(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
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
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.
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
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
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
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
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
STARTING
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
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
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
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
SKILLS
Blighted
Schola
(Radical)
Radicals Handbook
TRAITS
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.
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
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.
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
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)
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.
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
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
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
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
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
7.8
9-0
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
SKILLS
Monastic upbringing born
characters
gain
no
additional starting skills.
TRAITS
Blessed Ignorance
Imperial citizens know that
the proper ways of living
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
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
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
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
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
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
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
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
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
Pilgrim
Blood of Martyrs
Special: A character may
take
this
background
package after character
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.
You
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
Strength by 1d10,
but
increase
his
Intelligence by the
same amount (roll
only once for both
effects).
5-6
7-8
9-0
3-4
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).
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.
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
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
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
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
TALENT Name
COST
100
XP
100
XP
200
XP
PREREQUISI
TES
None
Fellowship
30
Fellowship
30
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
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
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
NOTES:
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
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
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
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
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
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
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
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
200
XP
200
XP
None
None
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
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
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
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
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
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
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
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
NOTES:
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
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
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
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
SKILL Name
Awareness +20
Deceive
Dodge
COST
100
XP
100
XP
100
XP
PREREQUISITES
Awareness +10
None
None
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
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
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
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
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
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.
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
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
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
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
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.
Blather
(Advanced,
Interaction)
Fellowship
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
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
Charm
(Basic,
Interaction)
Fellowship
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
Chem-Use
(Advanced,
Crafting,
Investigation)
Intelligence
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.
Ciphers
(Advanced)
Intelligence
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
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
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
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
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
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
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
Demolition
(Advanced,
Crafting)
Intelligence
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.
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
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
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
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.
Evaluate
(Basic,
Investigation)
Intelligence
Forbidden Lore
(Advanced,
Investigation)
Intelligence
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
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
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
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.
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
although
especially
difficult problems might
require much longer.
Medicae
(Advanced)
Intelligence
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
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
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
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
Psyniscience
(Advanced)
Perception
Using Psyniscience is a
Full Action.
Security
(Advanced)
Agility
Scholastic Lore
(Advanced,
Investigation)
Intelligence
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
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
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
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
Search
(Basic)
Perception
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
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
Security
(Advanced)
Agility
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
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
Speak Language
(Advanced)
Intelligence
Knowledge of a variety
of
languages
can
Survival
(Advanced)
Intelligence
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
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
Tech-Use
(Advanced)
Intelligence
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
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.
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
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.
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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.