Fate of Heretics WORKING FOR THE INQUISITION IN THE GRIM FUTURE OF WARHAMMER 40,000 FOR FATE CORE - WRITTEN BY NØDSKOU © 2015
2 INTRODUCTION 4 Adeptus Astra Telepathica 15 Losing Purity 37 CHAPTER I: THE SETTING 5 Adeptus Mechanicus 15 Crossing Purity Thresholds 38 The Askellon Sector 5 Adeptus Ministorum 16 Purity Thresholds & Effects 38 Juno 5 Imperial Guard 17 Recovering Purity Loss 39 Desoleum 6 Outcast 18 CHAPTER IX: GEARING UP 40 Enkidu 6 CHAPTER IV: THE SKILLS 19 Equipping Yourself For War 40 The Tributary Worlds 6 Academia ▹ Command 19 Starting Gear 41 Aventine 6 Contacts ▹ Influence 20 Weaponry 41 Cel 7 Insight ▹ Toughness 21 Protective Gear 42 Cerix Magnus 7 Warpweaving ▹ Willpower 22 Personal Items 43 Laran 9K 7 CHAPTER V: THE STUNTS 23 Drugs & Chemicals Wonders 43 Port Aquila 7 Academia ▹ Alertness 23 Cybernetics 44 Port Lokhart 7 Assault ▹ Command 24 Vehicles 44 Terminus Prime 7 Contacts ▹ Drive 25 Improvements 44 Thaur 7 Engineering ▹ Influence 26 Improving Things 45 Vanth 7 Insight ▹ Intimidate 27 Equipment Tables 46 The Low Worlds 8 Investigate ▹ Medicae 28 CHAPTER X: WARFARE 51 Angel KZ-8 8 Presence ▹ Survival 29 Ammunition 51 Far Draconis 8 Toughness ▹ Willpower 30 Weapon Jam 51 Gamma Euclid 13 8 CHAPTER VI: DOING STUFF 31 Explosions 51 Kul 8 Skill Drain 31 Size Matters 52 Nurn Delta 8 Supplemental Action 31 Last Mook Standing 52 The Rosenkreuz Cluster 8 Combining Skills 31 Battlemaps & Miniatures 52 Tuchulcha 8 CHAPTER VII: PSYCHICS 33 Combat Moves 52 CHAPTER II: THE BASICS 9 The Disciplines 33 Vehicles In Battle 53 Construction Process 9 What You Can Do 33 CHAPTER XI: RECOVERY 56 Building Blocks 9 How It Works 34 Battlefield First Aid 56 Aspects 9 Sanctioned Powers 34 Treating Long-Term Wounds 56 The Inquisitor 9 Backfire & Fallout 35 CHAPTER XII: NPC’S 57 Background Aspects 10 CHAPTER VIII: CORRUPTION 36 Mooks & Mobs 57 Current Situation 11 The Purity Tracks 36 Allies & Adversaries 61 CHAPTER III: PAST CAREER 12 Corruption Triggers 36 Creatures, Daemons & Xenos 67 Adeptus Administratum 13 Chaos Ratings 36 Powers 74 Adeptus Arbites 14 The Corruption Test 37 3 INTRODUCTION THANK YOU VERY MUCH! NEED MORE LORE? Thank you for buying my conversion, and thank you for reading it! Don’t you understand all the strange words? Do you need more detail on you past career? Having trouble seeing a heavy bolter for your inner eye? Fear not. The internet is filled with fan material on the immense Warhammer 40,000 universe. I hope you like what you find in these pages, and that you will have many hours of fun playing Warhammer 40,000 - Fate style. I personally prefer the Warhammer 40,000 Wiki as a source of lore and material. Check it out.
— Sune Nødskou, 2015 (
[email protected]) WHAT THIS IS This book is meant to give you a quick and easy way to play your Warhammer 40,000 game with Fate rules. My focus on this conversion has been: LOYALTY TO THE SETTING EASE OF USE FLEXIBLE TO PLAY WHAT IT’S NOT The document is not meant to include a lot of descriptive texts, as the internet is already booming with this. Don’t expect to find a lot of difficult rules, bugging things down and grinding the action to a halt. Everything is kept simple, fast and easy. WHAT YOU NEED TO PLAY Nothing much really. Some players, pencils, paper, some index cards, Fate Core and an an internet connection is also a good thing, but not vital. Need more? 4 CHAPTER I THE SETTING A FATE OF HERETICS campaign is—obviously—set in the Warhammer 40,000 universe in the 41st millenium, and the players takes the roles as acolytes in the Inquisition. damning entire worlds to share their sins in the process. Others were lost to ignominy and failure, their names struck from the annals of the Imperium’s great histories for all time. Your campaign should contain some related campaign aspects, that will make your campaign your own. Some general aspects should always be present though. These are: A map of the sector can be found here. The Askellon Sector has one aspect. CRISSCROSSING WARP ROUTES GRIM, DARK FUTURE The many Warp routes make travel easy and fast. Unfortunately not all the routes are safe and stable, and sometimes other things enter the sector through these routes. Life in the 41st millenium is a harsh and unforgiving place, cruel fates come to the unwary and the paranoid alike. Comrades and friends may be killed by stray fire and corruption and mutation visit as if of capricious will. JUNO FEAR THE WITCH, THE MUTANT, AND THE XENOS All good imperial citizens are taught to fear those who wield psyker powers, those that sport grotesque mutations, and any number of foul alien beings. And for good reason. The world of Juno has stood as the capital of the Askellon Sector since time immemorial. It is commonly held as the first of the Founding Worlds to have been settled. The planet’s ruling classes regard themselves as the elite of the sector, claiming the colony vessel that seeded their civilisation was the one carrying the finest of the fleet. Whether this is truth or fantasy, the rulers of Juno have always comported themselves as aristocratic masters, and place enormous stock in preserving what they regard as the purity of their labyrinthine bloodlines. THE ASKELLON SECTOR The Askellon Sector is a mass of systems located in the benighted depths of space of the Segmentum Obscurus, between the infernal Eye of Terror and the cold, xenoshaunted Halo Stars. Situated towards the end of a ragged stellar cluster that includes the Calixis, Ixaniad, and Scarus Sectors, it is long past its glorious apex, and few but the mad, the desperate, or the outcast dare travel there. The reasons for this isolation are many, and made all the worse by a curse that has its origins in a time before even the Emperor of Mankind rose to power and reunited the scattered remnants of humanity. As the 41st Millennium draws to a close, Askellon exists as a guttering flame burning alone in the darkness of the void. Once, it was mighty. Its worlds were prosperous and its armies strong, its fleets were far-ranging and ever victorious. From the ranks of its ruling classes rose all manner of heroes, from saints to scholars, mighty lords all. Yet, these great men invariably fell too early, or at the moment of their triumph veered away from the path of the righteous. Some fell to madness, others to hubris, sometimes While the aristocracy live artificially-extended lives of unimaginable luxury, their world cracks apart and their claimed control over the sector becomes more precarious. Each year, more shards of the cyclopean edifice sheer away, eroding the aristocracy’s power, though they have yet to realize how badly. Their retainers dare not speak such truths to them, as the majority care little for such things and are concerned only that their existence should continue uninterrupted. An increasingly small number amongst them are still loyal to the greater Imperium and struggle to maintain Askellon, though most fear it is in vain. 5 ABANDONED CITIES ENKIDU Numerous sprawling cities exists, but only some of them are populated. What hides in the empty cities? What moved in, when everybody moved on? Enkidu is a Feral World of the Askellon Sector.The world is impossibly dense, possess dark forests and endless swamps. An incredible array of fearsome beasts, most of them defying all categorization and no two ever seeming to conform to even the broadest genus, roam its surface. So mindlessly hostile are the things of tooth, claw, and tentacle that dominate the benighted lands that the feral human populace must live high in the enormous, twisting, and distorted trees. BLEEDING EXOSYSTEM The original environment it destroyed and festered with toxic sludge. The heavens rain acid and the planet is pock-marked and decaying. DECADENT AND OUTRÉ ARISTOCRACY Warriors daubed in bright paints defend villages made of wood and the metal debris from earlier efforts to subdue the world. Huts of crudely joined armor plating cling precariously to the sides of oversized trees, linked together with rope bridges upon which warrior-sentinels maintain ceaseless vigil against the ravening abominations below. The rulers have been in power for innumerable generations. Unfortunately they lost touch of reality and are getting more and more decadent, causing a simmering uprising to form. THE SECRETS OF VESUNA REGIS Secrets run deep in the capital city of Vesuna Regis. There are a lot of secrets to be uncovered, a lot of things to get corrupted by and a lot of trouble to uncover. ACCESS DENIED The entire feral world is forbidden to enter, enforced by a sizable military presence in her orbit. What is hidden from view, and why everybody is forbidden to land on the planet, is a mystery. DESOLEUM DARK FORESTS AND DEADLY SWAMPS Desoleum is a Hive World in the Askellon Sector that is dominated by three enormous Hive Cities, into each of which a population of dozens of billions is crammed, though accurate counts are impossible to undertake and the true figure is likely to be several times greater. Impossible dense and dark forests dominate the planet. And deep within them, the deadly, eternally deep swamps await your demise. The human population call the giant treetops their homes. High above the ground, a long way from the predators. The planet’s pre-eminent hive city is the eponymous Desoleum, sometimes called Desoleum Primus or colloquially elsewhere as Prime. The triad of Hives Desoleum, Jarvin, and Suzzum, the latter two named for the nigh-legendary figures said to have founded them, account for the bulk of the industry on the planet, while countless lesser hives and manufactorums are to be found throughout the wastes. ETERNAL STRIFE The clans of Enkidu are constantly waging war against their rivals, slaughtering, pillaging and burning villages to the ground. Only the strongest survive for long. A MILLION GANGS OF TOOTH, CLAW AND TENTACLE A lot of gangs exist in Desoleum. Fleshcutters, death masks, cloudboys, tech-gangs and painted throngs are all types of gangs only waiting to cause trouble and breaking bones. The beasts of Enkidu defies all categorization. They all share one thing in common though: Deadliness. They are huge, savage and bloodthirsty. Hunt and bag one, and you can probably earn a big bounty from someone. IN THE SHADOW OF DESOLEUM PRIME THE TRIBUTARY WORLDS Desoleum is dominated by three enormous hives, with billions of citizens. The biggest is Desoleum Prime. It’s impossible to guess what the shadows of this manmade beast hides, and what heresies are brewing deep within the hive. Other worlds beyond those linked through the Grand Processional wield great power in Askellon’s fate. Systems such as these can have unparalleled influence across the sector, and some even outside of it. POLLUTION RUNS DEEP Outside the three hives, the planet is mostly desert and large, acidic seas. A very harsh place to end up. AVENTINE STRANGE ALIEN STRUCTURES The surface of Aventine is dominated by countless thousands of high-sided, flat-topped island-mesas, between which flows a shallow sea teeming with oceanic life. They are all over the planets surface. Strange, abandoned xeno structures. Who built them? Why did they leave? Will they return? No one knows. Or tells.
THE FORGOTTEN PRISON Lord Sarawak has turned a blind eye to the prison island made to incarcerate rouge psykers. It might only be a matter 6 SHADY DEALS of time before the forgotten inhabitants—seething with hate and harnessing great psychic powers—will open a Warp gate. CEL The Combine is always working to gain a good profit, and the merchants employ anything to get the contract. Mercenaries, assassins and what-know-you. A great place to come to beneficial arrangements with not too many questions asked. The surface of Cel is one endless, bone-strewn plain across which wander beasts the size of Warlord Titans known as Mhoxen. PORT LOKHART THE PANTRY OF THE SECTOR The port takes the form of an artificial ring, apparently wrought from some unknown material by the hands of unidentified, but undoubtedly alien, masons. The ring encircles a small, jewel-like planetoid in the Pallisada system, itself the source of much debate amongst the Adeptus Mechanicus. Nothing compares to the food production of the Cel, and the highly prized Mhoxen meat is plenty in supply. Let’s hope no one disrupts the supplies, as billions of souls in the sector would starve or be reduced to cannibals. UNKNOWN ORIGINS CERIX MAGNUS The port is placed on an undoubtedly alien construction. Who built it? What was the purpose of the jewel-like planetoid? Is it safe? Some doubt it. The atmosphere is thin, providing scant protection from the baleful radiation cast upon it by the system’s bloated star, Cerix Tyrannus. So massive and bright is this star that Cerix Magnus is thought to have had its orbit altered at some point in the distant past in order to survive the periodic storms emanating from its photosphere. The planet’s surface is cast in ghostly blue light by its star, which despite its great distance looms threateningly in the polluted sky. No oceans exist, and the world’s mountain ranges have long since been hollowed out to form the core of its factory-hives. TERMINUS PRIME Terminus Prime is a world of gleaming oceans and low, rolling grasslands, many of the latter turned over to the production of an amasec varietal popular amongst the sector’s aristocracy. ANYTHING IS FOR SALE HOSTILITY TOWARD NORMALS As the centre of trade, goods from all over the sector is sold here. Here you’ll find anything you’ll ever need. Legal, illegal, banned or forbidden. You name it. The forge world is not very welcoming toward non-augmented life. It is actually quite hostile. This can be a good thing, if you’re looking for augmented allies, but a hell if you upset them. THAUR LARAN 9K Much of the world’s surface is dominated by endless leagues of low, rolling hills swathed in dense woodlands. It is within the dark shadows beneath the endless canopy that the elite of the aristocracy of Askellon rests its dead. Those areas of the surface not host to the sprawling mustering facilities are set aside for weapons training of every possible variation. An entire continent is dedicated to armored maneuvers, and it is not just the tank commanders who are able to train there using live ammunition. PLANETARY GRAVEYARD Imagine a planet functioning as the mausoleum for the fallen for the whole sector. That is exactly what Thaur is. Here you’ll find a lot of dusty and forgotten (or hidden) informations of old families, saints or nobles. A treasure chamber of informations and death. PRIMARY SECTOR DEFENCE Unfathomable amounts of war gear, war machines and soldiers are mustering on Laran 9k. A true paradise for war hungry acolytes. And for heretics planning a great assault on … well on everything. VANTH PORT AQUILA Almost the entire surface is one enormous, fetid mire from which rise the roots of mangrove-like trees several hundred metres tall. Port Aquila is not a single world, but a belt of asteroids orbiting the star Diomedea Stella. The largest of the rocks are almost planets in their own right, and many host a wide range of shipyards, docks, and storage facilities. Many smaller asteroids are also inhabited, forming the private fiefdoms of numerous trading concerns, Chartist Captains, shipwrights, and others. DEADLY DANDELLIONS The primary danger on Vanth is the plantlife, just waiting to put your sorry ass to an early grave, becoming fertilizer for the vegetation. Not a place to visit, if you aren’t exactly looking for the rare and valuable gasses. 7 THE LOW WORLDS planet quite insignificant. But dumb, tough humans always makes good soldiers. Beyond the Grand Worlds and the Tributaries are those planets categorized as the Low Worlds, those with only fragmented or hazardous Warp routes connecting them to other systems. THE ROSENKREUZ CLUSTER THE PSYCHIC FIELD HAZARDOUS WARP ROUTES The entire cluster is engulfed in a strange, powerful psychic field, maddening psykers and freaking out normal people. The place is avoided by most ships. The Warp routes leading to these planets are either fragmented or hazardous, making travel to and between them a risky affair. TUCHULCHA ANGEL KZ-8 DAEMON WARP WORLD THE BLACK FORTRESS Trapped entirely within the Warp, this blasphemous world is home to countless, powerful daemons of the Ruinous Powers. Pray to the God Emperor that your Inquisitor doesn’t send you there on a suicide mission. Near its star, a black, heavily armored and very mysterious fortress circles. What it aims its guns at and why the machine spirits are ever vigilant is a great mystery. And the silent vacuum gates await the arrival, or perhaps return, of its masters. ANYTHING ELSE? FAR DRACONIS The above list of aspects are only scratching the surface of possibilities. SUNKEN RUINS A good way to start your own campaign would be to design extra, flavor-specific aspects for the planets (or cities, or hives or sectors) you’re gonna use in your campaign. When the satellite’s tidal pull, the ocean reveal many kilometers of sunken, ancient ruins. Human or xeno in origin is not certain. The true function of the sought oddly shaped metallic object found within the ruins remains to be discovered. But don’t overdo it. 2-3 aspects per important place should be more than sufficient. Too many will only seem messy and they probably won’t all be used. If you’re out if ideas or inspiration, it’s better to make them up on the go than to create tons of aspects, that’s not gonna be used anyhow.
GAMMA EUCLID 13 THE EIGHT CLONES The eight planets appear to be clones of one another. The freaky nature of the planets and the fact that only few survivor return after visiting one of them, makes these planets a dreaded place to explore. KUL INTO THE WARP AND BACK AGAIN The planet has been engulfed by the Warp in the mid-38th millenium, and then spat out again. All of the surface is covered in bones and destroyed vehicles of the Imperial Guard. The place is quarantined but still visited by agents of the Faceless Trade. NURN DELTA SAVAGE POPULATION The population is truly savage and are barely able to speak. That and the lack of any significant resources makes this 8 CHAPTER II THE BASICS BUILDING BLOCKS In this paragraph you’ll learn what you get to create your inquisitorial character, the step by step creation process and the special rules the Inquisition has prepared for you to ease your job. To built your character, you will get: 13 aspects May the God Emperor be with you. 8 points of refresh CONSTRUCTION PROCESS 35 skill points A skill cap at Superb (+5) Before you can embark on the daring, deadly and neck breaking missions that are the cornerstone of Dark Heresy, you must create a character—or acolyte as is entitled in the original game. The Inquisitorial Seal stunt for free (▹28) An Assets rank at Fair (+2) (▹41) ASPECTS The process follows these two steps. Choose a past career In FATE OF HERETICS the process of creating aspects are a matter of looking into the past and the present of the character. You have to make up 12 aspects. Create the acolyte team PAST CAREER Take a look at the next chapter (▹13). There you’ll find the background careers converted from the original rulebook. Pick one and note the refresh cost on a piece of paper. (Don’t worry about the cost just yet. You have plenty of stunt points to pay for it.) To make it easy for you, the aspects are divided into three categories: THE INQUISITOR BACKGROUND CURRENT SITUATION ACOLYTE TEAM CREATION In this step the group designs the Inquisitor you all serve, and you create the acolyte, that is about to embark on exciting and probably very dangerous missions for the Inquisition. THE INQUISITOR The Inquisitor will be the foundation of your missions, and will probably form the basis of the campaign. Who is he anyway? Even if you don’t answer directly to him, it’s still important to think about this. A paranoid, brutal authoritarian runs a very different organization than does an xenofriendly radical. What kind of relationship do you have with him? Are you a trusted ally, or simply another acolyte ready for the funeral pyres? Does your Inquisitor inspire respect? Are you the Inquisitor? 9 You must create four aspects from this category. The aspects are shared by all the acolytes. FAITH IN THE CREED Born and raised on one of the holiest shrine worlds in the Empire of Man, you feel a strong connection to the God Emperor. This often makes you seem a bit overconfident. CONCEPT Who is the Inquisitor? When deciding this, think about these questions. What kind of person ends up as an Inquisitor in the Inquisition?? What sort of past did this person have that got him or her here? How did the Inquisitor’s past actions lead to this? This first aspect should give a glimpse of the person behind the office and describe the Inquisitor in a short phrase. “ME FOLLOW ‘DA OLD WAYS” Born and raised on one of the feral worlds, you have a knack for survival but are quite primitive and not so civilized. OMNISSIAH’S CHOSEN Born and raised on one of the forge worlds, you have a knack for engineering, but you’re also quite bad at understanding people. ORDO What Ordo does he or she belong to? Is he a dedicated witch hunter from Ordo Hereticus? Or maybe an experienced bughunter from Ordo Xenos? Or is he a hateful daemonslayer from Ordo Malleus? He could also be from one of the minor Ordos. And what fraction does he belong to? Is he a unforgiving puritan or a liberal radical? The aspect you create will have a great influence on the type of missions, you are send to. TEEMING MASSES IN METAL MOUNTAINS Born and raised on one of the countless hive worlds, you have a knack of blending in but tend to be a bit paranoid. YOUR EDGE What is your character really good at? Is he tough as nails? Does he have a nose for rooting out traitors? Is he good with flamers? Good with people? An ace pilot? Does he know the Imperial Creed inside out? Choose one aspect based on your personal strength. TROUBLE All Inquisitors cause problems for the acolytes. Intentionally or not. How does the Inquisitor make life difficult for the acolytes? Does the Inquisitor have personal habits or quirks that cause trouble? Does the Inquisitor’s past come to haunt the acolytes? This should be a very compellable aspect. ALWAYS VIGILANT You’re an unstoppable power, never giving up and never tiring in your pursuit for the Inquisition. Some might find you a bit conceited. LEADERSHIP EXTREMELY BRAVE Finally, an Inquisitor is in charge. The question is, how does the Inquisitor lead? Is the Inquisitor a strict disciplinarian? A punisher? Does the Inquisitor play favorites? This aspect describes the main relationship the Inquisitor has with the crew. You are fucking brave and always looks danger in the eyes and smile. Your uncompromising treatment of those around you, can really piss them off though. HARSH AND INTIMIDATING You are a badass intimidator, using all kinds of harsh methods to make people succumb to your way and will. No wonder people sometimes wants you dead. BACKGROUND ASPECTS This category represent your characters life from birth right up till he entered the Inquisition. A total of six background aspects must be created. I HATE THOSE FUCKING HERETICS Heretics are everywhere around us, and even inside us, and you never stop looking for them. Sometimes you accuse and judge the wrong people. HOMEWORLD PURGE THE UNCLEAN! The planet at which you were raised has a huge impact on your characters personality and view on society. You must invent or pick one homeworld aspect. Here’s some sample homeworld aspects. You like setting your enemies on fire, and flamers are probably your weapon of choice. Sometimes you set other things ablaze as well. BREEDING COUNTS YOUR HINDRANCE Born and raised on one of the Imperial elite worlds as a highborn, you have a knack for etiquette and quality but tend to be a bit lofty and arrogant. Everyone has flaws; what are your characters? Does he a self mutilator? Is he easily angered? Is he sickly, or gullible? Does he have trouble resisting temptation? Does he have a sworn enemy? Choose one aspect based on your personal weakness. CHILD OF THE DARK Born and raised on a ship in the dead of space, constantly surrounded by the Warp, you have a knack of understanding the strange and wondrous, but people are a bit scared of you. KILL ADDICT You like killing in His Name, and you do it a lot. Sometimes overdoing it. A lot. 10 NARROW-MINDED RELIGIOUS FANATIC CURRENT SITUATION You are a religious fanatic, following the Imperial Creed to the letter, not giving any room for interpretation or the human factor. Now it’s time to look at how the character entered the Inquisition, what role he is having and who he is teaming up with. SIMPLETON You’re very structured and organized, always planning ahead. When things breaks your tidy patterns, you get stressed and tend to freak out. You must create a total of three aspects related to your current situation. THE ENLISTMENT TOTAL IGNORANT OF OTHERS Somehow you ended up in the Inquisition. What led to this? Is your character running or hiding from his past? Didn’t he have a choice? Is it written in your prophecy? What happened that was so terrible you chose a life of extreme peril? You never stand down, never seeking compromise in a conflict. It’s your way, or the highway. Always. VENGEFUL ASSHOLE You’re a true avenger, always seeking to right wrongs. In your own, oftentimes bloody, ways. I GOTTA GET AWAY FROM KIERA FERRALL You are hiding from someone you wronged, and what better place to hide your ass than in the mighty Inquisition? Hopefully he and his killteam wont track you down. FORMER ENDEAVOUR Here you think about what you did before you entered the Inquisition. What branch did you belong to, that made the Inquisition interested in you? You must choose two from the list presented with your chosen past career or make up two past aspects yourself (▹13). KHORNE’S MINIONS WIPED OUT MY PLANET You hate Chaos intimately, and you will do whatever you can to stop it. With your title as an acolyte in the Inquisition, Chaos also wants to stop you. Permanently and in a very bloody way. BLAST FROM THE PAST NOT WHOM THEY THINK YOU ARE Looking back at your past, it’s time to think about the people that who made a difference in your life. Who were they? A former associate can be anyone—a family member, a good friend, an illicit contact, someone to whom you owe a great deal of money, or that guy who wants you dead. Choose one aspect based on your former associates. You switched places with an acolyte, taking his name and identity. Now you’re here and he is out there somewhere. Looking for revenge. VOLUNTARY DUTY MY ASS! They dragged you away and hauled your ass into the Imperial Navy. You miss your old life and hate them for their actions and anything they stand for. CONTACTS IN THE ADEPTUS MINISTROTUM Your network has branches reaching into the Ecclesiarchy, taking you a step closer to Him. Religious folk impose strictures and demand discipline from their flok. “WHERE CAN I SIGN UP FOR SUICIDE?” You knew it from the start. You were meant for hunting xenos, heretics or whatever for the Inquisition. Your overconfidence might get you far within the Inquisition, or get you killed shortly. HERMINE SALVUS WANTS ME DEAD It’s always healthy to have enemies, keeping you on your toes. But whatever you did to him, he’s very pissed off and wants your head on a platter. YOUR ROLE MY CADIAN 8TH BROTHERS You battled side by side with the shock troops in the Cadian 8th regiment in one of their countless battles, and you earned their respect and friendship. When you do meet them, it usually ends in binges, brawls and terrible hangovers. What do you do as an acolyte in the Inquisition? Are you the killing type? The wiseman? The hunter? Which role you fill is important, for you, the team, the Inquisitor and the Emperor. Choose this one aspect wisely, as it forms your duty probably until death. THE DENIZENS OF SCINTILLA LOVES ME I DO THE TRACKING You managed to attain an almost heroic status on the hive world of Scintilla. Chaos loves to hunt down and kill heroes. You are the seeker, the tracker. Before the witch can be put to trial for her heresies, she must be found, and that’s your specialty. You are also almost always the first to face the enemy. Usually alone. XAVIER GEVORKIAN KILLED MY SISTER You never stop tracking him down, always looking for way to get closer to the killer of your sister. Only He knows, where your hunt will take you.
I KILL FROM THE SHADOWS As an assassin, you do a lot of killings hidden from plain view, either cloaked in shadows or disguised as someone else. You’re best at doing the killing on your own, making you a lone wolf. 11 I STARE INTO THE WARP MORDAX MUST PAY! You are the mystic, the one with the knowledge of everything esoteric. The one who read tarot cards, bones or whatever. Also the one that most people fear and wishes to burn to death. Mordax is an asshole, and you will never forget what he did! Byt was it him, or was he framed? Aspect Type Number You are the chirurgeon, the healer. There’s not a bone you can’t set, a wound you can’t mend and a bleeding you can’t stop. With all the wars going on, you can never rest. The Inquisitor 4 I SWAY THE MASSES Background As the hierophant, you’re the smooth-talker, the charmer and the one swaying the masses, and you’re fucking good at it. Unfortunately you cannot escape all situations by talk alone. (Homeworld, Edge, Hindrance, Former Endeavor, Blast From Past) I STOP THE BLEEDINGS (Concept, Ordo, Trouble, Leadership) Current Situation I’M BRINGING THE VIOLENCE TO THE PARTY (Enlistment, Role, Brothers-In-Arms) Whether it’s punching, hacking, kicking, shooting or flaming an enemy, it’s your job to do it. And you do it very, very well. But all the carnage and violence often leaves you battered and bruised. I’M THE BADASS FROM THE UNDERHIVE You’re a ruffian, a thug, a criminal. You know a lot about the world outside the magnificent Halls of Terra. You know how to mingle with the down and out. But other people in the Inquisition tend to look down at you. I’M THE ONE DOING THE REAL THINKING As the sage, you know that knowledge is power, and more knowledge equals even more power. You’re the one knowing a lot of a huge area of topics. But knowledge can be dangerous in the 41st millennium, as Tzeentch probably can tell you more about. BROTHERS-IN-ARMS Who do you spend your days with? What kind of people are they? Who are the people above you, and who do you have authority over? Do you work with lunatics and fanatics or pure and honest folk? Do you like them? Think about the people you interact with on a regular basis. Who are your teammates, your friends and acquaintances, the people you avoid, and the people who tell you what to do? ALL UNDERHIVERS ARE SCUM Underhivers makes your skin crawl. God knows what goes on in the murky depths of the underhives. But are they all scum?I I TRUST BROTHER CHARON WITH MY LIFE You and brother Charon has been working together for many years now, and the trust is ironclad. Maybe you are too trustful in the old priest? IS LIONUS A HERETIC? What is Lionus the Sage doing alone in the forgotten library? What was he reading? Maybe it was blasphemous, or maybe not. MERRI INSPIRES ME When you look at the way Merri works, you get very inspired and confident. But is she really that good? 12 6 3 CHAPTER III PAST CAREER ADEPTUS ADMINISTRATUM ADEPTUS ADMINISTRATUM ABILITIES [-3+] "To know one’s place is the greatest comfort, to excel within it is the greatest solace, and a master’s contentment is the greatest reward." MASTER OF PAPERWORK [-2] You are well prepared and always have the right bureaucratic form in hand. Whenever you’re overcoming obstacles, that could reasonably be associated with bureaucracy or red tape, the time used is reduced by two steps. — Codex Administratum Edition XXIIVC The vast bureaucracy of the Imperium that administers its domains. You are the scholar. The caretaker and the keeper of lore and data. EXPERTIA EXTREMIS [-1] You know a lot of stuff, but even more about your field of expertise. Choose a field of specialization, such as bureaucracy, chemistry, cryptology, heraldry, imperial warrants, judgements, legend, numerology, occult, philosophy or Tactica Imperialis. Whenever you are dealing with topics from this specialty (like knowing stuff with Academia or using Investigation to unravel a mystery involving heraldry), you get +2 to the roll. TYPICAL ADEPTUS ADMINISTRATUM ASPECTS BOOKWORM You’ve read a lot of huge tomes with extremely different topics, obtaining a very diverse knowledge. Some very useful, some quirky and some unhealthy. MIND-BLOWING INTELLECT [-1] [OPTIONAL] KEEPER OF SECRETS Your area of knowledge is so advanced, there’s usually no one around who can tell if you’re making things up. You may use Academia in place of Deceit to tell lies related to your field of specialization. You have access to tons of information - both ordinary, exotic and clandestine. Information handy and dangerous to know. MASTER BROWSER UNCANNY INSIGHT [-1] [OPTIONAL] Browsing the halls of massive libraries, huge databases and vast tomes for useful information is your game. Sometimes you return in a blink of an eye, other times you get … lost. Once per scene you can spend a fate point (and a few minutes of observation) to make a special Academia roll representing a flash of insight. For each shift you make on this roll you discover or create an aspect related to your field of specialization, on either the scene or the target of your observations, though you may only invoke one of them for free. RED TAPE RIPPER The Imperium is controlled by a deep and massive bureaucracy, and you know how it works intimately. Cutting red tape and bureaucratic corners are your game. WE ARE THE IMPERIUM You were part of the largest department in the Imperium of Man, working with administration and governing. You know the building blocks of this massive empire. Knowledge that the enemy craves. 13 ADEPTUS ARBITES CYBER-MASTIFF "We determine the guilty. We decide the punishment." ASPECTS Cyberenhanced kill-dog, Very limited brain capacity — Lex Imperialis SKILLS The keepers of Imperial law and enforcers of loyalty to the Golden Throne. You are the law. Alertness (+2), Fists (+3), Investigate (+1) STRESS TYPICAL ADEPTUS ARBITES ASPECTS ❶❷ CONSEQUENCES BACK TO BACK ❷❹ You learned to trust your teammates, often putting your life in their hands. It’s always nice to be able to count on someone but it usually runs both ways. STUNTS Beast Senses: Whenever it seems reasonable that the rending rover would have some sort of beast-born advantage of the senses (for example, a keen sense of smell while making an Alertness or Investigation roll), it gets a +1 on the roll. CYNICAL ASSHOLE Past experiences taught you that no one is to be trusted, and that humanity is damned. You’re good at protecting your sanity but tend to be somewhat callous. Cyberarmor: The razorfang is protected by plates of armor, offering Armor: 2. Razorfangs: If the beast scores a successful attack with Fists, it deals 2 extra points of damage do to its razorsharp teeth. INNOCENCE PROVES NOTHING You do not forgive or forget any crime, and pursue the quarry relentlessly until the Emperor’s Justice has been served. You’re very focused but tend to be rather narrow minded. evidence indicating that your target is a suspect in your current case. JUDGE, JURY AND EXECUTIONER PHOTOGRAPHIC MEMORY [-1] [OPTIONAL] Citizens of the Imperium of Man knows what you are capable of. Most whimper and surrender, but some hate the authorities and thereby you. Your visual memory is so strong that with a little concentration, you can revisit any place you've been to in your memory in exacting detail. Sometimes, you can even pick up on details that you hadn’t consciously realized before. To use this ability, spend a fate point and make a single perceptionbased roll (usually Investigate, but not necessarily limited to that) to find things out as if you were still in the location, no matter how long ago you left it. LEX IMPERIALIS You know the Imperial Law by heart, a quite useful tool. The law is crystal clear - except when it’s not. ADEPTUS ARBITES ABILITIES [-1+] “THEY HATE MY GUTS” [+1] Not everybody appreciates your past as a judge, jury and executioner. Once per session, the GM can compel this ability as if it was an aspect. If you accept, he will create an obstacle for you (usually with some violence included) relating to your background. You can reject the compel by paying two fate points. THE FORCE OF THE LAW [-2] You are the law, and everybody knows it! Once per session, you can either re-roll an Intimidate or Investigating roll or add +2 to the rolled result without invoking an aspect. CYBER-MASTIFF [-2] [OPTIONAL] You’ve been honored by receiving one of the dreaded razorfangs. The half hound, half robot is your companion and works as an Extra NPC that you control. DEEP UNDERCOVER [-1] [OPTIONAL] Sometimes looking like someone else is just part of a detective's job. You may use Investigate in place of Deceit to create and maintain disguises or cover identities. FINDING THE CULPRIT [-1] [OPTIONAL] Part of being a good detective is knowing "whodunit" long before anything can be proved. You may use Investigate in place of Empathy when you have at least one piece of 14 ADEPTUS ASTRA TELEPATHICA You also receive a bonus to a specific action with your chosen discipline. This bonus can take one of two forms—either a power bonus, increasing your Warpweaving score by one for any ability of that discipline, or a control bonus, increasing your Willpower roll to control the power by one. One or the other must be chosen, though the specialization does not need to be defined at the time the ability is taken. "Our voices sing out as one to the cosmos." — Mistress Oghanna, Mind-Speaker of the Bansidhe The organization that trains and sanctions Imperial psykers. Psykers like you. Perils of the Warp [+1]: Your constant dealing with the Empyrean leaves you less protected against the dangerous powers of corruption. Every chaos ratings from experiences that has a corruption trigger are increased by +1 against you. TYPICAL ADEPTUS ASTRA TELEPATHICA ASPECTS BOLT-MAGNET SANCTIONED [-2] [OPTIONAL] People fear you and your weird powers, and you are certainly never part of the team. On the bright side, you learned to trust no one but yourself. You are the proud owner of a will of tremendous strength and toughness. It makes you unshakable and very stubborn. Only the true resilient and strong minds survive the Trials of Terra. You will never be able to avoid being corrupted, but you are much better at regenerating your tainted soul again. The time needed to recover purity boxes and purity thresholds are lowered by two levels. (I.e. in general, a box recovers in a day and a threshold in a few weeks.) TESTED ON TERRA EX-IMPERIAL PSYKER GRUNT [-1] [OPTIONAL] You are among the few who survived the fearsome testing and trails of the Adeptus Astra Telepathica on Terra, proving you an able and competent psyker. One to respect and fear and the first one to take down in a fight. You’ve served time at the front with the Imperial Guard, and have seen your share of horrors. In order to survive to learned to attack recklessly and without remorse. When you successfully make an attack with the Warpweaving skill, you deal an additional +2 hits of damage. CAST IRON WILL TICKING TIMEBOMB ADEPTUS MECHANICUS Your gift as a psyker makes you very dangerous and lethal, as you draw your powers directly from the unstable and ever treacherous Warp. "There is no truth in flesh, only betrayal." WARPCHILD "There is no strength in flesh, only weakness." Your mutated existence is a product of the Warp, thus making you very alert and knowledgable of this dreaded realm. Unfortunately your mere presence works as a beacon for its profane denizens. "There is no constancy in flesh, only decay." ADEPTUS ASTRA TELEPATHICA ABILITIES [-2+] The disciples of the Omnissiah, who are the preservers and fabricators of technology. You are one of the holy tech-priests. PSYCHIC BATTERY [-2] TYPICAL ADEPTUS MECHANICUS ASPECTS Psykers are beings with the ability to manipulate the power of the Immaterium, bending the chaotic energy to their will to manifest potent psychic powers. BINARY MIND "There is no certainty in flesh but death." — Credo Omnissiah Your mind is pragmatic and analytical making you a master with machines - but very strange and cold around humans. Psychic Powers [-2]: You’re able to use psychic powers in all of their forms (▹33). “I’M A BADASS SKITARII RANGER” The Discipline [-1]: You mind is able to use one of the five disciplines—biomancy, divination, pyromancy, telekinesis and telepathy— and are very potent in using it. This potency can take one of two forms—either as a power bonus, increasing the caster’s Warpweaving score by one for any powers from that discipline, or a control bonus, increasing the psyker’s Willpower roll to control the power by one. One or the other must be chosen, though the specialization does not need to be defined at the time the ability is taken. Additional specializations covering different disciplines of powers may be taken by use of the Capacity stunt (▹30). You are or were a trained tech-guard in the cybernetic military force and take pride in your duty as a holy warrior. Others might see you as a fanatical psycho. I COMMUNE WITH THE MACHINE SPIRITS You’re especially attuned to the machine spirits, making you a master of soothing and commanding them. Others see your constant communing with invisible forces a bit weird. 15 MACHINE GOD BIGOT COMBAT SERVITOR You’re a devoted and fanatical follower of the Omnissiah, dedicating your entire life to the Holy Doctrines. No matter how much they impair your own wishes and needs. IMPROVEMENTS: Aspect: Remorseless killer-cyborg, Armed*, Armored, Conscious, Rugged SKILLS: Choose either three skills at +1, two at +2 or one at +3 ADEPTUS MECHANICUS ABILITIES [-1+] STRESS: 4 boxes COST: Fantastic (+6). FOLLOWER OF THE FALSE GOD [+1] SERVO SKULL You don’t believe the Emperor to be divine, but instead regards the Omnissiah to be the True God. Therefore everyone else in the Empire regards you as dark, mysterious and a bit scary. You suffer a –1 penalty whenever making social interaction rolls with characters who aren’t techpriests. IMPROVEMENTS: Aspect: Singleminded, Conscious SKILLS: Choose either three skills at +1, two at +2 or one at +3. STRESS: 2 boxes COST: Good (+3) MECHADENDRITE [-1] NOTE You start the game with an already installed mechadendrite with an unadjusted Cost of +4. Read more on the improvements in GEARING UP (▹45). MECHANICUS IMPLANTS [0] ADEPTUS MINISTORUM A big part of worshipping the Omnissiah is to realize that cybernetics are far superior to flesh. You have a cranial circuitry, cyber-mantle, electro-graft, electoo inductors and potentia coil installed. "There can be but one Emperor, one god, one saviour, one deliverer. Without Him, a billion billion souls are nought but fodder for the ever-thirsting evils of the warp.” NOT REALLY HUMAN [0] — Ecclesiarch Theodacus V, Indroit to the Verses of Dusk A lot of your vital parts are replaced by cybernetics, making normal surgery a difficult task. Both the Academia and the Engineering skills can be used to heal your physical wounds, but both are penalized by a +1 to the difficulty of the test. The keepers of faith in the Emperor’s divinity. You are the preacher of the God Emperor, His word and the Imperial Creed. REPLACE THE WEAK FLESH [-1] TYPICAL ADEPTUS MINISTORUM ASPECTS Your priesthood makes, maintains and controls cybernetic implants. At character creation and once per session you may add +2 to Asset rolls made to acquire cybernetics and implants. PIOUS PILGRIM You are fucking good at spreading the God Emperors word and doctrine wherever you go. Sometimes it gets a bit too much for those around you. SERVITOR STASH [0] You have access servitors (see box above) and can buy them as any other piece of equipment. RELIGIOUS FANATIC PILE OF CORPSES [-1] [OPTIONAL] You know every chapter of the Imperial Creed by heart, and strike hard on disbelievers. This strong devotion also makes you easy to anger in the face of citizens not so devoted as you. Your access to servitors is above the norm. At character creation and once per session thereafter, you may add +2 to Asset rolls made to acquire servitors. REPENT OR DIE! Everybody is guilty of something, and you are destined to find out what that something is, making you a very good interrogator and an obnoxious companion. “THE RUINOUS POWERS LOVES TO HATE ME!” Your faith is a great weapon against the impure, but also a great way to feel their wrath in conflict. THUG OF GOD Knowing that you are backed up by God is a good thing for your confidence - which sometimes lead to overconfidence. 16 THE EMPEROR’S WRATH [-2] [OPTIONAL] ADEPTUS MINISTORUM ABILITIES [-2+] You can call upon the Emperor’s vengeance to smite His enemies. You can use Conviction in place of both Guns and Assault when taking offensive actions against His true enemies and their vile, corrupting kin. FAITH IS ALL [-1] The God Emperor is with you always, and he never leaves you stranded. Once per session you can put your trust in the Emperor. Put a fate point on the table and make a Fair (+2) Conviction roll. If you are successful, you take the two fate points back again and clears a mild consequence. If you fail, the fate point is also lost and nothing is healed. IMPERIAL GUARD "Men, we are the first, last and often only line of defense the Imperium has against what is out there. You and that fine piece of Imperial weaponry you hold in your hands is all that is keeping humanity alive. Most of you will probably not live to see your second year in the Guard and most of you will probably never see your homeworlds again, but I can guarantee you that when you do fall, with a prayer to the most high and mighty God-Emperor on your lips, you will have earned the right to call yourself a man!" PURE FAITH [-1] Your devotion to the Emperor girds your mind against the daemonic powers. You may re-roll your defense against any mental attacks from daemonic forces, or any corruption tests. ARMOR OF CONTEMPT [-2] [OPTIONAL] — Staff Sergeant Vermak, 12th Cadian Shock Regiment Your hatred toward Chaos and the defilers are soul deep, giving you extra defenses against the Ruinous Powers. You can use the Conviction skill instead of Willpower skill when making corruption tests, and you also gain 2 extra boxes in each of your purity threshold tracks. The Imperium’s immeasurable armies, fighting endless battles across the galaxy. You are a soldier. You have seen death, horror and planetary destruction. TYPICAL ADEPTUS IMPERIAL GUARD ASPECTS DESTROYER OF ABOMINATIONS [-1] [OPTIONAL] When you are fighting the Ruinous Powers, you always go for the quick and dirty kill. You gain +2 to attacks with Weapons against minions of Chaos. DOWNED, BAGGED AND LABELED You’ve been fighting a lot of different enemies. Xenos, the minions of Chaos and even human traitors and heretics. You know their weaknesses and habitats, but are also haunted by them in your dreams. SELF-MUTILATOR [-1] [OPTIONAL] You’re a self-mutilating flagellant punishing yourself for religious penance and discipline. When inflicting pain on yourself, you can add +2 to Conviction tests made to overcome obstacles. This bonus is doubled if you inflict a minor consequence on yourself. MY BILLION BRETHREN You are part of the biggest war-machine ever seen, and you can count billions of soldiers as your brothers in arms. Men who will help you in any way possible. Unfortunately they also get into trouble and need help. Your help. SMALL DONATIONS [-1] [OPTIONAL] A part of your job is to collect donations for the church. Once per session you can add a +2 to an Asset roll made to buy equipment, as long as you could reasonably have had time to collect some thrones. UNFAZEABLE You’ve seen so much carnage, that it is almost impossible to scare you. All this death and destruction turned you bitter and a bit reserved. THE EMPEROR’S MERCY [-2] [OPTIONAL] WAR VETERAN You can channel the Emperor’s light to mend wounds and heal minds. This allows you to use Conviction to treat both physical and mental wounds. If you pay a fate point you can completely remove a consequence instantly without rolling the dice! You’ve survived wars so violent few people can even try to fathom, making you a pure survivor and harddriven bringer of death. Your soul and mind is a fucking mess though. ADEPTUS IMPERIAL GUARD ABILITIES [-2+] THE EMPEROR’S SIGN [-2] [OPTIONAL] The Emperor’s Sign is a physical manifestation of the faithful’s devotion to the Emperor, and a sign of His protection. The Sign is especially potent against creatures of the warp, but its mere appearance is often enough to steel loyal servants of the Imperium against the horrors of war. You can use Conviction in place of Intimidate when creating advantages and mentally attacking daemons, xenos and heretics. The rolls are additionally made at +2 to the result. CANNON FODDER [-1] You are used to being shot at, beaten and even bombarded. You’re fortunately a hard fuck to lay to rest. When you take physical stress, you may check off two stress boxes with a total value equal to or greater than the shift value of the hit. 17 CHAIN OF COMMAND [-1] OUTCAST ABILITIES [-2+] When you give an order, people hop to it. If you spend a fate point and command another character to perform a certain action, he gains a +3 on his roll if he complies. The command must be a specific use of one of the character’s skills, such as “Fly behind the asteroid to lose them.” You may do this once per scene. NEVER QUIT [-1] When most people give up and either run away or die, you just keep standing. You are able to lessen the effects of physical injury thanks to your incredible stamina. Once per scene, you may spend a fate point, and uncheck any one of your physical stress boxes. “GET THEM OUT ALIVE SOLDIER!”[-1] [OPTIONAL] Your training in the use of vehicles is diverse and thorough, making you an able driver and pilot in almost every thinkable variety. +2 to Drive when overcoming obstacles. UNDERHIVE PARLOUR [-1] You know how to talk the talk. You can use Burglary in place of Contacts whenever you’re dealing specifically with other outcasts and criminals. HAMMER OF THE EMPEROR [-1] [OPTIONAL] You can enter a violent state of frenzy, striking your opponent over and over again, wearing down his defense with each blow. +2 to Assault whenever you fight an opponent who is using full defense. SHADY SIGNATURE [-1] [OPTIONAL] Some element of your character makes you an expert criminal. Pick one of your aspects. Once per scene, you may invoke that aspect on a Burglary roll for free. OUTCAST WHISPERS OF THE MASSES [-1] [OPTIONAL] Your ability to gather information is legendary. Once you begin a contacting effort, it becomes self-sustaining, as people you talk to talk to other people, who talk to others in turn. In effect, you will always get an answer; it is only a matter of time. “According to Imperial Law, you are not allowed to carry a gun into these premises!” — Ardias Kimbal, deceased guard Living in the shadow of the might of the Imperium, gangers, criminals, and dregs prosper and thrive; cunning survivors and experienced outlaws, they exist only for themselves and those who have bought their loyalties. TYPICAL OUTCAST ASPECTS EXPENDABLE ASSET You are part of a criminal organization, getting protection when needed. Or whacked when you fuck up. WELL CONNECTED You have gathered a big network of associates from all walks of life. This makes you a very valuable contact, but also a someone everybody knows. SLIPPED BETWEEN THE CRACKS You have forsaken the role you were given, and is now living on the edge of society. This is very handy, when you’re a criminal but can be a pain in the ass, if you need any kind of help from the world around you. TRUE SURVIVOR You’ve learned to survive the hard way. This makes you very resilient but also suspicious, territorial and paranoid.
18 CHAPTER IV THE SKILLS ACADEMIA ATHLETICS Academia measures a character’s education, recall, and knowledge. Any knowledge that isn’t specific to another skill falls under Academia, with some overlap to be expected. This is a measure of the character’s general physical capability; the exception is raw power, which is a function of Strength. Athletics covers running, jumping, climbing, and other broadly physical activities you might find in a track and field event. ALERTNESS You can use the skill to defend against physical attacks made in close quarters or at range. It can also defend against physical-based psychic attacks. Alertness is a measure of your character’s regular, passive level of awareness. Specifically, it’s the perception skill to Alertness things the character isn’t looking for. BURGLARY Initiative: This is the skill you use to determine exchange order in a physical conflict. The ability to overcome security systems, from alarms to locks, falls under the auspices of this skill. This also includes knowledge of those systems and the ability to assess them. ASSAULT COMMAND This is the ability to hold your own in a close quarters fight, either with a melee weapon in hand of nothing at all. You can use the skill to defend against physical attacks made in close quarters.
Command is a multi-faceted skill. A good leader knows how to direct and inspire people, but he also understands how to run an organization. As such, the Command skill covers acts of both types.
19 CONTACTS FORBIDDEN LORE Contacts is the ability to find things out from people or to find the people you’re looking for. Your character may know a guy who knows a guy, or maybe he just knows the right questions to ask. Whatever his methods, he knows how to find things out by asking around. Special limitation: This skill is not allowed at character creation. Ask the GM for his approval. The rank is also limited (▹39). The Forbidden Lore skill represent information proscribed or hidden from the average Imperial citizen. In many cases, it is a heinous crime to even possess such data and can quickly draw Inquisitorial attention (even if the possessor himself is working for an Inquisitor). CONVICTION The skill works differently than the other skills that characters have, as it can only be used for knowledge. Conviction measures the force of your character’s personality, self confidence and zeal. Inquisitors and members of the Ecclesiarchy will typically have high Conviction to represent the strength of their faith. Knowledge: Actions relating to learning about the Ruinous Powers can be made with the Forbidden Lore skill. These are, by and large, actions to overcome and create an advantage. Furthermore, ranks in the Forbidden Lore skill effectively add to other skills for the purposes of such direct discovery. This notably includes Academia and Investigate. For example, if a character has Academia at Fair (+2) and Forbidden Lore at Average (+1), rolls to piece together something lore-related about Chaos are at Good (+3). Skill drain: If you fail a Conviction test, you suffer drain in addition to the normal effects. A few hours of atonement and prayer restores the lost ranks completely. Full recoveries are best handled between missions. DECEIT Corruption: Having any ranks in this skill also makes you more vulnerable to the effects of corruption. So beware. GUNS Deceit is the ability to lie, simple as that. Whether through word or deed, it’s the ability to convey falsehoods convincingly. DRIVE Often, characters just need to shoot things. Thankfully, there’s a skill for that. Guns users are well-versed in a variety of firearms and ammunitions. Guns can also be used to cover non-gun weapons that shoot at a distance, such as bows and bolas guns, and also covers the use of heavy artillery. This skill measures a character’s ability to control and drive any sort of vehicle, from a ground bike to an interstellar freighter. Pilots are familiar with the controls of most standard vehicles and can guide the vehicle in stressful situations and straight courses alike. INFLUENCE ENGINEERING This skill represents your involvement with the Inquisition. Who you know, how to influence them and their decisions. It is also a way to get access to more cool stuff than your not-so influential brothers-in-arms. Special rule: Influence has a special relationship with a character’s Asset score—Influence can change a character’s starting Assets. Engineering is the understanding of how machinery and complex technology works, both for purposes of building it and taking it apart. While it’s complemented by an understanding of Academia, Engineering can just as easily be the result of getting your hands dirty and having a natural feel for how things work.
Influence Rank 20 Starting Assets Fair or Good +3 Great +4 Superb +5 INSIGHT STEALTH This skill is Empathy re-skinned. This is the ability to remain unseen and unheard. Directly opposed by Alertness or Investigation, this ability covers everything from skulking in the shadows to hiding under the bed. This is the ability to understand what other people are thinking and feeling. This can be handy if your character is trying to spot a liar or you want to tell someone what he wants to hear. STRENGTH Initiative: This is the skill you use to determine exchange order in a mental conflict. INTIMIDATE This skill is Might re-skinned. This is a measure of pure physical power—either raw strength or simply the knowledge of how to use the strength you have. For lifting, moving, and breaking things, Strength is the skill of choice. Strength may be used indirectly as well, to modify, complement, or limit some skill uses. There are more graceful social skills for convincing people to do what you want, but those skills tend not to have the pure efficiency of communicating the idea that failing to comply may well result in some manner of harm. Nothing personal. SURVIVAL INVESTIGATE This is the skill of outdoorsmen. It covers hunting, trapping, tracking, building fires, and lots of other wilderness skills that spacefarers rarely have a use for, unless they happen to crash-land on a hostile planet. Investigation is the ability to look for things and, hopefully, find them. You use this skill when you’re actively looking for something, such as searching a crime scene or trying to spot a hidden enemy. TOUGHNESS MEDICAE This skill is Physique re-skinned. Medicae indicates training in the use of medical technology; knowledge of injury, disease, and anatomy; and general health training. Characters with Medicae can apply high-tech treatments, stop bleeding and fight poisons. Toughness is the ability to keep performing physical activity despite fatigue or injury. It’s a measure of the body’s resistance to shock and effort. Toughness also measures how well a character shrugs off poisons and disease. Toughness also determines a character’s stress capacity (the length of a character’s stress track), since stress in part represents physical wounds and fatigue. By default, players have 3 boxes for their stress track. Better-than-Mediocre (+0) Toughness increases the number of boxes as shown here. Willpower also increases stress capacity. Any additional stress boxes from Willpower and Toughness are added together to determine a character’s stress capacity. PRESENCE This skill is Rapport re-skinned. The flip-side of Intimidate, this is the ability for impressing people and swaying their reactions in a friendly fashion, make a good impression, and perhaps convince them to see your side of things. Any time you want to communicate without an implicit threat this is the skill to use.
Toughness is Average or Fair: 1 additional stress box. Toughness is Good or Great: 2 additional stress boxes. Toughness is Superb or better: 3 additional stress boxes.
21 WARPWEAVING Academia ✓ ✓ Alertness ✓ ✓ ✓ Assault ✓ ✓ ✓ Athletics ✓ ✓ ✓ Burglary ✓ ✓ Command ✓ ✓ Contacts ✓ ✓ ✓ Conviction ✓ ✓ ✓ Deceit ✓ ✓ ✓ Drive ✓ ✓ ✓ Engineering ✓ ✓ Forbidden Lore ✓ ✓ Guns ✓ ✓ Influence ✓ ✓ Insight ✓ ✓ Intimidate ✓ ✓ Investigate ✓ ✓ Medicae ✓ ✓ Presence ✓ ✓ ✓ Stealth ✓ ✓ ✓ Strength ✓ ✓ ✓ Survival ✓ ✓ Willpower is Good or Great: 2 additional stress boxes. Toughness ✓ ✓ ✓ Willpower is Superb or better: 3 additional stress boxes. Warpweaving ✓ ✓ ✓ You can use the skill to defend against psychic attacks, torture or the corrupting powers of Chaos. Willpower ✓ ✓ ✓ Special requirement: You must have the Adeptus Astra Telepathica past career to take this skill (▹15). The Warpweaving skill is the ability to create wonders with your mind. You can cauterize, crush, curse, enfeeble or terrify your enemies with a nod. You can also attack them outright. You may use the skill in place of either Willpower or Athletics to defend against psychic attacks made against you. Psychic resistance: When you choose to direct your powers against against the environment, or it is impossible to determine who’s the target, you use the purity of the environment as a passive defense. This defense ranges from +0 for a non-tainted area to +8 for an ancient, Chaos-filled Space Hulk drifting in the Warp. Skill drain: If you fail a Warpweaving test, you suffer drain. A few hours of clearing your mind of the twisted thoughts and demonic voices restores the lost ranks completely. An hour of quiet clears a single rank. Full recoveries are best handled between missions. WILLPOWER This skill is Will re-skinned. Willpower is a measure of a character’s self-mastery, as expressed through things like courage and willpower. It’s an indicator of coolness under fire and also represents the drive not to quit. Willpower also determines a character’s stress capacity (the length of a character’s stress track), since stress in part represents the character’s resilience in the face of mental, emotional, and social stress. By default, players have 3 boxes for their stress track. Better-than-Mediocre (+0) Willpower increases the number of boxes as shown here. Toughness also increases stress capacity and combines with Willpower to increase a character’s stress track. Willpower is Average or Fair: 1 additional stress box. Skill drain: If you fail a corruption test, you suffer Willpower drain. A peaceful nights sleep restores the lost ranks completely. A non-stressful hour of rest restores a single rank. Full recoveries are best handled between missions. 22 ✓ ✓ ✓ ✓ ✓ CHAPTER V THE STUNTS In this chapter, you’ll find all the cool rule breakers, the stunts, that makes your character look badass and shine. ALERTNESS STUNTS If you need more stunts than the ones converted and included above, you’ll find this webpage very, very useful. EVER ALERT, EVER VIGILANT You have an almost preternatural capacity for detecting danger. Your Alertness skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you. ACADEMIA STUNTS GIVE ME A MINUTE HE COMMANDS, WE ACT! Once per scene you can spend a fate point to use Academia in place of any other skill for one roll. You have been trained to follow orders instantly in combat. When determining turn order for a physical conflict, you may use an ally's Alertness skill instead of your own. GUIDED BY HIS LIGHT You may not know everything, but you always know how to find out. When looking for a fairly specific piece of information, you may give the GM a fate point to be told the closest place you can go to find out, no matter how obscure or lost the information is. In short, you can never hit a wall when trying to find something out. There are no guarantees of how easy it will be to get the knowledge, but that’s what adventure is for. KEEN INSTINCTS You’re always laying a keen eye on your environment. You gain a +2 on Alertness checks to Alertness important clues or situations that others have overlooked. ON YOUR TOES INFUSED KNOWLEDGE You have a quick and easy awareness of ambushes and other nasty surprises. When you’re ambushed , you’re able to take a full defensive action, gaining a +2 on your defense roll, regardless of whether or not you’re surprised. You don’t ever have to spend a fate point to declare that you have the proper tools for research using Academia, even in extreme situations (like being imprisoned and unable to access a library). VIGILANCE IS YOUR SHIELD MASTERY You may spend a fate point to go first in an exchange, regardless of your Alertness. If multiple people with this stunt exercise this ability, they go in turn based on their skills, before those who don’t exercise the stunt get a chance to act. If the exchange has already started, and you have not yet acted, you may instead spend a fate point to act next, out of the usual turn order. Once per session you can choose to spend a fate point to automatically make a successful Academia skill test, no matter how hard the difficulty was. QUEST FOR KNOWLEDGE Your mind is has brilliant talent for numbers, logic and cyphers. If you fail an Academia roll when attempting to recall knowledge, you can spend a fate point to convert the failure to a success with style! 23 ASSAULT STUNTS BURGLARY STUNTS BLIND FIGHTING ALWAYS A WAY OUT Your ability to attack with Assault works unimpeded by conditions like darkness or other visual impairments. +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location. BRING IT ON! HIDDEN WEAKNESS Whenever you are physically attacked by a mob, opponents in that mob do not get a teamwork bonus to their attacks. You have a talent for spotting flaws in a location’s security protocols. Gain a +2 when using Burglary to pass a security checkpoint without arousing suspicion. DEATHDEALER MENTAL BLUEPRINTS Once per conflict, when you invoke a physical consequence on a successful Assault attack, you can spend a fate point to increase that consequence's severity before your opponent takes stress from your successful attack. If you invoked a severe consequence, your opponent must either take a consequence from your attack or be taken out. You’re highly skilled at visualizing the whole of a target based on just a part of it. When casing a location, you gain a +2 on your Burglary roll. PILFER No one can ever feel safe from your theft. After a physical conflict has ended make a retrospective Burglary roll contested by your opponents Alertness. If you are successful, you stole some small valuables from him. This is treated as an Asset aspect representing the trinkets. DEVASTATING ASSAULT After successfully attacking an opponent and dealing damage, you may launch a second attack with Assault as a supplemental action with the usual -1 penalty to the roll. Until your next exchange, you are prohibited from making any defense rolls though. SPOILS OF WAR Requires the Pilfer stunt. SWIFT ATTACK Instead of stealing some small valuables from your opponents, you steal one of his weapons. This can never be a be his main weapon or a heavy weapon. It is usually a sidearm. You use Assault in place of Alertness to determine your initiative in physical conflicts. ATHLETICS STUNTS COMMAND STUNTS HARD TARGET AIR OF AUTHORITY When making a full defense, take no penalty for moving one zone and gain an additional +1 to the roll (for a total of +3) when making such a move. You are good at being in charge. +2 to Command as long as you are in a position of direct authority over those you intend to lead. LIGHTNING REFLEXES ALL FOR ONE +2 to defend with Athletics for the first exchange after you become aware of a threat. You are part of a small (less than a dozen) group of f brothers in arms. When inspiring named characters which share this group membership aspect, you may spend effort from your Command roll to allow members of the group to ignore consequences for the duration of a scene. Ignoring a mild consequence costs 2 effort points; a moderate consequence takes 4 effort points and a severe consequence 6 effort points. PRETERNATURAL SPEED You may move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement and that you are charging toward your opponents. QUICKDRAW DUTY PREVAILS You do not suffer the -1 penalty for a supplemental action when you draw and fire your gun in the same action. Stories of your duties within the Inquisition is well known. Whenever dealing with members of the Inquisition, you put out all the right signals, say all the right things. In such circumstances, you may roll your Command at +2, or, alternatively, use your Command instead of Influence, in order to get a favorable reaction. STEP ASIDE Once per session you may re-roll a failed Athletics defense roll for free with an additional +1 bonus to the roll. 24 HALO OF COMMAND REDEMPTION OF BATTLE For a fate point, you may use your Command skill instead of Presence and Intimidate, provided those you are dealing with are aware of your reputation and rank (a second fate point will nearly always assure that they do). Death is the servant of the righteous. If you spend a few minutes after a conflict in deep prayer, where you praise the Fallen who died in His Name, you may instantly remove a mild consequence. IMPOSING RANK RIGHTEOUS CRUSADE Your military rank is evident to all those around you. When rolling for first impressions, you may use your Command skill instead of Presence. The Light of the God Emperor never leaves you, guiding you to victory in every battle against the tainted. When fighting enemies of the Imperium, you may substitute Conviction for Assault in physical conflicts. CONTACTS STUNTS UNSHAKABLE FAITH COVER-UP Blind faith is a just cause. You know, that He never leaves you side. You may substitute Conviction for Willpower. Whenever you seek information and an opponent rolls Contacts to be alerted to this activity, you may roll active opposition against them. DECEIT STUNTS INSIDER COVERSTORY You’re able to navigate the intricacies of corporate and government bureaucracies easily—not because you understand them, but because you know people within the bureaucracy who can provide you shortcuts. You may roll Contacts instead of Command to deal with any sort of bureaucratic entanglement. You can whip up a cover story like no one’s business, even if you haven’t made an effort to establish it beforehand. Any time you overcome an obstacle in public using Deceit, automatically add a situation aspect representing your cover story, and stick a free invocation on it. FACE IN THE CROWD NASTY REPUTATION Once per scene, when you succeed on a Deceit roll, you may choose to succeed with style instead. You can use Contacts instead of Intimidate to create advantages based on the fear generated by the sinister reputation you’ve cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt. INFILTRATOR Once per scene, when you succeed on a Deceit roll to create a disguise, you succeed with style instead. PALMGREASING MASTER OF IMITATION You know just when to apply a bit of a bribe to the situation. A successful Assets roll (▹41) against a difficulty set by the GM reduces the difficulty of your Contacts roll by three. You may create advantages with Deceit related to imitating the mannerisms and voice of anyone you’ve had a chance to study. Studying someone usually requires only an investment of time, and not a roll of the dice—at least half an hour of constant exposure. This timeframe can be reduced, but will require an Insight, Investigate, or Deceit Mediocre (+0) roll— any shifts you get on the roll reduce the time required. PEERS The Acolyte knows how to deal with a particular social group or organisation, or even xenos race. +2 to Contacts when dealing with your peers. MIND GAMES CONVICTION STUNTS You can use Deceit in place of Intimidate to make mental attacks, as long as you can make up a clever lie as part of the attack. DENY THE WITCH You may use Conviction instead of Willpower to defend against psychic attacks. DRIVE STUNTS LITANY OF HATE BATTLEFLEET CALIXIS FIGHTER PILOT Hate enriches. Armed with nothing but your faith and the Imperial Creed, you are able to force enemies of His Empire to flee in terror. You may substitute Conviction for Intimidate. You are a skilled combat pilot, and as such may roll Drive instead of Guns to attack in a dogfight. 25 DROP POD SURVIVOR skill when working with objects or materials from that time period. You have a great instinct for crash-landing vehicles and can walk away from even the most catastrophic-seeming landings. When you pilot a vehicle into its crash landing, you and your passengers survive. The crash is described, without any reference to harm to you or your passengers, and you all stagger out after the landing with all of your physical stress cleared and a single mild consequence to reflect the dangers survived. Every survivor must spend half of their remaining fate points, rounded up. They must have at least one to do this. If a character has no fate points, she’s taken out. TECHNICAL KNOCK You can remove JAMMED aspects from weapons with a Mediocre (+0) Engineering skill roll as long as you can somehow touch the weapon. This is a supplemental action. WEAPON-TECH Once per conflict, at the cost of a fate point, you may increase the damage of a weapon by +3. It has to be a melta, a plasma or a power weapon for this to work. LOCKED ON TARGET GUNS STUNTS Once you’re tailing someone, you’re practically impossible to shake. When chasing another vehicle, gain a +1 against any maneuvers your target attempts. DOUBLE TAP RAM IT DOWN If you make a successful attack with Guns, the damage is increased by 2 shifts. When you hit an object other than a character or vehicle, increase the stress you cause by 2. Any time an object is taken out by the damage, the result should be spectacular— an explosion or collapse. EYE OF VENGEANCE Once per scene, when you force an opponent to take a consequence using Guns, you can spend a fate point to increase the consequence’s severity. If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out. SAFETY FIRST You’re good at keeping your vehicle in one piece. When attempting a Drive maneuver in a chase, you may treat the difficulty as if it were one lower. The difficulty of the maneuver itself isn’t affected, however, for any vehicles that might be chasing you. HIP SHOOTING ENGINEERING STUNTS Once per scene, you may move one zone, attack with Guns, and then move one additional zone, provided there are no situation aspects restricting movement. ARMOR-MONGER PRECISION KILLER When improving physical armors, you get an extra -1 difficulty modifier and the improvement is done one time increment faster. During a Guns attack, spend a fate point and declare a specific condition you want to inflict on a target, like SHOT IN THE HAND. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress. APPRAISE THE MACHINE SPIRITS TARGET SELECTION By appraising the machine spirits in a broken device, you make them pleased and the equipment works again. You must spend a fate point to activate this ability and roll Engineering against a target of Mediocre (+0). Then you appraise the spirits, and it starts working immediately, regardless of the difficulty rating to repair it under time pressure. It’ll continue to work for a number of exchanges equal to the shifts gained on the Engineering roll. Once the time is up, the device stops working again, and any efforts to repair it are at a one step higher difficulty (since the spirits are exhausted). If you wish to do another appraisal, you may do so at the cost of another fate point, but the difficulty for the Engineering roll increases by one for each subsequent appraisal. When attacking with Guns, you are immune to the effects of aspects such as CROWDED and INNOCENT BYSTANDERS. These cannot be compelled against you. INFLUENCE STUNTS PLANETARY BOMBARDMENT Requires Great (+4) Influence. Sometimes you will face so much Chaos on a planet, that you have no way of saving it. By paying a fate point and draining your Influence of two points (▹33); recovery is a mission per point), you will secure a planetary bombardment from the nearest, available Imperial Navy Battalion. It usually takes a week for the warships to arrive in orbit. This time is best spend finding a way to get the hell off the planet. This use functions like a concede to the rest of the mission, ending it immediately. Use this power with extreme caution! FROM THE DARK AGE OF TECHNOLOGY You have managed to obtain a great deal of knowledge of the forgotten principles and understanding of the technology that was lost during the Age of Strife. Add two to your Engineering 26 REINFORCEMENT “YOU WILL COOPERATE, SERGEANT!” Requires Good (+3) Influence. Local law enforcements will obey your orders, if you let them know, that you’re part of the Inquisition. Add +2 to Influence when dealing with Imperial law enforcements. You can only use this stunt on planets with an Imperial Planetary Governor. Once per mission when you need it the most, you can call for a reinforcement by spending a fate point and draining your Influence of two points (▹33); recovery is one session per point. The reinforcement will arrive by drop pod close to your destination in a day. Give your temporary teammate a name and write a brief sentence describing his personality and his role in the team. The four reinforcement characters are: DEATHWATCH SPACE MARINE (▹64) EVERSOR ASSASSIN (▹65) GREY KNIGHT SPACE MARINE (▹65) SISTER OF BATTLE CANONESS (▹66) INSIGHT STUNTS A PEEK INSIDE Requires at least two other Insight stunts. You achieve such a strong understanding of your subject that you can start to make some fairly accurate guesses about his behavior. After you have successfully read a person's emotional state, you may immediately ask the GM a hypothetical question about that person’s motives, which the GM must be able to answer with "yes", "no", or "maybe", to the best of her ability. The question must speak to the kind of person the target is, not things they’ve done, though it may ask if they are capable of doing such things. If the GM answers with a "maybe", you may ask a second question to get clarification. This second question may seek details, rather than another one-word answer. SUPREME FIREPOWER When you buy weapons—either at character creation or later on—you may distribute two points between Damage, Accuracy and Range for free. Just add your choice after the acquisition. THE EMPEROR KNOWS When you start asking questions in the name of the Inquisition, people usually spill their beans without much resistance. You may use Influence instead of Investigate when you are interrogating people. COLD READ You can size people up in a glance. Normally, using Insight to get a read on someone requires at least a few minutes of conversation, if not more. You only need a few moments. THE IMPERIAL SEAL This stunt is worth 2 refresh, you get it for free. HIT THEM WHERE IT HURTS Flashing the Imperial Seal is like bringing a naval cannon to a fistfight. Everybody around you will think thrice before assaulting you. (If you spend a fate point, you will have them running in fear.) If they should decide to attack you anyway, you will receive an immediate +2 bonus to both Assault and Guns. Your skill at reading people makes you adept at provoking a strong emotional response if you’re trying to get them angry, depressed, or something similar. Normally, the Intimidate skill is used for such efforts; however, if you’ve succeeded at any Insight roll against the target previously, you may use Insight to wage such psychological warfare instead. Remember, that showing the seal will reveal the presence of the Inquisition. Immediately place the THEY ARE HERE! situational aspect. SOULTRACKER Your understanding of people you’ve met is sufficiently strong that it gives you an easy sense of how to find them. You can anticipate their moves based on your knowledge of their personality. In any situation where you’re tracking down or otherwise trying to find someone you’ve met before, you may roll Insight instead of Investigate. Note that this stunt only works against citizens of the Empire of Man. Xenos, Chaos and some heretics are immune to this. “THE INQUISITION NEEDS YOUR RHINO!” Requires Average (+1) Influence. TRUTH BEGETS HATRED Once per session you can confiscate a piece of equipment or a vehicle from the local government—as long as it is Imperial in nature. The maximum value of the confiscated stuff is equal to your Assets rank +3. Additionally the equipment also has the PROPERTY OF THE INQUISITION aspect. Someone might want it back after use. Without rolling, you can tell if another character is lying so long as the target’s Deceit is equal to or lower than your Insight. In the case of high Deceit, you will know that you cannot tell, but will never receive a “false positive.” INTIMIDATE STUNTS WE ARE WATCHING YOU BRINGER OF DEATH People of all walks of life fear the Inquisition, and with good right. You may use Influence instead of Intimidate, when using it to scare others. You are the terror of all those who oppose you. Others are often at a loss to describe what exactly about you is so unsettling; regardless, it has the effect of rooting them to the spot and believing the threats you make. Once per scene per 27 KEEN INTUITION target, you may spend a fate point to intimidate your target as a free action, no matter what the circumstances; this happens immediately if you’re between actions, or immediately after the current action underway. This free action is in addition to any other action you might take during the exchange. When using Investigate to Alertness objects that seem out of place or hidden you you may re-roll a failed Investigate test for free. NOTHING ESCAPES MY SIGHT EYE TO EYE, BLADE TO BLADE You’re a skilled hunter and investigator obsessed with the pursuit of your prey. If you fail an Investigate roll when tracking and hunting your target, you can spend a fate point to convert the failure to a success with style! You are a master provocateur, able to compel your enemies to drop their guns and dance with you in melee combat. By spending a fate point, you may call on any enemy no more than one zone away. That enemy, no matter how tough, will stop shooting and spend his next turn entering your zone for some one-on-one bloodshed. A high rank in Assault is a good supplemental to this stunt. MEDICAE STUNTS FIELD MEDIC INFURIATE You have a talent for delivering medical care in the field. Normally, someone providing first aid can remove a stress mark for every two shifts gained on the roll (▹57). With this stunt, every shift past the first one improves the level of stress that may be removed—so three shifts removes a checkmark up to the three-stress mark, rather than the twostress mark. If you roll well enough to remove a stress mark that’s higher than the subject’s physical stress capacity (e.g., six or more shifts for a character who has Mediocre (+0) Toughness), you can remove a mild physical consequence. You have a real talent for making people very angry. When deliberately trying to get someone angry at you, you receive a +2 bonus. If this results in an attack or other action against you by your target, you may use Intimidate to complement the skill you use on the first exchange, no matter the circumstance—after all, you made it happen, so you were ready for it. JUST BENEATH THE SURFACE You exude menace far in excess of your capability to act. Even bound and behind prison bars, you’re so ripe with the promise of the awful things you could do that you’re still scary. You may use Intimidate no matter what the power imbalance in the situation is, and your target’s bonuses for acting from a superior position are reduced by 2 (to a minimum of +0). ONLY A FLESH WOUND +2 to treat your own physical consequences with Medicae. PATCHED UP AND READY TO FIGHT You can get the injured back on their feet in no time. If you spend a fate point, you can erase a mild consequence from a character’s sheet in the middle of the action with a quick Medicae (+2) roll. PROMISES OF PAIN You make a promise—really, a threat—to a target, and make an attack using Intimidate. If you successfully hit for one or more mental stress, you may spend a fate point to immediately force a mild psychological consequence instead. The consequence must represent an appropriate response to the threat— such as FOLDING UP IN FEAR or A BROKEN SPIRIT. The target may choose to concede rather than take the consequence. SUPERIOR CHIRURGEON You aren’t just a chirurgeon; you’re a miracle worker. You can bring back those that others think are beyond hope. If you treat someone who’s been taken out, you can revive him if you spend a fate point. All his injuries remain, but he’s no longer taken out. This ability can even be used to revive people who are apparently dead, so long as most of their vital parts are relatively intact. INVESTIGATE STUNTS YOU’RE NOT WORTHY OF DEATH … YET! CLUES FROM THE CROWDS You’re an expert at getting the injured back in action. If you spend a fate point, you can move a physical consequence one step down on a character’s sheet. A Medicae check is required with a difficulty equal to the severity of the original consequence level, but you can change a moderate consequence to a mild one, or even make a severe consequence only moderate. You can only do this once per character per session. When gathering clues from a group of people, you may re-roll a failed Investigate roll for free. This can be one once per session. COORDINATED INTERROGATION When providing assistance to other characters in interrogations, you supply an additional +1 bonus for a total of +2. DELICATE INTERROGATION You can use Deceit in place of Investigate when performing interrogations. 28 PRESENCE STUNTS Alertness in the room. If you succeed, the next time someone turns to look at or talk to you, you’re not there. CENTER OF ATTENTION TWILIGHT STALKER You’re used to focusing people’s attention on you and keeping it. Any time you use your Presence to attract attention and distract someone you gain a +2 bonus to your roll. You like to watch people who don't know they're being watched. You may use Stealth in place of Investigate to conduct surveillance. DO YOU KNOW WHO I AM? STRENGTH STUNTS Once per scene, you may identify yourself in order to get your way and add +2 to a Contacts, Deceit, Intimidate, or Command roll. BUILD LIKE A JUGGERNAUT Your frame is massive, bulging with muscles everywhere. Hard muscles offering protection. You may use Strength instead of Athletics for defense. RENOWNED HERO Your reputation has reached great proportions, and people are willing to believe all sorts of things about you. For a fate point, you may use your Presence skill instead of Deceit, Intimidate or Willpower, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are). BULGING BICEPS You can use heavy weapons as though they are merely sidearms. HAMMER BLOWS REVEAL THE HERETIC You can use Strength in place of Assault when attacking. You’re good at drawing people out, getting them to talk about themselves. If you’re engaged in a long conversation with someone, you can use your Presence instead of Insight to get a read on her as you get her to hint at or flat out reveal secrets about herself and her past. UNBOUND TRUE INSPIRATION VICIOUS BASTARD You can use your strong presence as a source of inspiration getting someone going in combat. Until the encounter is over, the character can spend fate points to avoid being taken out, as described in the LAST LEG stunt (▹31). Once the encounter ends, however, the character takes the mild consequence Exhausted in addition to any other consequences taken during the conflict. If you’re attacking very viciously and recklessly, you may use Strength as a supplemental action with Assault as a melee attack. But instead of brining the usual -1 penalty to Assault, it adds +1 instead. STEALTH STUNTS CALL OF THE WILD If you’re physically restrained in some fashion—such as by chains or a mob of people—you gain +2 to your Strength in your efforts to break out of those bonds. SURVIVAL STUNTS You move silently and almost imperceptibly through wild areas. You can conceal your movements and hide easily in a natural environment. When attempting to hide or sneak in the wild, you may substitute your Survival skill for Stealth. ASSASSIN STRIKE When you can surprise an enemy or attack from a place of hiding, you can attack with Stealth. If you succeed, you create a boost. If you succeed with style, you get to invoke that boost for free twice. This is in addition to the actual outcome of the attack roll. DEATH WORLD SURVIVOR You’ve lived rough on a wide variety of inhospitable worlds. Any penalties assessed for being unfamiliar with the local environment are reduced by two. CHILD OF DARKNESS TRACKER +2 to create advantage or overcome with Stealth whenever you are in near-darkness or total darkness. At the cost of a fate point, you may exit a scene, passing from sight. You’re skilled at tracking and can infer a great deal of information from a trail. When studying tracks, you may roll Survival. For each shift from this roll, you can get one piece of information about the person or creature being tracked— weight, how they were moving, and so on. SHADOWY EXIT WHATEVER COMES IN HANDY A momentary distraction is all you need to vanish from the scene. Provided you aren’t in the midst of a conflict, you may roll a quick contest between your Stealth and the highest Making stuff out of the things around you is an integral part of wilderness survival. You may use Survival in place of Engineering to build things out of scavenged materials. ONLY THE WIND SAW ME GO 29 TOUGHNESS STUNTS has a reason to be suspicious, you must use your Deceit to defend against discovery. HARDY WARP CONDUIT When taking psychic backlash, you can cross out two boxes of stress instead of only one. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether. WARP LOCK Requires the Favored by the Warp stunt. IRON JAW When re-rolling a failed Warpweaving test, the second roll is made at +2 to the roll. When someone tries to place aspects on you—like STUNNED— using Assault, you resist the attempts with +2. WARP SENSE LAST LEG You may use Warpweaving as if it were an arcane Investigate skill as well as an arcane Alertness skill. You also gain +1 to Warpweaving when using it in this fashion. No matter what comes at you, you keep standing. Use this stunt when you’d be taken out by or otherwise suffer a consequence from a physical hit. If you spend a fate point to remain standing or otherwise defer a consequence or concession for one more exchange or until you’re hit again, whatever comes first. You may keep spending fate points this way until you run out. Once the extra time you’ve bought is up, all your deferred effects come to bear at once. WILLPOWER STUNTS ADAMANTIUM FAITH You have become so inured to horrors that would cripple lesser men. Add +2 to Willpower when defending against fear and terror. NEVER DIE BATTLE RAGE You gain an additional mild consequence slot. This slot can only be used for physical harm. You can channel you inner beast to deal devastating attacks. Use Willpower in place of Assault when attacking frenzied and recklessly. TRUE GRIT When you take physical stress, and the stress box with a value equal to the shift value of the hit is already checked, you may instead mark the next lowest value box that is unchecked. Very simply, this means that you don’t start picking up consequences unless someone hits you for more than your highest value box or all of your boxes are filled up. DISCIPLINED FOCUS You willpower helps you maintain a very strict discipline, keeping your mind clear and focused. You may use Willpower instead of Alertness. FRENZY WARPWEAVING STUNTS Once per scene, after taking physical stress, you may spend a fate point to add the shift value of the attack (after any reduction by consequences) as a bonus to an action in the next exchange taken against the person who inflicted the stress. CAPACITY You may add an extra discipline to your arsenal. You also get one specialization for that new discipline. IRON DISCIPLINE FAVORED BY THE WARP +2 to defend with Willpower against someone trying to get inside your head—be it through psychic means or through extensive torture. Once per session, you may re-roll a failed Warpweaving test for free. FORCE WEAPON WIELDER STRONG MINDED You can use Warpweaving instead of Assault when using force weapons. Once per scene, when using Willpower to defend against a psychic attack, you may make a free re-roll.
PUPPET MASTER The stunt costs 3 refresh. Requires that your a telepath. In the ultimate expression of telepathic power, you utterly crushes your target’s will, locking him away in a dark corner of his own mind and taking complete control of his body. When a victim is taken out from mental telepathic attack, you may fully possess him. Once you’ve taken possession, you may control your victim completely and gain access to all his physical abilities and many of his mental ones. Once someone 30 CHAPTER VI DOING STUFF In addition to the normal rules in FATE CORE, the following three optional rules is also available in FATE OF HERETICS. off a signal flare while intimidating the snapping fang voles at the edge of the firelight— it’s a supplemental action and imposes a –1 on your primary action roll (effectively spending one shift of effect in advance). SKILL DRAIN When in doubt about which is the primary action and which is the supplemental one, the supplemental action is the one that normally wouldn’t require a die roll. When you suffer a skille drain, you temporarily lose ranks in a skill. The skill can never go lower than Mediocre (+0). This only affects actions, and not other benefits of a skill such as additional stress boxes. Sometimes the GM may decide a supplemental action is particularly complicated or difficult, and may increase the penalty appropriately. Regaining lost ranks varies with each skill and sometimes the situation. COMBINING SKILLS In this conversion, only three skills is automatically suffering from the effects of drain: Sometimes the character needs to perform a task that really requires using two or more skills at once. You never know when a character is going to need to throw a knife (Assault) while spinning in zero gravity (Athletics) or when he’s going to need to explain Warp shielding theory (Academia) to an Ogryn Kanak Skull Taker (Presence). Conviction: A few hours of atonement and prayer restores the lost ranks completely. Full recoveries are best handled between missions. Warpweaving: A few hours of clearing your mind of the twisted thoughts and demonic voices restores the lost ranks completely. An hour of quiet clears a single rank. Full recoveries are best handled between missions. In those situations, the GM calls for a roll based on the main skill being used, but modified by the second skill. Willpower: A peaceful nights sleep restores the lost ranks completely. A non-stressful hour of rest restores a single rank. Full recoveries are best handled between missions. If the second skill is of greater value than the first, it’s a +1 bonus to the roll; if the second skill is of a lesser value, it’s a -1 penalty to the roll. COMPLIMENTING SKILLS Other skills might also suffer, but it is your job as a GM to make the judgement. When the second skill can only help the first—essentially, failing with the second skill won’t detract from the success of the first—it complements the skill. SUPPLEMENTAL ACTIONS A complementing skill never applies a –1, even if it’s lower than the primary skill. This usually happens when the character has the option of using the secondary skill, but doesn’t have to bring it to bear. Sometimes you need to do something more complicated than just taking a single, basic action. Sometimes the complication is simple, like drawing a weapon and attacking; sometimes it’s more complex, like making a feint while hacking with your chainsword. When your character performs a simple action while doing something else—like drawing a weapon and attacking, or firing 31 RESTRICTING SKILLS If the secondary skill comes into play only to hold the primary skill back, it restricts the skill—it can only provide a penalty or nothing at all. A restricting skill never applies a +1, even if it’s higher than the primary skill. Often skills like Toughness or Willpower are restrictive skills—as you get more tired, you won’t get better; but if you’re resolute, you may not get worse. Note that combining skills can never be done to perform two full actions at once—if that’s the goal, it should take two exchanges. When skills are used in combination, one skill almost always serves a passive role; it’s the thing the character needs to do in order to be able to perform the other skill. The difference between a supplemental action and an action that combines skills isn’t always obvious. In general, if both components of the action are something you’d expect to roll for if they were done separately, then it’s time to combine skills. If the lesser part of the action is something that normally doesn’t require a roll, handle it as a supplemental action. 32 CHAPTER VII PSYCHICS This short chapter is used to break down the psychic power of the Warhammer 40,000 into Fate elements. These psykers can lash at their foes with psychic energy, erect invisible force fields, and rend apart the fabric of reality itself. You’ll also find five unique stunt packages representing the different styles of psykers. TELEPATHY THE DISCIPLINES Psykers who practice telepathy are known as telepaths. Telepaths expertise lies with contacting and controlling the minds of others. With a single thought, a telepath can blast away his foes sanity, induce states of terror, or possess his victims body. Although the powers of psykers are many and varied, they usually fall into one of several disciplines. The five most common are these. BIOMANCY HOW TO DO IT Biomancy is the discipline used to manipulate biological energy and processes. Through this art, biomancers are capable of changing or influencing a change in the physical form of either themselves or their enemies. Practitioners are of biomancy are known as biomancers. 1. Determine the effect you want to achieve. This includes describing the discipline you want to use. 2. Describe the effect in terms of one of the following basic conflict actions: attack, block, maneuver. 3. Decide how many shifts of power you want to put into the ability. You take mental stress for calling up power—the minimum is one point of stress. The cost increases if you reach for power greater than your Willpower, inflicting additional stress equal to the difference. DIVINATION Practitioners of this discipline are known as diviners or fortune tellers. Diviners are Psykers who seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow diviners to look into the twisting strands of the Immaterium in search of answers they seek, sometimes even influencing the outcome of future events themselves. 4. Make a Warpweaving roll to use the ability. The difficulty is equal to the amount of power you’ve called on. The roll is modified by the presence of any focus items you may have and whatever aspects you invoke. If you meet or beat the difficulty, the ability is used successfully. If not, your margin of failure has to get soaked up. You can opt to take shifts of backlash (bad things happens to you, ▹35) to get the ability to work as intended, or let it hit the environment as fallout (unintended consequences for your surroundings and the people and things in it, ▹35). PYROMANCY Pyromancy is the discipline that allows the psyker to create and manipulate fire. The practitioners of pyromancy are known as pyromancers. TELEKINESIS Psykers who utilize telekinesis are known as telekines and are able to manipulate the material world with the power of their minds, converting their mental energies into a physical force. 33 MANEUVER WHAT YOU CAN DO As with normal skills, psychic power maneuvers cover a broad variety of potential effects, mainly geared toward creating a momentary advantage for you or removing one from your opponents. The psyker can use his powers to do one of a few things: attack, block, or maneuver. ATTACK More often than not, this places a temporary aspect on a target or on the scene, or removes a temporary aspect from a target or from the scene. This is the most basic and straightforward use of psychic powers. Performing maneuvers is a little trickier than attacking and blocking. By default, pulling off most maneuvers requires 3 shifts of power, but if the target has an appropriate resisting skill rated higher than Good (+3), that skill total determines the required number of shifts. The Warpweaving roll to control an attack ability also counts as the attack roll. The target can roll a defense roll against the result of the attack. The shifts of power allocated to the attack may be split up as follows: As with other effects, you can pay an additional shift to make the effect persistent at the rate of 1 shift per additional exchange. 1 SHIFT OF POWER INCREASES DAMAGE BY 1. So if you allocate 4 shifts of power to this, your attack is treated as a Damage 4 weapon. HOW IT WORKS 2 SHIFTS OF POWER LET YOU AFFECT EVERY TARGET IN ONE PARTICULAR ZONE YOU CAN SEE. You can go after more than one zone at a time by buying this effect multiple times, so four shifts of power allows you to affect all targets in two zones. You can’t be selective when using this option; if you have friends in that zone, they’re targets, too—the same is true if you’re in that zone. Be careful not to melt your own face! GATHERING POWER To do a psychic power, you must gather power for the ability. The stronger your connection to the Warp is, the more powerful your abilities can be; this is represented by your Willpower skill. INSTEAD OF ATTACKING ZONES, YOU CAN ATTACK INDIVIDUAL TARGETS BY SPLITTING UP YOUR SHIFTS OF POWER. So if you’ve controlled 5 shifts of power, you can attack one target with a power 3 attack (at Damage 3) and one target with a power 2 attack (at Damage 2). Since you can’t make a power 0 attack, the power of the spell determines how many targets you can hit: at most, a power 3 spell can be split into three power 1 attacks. You can harness a number of shifts in power equal to your Willpower skill with a minimum of impact—just one point of stress. Theoretically, you can call up as much power as you wish, but the dangers increase dramatically. Past the limit of your Willpower, that power starts to take a severe toll on your psyker’s mind and soul, forcing him to exhaustion or beyond. You take a minimum of one point of stress. That cost goes up if you reaches beyond your basic capacity. The targeting result is also split up, and not necessarily in the same portions. If you rolled a Fantastic (+6) result to target your 5 shifts of power, you might split the power as detailed above, but make the Damage 2 attack a Great (+4) for targeting and the Damage 3 attack a Fair (+2). Every shift of power you summon past your Willpower costs one additional point of stress. Just like any other type of stress, this could force your psyker to take consequences in order to keep himself upright. BLOCK Shielding effects are another very common application of psychic powers; the next best thing to causing damage to others is avoiding it yourself. In game terms, this is a block action. Shifts of power on the block can be allocated as follows: CONTROLLING POWER Activating a psychic ability boils down to controlling the release of the psychic power that the psykers gathers so that it takes the shape he envisioned. For everything to go smoothly, your Warpweaving roll must match or exceed the number of power shifts that have been gathered. This roll also controls the targeting and sets the difficulty for defending against it. 2 FULL SHIFTS OF POWER ADDS 1 ARMOR OR AS A ZONE BORDER. Fractions are rounded down, so you need two full shifts to create 1 point of Armor or Border. The effect lasts for the duration of the block and will not be diminished from attacks. 1 SHIFT OF POWER ADDS PERSISTENCE (DURATION). Two 1 ADDITIONAL EXCHANGE OF shifts of power create a block that lasts for 3 exchanges total (allowing the shield to continue to work while you do other things—like throw fire back at the enemy). You get to make this roll only once, at the instant that the psychic energy is released. 2 SHIFTS OF POWER ALLOW THE EFFECT TO COVER MULTIPLE ALLIES WITHIN THE SAME ZONE. Covering multiple zones requires 2 additional shifts per zone. If you fail the Warpweaving roll, the excess shifts are released as uncontrolled power, which manifests as either backlash or fallout (▹35). Fortunately, you have a number of tools available to keep that from happening. You can invoke aspects to raise the Warpweaving roll and can also take backlash as stress or corruption to try to cover the margin of failure. 34 SANCTIONED POWERS BACKLASH & FALLOUT During his sanctioning, a psyker learns some powers that he can reflexively and safe. These are referred to as sanctioned powers. Your psyker may know a number of sanctioned powers equal to the numeric rating of his Academia skill. So, a psyker with Fair (+2) Academia knows up to two sanctioned power. When your Warpweaving roll does not match the amount of power put into the ability, bad things happen. The excess Warp energy goes wild, causing havoc and nasty psychic phenomenon. There are basically two kinds of trouble: backlash and fallout. Backlash affects the psyker; fallout affects the environment or other nearby targets. Like everything else, backlash and fallout are measured in shifts—in this case, the difference between your failed Warpweaving roll and the gathered power. The worse the failure, the more the abilities energy goes haywire, and the worse the effects get. A sanctioned power is defined as one specific application of psychic energy, such as a biomantic smite attack, a particular divination maneuver, or a telekinetic block. It always manifests in exactly the same way each time, has the same power level, places the exact same aspect, etc. Any change in the parameters of the power disqualifies it from being sanctioned. You get to choose how much backlash you absorb, with the rest going to the GM as fallout. The big benefit of knowing a sanctioned power is that you don’t have to roll Warpweaving to control it. It’s assumed that you can control the psychic energy at a level equal to your Willpower score, allowing you to act as if you’d rolled a zero on the dice every time. You still need to make a Warpweaving roll to target the ability, however; there’s just no chance of accidental failure. Any uncontrolled power taken as backlash remains a part of the ability and does not reduce its effect. Fallout is different: every shift of fallout reduces the effect of the ability. Backlash means that the energies run through the psyker, causing injury or other problems. This manifests as shifts of stress or as corruption Fortunately, you can choose the damage, but you cannot split it between stress and corruption. You must choose one of them. Focus items add their bonuses automatically if they are tied in to the rote, but there’s a caveat: if the psyker does the sanctioning with the focus item, then that item is a requirement for the power every time he wants to use it. Aspect invocations and other such trickery may be used after the fact, just as if you had rolled a zero and then wanted to invoke something. Fallout means that the psychic energies flow into the environment, causing unintended consequences. This can manifest in a number of different ways. The GM may place aspects on the environment or on targets that the psyker didn’t intend to hit or he may assign stress and consequences directly. Finally, keep in mind that you can have a sanctioned power that’s more powerful than you can control with a Willpower roll of zero, which would basically cause automatic fallout or backlash when used unless you can invoke some aspects to make up the difference. The GM is encouraged to think of the worst applications of Murphy’s Law possible and enact them. Remember, the psyker was arrogant enough to try to control the forces of the Immaterium—and failed. When fallout happens, it’s the Warp hitting back in full force, and it’s the GM’s job to take Chaos’ side. ATTACKING WITH A SANCTIONED POWER A pyromancer is attacked by a crazed cultist. He has a Great (+4) Willpower skill and a Fair (+2) Warpweaving skill. The cultist has Mediocre (+0) Athletics. When a power causes fallout, the effect is twisted by the malevolent and corrupting powers of the Warp. When determining the effect of the ability that caused the fallout, the GM should determine how the shifts of fallout behave. He decides to burn the cultist to a crisp with his sanctioned napalm rain ability (Great (+4) power, costing him 1 stress and dealing a Damage 4 attack against a single target). ATTACKING WITH AN UNSANCTIONED POWER He only need to make a Warpweaving roll to hit the cultist, as the ability is already considered controlled. His roll produces a +1 result, which he increases to +3 by invoking his FIERY AVENGER aspect. The final attack is a Damage 4 attack with a Superb (+5) attack result. A telepathic acolyte is attacked by a vicious demonspawn. He has Good (+3) Willpower and Great (+4) Warpweaving. The demonspawn has Fair (+2) Willpower. He decides to toast the demonspawn with a bolt of mental energy with a Superb (+5) power. This will cost him 3 points of mental-based stress. ! The unfortunate cultist tests Athletics to dive away from the burning rain, rolling a bad -2 roll, for a Terrible (-2) defense result. His Warpweaving roll is +3 for an Epic (+7) result, letting him control the power and forces the demonspawn to defend against the attack with a Willpower (+7) roll. The demonspawn creates a +1 defense roll for a total defense of +3. With a crying scream the cultist is in fact burned to a crisp, after being taken out by the 11 (!) shifts of damage. Poor sucker. The final result is a mental attack causing 9 shifts of damage (5 from the power of the attack plus 4 from the difference between the attack and the defense roll)!
35 CHAPTER VIII CORRUPTION The Ruinous Powers is by no comparison the biggest enemy of the Empire of Mankind. It is all around you, hidden in the mind and hearts of heretics and shrouded by the thin veil between you and the Warp. purity boxes (each has a value of one — you cross off as many as required), starting from the first box on Tainted and not starting on the second track until the first is completely crossed out. And Chaos corrupts you. Lures you into submission, slavery and eternal damnation. When an entire threshold is crossed off, the character has a soul rending break and is now at the next threshold of purity. But as long as there’s even one box remaining on the third purity threshold (Profane) a character is still playable. GETTING STARTED The moment a character has all of his purity boxes crossed off, though, he is Eternally Damned. A few new terms that are the backbone of the system are introduced to the game: THRESHOLDS AS AN ASPECT The purity tracks The Soiled and Profane thresholds act as aspects just like consequences do, relating to the current afflictions area underneath the purity thresholds. See Crossing Purity Thresholds (▹39) for more information. Corruption triggers Chaos ratings The corruption test CORRUPTION TRIGGERS THE PURITY TRACKS In the course of investigating and fighting against agents of Chaos, characters will invariably uncover inhuman knowledge, as well as witness blasphemous and unnatural acts and beings. These are known as corruption triggers, and the nature of the trigger affects the difficulty (or chaos rating) in resisting its effect and the severity of potential purity loss. Characters have three tracks of purity boxes — known as purity thresholds — that show how pure or tainted they are. Normal characters start with the following on their character sheets. (The Armor of Contempt stunt reserved for the preachers of the God Emperor can change that.) TAINTED ▢▢▢▢▢▢▢▢▢▢ SOILED ▢▢▢▢▢▢▢▢ CHAOS RATINGS Situations involve a character either experiencing Chaos by happenstance or by accident, or by deliberately inviting it in through research and experimentation. PROFANE ▢ ▢ ▢ ▢ ▢ ▢ Situations involve a general sense of the narrative that will trigger them (hence the name “situation”) as well as the chaos rating the purity defense has to overcome (▹38). ETERNALLY DAMNED CURRENT MALIGNANCIES Characters start with none of these boxes checked, which means that their souls are perfectly pure of any Chaos taint. But as they suffer assaults to their souls, they will check off 36 Chaos Rating Success: You suffer Willpower drain (once per given situation or scene). Discovering profane or blasphemous lore or experiencing warp shock +1 to +2 Success with style: You suffer no loss or drain, but doesn’t any advantage either. Participating in dark deeds or seeing vile rituals +2 to +3 There are some special circumstances with the test. These are: Witnessing a breach in the Veil or handling profane relics +3 to +4 This test is not a normal defense action. Stunts that work with defense actions are useless here. +4 or more You cannot invoke aspects or boosts to modify the roll while you are Tainted or Soiled. The dice stay as they land (▹39). Type of Situation Making pacts or communication with Daemons or worshipping Chaos DISCOVERING BLASPHEMOUS LORE A new corruption test should only be made if the situation somehow escalates. Knowledge itself can corrupt. The study of certain foul tomes, malignant texts, or ancient pict-logs can cause an Acolyte to lose purity even if he does not comprehend the unholy words or images. This also covers consequences suffered from attacks made by Warp entities. Here’s some examples to how a situation could escalate. A significant pause between occurrences Increasing or changing the threat A new threat PARTICIPATING IN DARK DEEDS The player decides to stay and fight the enemy Evil acts done in the furtherance of a malignancy, in pursuit of forbidden lore, or to appease a Daemon always cause the perpetrator to lose purity of soul. Furthermore practicing sorcery, witnessing dread rituals, or invoking even the least of Daemons are all causes of loss of purity. LOSING PURITY When you fail a corruption test, you suffer purity loss. That means checking off one or more purity boxes. Each time you lose a purity box, cross one off on your highest available purity threshold track in the following order: WITNESSING A BREACH IN THE VEIL Characters caught in a full-blown intrusion of the Warp into corporeal reality lose purity from the experience. The severity of the Warp breach affects how strong the chaos rating is. Chaos devices and amulets are steeped with terrible energies. Merely handling a rune-encrusted weapon or wearing gore-soaked armor that a servant of the Ruinous Powers once used can corrupt. Tainted ➙ Soiled ➙ Profane ➙ Eternally Damned When you reach Eternally Damned, your character is no longer a player character. Crossing a threshold is serious business. See crossing purity threshold (▹39). MAKING PACTS WITH DAEMONS Some special situations is worth noting: Threshold loss Many Daemons and cult leaders are masters of insidious temptation and of sowing the seeds of doubt in a faithful heart. Their words and arguments can corrupt where force alone would fail. Mitigating purity loss Conceding THE CORRUPTION TEST THRESHOLD LOSS When you confront Chaos, you are forced to make a corruption test. It follows these four simple steps. The greatest agents of Chaos — such as greater daemons and extremely powerful sorcerers — can cause threshold loss. Roll the dice Losing enough purity boxes to cause you to fall to the next threshold, regardless of how many boxes remain on that threshold. Add your Willpower skill rank Subtract your Forbidden Lore rank Even on a success or success with style, you still lose 1 purity box.
Did you beat the chaos rating or not? Failure: You suffer purity loss equal to the number of shifts you failed by. Tie: You suffer Willpower drain (once per given situation or scene) and the GM has a boost against you, such as Freezing Up, Panicking, Confused, Transfixed, or similar. 37 When you lose enough purity boxes to cross into another threshold, the change in rules takes effect once you have a moment to breathe and the adrenaline wears off. MITIGATING PURITY LOSS If you loose purity, you have the option to take a consequence to mitigate the purity loss. EFFECTS OF BEING TAINTED Mild consequence: Cannot be taken; purity loss is longterm. The character cannot invoke an aspect or boost to alter a corruption test result. Medium consequence: Reduces loss by 4 points. Severe consequence: Mitigates the loss entirely. When in a scene with a corruption trigger, while attacking or otherwise confronting the source of the trigger, invocations cost an additional fate point (two for normal, one for free) and boosts cost a fate point to use. This does not affect invocations on defenses or actions to purely escape the situation. Extreme consequence: As severe consequence above. The consequence must reflect the character’s impure state. Dark thoughts, uncanny cravings, strange addictions, small mutations and the like are all interesting. If you take a consequence worth more than the amount of purity you would lose, you also regain one purity box on the same purity threshold track (regardless of the difference between the consequence value and the current purity loss). The character may possess the Forbidden Lore skill, but at no higher than Average (+1). EFFECTS OF BEING SOILED CONCEDING The character cannot invoke an aspect or boost to alter a corruption test result. Once you have conceded a conflict, you cannot suffer any more purity loss. When in a scene with a corruption trigger, while attacking or otherwise confronting the source of the trigger, invocations and boosts to re-roll the dice cost normal, but costs for taking a +2 bonus are still increased as per Tainted. Again, this does not affect invocations on defenses or actions to purely escape the situation. CROSSING PURITY THRESHOLDS Crossing a purity threshold is a significant deal, because it means that the character’s soul is wounded by Chaos in a deep and fundamental way. What happens over the current and next session is important to the character. The character may possess the Forbidden Lore skill, but at no higher than Fair (+2). You and the GM should discuss how crossing the threshold affects your character and a agree on a malignancy that your character now suffers. Place the malignancy in the “Current Malignancies” section on your character sheet. EFFECTS OF BEING PROFANE The character can now invoke aspects and boosts to alter a corruption test result, as his soul has suffered enough under Chaos and can better defend itself, with effort. These malignancies are freeform, and could take the form of some strange quirk, dark habit, forbidden addiction or blasphemous obsession — whatever feels right for the story. This defines how the malignancy can be compelled against you. The character can now freely confront that which triggers him. There are no restrictions or additional costs for invocations and boosts that relate to attacking or otherwise confronting the source of the corruption trigger. If you become Eternally Damned, your character is permanently taken out. You can either perform one last heroic last stand or you can give him to the GM as a new villainous NPC. The character may possess the Forbidden Lore skill, but at no higher than Good (+3). If crossing into Soiled or Profane, then you are still an active character, but one changed by exposure to Chaos. EFFECTS OF BEING ETERNALLY DAMNED PURITY THRESHOLDS & EFFECTS The character is completely lost and damned, and no longer playable. Additionally, there is no cap on the Forbidden Lore skill for damned NPCs. Purity thresholds represent the soul’s ability to confront the horrors of the Warp. Each threshold has it’s own special rules which changes the characters ability to cope with Chaos. Finally, your current threshold affects how high a rank your Forbidden Lore skill (▹20) may be. 38 RECOVERING PURITY LOSS Somewhere along the way you will probably need to recover some of the lost purity. Important note: You cannot recover any Tainted boxes if you have the Forbidden Lore skill at Average, nor any Soiled boxes if you have the Forbidden Lore skill at Fair. RECOVERING PURITY BOXES ON CURRENT THRESHOLD The time required to restore one purity box depends on your activity when recovering. If you are isolated from Chaos and the stressful situations, you recover one box per week. If you are isolated from Chaos but still contending with stressful situations (such as the normal Inquisition missions), you need two weeks to recover a box. If you seek help and atonement in the Ecclesiarchy, you recover two boxes a week(or one in a few days). You can count your sweet acolyte ass that the Inquisition is will stop by for questioning. RECOVERING A PURITY THRESHOLD If you have restored all of the boxes on a threshold, you can start to regain a box on the previous one, though that is a much more significant hurdle. Profane ➙ Soiled ➙ Tainted Going from Profane to Soiled takes a half year of atonement, prayers and offerings to the God Emperor. Going from Soiled to Tainted takes a a few months of serious atonement.. The above only regains one box on the threshold; from there, you regain the rest in that threshold as normal. (Because you have to be purified by the Ecclesiarchy, you might as well be with them for the entire duration of your recovery and not just to regain the threshold.) 39 CHAPTER IX GEARING UP Fighting the Ruinous Powers demands cool—often deadly— gear. Weapons, armor, personal gadgets, drugs, cybernetics and cool vehicles all brings you closer to success. Failure: You’re faced with a choice. You may still get the item by reducing your Assets by one step for every shift the roll failed by. This means you drained your assets, or ran out of favors. If you don’t want to reduce Assets based on the failed roll, the GM can offer you the following options: EQUIPPING YOURSELF FOR WAR You can’t find the item at a price you can pay. You may not try to acquire it again until you’ve gone to a completely new region or planet. I’ve decided to keep wealth and acquisitions an abstract concept, ignoring the price tags and personal stash of Thrones. You can’t gather your Thrones quickly enough or your influence isn’t strong enough to get it; by the time you do, it’s no longer for available. Therefore acquisition power is measured using your character’s Assets score. Assets works a lot like a skill in play, but there are some significant differences. The item is of inferior quality. It has negative aspects that the GM can tag for free once per session. The item has one of these aspects for each shift by which your roll failed. ASSETS You can get a less valuable item of comparable purpose. This item is valued at your actual Assets roll result. If you rolled Average (+1), you can get an Average (+1) value item, etc. Assets represents the a characters ability to acquire gear for the war. This is a measure of his disposable resources, including local currencies, his fearsome reputation, trade talent or direct extortion. All characters begin with Fair (+2) Assets. If you settle for one of these conditions, your Assets isn’t reduced by the acquisition. A high Influence skill can increase starting Assets (▹20). MAKING A REQUISITION Multiple characters can’t pool their Assets. Even one step of Assets represents a big difference in available cash and favors. All items have a cost rating—you’ll find tables with costs later on, where gear is listed. When you want to acquire an item, its cost sets the difficulty for an Assets roll. ASSET ASPECTS When you successfully complete an unusually tough mission, or come across some loot, you can gain an Assets aspect. Assets aspects are things like Tons of Thrones, Favors in the Ministorum, I Saved the Gangboss’ Life or Salvaged Parts. An Assets roll is slightly different than a skill roll. You can’t invoke any regular aspects. There’s a special kind of aspect called an Assets aspect; if you have any of these, you may invoke them. Assets aspects are always fragile—they disappear once they’re used. Assets aspects are the only modifier you can use on an Assets roll. The GM awards these based on the situation. Assets aspects are always fragile—they disappear when you use them. These are the only aspects that can be used to help an Assets roll.
Success: You acquire the item, either through spending Thrones, cashing in on old debts, pulling some strings or any combination. 40 If you would like to have something more fancy or cool, you may make an Assets roll for an item of higher value, with all of the attendant downsides. GETTING IN DEBT When you’re attempting to purchase items that cost significantly more than your current Assets, things get a bit more interesting. To buy an item that costs more than your current Assets score, favors must be bargained for or loans must be made. Each player gets only one roll per item and must accept the results. Failing the roll doesn’t reduce Assets, but it can’t be re-rolled. WEAPONRY The value of the loan is equal to the value of the item being purchased less one—you need a Good (+3) loan to buy a Great (+4) item. This assumes you’re covering part of the cost yourself from your own Assets. If your Assets is Mediocre (+0) or less, no one will give you a loan. In this conversion, weapons have the following attributes: Damage: This measures how deadly a weapon is; the higher the damage, the more you want to avoid being hit by it. A weapon’s damage is the minimum amount of stress it causes with a successful hit. If you hit someone with a weapon with a Damage: 2 and generate no shifts on your attack roll, it still deals 2 stress. In order to deal more stress, you have to generate shifts above and beyond the weapon’s damage attribute. Note that a weapon’s damage can be reduced to the point that it’s a negative number. In this case, the weapon’s damage applies as a penalty to any shifts generated by the attack roll. For example, a sword that is Damage: –1 against armor would require you to generate at least 2 shifts to deal 1 stress; the first shift is effectively wasted. The value of the loan—Great (+4), Superb (+5), Legendary (+6), etc.—is noted on your sheet below Assets. The GM can compel a loan just like an aspect, so the person or organization that gave you the loan must be noted. Until the loan is paid off, it acts just like a regular aspect. Make an Assets check using the loan instead of your regular Assets. You gain a free shift (+1) on this roll. Success: The loan or favor covers the cost of the item. Failure: Refer to the failed Assets check rules above, but you still owe the favor or the money on the loan. Yes, it’s possible to fail the purchase roll after securing the favor! Accuracy: This is a representation of how easy it is to successfully land a hit with a weapon. Laspistols, for example, are more precise than stub revolver; a small knife is likely much easier to hit someone with than a large, cumbersome chainaxe. A weapon’s accuracy is a flat bonus to your attack roll with that weapon. For example, if you’re attacking with a gun that has Accuracy: 1, you roll your Guns skill and add 1 to the result. If a weapon’s accuracy is negative, then it applies as a penalty to your roll. To pay back your favor or loan make an Asset roll against the value. Success: The value of the loan is reduced by 1. (At Mediocre value the loan is considered paid off.) You can only attempt one such repayment per session. Failure: Either your Asset score drops by one or the value of the loan increases by one. You choice. NEED A HIGHER ASSET SCORE? Range: This indicates the number of zones you can attack someone with the weapon. A weapon with Range: 0 can be used only in melee range, while Range: 1 indicates that you can use the weapon against anyone in the same zone that you’re in. Range: 2 means that you can attack someone in a zone adjacent to the one you’re in, Range: 3 extends your attack one zone beyond that, and so on and so forth. To increase Assets, you need an available Assets aspect that you can turn into a permanent Asset increase. To raise your Assets, make a test against the new Assets score and invoke your chosen Assets aspect for a +2 bonus. Success: Adjust your Asset score up one notch. Type: This indicates the nature of the weapon and often carries with it certain modifiers to damage against certain kinds of defenses, as well as limitations on which improvements can be applied to your weapon; it also usually determines base damage and utility of a weapon. Failure: Adjust your Asset score down one level. You can invoke other Assets aspects if you’re failing the roll. Like always, Assets aspects are lost once you invoke them. STARTING GEAR Area: Not all weapons have the area attribute. Explosives most certainly do. The larger an explosive’s area is, the more zones the explosion will affect.
The Inquisition equips every acolyte with some starting gear, all with a value of Fair (+2). One melee weapons if you have the Assault skill One firearm if you have the Guns skill A suit of armor or a force field A set of combi-tools if you have the Engineering skill A medi-kit if you have the Medicae skill 41 RANGED WEAPONS EXPLOSIVES Want to deal death from afar, then this is the choice for you. The explosives category covers two different kinds of things that go boom: grenades that you throw and bombs that you plant. Guns come in the following types: Bolters: The bolt guns fires bolts that explode on impact, following the rules for explosive devices. Grenades: All grenades have Accuracy: 0, Area: 1, Range: 1 and explodes on impact. Flamers: Flamers attack all individuals in a zone. You must divide the shifts of the attack evenly between the targets in the zone. Bombs: All bombs have Complexity: 4, Area: 1 and timer. They follow different rules from other weapons, so they don’t have either Range or Accuracy. Heavy weapons: A heavy weapon is too large to simply to carry around. To read more on explosions, see the WARFARE chapter (▹52). ADD-ON IMPROVEMENT Las: Damage of a las weapon is reduced by -2 against force fields. Got a Throne or two extra to spend? Then add this special improvement to your weapons for the extra twist. Launchers: The launchers follow the rules for explosive devices in next column. Extended Magazine: This ranged weapon improvement adds two free invokes to the AMMO aspect (▹52), but also raises reload difficulty to +2. Add +1 to Cost. Meltas: A plasma gun is equally effective against all types of armor. If the attack is made with style you permanently reduce the targets armor by 1 point. Reliable: This improvement for ranged weapons makes the weapon immune to jamming (▹52). Add +1 to Cost. Plasmas: A plasma gun is equally effective against all types of armor. Remote Detonator: Once you’ve thrown a grenade or set the charge, you can use a small device to detonate it remotely, reducing the risk to yourself and others (▹52). Add +1 to Cost. Solid projectiles: The Damage of a gun firing solid projectiles is reduced by -2 against armored targets. MELEE WEAPONS PROTECTIVE GEAR This category is reserved for weapons dealing death up close and personal. Armors come in two categories: Physical armor: These armors have a numerical rating: Armor. This rating is directly subtracted from any stress inflicted on the character by an attack. When struck, only the highest level of protection is applied. If you have Armor: 4 and Armor: 2 and you’re struck for 6 stress, apply the armor value and take 2 stress. Melee weapons come in the following types: Chain: All chain weapons can be used as physical weapons, too, simply by turning them off. In this case, they have the same statistics as their low-tech counterparts. Force: The statistics on the table is when the weapons is wielded by a psyker (one with the Adeptus Astra Telepathica career). In the hands of normal people, the statistics are Damage: 1 and -2 penalty against armored targets. Force fields: Like physical armors, force fields also have a numerical rating: Defense. This rating is directly added to the wearers defense roll to reduce the effect of the attack. Only one force field can be worn at a time. Low-tech: These weapons have a starting Damage: 1. They suffer a Damage: –2 penalty against armor. LAYERING PHYSICAL ARMORS WITH FORCE FIELDS Power: If you preform a defense with style with this weapon against a non-power weapon, in addition to the normal effects you also place a lasting Broken! aspect on the other weapon. All power weapons can be used as physical weapons, too, simply by turning them off. In this case, they have the same statistics as their low-tech counterparts. So you have invested in both types of protection? Good idea and no problem. Just follow these two simple steps: Roll your normal defense, adding the rating of the force field. If the attack still struck, continue to next step. Subtract the rating of the physical armor from the remaining stress. Done. Shock: These weapons a typically designed to harm rather than kill. They are often used to place aspects on targets.
42 FRENZON PERSONAL ITEMS Effect: A violent frenzy takes control, giving the user +2 Damage with all melee weapons, and +2 when creating violent, uncontrolled aspects with Assault. Furthermore he becomes Violently Aggressive until the drug wears off. (The GM can compel this aspect once for free.) I haven’t converted every piece of equipment, as much of it doesn't make sense in Fate. Instead I’ve focused on the equipment that makes a difference. So you need to know what time it is? Assume that you have a chrono and so forth. Duration: 15 minutes or a scene And just for the record: Most items have 2 points of stress and no consequences. Addiction value: 2 ADD-ON IMPROVEMENT LHO-STICKS Got a Throne or two extra to spend? Then add this special improvement to your personal gear for the extra twist. Effect: The user becomes Nicely Relaxed for the duration of the drug with a free invoke. Craftsmanship: This item is particularly well made; you get a +1 bonus to your skill roll when you use it. If the item can be used with multiple skills, this improvement only applies to one skill, chosen when you create the item. You can only take this improvement once for each affected skill. Add +1 to Cost. Duration: A few minutes or a scene DRUGS & CHEMICALS WONDERS Effect: The user becomes Totally Stoned for the duration of the drug with a free invoke. When the blissful effect wears off, he enters a state of Deep Depression for an afternoon (or two scenes). (The GM can compel this aspect once for free.) Cost: Good (+3) Addiction value: 0 (non-addictive) Cost: Average (+1) OBSCURA Besides their fancy name, all drugs have some mutual statistics: Duration: A few hours or a scene Effect: This is why the user bought the drug in the first place. Addiction value: 3 Duration: How long the effect of the drugs lasts. This is measured according to the time ladder or in a number of scenes (usually one). The effect wears off when either the time runs out or the scene ends, whatever ends first. Cost: Fair (+2) RECAF Effect: This beverage immediately clears all mental stress and removes a mild mental consequence. Addiction value: This value is a measure of the drugs addition level. It ranges from 0 (non-addictive) all the way to 3 (very addictive). (For more on getting addicted, see below.) Duration: Instantaneous Addiction value: 0 (non-addictive) Just like all other stuff, drugs also have a Cost of course. Cost: Fair (+2) DRUGS SLAUGHT Effect: The user immediately gains +2 to Alertness for determining initiative and when creating advantages based on combat awareness. When the drug wears off, he suffers the mild Neural Burnout consequence. DESOLUM FUNGUS Effect: Once during the duration you can re-roll a skill test and add +1 as an extra bonus to the roll. The user also becomes Really Dizzy until the effect wears off. (The GM can compel this aspect once for free.) Duration: 15 minutes or a scene Addiction value: 3 Duration: 15 minutes or a scene Cost: Fair (+2) Addiction value: 0 (non-addictive) SPOOK Cost: Fair (+2) Effect: If the user isn’t a psychic, he immediately gains the Warpweaving skill at Fair (+2) and the Constant Threat stunt (▹34) for the duration of the drug. He also receives the Blasted Mind moderate consequence. If the user is in fact a psyker, he gains +2 when using the Warpweaving skill to create advantages. The psyker doesn’t suffer any consequences, but chaos ratings are increased by yet another +1 until the effects wears off. DE-TOX Effect: This drug immediately cancels all effects from other drugs—both good and bad. It also leaves the user Seriously Sick until the drug wears off. (The GM can compel this aspect once for free.) Duration: 15 minutes or a scene Duration: A few hours or two scenes Addiction value: 0 (non-addictive) Addiction value: 2 (3 for psykers) Cost: Fair (+2) Cost: Fair (+2) 43 STIMM VEHICLES Effect: Immediately clears all stress and also—temporarily— removes all physical consequences. When the effects ends, the paused consequence returns to its original slot or a more severe one, if the original slot is no longer available. The user also suffers from Extreme Exhaustion for an hour afterwards. (The GM can compel this aspect once for free.) The final part of gearing up is about vehicles. It isn’t usually necessary for your young acolyte to buy his own vehicle, as the Inquisition usually supplies the vehicles needed for the missions. All vehicles have the following attributes: Duration: A few minutes or a conflict Speed: A vehicles speed is expressed as a value, usually ranging from Mediocre (+0)—which is fairly slow—to Great (+4)—which is very fast—though speeds above or below these levels are certainly possible. Speed affects the difficulty of the roll when the driver or pilot is trying to do something beyond moving the ship at a standard speed. Addiction value: 1 Cost: Fair (+2) GETTING HOOKED Maneuverability: Whenever you make a Drive roll that requires quick reactions or agile movement, your ship’s maneuverability value applies to your Drive roll as either a bonus—such as for an agile land speeder—or a penalty— such as for a slow, ponderous Deimos Vindicator. This includes most defensive rolls; it’s considerably harder to dodge enemy fire in a large Dreadnought or Sabre Tank Hunter than in a small jetbike. Nothing lasts forever, and when the effect wears off, it’s time to pay the bill. If the drug has an addiction value of 1 or more, proceed to the addiction test. THE ADDICTION TEST Roll the lower of your Toughness or Willpower against the addiction difficulty. Stress: In game terms, armor and hull plating are represented by the vehicles own stress boxes—those with heavy plating simply have more stress boxes. Success: You are in the clear and nothing happens. Failure: You get a temporary deprivation aspect and must increase the addiction value of that particular drug permanently by 1. The margin of failure is recorded as the addiction strength somewhere on you sheet. IMPROVEMENTS DEPRIVATION ASPECTS Armed: This item has a weapon of some sort attached to it. Acquire the attached weapon separately, using the normal rules for whatever weapon choosing. A deprivation aspect is a nasty one with some very debilitating side effects. Armored: This item has built in Armor: 1. Dark compels: Once per session the GM can compel your deprivation aspect for free. You don’t get anything for the compel but must pay two fate points to reject the compel. Aspect: You can add an aspect to a weapon. This aspect can be invoked and compelled just like any aspect. This improvement may be taken more than once. Permanent change: If the strength of the aspect ever becomes equal to the addiction value of the drug, the deprivation aspect becomes permanent, and you are now a real addict. Permanently replace one of your aspects with the deprivation aspect. Autofire: When using the special AMMO aspect (▹51), you can choose to attack everyone in a zone. This replaces the +2 or re-roll option though. Blinding flare: If the force field effectively deflects an attack (i.e. the attack failed), it immediately places the fragile Blinded! aspect on all living beings (excluding the wearer of the force field) in the same zone as the wearer. The aspect comes with a free invoke but must be used in the following exchange. CYBERNETICS Cybernetics have the same attributes as personal equipment, and only differs in, that it must actually be installed in your body. Concealable: Some items are designed to be hidden, such as force fields hidden in a pendant. You gain a +2 bonus to any Deceit rolls made to hide this items. A good way to represent the possible stigmatization of being filled with tech is through your Personal Weakness aspect. But only if it makes sense. Not everyone is stigmatized for being fitted for battle after all. Conscious: This servitor has a limited conscious; it’s capable of thinking, as well as performing complex tasks within a limited scope. Choose one of the following benefits: INSTALLING THE GOODIES Three skills at Average (+1) Two skills at Fair (+2) It takes a few weeks to have an installment made. This time can be reduced by excess shifts from a Mediocre (+0) Toughness test. One skill at Good (+3) 44 High explosive: This gun fires an explosive projectile with a large blast area. The gun gains an area of 1; each time you choose this improvement, the area increases by 1. Any gun with this improvement is considered to fire hair-trigger explosives detonating on impact. Tech-Priests Only: Only followers of the Omnissiah (and with the Adeptus Mechanicus career) has access to this installment. Warp displacing: If the force field effectively deflects an attack (i.e. the attack failed), it immediately moves the wearer up to two zones away. The GM chooses the zone. Independent: This item incorporates basic automation technology that grants it a limited form of independence. Choose one skill that the item can perform on its own; that skill is rated at Fair (+2). IMPROVING THINGS Indirect fire: This weapon is capable of firing shots over walls, around corners, or otherwise past obstacles that pose difficulties for direct-fire weapons. You can ignore 1 point of borders. To determine the cost of the improvements you’re adding to your item, start with the base item’s cost and add any improvements to that base item. Once the final cost with the new improvements is determined, you need an Asset roll with a difficulty equal to this cost –1 to make the improvements. MSP: This Machine Spirit Pulse explosion only targets and damages machine spirits, thus disabling mechanical and electrical devices. However, MSPs deal no damage against organic targets. Each improvement takes between an afternoon and a week to add—determined by the GM—and this time is cumulative. Non-lethal: This gun, though it deals stress normally, can’t be used to kill someone. Whenever someone gets a consequence or is taken out as a result of an attack from this gun, its non-lethality must be taken into account. Persistent effect: Whether it’s a flamethrower that lights things on fire, a laser gun that stuns enemies in addition to causing stress, or some other effect that persists, this improvement lets you apply an aspect to the target each time you attack successfully. The aspect is chosen when you choose this improvement. Once you’ve applied the aspect to a target, it lasts until the end of your next turn; you or one of your allies can tag the aspect once for free. Powered: Powered armor is relatively rare, mostly because it’s big, bulky, and obvious. It does, however, have advantages. The armor enhances the strength of its wearer, allowing him to perform feats of might that would otherwise likely be impossible. Powered armor grants you a +2 bonus to Might rolls. Recharge & Reuse: Some explosives can be fitted with a new charge and used again. Rugged: An item with this improvement is a bit tougher than the norm, netting it two additional stress boxes over what it normally has. Scattershot: This gun fires a spread of projectiles, a wide cone of laser light, a scattering blast shot, or something similar. This grants the weapon Accuracy: +1, but if you fire at a target outside your zone, you get Damage: –1 for each zone it crosses. Specialized: Some weapons are really good against armor while others are extremely effective against force fields or combat servitors or vehicles or orks. (You get the drift.) When you choose this improvement, the weapon gains either Damage: +2 or Accuracy: +2 under specific circumstances or against specific targets. This improvement may be taken more than once, but not for the same circumstance. Stealth field: You gain a +2 bonus to Stealth checks—if the GM even rules that you need to make them. Tamper-Proof: Usually used on bombs, this improvement makes it very difficult to disarm the explosive. Complexity: +3. This improvement may be taken more than once. 45 RANGED WEAPONS D A R IMPROVEMENTS COST Bolt pistol 4 0 2 Ammo, Aspect: Fearsome!, High Explosive +4 Boltgun 4 1 32 Ammo, Aspect: Fearsome!, High Explosive +5 Heavy bolter 5 0 32 Ammo, Aspect: Fearsome!, Autofire, High Explosive, Specialized: Dam. +2 vs. armor +7 Storm bolter 4 1 32 Ammo, Aspect: Fearsome, Autofire, High Explosive +6 Hand flamer 4 -1 2 Ammo, Persistent Effect: Flaming Doom!, +3 Flamer 4 0 32 Ammo, Persistent Effect: Flaming Doom! +4 Heavy flamer 5 -1 32 Ammo, Persistent Effect: Flaming Doom! +5 Laspistol 31 1 2 Ammo, Specialized: Damage +2 once per conflict from overload +2 Lasgun 31 1 32 Ammo, Specialized: Damage +2 once per conflict from overload +3 Laslock 31 1 32 Ammo +2 Long las 31 1 42 Ammo +3 Hot-shot laspistol 41 1 2 Ammo +2 Hot-shot lasgun 41 1 32 Ammo +3 Grenade launcher 5 0 32 Ammo, Indirect Fire, High Explosive +5 Missile launcher 5 0 32 Ammo, Specialized: Damage +2 against vehicles +4 Inferno pistol 2 0 2 Ammo, Aspect: Status symbol +2 Meltagun 3 1 32 Ammo, Specialized Effect: Damage +2 vs. armor +3 Plasma pistol 3 0 2 Ammo, Specialized: Dam. +2 once per conflict from overheating +2 Plasma gun 3 1 32 Ammo, Specialized: Dam. +2 once per conflict from overheating +3 Autopistol 33 0 2 Ammo, Autofire +1 Autogun 33 0 22 Ammo, Autofire +2 Autocannon 4 0 32 Ammo, Specialized (x2): Damage +2 against armor and vehicles +3 Hand cannon 43 0 2 Ammo +1 Heavy stubber 43 0 32 Ammo, Aspect: Infamous recoil, Autofire, Specialized: Damage +2 against vehicles +4 Shotgun 33 2 3 Ammo, Scattershot +2 Sniper rilfe 3 1 42 Ammo, Specialized: Damage +2 against armor +3 Stub automatic 33 0 2 Ammo, Aspect: Quickload, Autofire +2 Stub revolver 33 0 2 Ammo, Aspect: Quickload +1 Grav pistol 4 0 2 Ammo, Persistent Effect: High Gravity +3 Gravitation gun 4 1 32 Ammo, Persistent Effect: High Gravity +4 Needle pistol 33 1 2 Ammo, Aspect: Silent Death, Persistent Effect: Toxic Punishment +3 Needle rifle 33 2 32 Ammo, Aspect: Silent Death, Persistent Effect: Toxic Punishment +4 Web pistol 0 0 2 Ammo, Non-Lethal, Persistent Effect: Webbed! +1 Webber 0 1 32 Ammo, Non-Lethal, Persistent Effect: Webbed! +2 1: The Damage is reduced by -2 against force fields. 2: The rifle cannot be used in close combat (Range 0). 3: The Damage is reduced by -2 against armor. 46 MELEE WEAPONS D A IMPROVEMENTS COST Chainaxe 5 -1 Aspect: Fucking Scary, Powerful (x2) +3 Chainblade 3 -1 None +0 Chainsword 4 0 Accurate, Powerful +2 Eviscerator 5 0 Accurate, Aspect: Razor Sharp, Powerful (x2) +4 Force Sword 2 2 Accurate (x2) +2 Force Staff 2 1 Accurate, Aspect: Long Reach +2 Omnissian Axe 4 1 Accurate Aspect: Sacred Blade, Powerul (x2) +4 Power Fist 4 0 Aspect: Devastating Death, Powerful (x2) +3 Power Sword 3 2 Accurate (x2) Aspect: Prestigious Weapon, Powerful +4 Power Axe 4 0 Powerful (x2) +2 Power Maul 3 0 Powerful, Specialized: Damage +2 but Accuracy -1 while in high-power mode +2 Shock Maul 1 0 Non-Lethal, Persistent Effect: Shocked! +2 Shock Whip 1 0 Aspect: Flexible, Non-Lethal, Persistent Effect: Shocked! +3 Great Weapon 31 0 Aspect: Serious Business, Powerful (x2) +3 Hunting Lance 3 0 Powerful (x2), Specialized: Damage +2 against armored targets +3 Knife 11 0 None +0 Spear 11 0 Long Range (1), Specialized: Damage +2 when thrown +2 Staff 21 0 Powerful +1 Sword 11 1 Accurate +1 Truncheon 11 0 Non-Lethal +0 Warhammer 21 0 Powerful, Specialized: Damage +2 against armored targets +2 Whip 11 0 Aspect: Flexible, Non-Lethal +1 1: The Damage is reduced by -2 against armor. DRUGS AV UPSIUDE DOWNSIDE COST Desolum Fungus 0 Allows the user re-roll of a skill roll with a +1 bonus User becomes very dizzy +2 De-Tox 0 Blocks all effects of other drugs User becomes seriously sick +2 Frenzon 2 User becomes frenzied None besides being frenzied +3 Lho-Sticks 0 User becomes relaxed when smoking these cigs None +1 Obscura 3 User becomes stoned User becomes deeply depressed +2 Recaf 0 Clears mental stress and a mild mental consequence None +2 Slaught 3 Users reflexes and alertness are increased User suffers neural burnout +2 User gains psychic powers (or stronger powers) User has his mind blasted (or not) +2 Clears all stress and ignores consequences User becomes extremely exhausted +2 Spook 2* Stimm 1 47 ARMORS A IMPROVEMENTS COST Heavy Leather 1 None +1 Imperial Robes 1 None +1 Armored Bodyglove 2 None +2 Chainmail Suit 3 None +3 Feudal World Plate 5 None +5 Xenos Hide Vest 6 None +6 Light Flak Cloak 2 None +2 Flak Cloak 3 None +3 Imperial Guard Flak Armor 4 None +4 Mesh Cloak 4 None +4 Enforcer Light Carapace 5 None +5 Militarum Tempestus Carapace 6 None +6 Light Power Armor 7 Powered +8 Synskin 2 Stealth Field +3 FORCE FIELDS D IMPROVEMENTS COST Refractor Field +2 Aspect: Glows in the Dark, Concealable +4 Conversion Field +3 Concealable, Flare +6 Displacer Field +4 Aspect: Warp Energies, Concealable, Warp Displacing +7 Power Field +5 Aspect: Cumbersome & Noisy +6 GRENADES D A IMPROVEMENTS COST Blind 4 0 Non-Lethal, Persistent Effect: Electronic Detection Blackout +3 Choke 4 0 Non-Lethal, Persistent Effect: Foul Gas +3 Fire Bomb 4 0 Persistent Effect: Flaming Inferno +3 Frag 5 0 None +2 Hallucinogen 4 0 Non-Lethal, Persistent Effect: Mind-Fucked +3 Haywire 4 0 Area: 2, MSP, Recharge & Reuse +4 Krak 5 0 Specialized: Damage +2 against vehicles +3 Photon Flash 4 0 Non-Lethal, Persistent Effect: Blinded! +3 Smoke 4 0 Non-Lethal, Persistent Effect: Smoke +2 Stun 4 0 Non-Lethal +1 Web 4 0 Non-Lethal, Persistent Effect: Webbed!, Recharge & Reuse +4 BOMBS D IMPROVEMENTS COST Melta 6 Specialized: Damage +2 against vehicles, Tamper-Proof 48 +5 PERSONAL GEAR IMPROVEMENTS COST Auspex/Scanner Upgrade: +2 to Investigate when scanning for life-signs and motion +1 Chameleon Cloak Camouflage +1 Combi-Tool Upgrade: +2 to Engineering when repairing devices +1 Comm Leech Upgrade: +2 to eavesdrop on vox signals, usually done with Investigate +1 Concealed Holster Upgrade: +2 to Deceit to hide weapons from detection +1 Deadspace Earpiece Special Effect: Immune deafening by sudden, loud noises +1 Diagnostor Upgrade: +2 to Medicae to diagnose ailment +1 Disguise Kit None +0 Excruciator Kit Upgrade: +2 to Intimidate to extract informations from people using torture +1 Field Suture Upgrade: +2 to Medicae to stop tend the wounded in the field +1 Filtration Plugs Special Effect: Immune to pollutants and hazardous gases +1 Grav Chute Special Effect: Allows safe, guided fall from any height +1 Lascutter Aspect: Extremely Heavy, Upgrade: +2 to roll when overcoming barriers made of steel +2 Magboots Special Effect: Immune to the effects of low- or zero-gravity +1 Medi-Kit None +0 Multikey Upgrade: +2 to Burglary to bypass locks +1 Null Rod Special Effect: All difficulties for using Warpweaving is at an extra +3 in the zone as the null rod +2 Photo-Visors/Contacts Special Effect: Immune to effects of low-level light +1 Preysense Goggles Upgrade: +2 to Investigate to track using thermal imagery +1 Psy Fokus Concealable, Special Effect: +1 to either Warpweaving (power) or Willpower (control) when using psychic powers from a single discipline for a single purpose (attack, block, maneuver) +2 Rebreather Special Effect: Immune to toxic atmosphere and lack of oxygen +1 Sacred Unguents Special Effect: Adds the Reliable improvement to a ranged weapon for one conflict +1 Screamer Independent: Alertness at +2, Upgrade: +2 to Alertness to detect sound, motion and odor +2 Stummer Aspect: Little Electrical Capacity, Upgrade: +2 to Stealth when silence is important +2 Survival Suit Upgrade: +2 to Survival when working in harsh and extreme conditions +1 Void Suit Special Effect: Immune to effects of operating in the vacuum of space +1 CYBERNETICS IMPROVEMENTS COST Augur Array Upgrade: +2 to Investigate when scanning for life-signs and motion +1 Autosanguine Special Effect: Rolls to start a healing process against you are made at +2 and consequences heal one time increment faster, Tech-Priests Only +2 Baleful Eye Alternate Usage: Alertness in place of Guns, Armed (las pistol), Special Effect: Installed weapon is miniaturized +4 Bionic Arms Armored, Rugged +2 Bionic Legs Armored, Rugged +2 Bionic Respiratory System Upgrade: +2 to Toughness to defend against airborne toxins and gasses +1 49 CYBERNETICS IMPROVEMENTS COST Bionic Heart Aspect: Armored Superheart, Special Effect: Grants a +1 Armor rating to the owner +2 Bionic Eyes None +0 Bionic Ears Special Effect: Ignores aspects limiting sound, Upgrade: +2 to tests based on sound +2 Bionic Nose Special Effect: Ignores aspects limiting smell, Upgrade: +2 to tests based on smell +2 Calculus Logi Upgrade Special Effect: Browsing and sifting through tons of data and lore are done two time-increments faster than normal +1 Cranial Armor Aspect: Armored Skull +1 Ferric Lure Implants Special Effect: You can use Engineering to attract small metal objects up to a zone away to your hand as a supplemental action, Tech-Priests Only +1 Interface Port Upgrade: +2 to Investigate when looking for informations while connected to relevant mechanism or data spool +1 Internal Resevoir Aspect: Energized to the Max +1 Locator Matrix Aspect: Multi Geographical Toolbox +1 Luminen Capacitator Alternate Usage: Engineering in place of Guns and Assault, Armed (hot-shot laspistol and shock maul), Aspect: Built-In Battery Charger, Tech-Priests Only +7 Maglev Coils Aspect: Feather Fall, Special Effect: Can levitate and thereby ignore up to 3 points worth of borders and ignores gravitational aspects, Tech-Priests Only +3 Ballistic Mechadendrite Alternate Usage: Engineering in place of Guns, Armed (las pistol), Armored, Rugged, Tech-Priests Only +4 Manipulator Mechadendrite Armed (warhammer), Armored, Rugged, Tech-Priests Only, Upgrade: +2 to Strength when lifting and shoving +4 Medicae Mechadendrite Armed (knife), Armored, Independent: Medicae at +2, Tech-Priests Only, Rugged, Upgrade: +2 to Intimidate when torturing +5 Optical Mechadendrite Armored, Rugged, Special Effect: Ignore vision-limiting aspects,Tech-Priests Only, Upgrade: +2 to Investigate for perception-based tests +4 Utility Mechadendrite Armed (knife), Armored, Aspect: Smokes a Lot, Tech-Priests Only, Upgrade: +2 to Engineering when modifying or repairing machines +4 Memorance Implant Aspect: Living Videocamera, Upgrade: +2 to Connecting when using your recorded memory to show off +2 Mind Impulse Unit Aspect: Machine Whisperer, Upgrade: +2 to Engineering when communicating with machines +2 MIU Weapon Interface Upgrade: +2 to Guns when using implanted weaponry such as the ballistic mechadendrite +1 Respiratory Filter Implant Upgrade: +2 to Toughness to defend against inhaled poisons, gas weapons, or atmospheric toxins +1 Scribe-Tines Aspect: Disquieting Scribe Tool Hands +1 Subskin Armor Aspect: Subdermal Rhino Skin +1 Synthmuscle Aspect: Unnaturally Strong, Upgrade: +2 to Strength when smashing through barriers, bending bars and lifting stuff +2 Vocal Implant Aspect: Megaphone Voice +1 Volitor Implant Aspect: Memory Safe +1 VEHICLES SP M ST IMPROVEMENTS Glassteed -1 +5 2 Armed1, Conscious: Assault, Athletics and Survival at +1 +4 Hectin Autocarriage +1 +3 4 Upgrade: All tests made to repair this vehicle is made at +2 +4 Veloxic Bike +2 +3 2 Armed2 +3 Chimera Armored Transport +1 +2 6 Armed3, Aspect: Amphibious, Special Effect: Tracks cannot be flattened, Upgrade: All tests made to repair this vehicle is made at +2 +7 1: Armed with Dagger Teeth (Damage: 5, Cost +3). 2: The armament (autogun) is optional (Cost’s increased to +4). 3: Choose a heavy weapon. 50 COST CHAPTER X WARFARE WEAPON JAM In the future, there is only war. With such a catchphrase for a roleplaying game, it seems essential to include some kind of extra take on conflicts. Ranged weapons have a chance of jamming when used. If you succeed at a cost with a Guns attack, you hit your target but places a JAMMED aspect on the weapon. In this section I’ll do just that. Note that all the different approaches in this section is completely optional. If you don’t like ‘em, skip ‘em. In order to fire the weapon again, you must use an action overcoming the aspect by making an Engineering (+1) test. AMMUNITION If you fail, the aspect stays. If you succeed, the aspect is removed and you can fire again in your next exchange. All ranged weapons in FATE OF HERETICS uses ammo. Ammo that can be depleted and must be reloaded. EXPLOSIONS The weapons has a special AMMO aspect on it. As long as this aspect is present, the weapon can shoot. Explosives have three ratings—complexity, area, and damage. Complexity is the difficulty to disarm the bomb once the fuse has been lit or the pin has been pulled. You can invoke your guns AMMO aspect for free with the normal benefits, but it can only be used once. Then it’s gone. Area determines how many zones the explosion will cover. An area of 1 means the explosion affects only one zone. An area of 2 means it affects one zone and every zone adjacent to it. An area of 3 expands it out to all zones adjacent to that. An area of 10 can pretty effectively cover a small town, and a 20 can cover a large city. Furthermore, if your gun can autofire, you can empty the clip and attack everyone in a zone by invoking the AMMO aspect This benefit replaces the +2 or re-roll option. RELOADING When your gun runs dry, you can try to reload it. When you reload your gun, you’re creating a special advantage on it, trying to put the AMMO aspect back on the gun. Damage measures the amount of punishment the explosions does when it goes off. ATTACKING WITH GRENADES Roll Guns—usually against a passive +0 difficulty. Throwing a grenade is done with Athletics. Explosives fired from a gun or mortar use the Guns skill. Failure: Something prevented you from reloading. Tie: You reload your gun but you’ve left yourself exposed or vulnerable; someone else gets a boost they can use against you. When a character throws an explosive, it’s an Athletics +0 attack. Success: The explosive lands in an appropriate zone— remember that grenades have Range: 1. Success: You’ve reloaded. You now have AMMO. Failure: It lands in the thrower’s zone. He may dive for cover as below with an increase in difficulty by one step for each step the attack roll was missed. (The thrower doesn’t have the option to reduce it, though in such a circumstance everyone else merely faces a +0 difficulty to dive clear.) Style: You’ve reloaded and get a boost. 51 SETTING TIMERS ON BOMBS SIZE MATTERS Setting the timer on a bomb is done with Engineering. The timer can be set to either SHORT, MEDIUM or LONG. The size of elements in a struggle matters a lot, when you are either hurt by it or trying to deal damage to it. After the initial defense roll (see below), the GM makes a quick check before each individual action to see if the bomb explodes, by rolling 2 dice: For ease of use, there are only three sizes in FATE OF HERETICS. Person size: Human-sized creatures Roll Short Medium Long Vehicle size: Normal, usually non-orbital, vehicles and some very large creatures. +2 Explode Explode Explode Spaceship size: Huge spacefaring vehicles. +1 Explode Explode No explosion +0 Explode No explosion No explosion -1 No explosion No explosion No explosion -2 Fizzle Fizzle Fizzle It breaks down into this: Bigger than you: Easier to hit, harder to damage. Smaller than you: Harder to hit, easier to damage. Hitting something of different size than you is modified by +1 (bigger than you) or -1 (smaller than you) per size difference. When damaging something of a different size than you, the Damage is modified by -4 (bigger than you) or +2 (smaller than you) per size difference. Fizzle: On a fizzle result, make a mark on a piece of paper. The second time a fizzle result comes up, the bomb is a dud or otherwise unable to explode. LAST MOOK STANDING Each time the turn comes back to the person who set the timer, a full exchange has passed and the timer’s length drops by one step. If it’s a short timer explosive, then it goes off right then and there. When fighting mobs, it might be appropriate to make the last mook a little harder to kill— after all, he’s not the last mook for nothing! To do this, give the last mook standing the following benefits to up the ante a little: DIVING FOR COVER When the grenade or bombs lands, everyone in a zone covered by its explosion radius (the area) can roll Athletics against the attack result to get clear. +3 stress boxes +1 to attack and defense rolls The attacker may choose to reduce everyone’s difficulty to dive clear—after all, his allies also need to dive away—as long as that difficulty isn’t reduced below +0. Armor: 1 BATTLEMAPS & MINIATURES Success: The defender is in "the clear", and may move one zone as a free action. In my past 30 years experience as a GM I’ve learned that huge maps ans millions of miniatures to set the scene completely removes the heat of battle and kills the mood. Failure: It lands in the thrower’s zone. Note: If you’re unaware that an explosion is impending, your defense rating against the damage of the explosive is automatically +0. In my FATE OF HERETICS game, I use a rather simple system found in the Fate Codex (volume 1, issue 2) called Infiltration: Cracking the House. It’s simple and it’s brilliant. DAMAGE FROM EXPLOSIONS Finally I use Meeples as miniatures. They come in a huge range of prices and qualities. My personal favorite supplier is Meeple Source. The price is quite high, but the quality and service is really worth it. Damage of an explosion drops by one for each zone it crosses, so characters in an adjacent zone have to deal with a damage level that’s 1 lower. If there’s a border between the zones that would provide some cover—like a wall—it also reduces damage by the value of the border. The damage of an explosion drops to zero once it reaches its maximum radius indicated by the area. COMBAT MOVES In my humble experience, some players find it hard to invent aspects in the heat of combat and often choose the easy— and bit dull—way by simply attacking. To prevent this from happening in a roleplaying game where combat is so crucial, I’ve decided to make a list of the most normal combat moves, that can easily be made with the CREATE ADVANTAGE option. 52 This list is not a list of rules or made in stone. It’s only meant to make the ball roll and the inspirations to flow. LIGHTNING ATTACK Make an Assault roll against either the targets Assault or Athletics skill to place the fragile HAIL OF BLOWS aspect on him. Note that as long as the skill tests are not opposed by anyone, the difficulty is usually Mediocre (+0). Again this is a guideline. MAKING A GUARDED ATTACK AIMING Make a Guns roll to create the fragile IN MY SIGHT aspect. Make an Assault or Athletics roll to create the temporary WATCHING MY STEP aspect. ALL OUT ATTACKING OVERWATCHING Make an Assault roll to create the temporary ONLY FOCUSED ON DEALING DEATH aspect. Make an Alertness roll against your opponents Stealth skill to place the temporary ESTABLISHED KILL ZONE aspect. BRACING STUNNING Make a Guns skill roll create the temporary LIMITED RECOIL aspect. Make an Assault roll against either the targets Assault or Athletics skill to create the temporary STUNNED aspect on the target. CALLING A SHOT TACTICAL ADVANCING Make a Guns roll against the targets Athletics rank to place a temporary aspect like SHOT IN THE HAND, RIGHT BETWEEN THE EYES or DAMAGED KNEECAP on him. Make an Alertness roll to create the temporary FROM COVER TO COVER aspect. CHARGING TAKING A DEFENSIVE STANCE Make a Strength roll to create the fragile RAGING BULL aspect. This is already covered as Full Defense in FATE CORE (▹159). DELAYING ACTION Make an Alertness roll to create the temporary WAITING THE SIGNAL aspect. VEHICLES IN BATTLE FOR When you enter a conflict while in a vehicle, the driver (or pilot) take centerstage. If others intend you harm, you have two basic options—fight or flight. DISENGAGING Make an Athletics roll to create the fragile TACTICAL WITHDRAWAL aspect. The type and quality of your vehicle makes a huge difference. In any of the conflict types detailed below, if a character makes a Drive roll, the vehicle’s speed or maneuverability—not both—is applied to the roll as a modifier. If a character uses the ship’s weapons, the Guns roll is modified by the accuracy of the weapon being used. FEINTING Make a Deceit roll against either the targets Assault or Athletics skill to place the fragile YOU DIDN’T SEE THAT ONE COMING! aspect on him. FIRING FULL AUTO BURSTS GET THE FUCK AWAY Make a Guns roll to create the temporary SPRAYING WITH HOT LEAD aspect. Sometimes it better to bail out to live another day. When this happens, a chase scene begins. FOCUSING PSYCHIC POWER Make a Warpweaving roll to create the temporary TOTAL PSYCHIC FOCUS aspect. Chase scenes works like other conflicts and are broken down into a number of exchanges. There are two basic roles in a chase scene—the fleeing vehicle and the pursuer. GETTING BACK UP Make an Athletics roll either against Mediocre (+0) difficulty or against an active opponents Strength to remove an aspect symbolizing your horizontal position. Here’s a breakdown of an exchange in a chase. THE FLEEING VEHICLE GRAPPLING Describe what the vehicle is doing Make an Assault roll against either the targets Assault or Athletics skill to place the temporary BEAR HUGGED aspect on him. Set a difficulty KNOCKING DOWN Failure: Determine damage taken Roll Drive against that difficulty THE PURSUER Make a Strength roll against either the targets Assault, Strength or Athletics skill to place the temporary SLAMMED TO THE GROUND aspect on him. Roll Drive against the difficulty set by the fleeing vehicle Failure: Determine damage taken Success: Determine damage dealt to fleeing vehicle 53 During each exchange, the players controlling the fleeing vehicle describe what they’re doing and how they’re attempting to lose their pursuers. This can range from simply pouring on as much speed as possible to trying to maneuver through a jungle on a death world. THE TECHNICIAN Once the action’s described, the fleeing vehicle sets a difficulty for the action and makes a Drive roll. VEHICLE ACTIONS If the fleeing vehicle succeeds on the roll, everything goes as planned. If the roll fails, however, things go awry somehow. Each participant in the combat gets his or her own actions as normal—this means that a single ship with many people in various roles on it is capable of doing a lot of different things at once. The technician makes sure that the vehicle continues to function. Engineers typically creates advantages using the vehicles systems as well as make on-the-fly temporary repair rolls during combat. Maybe too much strain is put on the engines or the vehicle gets a little too close to a rockformation and sustains some damage. While the descriptions vary, the result is the same— the lead vehicle takes stress equal to the number of shifts by which the roll failed. The vehicles initiative is determined by the drivers Drive skill modified by the lower of the maneuverability or speed rating. Characters on a single vehicle can discuss their actions and coordinate; a single turn includes everyone’s actions on the ship. The more neck breaking and daring you try to maneuver away from your pursuer, the more difficult it will be for him to keep up. Besides gunners attacking with weapons, the driver can also make ram attacks with his Drive skill. This causes both vehicles to take stress as if they had both been hit by the attack. Your pursuers have to make a roll against the exact same difficulty as you chose. If the pursuer fails the roll, the same effect is inflicted—stress equal to the number of shifts on the failure. The pilot can also go on full defense, granting the ship a +2 bonus on defenses during that exchange. Note that, if the pilot takes the full defense action, gunners can’t use the attack action—the ship’s erratic and unpredictable movement makes it impossible for weapons to be used effectively. However, if the pursuer manages to succeed, not only does his vehicle not take stress, he inflicts stress equal to his shifts on fleeing vehicle, representing ground gained, shots fired, or other such things. In addition, just as with standard combat, the driver can move as a supplemental action; a move action can move the ship only a single zone. It’s also possible to move at full speed— equivalent to a sprint action in standard combat—by making a Drive (+1) test modified by the vehicle’s speed. Eventually, one of the vehicles gets taken out, meaning that either the fleeing vehicle escapes or the pursuer catches up to the fleeing vehicle, perhaps disabling it or boarding it. TURN AND FACE THE HEAT The vehicle moves a number of zones equal to the shifts generated. Just as with the full defense action, this has consequences for the gunners—they take a penalty equal to the number of zones the ship moves in the exchange when they roll attacks to fire their weapons. Don’t feel like fleeing? Load your torpedotubes and prepare for battle! The normal actions as a non-vehicular combat are available. The main difference when it comes to vehicle combat is that, in most cases, multiple people control different parts of a single combatant. REPAIRING VEHICLEDAMAGE The driver controls the vehicle, the gunners attack other vehicles, and the engineer deals with the shields, damage control, and so forth. Vehicles can be repaired with an Engineering roll, but repairs require spare parts, which cost Thrones. TEMPORARY REPAIRS In a vehicle combat, the various participants on a vehicle are divided into a number of roles aboard that vehicle, and these roles determine how they interact with their allies and their enemies. During a fight, the technician can make temporary repairs to the vehicle to keep it running until a more permanent solution can be found. This defers the monetary payment for the damage, but after the fight is over, the vehicle gets a TEMPORARY REPAIRS aspect that the GM can tag for free once during each subsequent fight until the repairs are made permanent. THE ROLES THE DRIVER/PILOT The driver controls the vehicle, doing the maneuvering. It’s possible for two people to assume this role on a single ship, though one of them is technically the co-pilot. Using Engineering to repair your ship in the middle of a fight requires a full action. Make an Engineering (+0) test. If you are successful, you can choose to either: THE GUNNER REPAIR Any number of people can assume the gunner role, assuming there are sufficient guns or gunports. Gunners either fire the vehicular weapons or their own. In general, gunners do the attacking. Remove a checkmark from the vehicle’s one-stress box. Every two shifts improve the effect by one; for example, with four 54 shifts, you can remove a checkmark in the vehicle’s threestress box. STABILIZE You can stabilize a vessel that’s taken a severe or lesser consequence that would appear to be catastrophic—like BURNING FUEL TANK—in game terms, this means the aspect can’t be compelled during the course of the current conflict. A single vehicle can only be the target of one emergency Engineering action in an exchange. THE PERMANENT SOLUTION To use Engineering to address a vehicle’s long-term damage, spend a scene assessing and attempting to repair the damage. This Engineering roll directly addresses the ship’s long-term consequences, and the difficulty is based on the severity of the consequence suffered. If you succeed, the damage is fixed. The time it takes to repair the vehicle’s consequence may be reduced by one step on the time table for every two shifts by which the difficulty is exceeded. You can’t make multiple Engineering checks—the first roll stands. The vehicle must be parked (or docked) in order to make permanent repairs. A separate Assets roll must be made to obtain the proper parts; if the roll fails, you may either reduce your Assets accordingly, or allow the GM to impose one of the following outcomes for each shift by which you fail your roll: Gather More Thrones: If you wait a week you can make another Assets roll. Inferior Parts: The vehicle now has a negative aspect that the GM can tag for free once per session. The ship has one of these aspects per shift by which your roll failed. Retooling Parts: You must modify the parts to fit. Add an additional time increment to the repairs. Use the following table to determine the time and cost for repairs. Damage Diff. Time Cost Stress +0 A few days +1 Mild +1 A week +2 Moderate +2 A few weeks +3 Severe +4 A month +5 55 CHAPTER XI RECOVERY With all the strife, war and carnage going on around you as an acolyte, you will eventually get badly beaten and seriously damaged. and secure environment; a clinic or hospital is optimal, but sometimes just an empty room has to suffice. Here’s how you’re getting better again. MILD CONSEQUENCES BATTLEFIELD FIRST AID Difficulty: Fair (+2) When a character has suffered physical stress, another character may use Medicae to attempt a quick healing in the middle of a fight. MODERATE CONSEQUENCES Both characters must take a full action to do this. Make a roll against a target of Average (+1). Difficulty: Great (+4) Base Time: One week Base Time: A couple of weeks If successful, you may remove the checkmark from the injured character’s first physical stress box. SEVERE CONSEQUENCES Every two shifts thereafter lets you remove the next stress box and so forth. Difficulty: Fantastic (+6) Example: You make a successful Medicae roll with 5 extra shifts. This will let you remove the checkmark of the patients third physical stressbox. Base Time: One month MODIFIERS Only one stress box can be cleared per roll. Success can also be used to stabilize a character who has taken a severe or lesser consequence that would appear to be catastrophic—like BLEEDING TO DEATH. Situational circumstances can adjust the difficulty up or down, and Toughness functions as a complementing skill. If it’s of higher value than the Medicae skill, it adds +1 to the roll (▹33). In game terms, this has the effect of limiting the extent to which the aspect can be compelled. If the roll is successful, you can accelerate the normal healing process. The time it takes for the patient to remove the consequence may be reduced by one step on the time table for every two shifts by which the difficulty is exceeded. A single character can’t be the target of more than one emergency Medicae action in an exchange. TREATING LONG-TERM WOUNDS Multiple Medicae checks may not be made; the first roll stands. You can also use Medicae to treat a patient’s long-term damage (i.e. his physical consequences). EXTREME CONSEQUENCES Spend a complete scene assessing and attempting to fix the injuries. Such a scene needs to take place in a relatively safe Cannot be treated with Medicae. You must stay hospitalized for a couple of months before it is gone. This is best done between missions. 56 CHAPTER XII NPC’S In this chapter, you’ll find the converted non-player characters from the original game. CITIZEN The characters are converted with the flavor of the Warhammer 40,000 universe as the primary goal and the coolness factor as the second goal. I’ve not used a lot of time converting every single bits and pieces. Nameless NPC of mediocre quality ASPECTS LIKE MY BILLIONS OF BROTHERS SKILLS MOOKS & MOBS Presence (+1) STRESS BURDENER OF THE TRUE OATH 0 Nameless NPC of fair quality fighting in mobs of 3 men GEAR ASPECTS CLEANSE THE UNRIGHTEOUS Knife RELIGOUS AND HOMICIDAL FANATIC COMBAT SERVITOR SKILLS Assault (+1), Intimidate (+2), Willpower (+1) Nameless NPC of good quality STRESS ASPECTS DEADLY IMPLANTS 1 REMORSELESS KILL-CYBORG GEAR SKILLS Leather scrap armor (Armor: 1), eviscerator, fire bombs
Assault (+2), Athletics (+3), Strength (+2), Toughness (+2) STRESS 1 1 GEAR Implanted heavy stubber, implanted chainaxe, implanted hardened armor plates (Armor: 3) 57 DESOLEUM BONDLESS DEALER DREG Nameless NPC of average quality Nameless NPC of average quality ASPECTS ASPECTS FENCER OF STOLEN GOODS DESPERATE AND A BIT MAD WHATEVER YOU MAY NEED REFUSE OF THE HIVE SOCIETY SKILLS SKILLS Academia (+1), Deceit (+1) Alertness (+1), Survival (+1) STRESS STRESS 0 0 GEAR GEAR Light flak armor, laspistol Knife DESOLEUM INVOLUTE CADRE TROOPER GILDED PERFORMANCER Nameless NPC of fair quality fighting in mobs of 4 men Nameless NPC of average quality ASPECTS ASPECTS GOOD WITH GUNS FREE SPIRIT WELL-EQUIPPED I SING, DANCE AND JUGGLE SKILLS SKILLS Alertness (+2), Guns (+1), Toughness (+1) Athletics (+1), Presence (+1) STRESS STRESS 1 0 GEAR GEAR Flak armor, lasgun, frag grenades, krak grenades Obscura DEVOUT HEAVY Nameless NPC of average quality Nameless NPC of fair quality assisting other mobs ASPECTS ASPECTS DEVOTED SELF-MUTILATOR HYPER-MUSCLED HEAVY FULFILLING THE EMPEROR’S WILL A FEARSOME SIGHT SKILLS SKILLS Conviction (+1), Willpower (+1) Athletics (+1), Intimidate (+2), Strength (+1) STRESS STRESS 0 1 GEAR GEAR Flail
Flak vest, chainaxe
58 INSURRATI OILER PESTILENTANT Nameless NPC of fair quality Nameless NPC of good quality usually assisting other mobs ASPECTS ASPECTS LIKE A FLY ON THE WALL BLOATED AND DEFORM BODY SMOOTH TALKER COMPLETELY INSANE AND CORRUPTED SKILLS SKILLS Deceit (+2), Investigate (+1), Presence (+1) Assault (+1), Intimidate (+3), Strength (+2), Willpower (+1) STRESS STRESS 1 1 GEAR GEAR Laspistol Sword MANUFACTORUM WORKER PILGRIM Nameless NPC of average quality Nameless NPC of average quality ASPECTS ASPECTS HEAT RESISTANCE 1 I’M HERE TO SEE THE AVENUE OF THE HERO SKILLS I WORK EXTREMELY HARD SKILLS Conviction (+1), Willpower (+1) Athletics (+1), Toughness (+1) STRESS STRESS 0 0 GEAR GEAR Staff Welder torch (Damage: 1, Accuracy: 0), heavy wrench (Damage: 1, Accuracy: 0) RATING MERCHANT Nameless NPC of average quality ASPECTS Nameless NPC of average quality HUGE, ANCIENT, LABYRINTHINE SHIP ASPECTS LIVING IN THE VOID MASTER HAGGLER SKILLS THERE'S WEALTH HIDDEN IN RUBBLE Engineering (+1), Guns (+1) SKILLS STRESS Academia (+1), Presence (+1) STRESS 0 GEAR 0 Autopistol
GEAR Mesh cloak, laspistol 59 REPAIR SERVITOR STRAIN INFECTOR Nameless NPC of average quality Nameless NPC of fair quality fighting in mobs of 3 men ASPECTS ASPECTS MAINTENANCE WORKER MARKED WITH INFECTIONS AND DISEASES REPROGRAMMABLE DUTY REFUSES TO SURRENDER, FIGHTS TO THE DEATH SKILLS SKILLS Engineering (+1), Strength (+2) Athletics (+1), Deceit (+2), Guns (+1) STRESS STRESS 0 1 GEAR GEAR Implanted lascutter, implanted servo-fist (Damage: 1, Accuracy: 0), implanted armor plates (Armor: 2) Autogun STRAIN INITIATE SANCTIONED BONDSMAN OF THE OATHS INVOLUTE Nameless NPC of average quality fighting in mobs of 5 men Nameless NPC of fair quality fighting in mobs of 4 men ASPECTS ASPECTS FILTHY, FESTERING SCARS CALLOUS AND COLD-HEARTED LOWRANKING CHAOS INITIATE PROTECTOR OF THE CONSORTIUMS INTERESTS SKILLS SKILLS Athletics (+1), Guns (+1) Alertness (+2), Insight (+1), Guns (+1) STRESS STRESS 0 1 GEAR GEAR Stub revolver Sanctionary armored uniform (Armor: 4), autopistol THUG SERVITOR DRONE Nameless NPC of fair quality fighting in mobs of 6 men Nameless NPC of average quality ASPECTS ASPECTS CRUEL, VIOLENT AND SIMPLE HARD TO KILL FOLLOW ORDERS AND BREAKING BONES LOBOTOMISED CYBORG SKILLS SKILLS Athletics (+1), Guns (+1) Engineering (+1), Strength (+1) STRESS STRESS 1 0 GEAR GEAR Hive leathers (Armor: 2), stub revolver
Implanted servo fist (Damage: 1, Accuracy: 0), implanted armor plates (Armor: 2) 60 WARP-CALLER APEX NOBLE ASPECTS ASPECTS RENEGADE PSYKER OF THE CALLER OF SORROW POWER AND INTRIGUE SKILLS WEALTHY ELITE JOCKEY Warpweaving (+1), Willpower (+2) SKILLS STRESS Alertness (+3), Deceit (+3), Guns (+2), Presence (+5), Willpower (+4) STUNT 0 GEAR Staff (Damage: 2, Accuracy: 1) DO YOU KNOW WHO I AM?: Once per scene, when he identifies himself in order to get his way adds +2 to a Contacts, Deceit, Intimidate, or Command roll. NOTE STRESS Nameless NPC of average quality fighting in mobs of 3 men 1 ALLIES & ADVERSARIES 2 3 4 5 GEAR Mesh armor, bolt pistol ADEPTUS ARBITES ARBITRATOR APEX PRINCE ASPECTS ASPECTS JUDGE, JURY AND EXECUTIONER PREPARED FOR ANYTHING I WIELD IMMENSE POWER ZEALOUS ENFORCER UTTERLY RUTHLESS SKILLS SKILLS Alertness (+4), Athletics (+2), Assault (+4), Intimidate (+3), Presence (+3), Toughness (+5) Academia (+5), Alertness (+4), Athletics (+4), Command (+5), Deceit (+6), Influence (+4), Presence (+7), Willpower (+4) STUNT STUNT PURSUIT OF JUSTICE: +2 to Athletics when chasing criminals CHARMING DICTATOR: May use Presence instead of Influence when using his power STRESS 1 2 3 4 5 STRESS 6 1 GEAR 2 3 4 5 GEAR Enforcer light carapace armor, shotgun, shock maul, stun grenades
Mesh armor, plasma pistol, power sword
61 ASTROPATH CONTAGION DEMAGOGUE ASPECTS ASPECTS EXTREMELY VALUABLE PROPERTY CORRUPTED APOSTATE SOUL BOUND FOUL SPREADER OF UNTRUTH SKILLS VOIDSPEAKER SKILLS Alertness (+1), Assault (+1), Command (+5), Deceit (+4), Intimidate (+2), Willpower (+2) Academia (+3), Alertness (+4) Warpweaving (+5), Willpower (+4) STUNT STUNTS UNHOLY ORATION: When spreading his blasphemous lies, the demagogue may make mental attacks with Command, damaging everybody listening and standing in his zone. The shifts must be divided between the victims. PSYCHIC BATTERY: The astropath is a powerful telepath, with a +1 bonus to control his psychic powers. STRESS 1 2 STRESS 3 4 5 1 GEAR 2 3 4 GEAR Psy fokus (+1 to power when making telepathic maneuvers) Laspistol, chainsword SANCTIONED POWERS CRIME LORD Erasure: The astropath can erase slices of memory from his target. This attack power is cast at power +4, making it a Damage 4 attack and costing 1 stress. ASPECTS HATES THE SANTIONARIES Psychic Shriek: The Warp blast tears the soul and mind of the victims. This attack power is cast at power +6, making it a Damage 4 attack that hits everyone in a single zone. It costs the astropath 3 points of stress. MY HANDS ARE (USUALLY) CLEAN RUTHLESS MOBSTER Telepathic Link: The telepath creates a telepathic link to somenone else. This maneuver power is cast at power +4, creating the TELEPATHIC LINK aspect that lasts 2 exchanges. SKILLS CONSORTIUM MERCHANT MAGNATE STUNT ASPECTS BATTLEFIELD COORDINATION: +2 to Command when instructing his goons in the heat of battle Command (+5), Deceit (+6), Guns (+4), Intimidate (+3), Presence (+5) RICH AND POWERFUL BACKSTABBER STRESS MUST REMAIN PROFITABLE 1 SKILLS Mesh armor, bolt pistol, power sword
STUNT SOCIALLY RESILIENT: One per social conflict, when defending against an attack, he may re-roll for free STRESS 2 3 4 3 GEAR Academia (+3), Alertness (+3), Deceit (+5), Presence (+4), Willpower (+4) 1 2 5 GEAR Mesh armor, bolt pistol
62 DEATHWATCH SPACE MARINE DESOLEUM INVOLUTE CADRE OFFICER ASPECTS ASPECTS VETERAN WARRIOR AND LEGENDARY HERO COUNTER ATTACK SPECIALIST SKILLS I'M NOBLE BORN Assault (+4), Guns (+3), Toughness (+3) INSUBORDINATION IS HARSHLY PUNISHED STUNT SKILLS DEATHWATCH TRAINING: +2 to attacks with Assault against xenos Academia (+4), Assault (+3), Athletics (+3), Command (+5), Guns (+2), Presence (+4), Strength (+3), Willpower (+2) STRESS STUNT DIG IN: +2 to Command when creating defensive advantages 1 2 3 4 5 6 STRESS GEAR 1 Power armor, bolt pistol, chainsword, frag grenades, krak grenades 3 4 GEAR NOTE Flak armor, laspistol, chainsword As reinforcement: In a physical conflict, he only works as a bonus of +4 to combat rolls made by his attached leader. He also grants him an extra mild consequence as long as he’s present. Finally he can also act independently, being send on smaller tasks suited to his skills. DISSOLUTE NOBLE ASPECTS INDULGES IN EVERY IMAGINABLE VICE DESOLEUM BOUNTY HUNTER UNFATHOMABLE WEALTH SKILLS ASPECTS Assault (+3), Athletics (+1), Deceit (+4), Guns (+2) DEAD (OR ALIVE) STUNT I'LL HUNT YOU TO THE EDGE OF THE SECTOR DO YOU KNOW WHO I WAS?: Can use Deceit to make mental attacks when he makes a statement of his sordid presence OATH HUNTER SKILLS STRESS Alertness (+4), Assault (+3), Athletics (+5), Deceit (+2), Guns (+4), Intimidate (+3), Survival (+3) 1 STUNT 3 Hand cannon, sword, obscura
STRESS 2 2 GEAR RUTHLESS: Once per scene, when attacking an enemy who is PRONE, KNOCKED TO THE GROUND, or similar, the attack gain +2 to attack with Assault. 1 2 3 GEAR Combat armor, hand cannon, chainsword
63 EVERSOR ASSASSIN POX MAGISTER ASPECTS ASPECTS HIGHLY TRAINED, MIND-WIPED, DEATH MACHINE DESTROYER OF REALITY SKILLS HORRIFIC ACTIONS, HONEYED WORDS Assault (+2), Athletics (+3), Guns (+2), Stealth (+3) PRACTITIONER OF THE DARK ARTS STUNT SKILLS TEMPLE ASSASSIN: Once per conflict, he may re-roll a defense roll of his choice for free Alertness (+3), Assault (+2), Command (+3), Forbidden Lore (+4), Toughness (+4), Warpweaving (+4), Willpower (+5) STRESS STUNTS 1 2 CLOUD OF FLIES: +2 to Assault while defending against physical attacks 3 NURGLE’S ROT: When a successful attack is made with Warpweaving, in addition to the mental damage dealt, the attack also places the ROTTING DEATH aspect on the target. In each subsequent exchange, the target must roll Toughness to defend against an attack from the disease equal to the Warpweaving score. If the Toughness test is made with style, the aspect is removed. The decaying ends if the target either wins a contest, concedes (falling unconscious and waking up HIDEOUSLY DISFIGURED) or is taken out (death by rotting away and later rising as a plaguebearer) GEAR Synskin, bolt pistol, needle pistol, power sword, melt bombs NOTE As reinforcement: In a physical conflict, he only works as a bonus of +3 to combat rolls made by his attached leader. He also grants him an extra mild consequence as long as he’s present. Finally he can also act independently, being send on smaller tasks suited to his skills. STRESS GREY KNIGHT SPACE MARINE 1 ASPECTS 2 3 4 5 SKILLS Falk armor, force sword Guns (+2), Influence (+2), Intimidate (+2), Warpweaving (+3), Willpower (+2) PREACHER STUNT ASPECTS 8 OATH-BOUND HAMMERHAND: The Grey Knight may use Warpweaving in place of Assault TALKING FIRE AND BRIMSTONE STRESS 2 7 GEAR SHINING PALADIN DAEMONSLAYER 1 6 TOTALLY DEVOTED TO THE GOD EMPEROR 3 SKILLS 4 Academia (+5), Command (+4), Conviction (+4), Willpower (+3) GEAR STUNT Power armor, storm bolter, force halberd (Damage: 2, Accuracy: 2) HOLY ORATION: In a conflict preacher can use his Conviction skill to assist his allies, no matter what skill they use NOTE STRESS As reinforcement: In a physical conflict, he only works as a bonus of +3 to combat rolls made by his attached leader. He also grants him an extra mild consequence as long as he’s present. Finally he can also act independently, being send on smaller tasks suited to his skills.
1 2 3 4 5 GEAR Decorated flak robes (Armor: 2), chainsword 64 PRECEPTORS OF THE CALLERS OF SORROW SISTER OF BATTLE CANONESS ASPECTS ASPECTS AURA OF MOROSE AMUSEMENT HOLY AND DIVINELY ORDAINED WARRIOR STRONG PERSONALITY SKILLS USES THE OATH SYSTEM AS A WEAPON Assault (+2), Conviction (+2), Guns (+2), Influence (+2), Willpower (+3) SKILLS STUNT Alertness (+2), Conviction (+4), Deceit (+4), Forbidden Lore (+5), Guns (+1), Presence (+2), Strength (+3), Toughness (+4), Willpower (+3) HOLY LIGHT: +2 to Conviction when creating the temporary BLINDING LIGHT OF FAITH aspect. STUNT STRESS LOOK OUT SIR!: After a successful attack against the preceptor is made, he can spend a fate point and have the attack hit one of his allies instead 1 2 3 4 5 GEAR STRESS Power armor, boltgun, power sword, frag grenades 1 2 3 4 5 6 7 NOTE GEAR ROGUE TRADER As reinforcement: In a physical conflict, she only works as a bonus of +3 to combat rolls made by her attached leader. She also grants him an extra mild consequence as long as she’s present. Finally she can also act independently, being send on smaller tasks suited to her skills. ASPECTS SKULKER Falk armor, boltgun EXPLORE, WAGE WAR, PLUNDER AND EXPAND ASPECTS I OWN A HULKING SHIP FUCKING SNEAKY WARRANT OF TRADE WIELDER I ALWAYS LAND ON MY FEET SKILLS SHADOW KILLER Academia (+6), Alertness (+4), Assault (+5), Athletics (+6), Command (+6), Deceit (+6), Guns (+4), Influence (+6), Presence (+7), Willpower (+5) SKILLS Alertness (+3), Assault (+4), Athletics (+4), Stealth (+5), Guns (+3) STUNT STUNT LEVERAGE: One per social conflict, when defending against an attack, he may re-roll for free SINGLE OUT: When attacking targets, and the fight is only between these two, the skulker receives +2 to Assault. If anyone interferes, the bonus is lost. STRESS 1 2 3 4 5 STRESS 6 GEAR 1 Carapace armor, refractor field (Defense: +3 from craftsmanship add-on)
2 3 GEAR Hive leathers (Armor: 1), autopistol, chainblade
65 TECH-PRIEST WARP-PRIEST ASPECTS ASPECTS MAINTAINER OF THE LIFESUPPORT SYSTEM DEVOTEE OF CHAOS MASTER CRAFTSMAN HIGH-PRIEST OF THE CALLERS OF SORROW SKILLS THE OMNISSIAH’S SERVANT SKILLS Alertness (+3), Assault (+1), Athletics (+3), Forbidden Lore (+2), Strength (+1), Toughness (+2), Warpweaving (+4), Willpower (+5) Assault (+4), Engineering (+5), Toughness (+4) STUNT STUNT BINARIC SCREECH: +2 to Engineering when creating the BLOWN OUT aspect on nearby technology PSY DRAIN: Once per scene, as a supplemental action, the warp-priest may force a psyker in the same zone as himself to suffer the targets Willpower to drain one point. The point will return after a night spend in meditation and prayer. STRESS 1 2 3 4 STRESS 5 GEAR 1 Luminen capacitors implant, utility mechdendrite, sacred unguents, inferno pistol, omnissian axe, combi-tool GEAR Force staff TEMPLE REVELATIONST ASPECTS DEALER OF HIS JUDGEMENT RELIGIOUS BADASS SPREADER OF HIS WORD SKILLS Academia (+5), Guns (+3), Presence (+4), Toughness (+4) STUNT DIVINE PROTECTION: When attacking with Guns using flamers, the attack only strikes his foes inside the zone STRESS 1 2 3 4 2 5 GEAR Flak armor, flamer
66 3 4 5 6 7 CREATURES, DAEMONS & XENOS CORPSE CRAWLER All the creatures, daemons and xenos uses a special selection of stunts re-skinned as powers. ASPECT A complete description of the powers are found on page (▹149). SKILLS BLIND, WORM-LIKE PARASITE CHAOS FURY Alertness (+2) Assault (+1), Athletics (+2) ASPECT ANIMATOR: The corpse crawler can animate a corpse by crawling into it and paying a fate point. The animated corpse adds two points of stress and a mild consequence STUNT BESTIAL, RAVENOUS DAEMON INSATIABLE RAGE POWERS SKILLS Alertness (+5), Assault (+3), Athletics (+4), Forbidden Lore (+2), Toughness (+2), Willpower (+2) Burrower, Crawler, Deadly Natural Weapons (fangs), Diminutive Size, Inhuman Speed, Unnatural Sense (can locate corpses with Alertness) STUNT STRESS DIVE ATTACK: If the fury makes a successful attack while airborne, the damage is increased by +2 shifts 1 POWERS 2 COMBAT STATISTICS Baneful Presence, Daemonic, Deadly Natural Weapons, Fear, Flyer, From Beyond (cancelled by holy attacks), Inhuman Speed, Inhuman Strength, Warp Instability INITIATIVE (+6) STRESS WEAPONS (Fangs, Damage: 2; Acid Spray, Damage: 1, Range: 1, Persistent Effect: Burning Corrosion) 1 2 3 4 5 6 7 8 9 10 ATTACK (+1) DEFENSE (+4)
11 COMBAT STATISTICS INITIATIVE (+9) ATTACK (+3; smashing inanimat objects, +3) WEAPON (Claws and fangs, Damage: 4) DEFENSE (+5; Armor: 3 against all physical damage)
67 DIRE AVENGER DUSK ELDAR CORSAIR ASPECT ASPECT KILLING MADE PERFECT EAGER FOR SPOILS AND GLORY LEAVES NOTHING BUT DEATH BEHIND VICIOUS ELDAR RAIDERS SKILLS WALKER OF THE PATH OF WARRIOR SKILLS Alertness (+4), Assault (+1), Athletics (+4), Drive (+3), Presence (+2), Stealth (+3), Strength (+1) Alertness (+4), Assault (+2), Athletics (+4), Guns (+3), Strength (+1), Willpower (+2) STUNT STUNT ELUSIVE: If successfully avoiding an attack using Athletics, the next attack made against the dusk eldar corsair is penalized by -1 BLADESTORM: Once per conflict, the avenger may attack everyone in a single zone with his shuriken catapult. Only one attack is made. All chosen targets must defend individually. POWERS POWERS Supernatural Speed Supernatural Speed STRESS STRESS 1 2 1 3 4 2 3 GEAR GEAR Eldar mesh armor (Armor: 4), shuriken catapult (Damage: 3, Accuracy: 2, Range: 2, HAIL OF SHURIKENS), eldar sword (Damage: 2, Accuracy: 3) Aspect armor (Armor: 5), shuriken catapult (Damage: 3, Accuracy: 2, Range: 2, HAIL OF SHURIKENS), eldar sword (Damage: 2, Accuracy: 3) COMBAT STATISTICS COMBAT STATISTICS INITIATIVE (Always goes first in a physical exchange) INITIATIVE (Always goes first in a physical exchange) ATTACK (+1) ATTACK (+3; in melee, +2) WEAPONS (Eldar sword or shuriken catapult) WEAPONS (Shuriken catapult or eldar sword) DEFENSE (+6; protected by mesh armor)
DEFENSE (+6; protected by aspect armor)
68 ELDAR GUARDIAN ELDAR RANGER ASPECT ASPECT BATTLE FOCUS MASTER OF STEALTH QUICK AND GRACEFUL UNDERTAKER OF THE PATH OF THE OUTCAST SKILLS VENGEFUL GHOST Alertness (+1), Athletics (+6), Guns (+1), Stealth (+2) SKILLS STRESS Alertness (+3), Assault (+1), Athletics (+3), Guns (+2), Presence (+1), Stealth (+4), Survival (+2), Willpower (+1) 1 STUNT 1 GEAR LIVING GHOST: Whenever a ranger scores a success with Stealth, it is automatically done with style Eldar mesh armor (Armor: 4), shuriken catapult (Damage: 3, Accuracy: 2, Range: 2, HAIL OF SHURIKENS) POWERS NOTE Supernatural Speed Nameless NPC of good quality fighting in mobs of 3 eldars STRESS ELDAR PATHFINDER 1 2 3 4 GEAR ASPECT Eldar mesh armor (Armor: 4), chameleon cloak, eldar long rifle (Damage: 3, Accuracy: 2, Range: 4, Specialized: +2 against armored targets) MASTER OF STEALTH UNDERTAKER OF THE PATH OF THE OUTCAST COMBAT STATISTICS UNPARALLELED MARKSMAN SKILLS INITIATIVE (Always goes first in a physical exchange) Alertness (+6), Assault (+1), Athletics (+3), Guns (+2), Investigate (+1), Stealth (+4), Strength (+1), Survival (+2), Willpower (+2) ATTACK (+2; in melee, +1) STUNT DEFENSE (+5; protected by mesh armor)
WEAPONS (Eldar long rifle or fists) UNCANNY AIM: The pathfinder can create the IN MY SIGHT aspect as a supplemental action to an attack without the usual -1 to the test POWERS Supernatural Speed STRESS 1 2 3 4 GEAR Eldar mesh armor (Armor: 4), chameleon cloak, eldar long rifle (Damage: 3, Accuracy: 2, Range: 4, Specialized: +2 against armored targets) COMBAT STATISTICS INITIATIVE (Always goes first in a physical exchange) ATTACK (+2; in melee, +1) WEAPONS (Eldar long rifle or fists) DEFENSE (+5; protected by mesh armor) 69 ELDAR WARLOCK FLESHBENT ASPECT ASPECT DEADLY SWORDSMAN AFFLICTED BY MADNESS AND DECAY ELDAR PSYCHIC BATTLE WARRIOR EXTREMELY MUTATED WRETCH SKILLS SKILLS Alertness (+3), Assault (+3), Athletics (+4), Forbidden Lore (+4), Guns (+2), Presence (+2), Strength (+1), Warpweaving (+5), Willpower (+5) Alertness (+1), Guns (+1), Survival (+2), Willpower (+1) STUNT FLESHBENT: The effects of the wide array of mutations that the fleshbent suffers (or is blessed with), is expressed by two free invokes of the EXTREMELY MUTATED WRETCH aspect per scene STUNT DESTRUCTOR: If the warlock succeeds on an attack with Warpweaving, the damage is increased by +4 (!) shifts POWERS POWERS Inhuman Strength, Inhuman Toughness Supernatural Speed, Touched by the Fates (2 fate points) STRESS STRESS 1 1 2 3 4 5 2 3 4 5 6 6 COMBAT STATISTICS GEAR INITIATIVE (+1) Rune armor (Armor: 5), shuriken pistol (Damage: 3, Accuracy: 1, Range: 2), witchblade (Damage: 3, Accuracy: 3) ATTACK (+1) COMBAT STATISTICS WEAPONS (Weapon, usually a shotgun; fists and bodyslams, +2; smashing inanimate objets, +3) INITIATIVE (Always goes first in a physical exchange) DEFENSE (+0; Armor: 1 against all physical damage) ATTACK (+3; psychic attacks, +5, ranged attacks, +2) GROX WEAPONS (Witchblade or shuriken pistol) DEFENSE (+6; protected by rune armor)
ASPECT BIG, DUMB HERBIVORE SKILLS Alertness (+2), Assault (+1), Athletics (+1), Strength (+2), Toughness (+2) POWERS Deadly Natural Weapons (horns), Hulking Size, Inhuman Strength, Quadruped, Supernatural Toughness STRESS 1 2 3 4 5 6 7 8 9 COMBAT STATISTICS INITIATIVE (+2) ATTACK (+1; smashing inanimate objets, +7) WEAPON (Horns, Damage: 4) DEFENSE (+1; Armor: 2 against all physical attacks)
70 MALATANT NECROPHAGE ASPECT ASPECT MASS OF MUSCLE AND DENSE FLESH CANNIBAL MUTANT PROFANITY IN THE FLESH NECROTIC APPEARANCE SKILLS SKILLS Alertness (+1), Assault (+1), Athletics (+3) Strength (+2), Survival (+2), Toughness (+4) Alertness (+2), Assault (+4), Athletics (+3), Intimidate (+2), Strength (+1), Survival (+3), Willpower (+2) STUNT STUNT SMASH TO THE GROUND: Whenever a malatant makes a succesful attack on a target and inflicts at least one point of stress, the target also becomes SMASHED TO THE GROUND. The malatant receives a free invoke on this aspect LEACHING: Whenever the necrophage inflicts physical damage (either stress or consequences) on a target, he immediately heals the same amount of damage, either unchecking a stress box or removing a consequence POWER POWERS Hulking Size Fear, Supernatural Recovery (cancelled by holy attacks) STRESS STRESS 1 2 3 4 5 6 7 1 2 3 4 COMBAT STATISTICS COMBAT STATISTICS INITIATIVE (+1) INITIATIVE (+2) ATTACK (+1) ATTACK (+4; causing fear, +2) WEAPON (Huge fists, Damage: 0) WEAPON (Cleaver, Damage: 2) DEFENSE (+3; protected by flak armor)
DEFENSE (+4; +3 against ranged attacks; protected by heavy leather armor) NURGLING Nameless NPC of average quality fighting in mobs of 6 nurglings ASPECT JAGGED CLAWS, POINTED TEETH MANIFESTATION OF DISEASE AND FILTH VULGAR AND MISCHIEVOUS SKILLS Assault (+1), Toughness (+1) STRESS 0 71 PLAGUEBEARER PUTRICIFEX ASPECT ASPECT CAUSER OF MADNESS AND ILLNESS ARCH-CORRUPTOR WARP-SPAWNED EMBODIMENT OF DISEASE AND DECAY HERALD OF NURGLE SKILLS WHISPERS SECRETS OF DISEASE AND UNHOLY POWER SKILLS Alertness (+2), Assault (+3), Athletics (+4), Guns (+1), Intimidate (+1), Strength (+2), Toughness (+3), Willpower (+4) Alertness (+2), Assault (+3), Athletics (+5), Forbidden Lore (+2), Guns (+1), Strength (+2), Toughness (+3), Warpweaving (+5), Willpower (+2) POWERS STUNT Baneful Presence, Daemonic, Deadly Natural Weapons, Fear, From Beyond (the catch is holy attacks), Inhuman Strength, Nauseating, Warp Instability EMBODIMENT OF DECAY: At the start of every exchange, all equipment (personal, weapons, armor but not force fields) suffers one point of stress. If the equipment is taken out, it is considered ruined and beyond repair. (Normal equipment has only two one-point stress boxes.) STRESS 1 2 3 4 5 6 7 8 9 10 11 12 13 POWERS COMBAT STATISTICS INITIATIVE (+2) Baneful Presence, Daemonic, Fear, From Beyond, Nauseating, Supernatural Strength ATTACK (+3; smashing inanimate objects, +5; vomit, +1) STRESS WEAPONS (Plague sword, +5; claws, +4; vomit, +0) 1 DEFENSE (+4; Armor: 3 against all physical damage)
2 3 4 5 6 7 8 9 10 11 12 13 COMBAT STATISTICS INITIATIVE (+2) ATTACK (+3; psychic attack, +5; smashing inanimate objets, ) WEAPON (Rotgifter sword, Damage: 5) DEFENSE (+5; Armor: 3 against all physical damage)
72 SKARGAUL SMELT-RAT KING ASPECT ASPECT BLIND, NIGHTMARISH PREDATOR A FUSIONED SMELT-RAT BODY SKILLS SKILLS Alertness (+2), Assault (+1), Athletics (+2), Strength (+1), Toughness (+2) Alertness (+3), Assault (+2), Athletics (+1), Strength (+1), Toughness (+2), Willpower (+1) STUNT STUNT VOID PREDATOR: Skargauls are immune to the effects of vacuum and can survive indefinitely without oxygen DEADLY DEMISE: When the smelt-rat king is taken out, it immediately falls apart, transforming into three smelt-rat swarms POWERS POWERS Deadly Natural Weapons (claws, fangs and tail), Flyer, Inhuman Speed, Unnatural Sense (can hear heartbeats with Alertness) Dark-Sight, Deadly Natural Weapons (amalgam weapons), Multiple Arms, Inhuman Strength, Unnatural Sense (can smell cybernetic implants with Alertness) STRESS 1 2 STRESS 3 1 COMBAT STATISTICS 2 3 COMBAT STATISTICS INITIATIVE (+6) INITIATIVE (+3) ATTACK (+1) ATTACK (+1; smashing inanimate objets, +4) WEAPON (Claws, fangs and tail, Damage: 2) WEAPON (Amalgam weapons, Damage: 4) DEFENSE (+2)
DEFENSE (+2; +1 against ranged attacks) SMELT-RAT SWARM ASPECT SKELETAL, CYBERNETICS-EATING VERMIN SWARMING MASS OF MECHANIZED DEATH SKILLS Assault (+1), Athletics (+3), Alertness (+2), Toughness (+1) POWERS Dark-Sight, Deadly Natural Weapons (mechanized claws), Diminutive Size, Unnatural Sense (can smell cybernetic implants with Alertness) STRESS 1 2 COMBAT STATISTICS INITIATIVE (+2) ATTACK (+1) WEAPON (Mechanized claws, Damage: 2) DEFENSE (+4) 73 SPAWN OF CHAOS TOXER ASPECT ASPECT GIBBERING MASS OF TISSUE EXUDE DEADLY BLIGHTED CHEMICALS ONE BIG MUTATION NO ORGANS SKILLS SKILLS Alertness (+3), Assault (+3), Athletics (+1), Intimidate (+4), Toughness (+2), Willpower (+2) Alertness (+2), Assault (+3), Strength (+2), Survival (+4), Toughness (+1) STUNT STUNT CONSTANT MUTATION: The effects of the wide array of mutations that the spawn of Chaos suffers (or is blessed with), is expressed by two free invokes of the ONE BIG MUTATION aspect per scene TOXER CLOUD: Whenever the tower takes physical damage (either as stress or consequences), it creates a DEBILITATING MIASMA in it’s zone with a free invoke. If the aspect is already present, damaging the tower will give it a free invoke. POWERS POWERS Deadly Natural Weapons, Fear, From Beyond (cancelled by holy attacks), Mythic Recovery (cancelled by holy attacks) Amphibious, Deadly Natural Weapons STRESS STRESS 1 1 2 3 4 2 3 4 5 COMBAT STATISTICS COMBAT STATISTICS INITIATIVE (+2) INITIATIVE (+3) ATTACK (+3) ATTACK (+3; causing fear, +4) WEAPON (Claws and teeth, Damage: 2) WEAPON (Clawed tentacles, Damage: 2) DEFENSE (+3; +0 against ranged attacks; protected by heavy leather armor) DEFENSE (+3; +1 against ranged attacks) POWERS Below you will find all the unnatural abilities making the creatures, daemons and xenos very dangerous and deadly adversaries. AMPHIBIOUS The creature is a an underwater creature, with the benefits that come from that. CAN’T DROWN: It never take stress or consequences from drowning (this is not the same as an immunity to choking or other means of suffocation). GOOD SWIMMER: It may ignore all water-based borders while swimming, making its underwater “sprints” all the more effective. BANEFUL PRESENCE Once per scene, as a supplemental action, the creature forces his nearby (in his or the adjacent zone) opponents Willpower to drain two points. A night spend in prayer and flagellation restores one point. 74 cross distances (using Athletics) is unaffected, but it gains a +1 to Athletics for dodging. BURROWER FEAR While burrowing, you may treat any surface, no matter the angle, as no more difficult than climbing down a vertical surface with plenty of handholds. The creature either has a frightening appearance or an unsettling aura. As a supplemental action, the creature can make an Intimidate attack against everybody in an adjacent or the same zone as itself. The attack causes mental damage, is resisted by Willpower and the shifts are not divided between the individuals, but are applied to everyone it chooses. CRAWLER While climbing, you may treat any surface, no matter the angle, as no more difficult than climbing up a vertical surface with plenty of handholds. Ceilings? No problem. FLYER DAEMONIC The creature can fly, eliminating or reducing certain kinds of borders and enabling travel upwards into zones that can’t normally be reached. Winged flight is governed by the Athletics skill, just as running is. The creature is mythically tough, gaining the following advantages: NEARLY IMPOSSIBLE TO HURT: It naturally has Armor: 3 against all physical stress. FROM BEYOND NEARLY IMPOSSIBLE TO KILL: It has six additional boxes of physical stress capacity. The creature is simply immune to physical damage from anything normal. DARK-SIGHT PHYSICAL IMMUNITY: It takes no stress and no︎ consequences from physical attacks and other harms, unless someone satisfies the catch. If a character spends more than one fate point on a succesful attack, only to discover it’s completely immune to it, that character should be refunded all but one point. The creatures Alertness skill rolls are not penalized by darkness. DEADLY NATURAL WEAPONS THE CATCH: The creature is vulnerable to something that bypasses the ability. The creature have claws (or something similar) that do +2 physical stress on a successful hit. This bonus stacks with︎ any advantages due to Strength abilities or other powers or stunts that boost the damage of an Assault attack. HULKING SIZE The creature is larger than a human, gaining the following advantages and disadvantages: DIMINUTIVE SIZE EASY TO HIT, HARD TO HURT: It’s a pretty big target, giving any attacker a +1 to hit it when target size is a factor. But that increase in body mass means it can soak up more punishment, adding two boxes to the length of its stress track. The creature is smaller than a human, gaining the following advantages and disadvantages: HARD TO DETECT: It has +4 to Stealth attempts to hide and remain hidden. EVERYTHING IS SMALL: It cannot meaningfully interact with any man-sized objects using skills like Burglary and Engineering (but knowledge-related rolls are unaffected), and it’ll have trouble fitting through normal doorways and into rooms (this will confer an automatic border value of 1 when changing zones as appropriate). But it also means it get a +2 to its Strength rolls to lift or break things—on top of any Inhuman Strength bonuses it might have—and a +1 on Athletics rolls to cover distance with its gigantic stride. SMALL IS BIG: Being small, it’s much better at picking up on very small details, gaining a +2 to any perception (Alertness, Investigation) rolls needed to spot them. NO HERCULES: While small, the creatures Toughness skill cannot be bigger than Mediocre (+0) for the purpose of determining it’s health stress capacity. Its ability to manipulate objects and other uses of the Strength skill are considered relative to creatures of its small size, rather than human sized. (Since most difficulties are determined for humans, this will usually add a penalty between –2 and –4, or in some cases, forbid the use of Strength at all.) BIG IS SCARY: It gets +2 on any Intimidate attempts against a target likely to consider its size an advantage. EASY TO DETECT: Its Stealth is automatically considered to be Mediocre (+0), and it may never gain more than one shift on a Stealth roll. TINY SOLDIER: When its size is a factor in combat, it can only inflict 1 physical stress per attack (but this could be improved by damage bonuses from weapons and the like). Its ability to 75 INHUMAN STRENGTH MYTHIC RECOVERY The creature is inhumanely strong, gaining the following advantages: The creature is fast regenerating, gaining the following advantages: IMPROVED LIFTING: Whenever lifting or breaking inanimate things, it gains a +3 to its Strength score. TOTAL RECOVERY: It’s able to recover from physical harm that would leave a normal person permanently damaged. It can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal it completely. BRUISING STRENGTH: Roll Strength at +1 whenever using that skill in conjunction with grappling. This also allows it to inflict a 2-stress hit on an opponent as a supplemental action during a grapple. REALLY AMAZINGLY FASTER RECOVERY: Out of combat, it may recover from all physical consequences before the beginning of the next scene after it received them! The exception is extreme consequences, which may last the duration of the next scene before vanishing. SUPERIOR STRENGTH: Whenever using its Strength to modify another skill, it always provides a +1 regardless of the actual comparison of its Strength score to the skill in question. HAMMER BLOWS: With attacks that depend on muscular force (Assault), it’s at +2 to damage, increasing the stress dealt by two on a successful hit. HA! YOU CALL THAT A HIT?: Three times per scene, it may clear away a mild physical consequence as a supplemental action. INHUMAN SPEED THE CATCH: The creature is vulnerable to something that bypasses the ability. The creature is inhumanely fast and nimble, gaining the following advantages: NAUSEATING IMPROVED INITIATIVE: Its Alertness is at +4 for the purpose of determining initiative. The creature can make mental attacks with its Toughness, as long as it is based on the target getting sick. The attack is defended with Toughness. If the attack is succesful, the damage is increased by +2 shifts. ATHLETIC ABILITY: All its Athletics checks are made at +1, including dodging. When sprinting, this bonus is increased to +2. QUADRUPED CASUAL MOVEMENT: Whenever moving as part of another physical activity, it may move one zone without taking the –1 penalty for a supplemental action. The creature runs on four legs gaining +4 to Athletics when moving while sprinting. ALMOST TOO FAST TO SEE: Difficulty factors due to moving are reduced by two when rolling Stealth. SUPERNATURAL RECOVERY INHUMAN TOUGHNESS The creature is fast regenerating, gaining the following advantages: The creature is inhumanely tough, gaining the following advantages: TOTAL RECOVERY: It’s able to recover from physical harm that would leave a normal person permanently damaged. It can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal it completely. HARD TO HURT: It naturally has Armor: 1 against all physical stress. HARD TO KILL: It has two additional boxes of physical stress capacity. FASTER RECOVERY: Out of combat, it may recover from physical consequences as if they were two levels lower in severity. So, it recover from severe consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene. MULTIPLE ARMS The creature has extra arms, gaining the following advantages: NOTHING REALLY BITES: Twice per scene, it may clear away a mild physical consequence as a supplemental action. MASTER CLIMBER: It gains +2 to Athletics when climbing and overcoming borders. THE CATCH: The creature is vulnerable to something that bypasses the ability.
HAIL OF BLOWS: The creature gains an extra attack per exchange. The second attack is done as the last thing in the exchange.
76 SUPERNATURAL SPEED The creature is insanely fast and nimble, gaining the following benefits: SUPREME INITIATIVE: It always go first in initiative order in a conflict, regardless of its Alertness rating. If there are other entities present who share this ability, it must then use Alertness to resolve initiative order among itself. SUPERIOR ATHLETIC ABILITY: All its Athletics checks are made at +2, including dodging. When sprinting, this bonus is increased to +4. EFFORTLESS MOVEMENT: Whenever moving as part of another physical activity, it may move two zones without taking the –1 penalty for a supplemental action. FASTER THAN THE EYE: Difficulty factors due to moving are reduced by four when rolling Stealth. SUPERNATURAL TOUGHNESS The creature is supernaturally tough, gaining the following advantages: HARDER TO HURT: It naturally has Armor: 2 against all physical stress. HARDER TO KILL: It has four additional boxes of physical stress capacity. TOUCHED BY THE FATES The creature has its own reserve of fate points to be used in addition to the normal pool controlled by the GM. UNNATURAL SENSE In situations where the creature might be penalized or otherwise told that it’s impossible to sense something, it can nevertheless attempt to sense the thing it’s defined, without penalty. WARP INSTABILITY The creatures presence is blasphemous and simply wrong in the material world. Once per scene the power can be compelled as an aspect by its opponents. Refusing the compel costs two fate points. 77