide from a
pursuer on land by
diving into a body of
water and waiting below
the surface until they
have passed by. If you

do this you may use


your Swim skill instead
of Concealment.
When another
character
gets
into
trouble in the water, you
can dive in to help him
out. If you reach the
struggling
character,
you can pull him to
safety by succeeding on
a Swim Test, but the
Difficulty worsens by
one-step for the added
bulk.
A Swim test is a Free
Action made as part of a
Move Action.

Tech-Use
(Advanced)
Intelligence

Gear and equipment


in the 41st Millennium is
tricky
to
use,
the
machine spirits unruly
and restless. Tech-Use
allows you to placate
these entities and make
them more cooperative
when
working
with
devices of all kinds.
A character may use
Tech-Use
to
repair
mechanical items and to
work out how unusual
technical artifacts work.
When using a basic,
simple
piece
of
mechanical equipment
under
normal
circumstances, such as
a vox or auspex, no Test
is required. A Tech-Use
Test is needed if the
item
is
unusual,
malfunctioning
or
conditions are especially
troublesome, such as
attempting to use an
auspex
during
an
electrical
storm,
or
trying to get an ancient
warp engine to start up
after a thousand years
disuse.
Tech-Use may also be
used to repair faulty or
damaged
items,
the
difficulty depending on
the complexity of the
item and the damage
dealt to it.

Tech-Use might
sometimes be used to
build an item from
scratch,
although
a
relevant Trade skill is
more commonly used.
You may use your
Tech-Use
instead
of
Wrangling,
but
only
when
dealing
with
machines designed to
look and act like beasts,
such as a cyber-mastiff.
When another
characters Skill Test
involves a piece of
equipment, you may
assist them using your
Tech-Use skill, even if
they
are
using
a
different Skill.
A Tech-Use Test to
figure out how an item
works usually takes one
minute, but might take
less
or
more
time
depending
on
the
complexity. A Test made
to repair an item can
take
much
longer,
usually one hour but
reduced by ten minutes
for every degree of
success.

Trade
(Advanced,
Crafting)
Varies

Many Acolytes possess


exceptional skills, either
acquired before their
service to the Inquisition
or picked up during their
employment. Of these,
Trade skills are some of
the most fascinating. If
they
possess
the
appropriate Skill, they
can create unique gear
and
equipment,
anything
from
a
customized speeder to
an
illuminated
manuscript, as well as
countless other items
far
more
interesting
than a simple entry from
the
equipment
lists.
After all, would your
players prefer to have
infra-red
goggles
or
enhanced
phaetonpattern multi-goggles
that
combine
the
abilities of the basic
item plus that of a
photo-visor? While the
answer
should
be
obvious, these items
have a price in labor and
cost, even to the trained
tech-priest.
Trade Skills do far
more than allow for
simple Skill Tests; they
represent the skill set
necessary to modify or
create things.
If an
Acolyte
wants
an

armored body glove, a


long range vox-caster or
a
two-handed
shock
mace, he needs the
appropriate Trade Skill,
or the Thrones to pay
someone
who
does.
Players use the Crafting
rules to create these
kinds
of
items.
Possession
of
these
Skills also grants other
advantages.
An Acolyte with Trade
skills is considered a
member of the Trading
Class for purposes of
determining
monthly
income.
This status
may
allow
for
interaction with citizens
of a social status far
beyondor belowtheir
means, along with the
gratitude or ill-will that
goes along with it!
Cunning GMs can use
these
Skills
as
springboards for entire
campaigns or as short,
one-off adventures.
Having a Trade skill
indicates that you know
how to practice a trade
or craft. With this Skill,
you can make a living or
create items suited to
your trade. You can also
make a Trade Test to
identify the handiwork
of
a
particular
craftsman, or to know
something
about
a
particular item.
A Trade Test for
Crafting
normally

represents a days hard


work.
A Trade Test
made to identify an item
or craftsman is usually a
Full Action, during which
time
the
tradesman
sucks his teeth and
sighs before making his
prognosis.
Trade Artist
Agility or Intelligence
An artist can produce
objects or experiences
of profound beauty or
emotion, inspiring the
senses, mind and spirit.
The
Performer
Skill
Group
covers
the
execution of many art
formsdance, recital or
storytellingbut Trade Artist deals with the
creation of the material
performed the poem,
play or song. The Skill
also
covers
the
composition of physical
art: sculpture, paintings
and hololiths.
Agility is the default
characteristic for the
Trade (artist) skill, but
GMs
may
optionally
allow the player to use
Intelligence
for
the
creation
of
more
scholarly works, such as
plays, music, poems and
novels.
This Skill also gives
the Acolyte the ability to
observe works of art and
potentially
recall
information about the
school or style of the

piece, and possibly even


the name of the artist.
The Craftsmanship of
a piece of art can make
its performance easier
or harder.
A play or
poem
of
Poor
Craftsmanship
would
impose a 10 penalty to
its performance. A song
of Good Craftsmanship
would impart a +10
bonus to the Test of the
performer, and a tale of
Best
Craftsmanship
grants a +20 bonus to
its presentation. These
bonuses also apply to
the
Charming
Performance
and
Enthralling Performance
rules.
Art can affect the
mood of those observing
it
in
many
ways,
including
inspiration,
sadness,
anger
and
others.
If the artist
wants his work to affect
the
audience
in
a
particular
way,
this
should be defined in
Step One: Defining the
Task of the Crafting
rules. The GM assigns a
different Difficulty to
creating a mural that
inspires
a
positive
reaction to the Adeptus
Mechanicus than one
without
additional
effects. Keep in mind,
however, that these are
moderate effects. While
the viewer may feel
inspired by the art, it will

not cause him to change


or act against firmly
held beliefs.
The creation of an
inspirational art piece is
Hard (20) for concepts
coinciding with local
culture,
such
as
veneration
of
the
Emperor
within
the
Imperium, but is Very
Hard (30) for anything
going
against
such
conventions, such as
fostering
a
more
positive
reaction
to
xenos when viewed in
the Imperium.
Trade - Cartographer
Agility
You can produce maps
and charts of high
quality from information
gathered first hand or
by
others.
The
Craftsmanship of these
documents can affect
the Navigation Tests of
those
using
them.
Likewise, you are able to
read maps made by
others
more
easily,
obtaining
hidden
or
obscure information left
by other cartographers.
The cartographer
must use observation or
research
to
gain
adequate information to
create a map. The GM
should keep this in mind
when
assigning
the
duration of a task, as
large
maps
require

lengthy
examination
and groundwork.
The
Heightened Senses Vision Talent can reduce
the Difficulty of the task
by one level if gathering
data personally, so the
Difficulty of creating a
map of a labyrinthine
Ecclesiarchy
cathedral
would be reduced from
Difficult
(10)
to
Challenging (+0).
When creating maps
from research, existing
sources or second-hand
information, the final
Craftsmanship of the
map can be no greater
than that of the source
material, no matter how
good your rolls during
the Crafting process.
Trade - Cook
Intelligence
An Acolyte with this
Skill can create meals
not only pleasing to the
palate, but also ones of
desired
nutritional
contentor lack thereof.
The results of this Skill
can also be combined
with Carouse, ChemUse,
or
Trade

Apothecary in making
drinks or medicines that
taste better, or the
creation of foods that
mask certain flavors
from those ingesting
them. The GM should
set the Difficulty of the
task in accordance with
the
traits
desired.

Creating a simple but


nutritious
meal
for
fellow Acolytes might be
Ordinary (+10); cooking
a dish to mask a blandtasting
drug
for
a
nobles entourage would
be Difficult (10); or
devising
a
meal
nutritious for a xenos
creature could be Very
Hard (30).
Acolytes can also use
this Skill to determine
the
ingredients
or
origins of foods they
consume, or notice out
of the ordinary tastes,
using
the
following
table:
Standard success: Basic
facts about an item, its
name and properties.
One degree:
Process
and materials used to
create the item, its
classification or group,
or stellar region where
created.
Two degrees: Origin of
components
used
in
construction,
detailed
information about its
characteristics, or planet
of creation.
Three
degrees:
Substitutes for the item,
means of amplifying its
effects, or more or name
of its creator.
Acolytes can also
make an Opposed Skill

Test
against
the
subjects Perception to
either hide or reveal
hidden
substances
within a dish or drink.
Meals or drinks of
exceptional quality can
affect Blather or Charm
Tests. Refreshments of
Poor
Craftsmanship
result in a penalty of 10
to these Tests, but a
banquet of Good quality
gives a +10 bonus and
those
of
Best
Craftsmanship grant a
+20 bonus.
Trade - Copyist
Intelligence
Copyists in the 41st
Millennium are far more
than mindless scribes
scratching
out
data
sheets with an electroquill. Though certainly
capable of this task, an
Acolyte with the Copyist
skill creates illuminated
manuscripts of great
beauty,
containing
anything from family
histories to epic ballads.
In addition to penning
words,
copyists
can
create ink and other
writing
implements,
including pigments that
can only be read in
certain types of light,
ones
that
disappear
after a specific period of
time, or types capable
of marking or etching
pages of metal, ceramic
or hide.
Pigments of

this variety allow for


very advanced codes
and provide a +10
bonus to Cipher Tests
when
using
written
materials. Each Trade
Copyist Skill Mastery
confers an additional
bonus equal to the level
of mastery.
Copyists can also
create paperas well as
other writing mediums
and bindings. Pages can
consist of sources as
exotic as woven metal
or alien animal hide, but
could also be as simple
as compressed plant
fiber.
Trade - Valet
Fellowship
You have the ability to
shrewdly provide for the
needs of another for a
range of requirements,
including administrative
and personal needs, and
can even supervise a
staff administering to
these needs on a larger
scale. Individuals with
this Skill often use the
title major domo or
chief of staff .
At the most trivial
level,
this
Skill
addresses
immediate
concerns,
such
as
selection of appropriate
apparel for a meeting
with
an
Imperial
Governor or picking a
suitable refreshment for
a Clan Lord of Tallarn.

Successful use of this


Skill grants a +10 bonus
on a single Interaction
Skill Test for either the
valet
or
host,
representing
the
favorable
impression
generated
by
these
thoughtful touches.
It may not be
immediately
apparent
how to reconcile this
Skill with the Crafting
rules, but there are a
number of Extended
Tests that qualify:
Maintaining a schedule
of appointments and
duties for a lengthy
period of time.
Assembling a proper
wardrobe for a specific
culture
or
Imperial
region.
Making arrangements
for a large conclave of
Inquisitorial
representatives.
For these long-term
Tests,
the
resultant
Craftsmanship
may
impart certain bonuses
at the GMs discretion.

Adept Talents and Traits


Air
Authority

of

Prerequisite:
Fellowship 30
You exude a natural
aura of command,
instilling
subservience in all
around you.
On a
successful Command
Test, you may affect
a number of targets
equal to 1d10 plus
your
Fellowship
Bonus. Such is the
authority
in
your
voice that even those
who are not in your
service
jump
to
attention when you
speak.
You may
attempt to get nonservants to follow
your commands by
making a Command
Test
with
a
10
penalty. This talent
has no effect on
hostile targets, and
only affects NPCs.

Ambidextrous
Prerequisite:
Agility 30
You can use either
hand equally well.
You do not take the
normal 20 penalty
for making attacks
with your secondary
hand.

Special: If you have


the
Two-Weapon
Wielder talent, the
penalty for making
attacks with both
weapons in the same
Turn drops to 10.

Armour
Contempt

of

Prerequisite:
Willpower 40
You drape yourself
in the armour of
scorn and hatred.
Whenever you would
gain
Corruption
Points, reduce the
amount you would
earn by 1.
In
addition, you may
Test Willpower as a
Free Action to ignore
the effects of your
accumulated
Corruption for one
Round.

Arms Master
Prerequisites:
Ballistic Skill 30 plus
Basic
Weapon
Training in at least
two
groups
of
weapons.
Such is your skill
with a gun that you
are able to pick up an
unfamiliar
weapon
and use it as though
you had trained with
it for years. You can

use ranged weapons


you do not have
training in at 10
rather than 20.

Basic Weapon
Training
You have received
Basic
Weapon
Training in a group of
weapons, and can
use them without
penalty.
Bolt

Angelus,
Boltgun,
GodwynDeaz Pattern Bolter,
Godwyn-Deaz
Stormbolter,
Ryza
Pattern Stormbolter,
Scourge Boltgun
Las Death Light,
Drusus
Prime,
Hellgun, Las Carbine,
Lasgun, Laslock, Long
Las, Mark III, MinervaAegis, Roth Pattern,
Stormfront,
Twin
Lasgun
Primitive

Blunderbuss,
Bow,
Catechist, Composite
Bow, Crossbow, Drive
Nailer,
Heavy
Crossbow, Longbow,
Musket,
Siskan
Musket, Sling
Solid Projectile
Alcher
Mark
IV,
Armageddon,
Autogun,
Blackhammer,

Combat
Shotgun,
Creed-9,
Hunting
Rifle, Meat Hammer,
Ironclaw,
Nomad,
Pump
Action
Shotgun,
Shotgun,
Slayer,
Spectre,
Steadholder

Binary Chatter
You are adept at
controlling servitors.
Gain a +10 bonus to
any
attempt
to
instruct, program or
question servitors.

Blind Fighting
Prerequisite:
Perception 30
Through years of
practice
and
heightening
your
senses, you no longer
need to be able to
see your opponents
to be able to hit
them. You take half
the usual penalties
when
fighting
in
environments
that
obscure your vision,
such as fog, smoke
and darkness.

Catfall
Prerequisite:
Agility 30
You are nimble and
balanced, like a cat,
and are able to fall
much
greater
distances unharmed
than others might.
Whenever you fall,
you may Test Agility

as a Free Action. On
a success, and for
every
degree
of
success, reduce the
distance fallen by a
number of meters
equal to your Agility
Bonus
for
the
purposes
of
determining
the
Damage dealt by the
fall.

Chem Geld
A variety of
chemical and surgical
treatments
have
rendered
you
immune
to
the
temptations of the
flesh.
Seduction
attempts against you
automatically
fail,
and the Difficulty of
all Charm Tests made
against you increase
by
one
step
(a
Challenging (+0) Test
becomes Difficult (
10) and so on).
When you take this
Talent you gain one
Insanity Point.

Concealed
Cavity
You have a small
compartment hidden
upon your person.
This might be a
pouch within your
flesh, or a chamber
fitted into one of your
cybernetic implants.
You may conceal one

small item, no bigger


than the palm of your
hand,
within
this
cavity.
The
compartment may be
discovered
on
a
Difficult (10) Search
Test. If the searcher
employs
additional
technology, such as a
medicae scanner or
chem-sniffer,
this
difficulty is reduced
to Ordinary (+10).

Dark Sight
A creature with this
Trait sees normally
even in areas of total
darkness and never
takes a penalty for
fighting in areas of
dim
or no lighting.

Dark Soul
Your soul is darkly
stained, making you
resilient to the effects
of
Corruption.
Whenever you are
called to make a
Malignancy Test, you
take half the normal
penalty.

Deadeye Shot
Prerequisite:
Ballistic Skill 30
You always hit an
opponent
right
between the eyes
or wherever else you
intended to hit him.
When
making
a

Called Shot, you take


only a 10 penalty
instead of the normal
20.

Decadence
Prerequisite:
Toughness 30
Either through
mental and physical
conditioning or long
years of abuse, your
body has built up a
tolerance
to
chemicals.
When
drinking alcohol or
similar
beverages,
you do not pass out
until you have failed
a
number
of
Toughness
Tests
equal to twice your
Toughness
Bonus.
You also gain a +10
bonus to tests made
to continue using
drugs
within
24
hours.

Die Hard
Prerequisite:
Willpower 40
It takes more than
most to finish you off.
When you suffer from
Blood Loss, you may
roll twice to avoid
death.

Disarm
Prerequisite:
Agility 30
You are able to
knock
your
opponents weapons

from
their hands.
When engaged with
an opponent wielding
a melee weapon, you
may use a Full Action
to disarm your foe by
making an Opposed
Weapon Skill Test. If
you
beat
your
opponent, he drops
his weapon to his
feet. Should you get
three
or
more
degrees of success,
you not only disarm
him but also take his
weapon from him!

Disturbing
Voice
You have a sinister
and upsetting voice.
This may be due to
infrasonic cadences
produced by a vox
synthesizer,
interrogation training
or just an inborn air
of malice. You gain
+10 bonus to all
Intimidate
or
Interrogation
Tests
when you use your
voice. You take a 10
penalty to Fellowship
Tests when dealing
with persons who are
likely to be off put by
your
manner
(psykers,
small
children,
nervous
Grox and so on).

Electro
Use

Graft

You have the ability


to use an electro
graft to access data
points and commune
with machine spirits.
This grants you a
+10
bonus
to
Common
Lore,
Inquiry or Tech-Use
Tests
whilst
connected to a data
point.

Exotic
Weapon
Training
You have received
Exotic
Weapon
Training in a single
exotic weapon, and
can use it without
penalty.
Needle Pistol
Needle Rifle
Web Pistol

Favoured
the Warp

by

Prerequisite:
Willpower 35
Whenever a Power
Roll triggers Psychic
Phenomena, you may
roll two dice on that
table and take the
more
favorable
result.

Flagellant

You have dedicated


your pain to the
service
of
the
Emperor. Each day,
you
must
spend
twenty
minutes
praying and inflicting
1 point of Damage
upon yourself.
You
may not treat this
Damage or allow it to
be healed. Once you
have castigated your
flesh, you gain a +10
bonus to Willpower
Tests made to resist
mind
control
or
Malignancy.
Additionally, if you
have
the
Frenzy
talent, you may enter
a frenzied state as a
Free Action. Should
you fail to flagellate
yourself on any given
day, you take a 5
penalty to all Tests
due to shame and
guilt.

Foresight
Prerequisites:
Intelligence 30
You are adept at
identifying
the
consequences of any
action. If you take
some
time
to
consider what you
are doing, you can
deduce
the
best
action for success.
You may spend ten
minutes
contemplating
a

problem to gain a
+10 bonus to your
next
relevant
Intelligence Test.

From Beyond
The mind of a
creature with this
Trait is beyond the
petty frailties and
precarious sanity of a
mortal mind.
It is
immune
to
Fear,
Pinning,
Insanity
Points and Psychic
Powers used to cloud,
control or delude its
mind.

Fueled
Flesh

By

Prerequisite:
Sorcerer
In manifesting their
powers,
many
sorcerers
practice
some form of selfmutilation in order to
further augment and
empower
their
incantations
with
their own suffering
and bodily sacrifice.
Each time an arcana
is
unsuccessfully
manifested,
the
sorcerer with this
talent can opt to reroll the dice at the
cost of inflicting 1d5
Damage
on
themselves (Armor,
Toughness
Bonus,
and other protections

do not apply to this


Damage).
An unfortunate
side-effect is that it
leaves the sorcerers
flesh a mangled mess
of cuts and wounds in
a state of constant
recovery and open to
infection. As a result,
the sorcerer suffers
20 to resist the
effects of diseases
and poisons, and if
wounded by a Toxic
weapon, he suffers
an additional 1d10
points of damage
with no reduction
from his Armor or
Toughness Bonus.

Good
Reputation
Administratu
m
Prerequisites:
Fellowship 50 and
Peer - Administratum
You are well
respected within the
Administratum.
You
gain an additional
+10
bonus
to
Fellowship
Tests
when dealing with
fellow members of
this group.
This
Talent is cumulative
with the Peer talent,
for a total of a +20
bonus.

Heightened
Senses
One of your senses
is
better
than
average. You gain a
+10 bonus to any
Tests involving this
sense.
Note that
Heightened Senses
Sight does not add its
bonus to Ballistic Skill
tests.
Sight
Smell
Touch

Insanely
Faithful
You take refuge in
your madness. When
rolling to determine
the effects of Shock,
you may roll twice
and take the better
result.

Inspire Wrath
Prerequisite:
Fellowship 30
Your words are
capable of making
individuals
and
crowds turn to violent
anger. You gain +20
to Interaction Skill
Tests when trying to
inspire hate or anger
against a particular
object
of
your
venomous
words.
Under
these
circumstances,
you
double the number of

individuals you affect


within a group. When
combined with the
Master Orator Talent,
this results in you
being able to affect
20 times the normal
number of people.

Jaded
Prerequisite:
Willpower 30
You have seen the
worst the galaxy has
to throw at you to the
point that you are
acclimatized to the
worst horrors.
You
never gain Insanity
Points from the sight
of blood, death or
violence, or indeed
any mundane horror.
Supernatural terrors
still affect you as
normal, however.

Labyrinth
Conditioning
Your mind is a
carefully constructed
maze of shut-outs
and
thought-dams
designed to thwart
the
attempts
of
others who would
learn what you wish
to keep secret. You
gain a +10 bonus on
Deceive Tests when
being questioned and
to
resist
anyone
using the Intimidate
skill on you. You also
have a +10 bonus to

Willpower to resist
Interrogation
and
mind reading effects
such as Mind Scan.
In the case of a
Psychic Power effect,
this bonus can be
combined
with
bonuses
to
resist
Psychic Powers from
other Talents.

Light Sleeper
Prerequisite:
Perception 30
You are a light
sleeper and remain
alert
when
most
would be fast asleep.
You
are
always
assumed
to
be
awake, even if you
are asleep, for the
purposes of making
Awareness
Tests,
being Surprised or
getting up in a hurry.
The downside is that
you often feel tired
during the day and as
a result are grumpy
or distracted.

Lightning
Reflexes
You react like a
flash of lightning.
When
rolling
for
Initiative, you add
twice your Agility
Bonus to the roll of
1d10.

Logis Implant

You may utilize


analytical circuits to
calculate
trajectory
and reactions to a
preternatural extent.
Your ability to read
possible
outcomes
lets you anticipate
the movement of
your opponents. As a
Reaction you may
make a Tech-Use Test
to activate your Logis
Implant.
Note that
this uses up your
Reaction
for
the
Round. Until the end
of your next Turn, you
gain a +10 bonus to
all Weapon Skill and
Ballistic Skill Tests.
Each successful use
of this Talent causes
one level of Fatigue.

Major Arcana
Prerequisites:
Willpower
45,
Sorcerer
The sorcerer has
acquired
an
additional
Major
Arcana Power over
the amount usually
allowed; this must be
learned
or
researched
as
normal.

Malleus
Conditioning
Many Inquisitors of
the
Ordo
Malleus
expend considerable
effort to make sure

that their agents are


well
protected
against the Daemons
of the Warp. As such,
any character with
this Talent ignores
the negative modifier
to Willpower Tests
from the Daemonic
Presence Trait.
In
addition,
the
character is immune
to Warp Shock. The
character still gains
Insanity as normal,
but does not gain
Corruption from Warp
Shock.

Marksman
Prerequisite:
Ballistic Skill 35
Distance is no
object with a gun in
your hand, and you
are just as adept at
picking off far away
targets
as
those
nearby. You suffer no
penalties for shooting
at Long or Extended
range.

Master
Chirurgeon
Prerequisite:
Medicae +10
You are trained in
the most advanced
medical
techniques
known to man. You
gain a +10 bonus on
all Medicae Tests. If
you are treating a
Heavily or Critically

Wounded patient, a
successful Test heals
2 Wounds instead of
the normal 1. If this
character is in danger
of losing a limb from
a Critical Hit, you also
provide the patient
with a +20 bonus to
the Toughness Test to
resist limb loss.

Master Orator
Prerequisite:
Fellowship 30
You are skilled at
speaking to large
audiences.
Your
Fellowship Tests and
Fellowship-based Skill
Tests can affect 10
times
the
normal
number of people.

Master
Sorcerer
Prerequisites:
Intelligence
40,
Willpower
50,
Sorcerer, Forbidden
Lore Demonology
+20 or Forbidden
Lore Warp +20
The Acolytes
mastery of the dark
arts is great, and he
has learned to avoid
the pitfalls that beset
lesser practitioners of
the craft.
He may
channel far more raw
power than most and
counts as having an
effective Psy Rating
of 4, a +10 bonus to

Daemonic
Mastery
Tests, and is immune
to the effects of
Daemonic Presence.
Master sorcerers
are
extraordinarily
rare, and with good
reason. Few possess
the dedication and
strength of mind to
enact their will on the
warp in this way, and
most are destroyed
before they attain
such skill.

Melee
Weapon
Training
You have received
basic training in a
group of hand-tohand weaponry, and
can use them without
penalty.
Chain Chain Axe,
Chain
Knife,
Chainsword,
Eviscerator
Power

Daemonhammer,
Power Blade, Power
Fist,
Power
Longsword,
Power
Maul, Power Stake,
Power
Sword,
Serpentine,
Witch
Lance
Primitive Armored
Gauntlet,
Axe,
Bastard
Sword,
Boarding Pike, Bolo

Knife,
Brass
Knuckles,
Buckler,
Chimera Pistol Sword,
Club, Combat Knife,
Cutlass, Devils Kiss,
Emperors
Whisper,
Flail, Great Weapon,
Guard
Shield,
Hammer, Improvised
Weapon, Kineblades,
Knife, Kraken Tooth
Dagger, Long-Sabre,
Man Catcher, Mirror
Shield, Moon Blade,
Naval Shield, Punch
Dagger,
Punisher
Baton, Render, Sabre,
Scythe, Shield, Short
Sword, Sigilite, Spear,
Spetum, Staff, Steam
Drill, Stiletto, Sword,
Throwing Star/Knife,
Tower Shield, Trophy
Knife
Shock Electro-Flail,
Neural Whip. Officers
Cutlass, Shock Maul,
Shock
Staff,
Suppression Shield

Mental
Fortress
Prerequisite:
Willpower 50 and
Strong Minded.
You are trained to
aggressively
resist
psychic
attacks.
Whenever you are
the
target
of
a
psychic attack, you
force the psyker to
make a Willpower
Test.
On a failure,

the
psyker
takes
1d10
points
of
Damage
plus
1
Damage per point of
your
Willpower
Bonus. This Damage
is considered Impact
Damage, directed at
the
head
(more
specifically, the face).
The
psyker
can
reduce this Damage
by an amount equal
to
his
Willpower
Bonus. This Damage
bypasses armor and
any
Toughness
Bonus.

Mimic
You have an
extraordinary ability
to
copy
another
persons
voice
patterns.
This may
be due to implanted
vox
synthesizers,
training or natural
Talent.
You must
have listened to your
target for at least one
hour in order to study
their voice properly.
You
must
also
understand
their
language and be of
the same race (a
human, for example,
cannot convincingly
copy
an
Ork).
Listeners
must
succeed on a Difficult
(10) Scrutiny Test to
realize that you are
not the person you

are mimicking. If you


have
based
your
voice patterns on
anything other than
live conversations
where you are in the
same room as your
target (for example
vox recordings, or
commlink
conversations),
the
Difficulty
of
this
Scrutiny
Test
is
reduced
to
Challenging
(+0).
Note this does not
make you look like
your
target;
you
merely sound like
them.
If a listener
can clearly see you
are not the person
you are copying, your
deception
automatically fails.

Minor Arcana
Prerequisite:
Sorcerer
The sorcerer has
acquired
an
additional
Minor
Arcana Power over
the amount usually
allowed; this must be
learned
or
researched
as
normal.

Minor Psychic
Power
You have acquired
an additional psychic
ability. You gain one
Minor Psychic Power.

Nerves
Steel

of

You are able to


remain calm, even
when bullets fly past
and
bombs
fall
around you. You may
re-roll
a
failed
Willpower
Test
to
avoid or recover from
Pinning.

Orthoproxy
You have learnt to
draw mental fortitude
from
a
liturgical
circuit buried deep
within your skull. You
may tune out mind
control attempts by
concentrating on the
prayers recited by
the proxy unit. This
grants you a +20
bonus to Willpower
Tests made to resist
mind
control
or
interrogation.

Paranoia
You are always on
the look out for
danger and secretly
know that the galaxy
is out to get you. You
gain a +2 bonus on
Initiative rolls.
In
addition, the GM may
secretly Test your
Perception to see if
you notice hidden
threats.
Others,
however, may find
your
constant

muttering
twitchy
unnerving.

and
looks

Peer
Prerequisite:
Fellowship 30
You know how to
deal with a particular
social
group
or
organization.
You
gain a +10 bonus to
all Fellowship Tests
when interacting with
your chosen group.
Academics

Scholars
and
instructors
at
universities and other
institutions
Adeptus Arbites
Arbitrators and the
enforcers of Imperial
Law
Adeptus
Mechanicus

Followers
of
the
Omnissiah
or
Machine God and
inhabitants of Forge
Worlds
Administratum
Fellow members
the Administratun

of

Astropaths

Pskyers responsible
for
long
range
communications
throughout
the
Imperium

Ecclesiarchy
Priests, acolytes,
attendants that
responsible for
spread
of
Imperial Creed.

and
are
the
the

Government

Members
of
the
ruling class and/or
the governing body
of a world
Inquisition

Inquisitors,
Interrogators,
and
other members of the
Ordos.
The Insane Folks
that
have
faired
poorly
on
sanity
checks.
Nobility Individuals
of high birth status
and the elite of
society
Ordo
Xenos

Members
of
the
Inquisition that are
part of Ordo Xenos.
Underworld

members
of
the
organized
crime
world throughout the
Imperium

Pistol Training
You have received
training in a group of
pistols and can use
them without penalty.

Bolt Bolt Pistol,


Garm
Pattern,
Mauler,
Sacristan
Bolter, Spitfire
Flame Destroyer,
Hand
Flamer,
Seraphim
Hand
Flamer
Las Civitas, Dueling
Las, Fury, Hellpistol,
Laspistol, Mark IV,
Palatine,
Series-S
Venom, Steel Burner
Melta

Hellax
Infernus,
Inferno
Pistol,
Seaphim
Inferno Pistol
Plasma Plasma
Pistol, Ryza Pattern
Plasma Pistol
Primitive Deuce
Pistol,
Flick
Bow,
Hand Bow
Solid Projectile 54
Tranter, Armsman-10,
Autopistol, Carnodon,
Dorcas
Pattern,
Encarmine,
Fate
Bringer,
Flametongue,
Hack
Shotgun,
Hand
Cannon,
Hecuter,
Irontalon,
Mariette,
Mercy Killer, Orthlak
Mark
IV,
Phobos
Stubber, Puritan-14,
Ripper
Clip,
Salvation, Scalptaker,
Shotgun
Pistol,
Stormchild,
Stub

Automatic,
Stub
Revolver, Talon Mark
3

Psy Rating 1
You have unlocked
your Psychic Powers.
Select a number of
Minor Psychic Powers
equal
to
one-half
your Willpower Bonus
(round up). You gain
a Psy Rating of 1 and
roll one die and add
your Willpower Bonus
when
manifesting
Psychic Powers.
Special:
If your
Willpower Bonus later
increases, you do not
retroactively
gain
additional powers.

Psy Rating 2
Prerequisite:
Psy
Rating 1
You have advanced
knowledge of Psychic
Power.
Select a
number
of
Minor
Psychic Powers equal
to half your Willpower
Bonus (round up).
You now have a Psy
Rating of 2 and may
roll up to two dice
and
add
your
Willpower
bonus
when
manifesting
Psychic Powers.
Special:
If your
Willpower Bonus later
increases, you do not
retroactively
gain
additional powers.

Psy Rating 3
Prerequisite:
Psy
Rating 2
Your psychic
abilities
grow
in
power
and
proficiency.
Select
one Discipline. Gain
one power from this
Discipline. You also
gain a number of
Minor Psychic Powers
equal
to
one-half
your Willpower Bonus
(round up). You now
have a Psy Rating of
3 and may roll up to
three dice and add
your Willpower bonus
when
manifesting
Psychic Powers.
Special:
If your
Willpower Bonus later
increases, you do not
retroactively
gain
additional powers.

Quick Draw
You are quick to the
draw, able to have a
weapon in your hand
and ready for combat
in the blink of an eye.
You can Ready as a
Free Action when you
are armed with a
Pistol or Basic class
ranged weapon, or a
Melee weapon that
can be wielded in one
hand.

Rapid Reload

You have spent so


long
practicing
weapons drills that
you can reload a gun
in an instant.
All
reload
times
are
reduced
by
half
(round down)so a
Half Action reload
become
a
Free
Action, a Full Action
reload becomes a
Half Action and so on.

Resistance
Whether through
past
exposure,
grueling
physical
training or luck of
genetics, you are
highly resistant to a
particular
thing.
When you pick this
Talent select a group
to be resistant to.
Cold - You gain a
+10
bonus
when
making a test to
resist the effects of
extreme cold.
Fear - You gain a
+10
bonus
when
making a test to
resist the effects of
creatures or events
that
require
Fear
Tests.
Poisons - You gain a
+10
bonus
when
making a test to
resist the effects of

poisons or toxins of
any kind.
Psychic Powers You gain a +10 bonus
when making a test
to resist the effects of
psychic powers.

Sorcerer
Prerequisites:
Intelligence
35,
Willpower
35,
Forbidden
Lore

Demonology +10 or
Forbidden
Lore

Warp +10
The Acolyte may
use the powers of
sorcery to channel
the warp through a
combination
of
esoteric lore, skill and
focused will.
He
counts as having an
effective Psy Rating
of 2 and may learn a
number of Arcana
powers equal to three
times his WP Bonus.
Major powers count
as two powers when
determining
the
amount of powers a
sorcerer can learn.
When choosing
Arcana powers, the
sorcerer is not bound
by a particular type
of power (such as the
psykers
Discipline
framework),
as
sorcery
is
a
fragmented
and
contradictory

business.
Characters, however,
can only fill these
power
slots
by
seeking
and
mastering the rituals
independently, either
by
dangerous
experimentation,
ancient lore, or dark
bargains, and cannot
be
develop
them
naturally.

Sound
Constitution
You are able to
absorb more damage
before you die. You
gain an additional
Wound.
If your
advance
scheme
allows it, you may
purchase this Talent
multiple times.

Sprint
You are able to put
on a burst of speed
to get out ofor into
trouble fast. When
taking the Full Move
action,
you
may
move
an
extra
number of meters
equal to your Agility
Bonus. When taking
the Run action, you
may
double
your
Movement for one
Round.
If you use
this Talent two turns
in a row, you gain
one level of Fatigue.

Step Aside
Prerequisites:
Agility 40 and Dodge
You are quick at
getting out of the
way of attacks. You
may
make
an
additional
Dodge
once per Round. In
effect this gives a
character a second
Reaction that may
only be used to
Dodge, thus allowing
them to make two
Dodges in a Turn.
Note they may still
only attempt a single
Dodge against any
one attack.

Strong
Minded
Prerequisites:
Willpower 30 and
Resistance - Psychic
Powers
Your mind is like a
fortress
guarded
against
psychic
attack. You may reroll failed Willpower
Tests to resist any
Psychic Powers that
affect
your
mind.
Psychic Powers that
have
a
physical
effect,
such
as
Telekinesis,
are
unaffected by this
Talent.

Sublime Arts

Prerequisites:
Perception
40,
Intelligence
45,
Sorcerer
The sorcerer may
use
his
powers
without the usual
need
for
obvious
vocalizations,
gestures, and the
like, simply enacting
the patterns needed
mentally by sheer
dint of concentration
and
unyielding
mental
strength.
However,
the
Threshold of Arcana
Powers used this way
is increased by an
additional +2.

Swift Attack
Prerequisite:
Weapon Skill 35
As a Full Action,
you may make two
melee attacks
on
your Turn.
If you
have the Two-Weapon
Wielder talent and
are
wielding
two
Melee weapons, you
get the advantage of
Swift Attack with only
one of the weapons,
and a single attack
with the other. If you
have the Two-Weapon
Wielder talent and
are wielding a Melee
weapon in one hand
and a Pistol in the
other, you get the
advantage of Swift

Attack with the Melee


weapon and a single
attack with the Pistol.

Talented
Choose any one of
these Skills. You gain
a +10 bonus to Tests
when using this Skill.
Blather
Command
Forbidden Lore
Daemonology
Forbidden Lore
Xenos
Inquiry
Interrogation
Logic
Medicae

Technical
Knock
Prerequisites:
Intelligence 30
With
a
honeyed
whisper and ritual
motion,
you
can
awaken sleeping gunspirits into furious
action once more.
You may un-jam any
gun as a Half Action.
You must touch the
gun in question to
enact this rite. You
may only perform
this rite on one
weapon per Round
any more would be
disrespectful.

Thrown
Weapon
Training
You have received
basic training in a
group
of
thrown
weaponry, and can
use such weapons
without penalty.
Primitive Bolas,
Emperors
Whisper,
Javelin, Kraken Tooth
Dagger, Moon Blade,
Throwing Star/Knife,
Vibe Spear, Volonx
Bone Bolas

Total Recall
Prerequisite:
Intelligence 30
Through long years
of
mental
conditioning
and
practice, your mind is
like an archive, able
to record and recall
great
amounts
of
information. You can
automatically
remember any trivial
fact or piece of
information that you
might feasibly have
picked up in the past.
When trying to recall
more
detailed
or
obscure facts, such
as the precise layout
of a crime scene or a
page you read in an
ancient grimoire five
years ago, the GM
may require you to

make an Intelligence
Test.

Unnatural
Intelligence
Your Intelligence
Bonus is doubled for
purposes
of
all
Intelligence
based
tests.
If you are
successful during an
Opposed Intelligence
Characteristic
Test,
then a +2 is added to
the
degrees
of
success obtained.

Unremarkable
You have a
forgettable face and
are able to blend in
with
a
crowd.
Attempts to notice
you when amongst
other
people
or
anyone attempting to
describe you or recall
details about you
incur a 20 penalty.

Unshakeable
Faith
Your faith that the
Emperor will preserve
you is so strong that
you are unafraid of
stepping into danger.
You may re-roll any
failed Willpower Tests
to avoid the effects of
Fear.

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