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Fate of

Heretics
WORKING FOR THE INQUISITION IN THE GRIM FUTURE OF WARHAMMER 40,000
FOR FATE CORE - WRITTEN BY NDSKOU 2015

INTRODUCTION

Adeptus Astra Telepathica

15

Losing Purity

37

CHAPTER I: THE SETTING

Adeptus Mechanicus

15

Crossing Purity Thresholds

38

The Askellon Sector

Adeptus Ministorum

16

Purity Thresholds & Effects

38

Juno

Imperial Guard

17

Recovering Purity Loss

39

Desoleum

Outcast

18

CHAPTER IX: GEARING UP

40

Enkidu

CHAPTER IV: THE SKILLS

19

Equipping Yourself For War

40

The Tributary Worlds

Academia Command

19

Starting Gear

41

Aventine

Contacts Influence

20

Weaponry

41

Cel

Insight Toughness

21

Protective Gear

42

Cerix Magnus

Warpweaving Willpower

22

Personal Items

43

Laran 9K

CHAPTER V: THE STUNTS

23

Drugs & Chemicals Wonders

43

Port Aquila

Academia Alertness

23

Cybernetics

44

Port Lokhart

Assault Command

24

Vehicles

44

Terminus Prime

Contacts Drive

25

Improvements

44

Thaur

Engineering Influence

26

Improving Things

45

Vanth

Insight Intimidate

27

Equipment Tables

46

The Low Worlds

Investigate Medicae

28

CHAPTER X: WARFARE

51

Angel KZ-8

Presence Survival

29

Ammunition

51

Far Draconis

Toughness Willpower

30

Weapon Jam

51

Gamma Euclid 13

CHAPTER VI: DOING STUFF

31

Explosions

51

Kul

Skill Drain

31

Size Matters

52

Nurn Delta

Supplemental Action

31

Last Mook Standing

52

The Rosenkreuz Cluster

Combining Skills

31

Battlemaps & Miniatures

52

Tuchulcha

CHAPTER VII: PSYCHICS

33

Combat Moves

52

CHAPTER II: THE BASICS

The Disciplines

33

Vehicles In Battle

53

Construction Process

What You Can Do

33

CHAPTER XI: RECOVERY

56

Building Blocks

How It Works

34

Battlefield First Aid

56

Aspects

Sanctioned Powers

34

Treating Long-Term Wounds

56

The Inquisitor

Backfire & Fallout

35

CHAPTER XII: NPCS

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

INTRODUCTION
THANK YOU VERY MUCH!

NEED MORE LORE?

Thank you for buying my conversion, and thank you for


reading it!

Dont 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 Ndskou, 2015


(sune.nodskou@me.com)

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 ITS NOT


The document is not meant to include a lot of descriptive
texts, as the internet is already booming with this. Dont
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?

CHAPTER I

THE SETTING
A FATE OF HERETICS campaign isobviouslyset 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 Imperiums 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 planets
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 aristocracys 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.

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 OUTR 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 enormousHive 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 planets 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. Its 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 Askellons 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

SHADY DEALS

of time before the forgotten inhabitantsseething with hate


and harnessing great psychic powerswill 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. Lets 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 systems 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 planets 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 worlds 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 sectors
aristocracy.

ANYTHING IS FOR SALE

HOSTILITY TOWARD NORMALS

As the centre of trade, goods from all over the sector is sold
here. Here youll find anything youll 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
youre looking for augmented allies, but a hell if you upset
them.

THAUR

LARAN 9K

Much of the worlds 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 youll
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 arent exactly looking
for the rare and valuable gasses.

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 doesnt 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) youre gonna use in your campaign.

When the satellites 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 dont overdo it. 2-3 aspects per important place should
be more than sufficient. Too many will only seem messy and
they probably wont all be used.
If youre out if ideas or inspiration, its better to make them up
on the go than to create tons of aspects, thats 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

CHAPTER II

THE BASICS
BUILDING BLOCKS

In this paragraph youll 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 characteror 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 youll find the
background careers converted from the original rulebook.
Pick one and note the refresh cost on a piece of paper. (Dont
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 dont answer directly to him,
its 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?

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 Inquisitors 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.
OMNISSIAHS CHOSEN
Born and raised on one of the forge worlds, you have a knack
for engineering, but youre 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 Inquisitors past come to haunt
the acolytes? This should be a very compellable aspect.

ALWAYS VIGILANT
Youre 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.
Heres 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 its time to look at how the character entered the


Inquisition, what role he is having and who he is teaming up
with.

SIMPLETON
Youre 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? Didnt 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. Its your way, or the highway. Always.
VENGEFUL ASSHOLE
Youre 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).

KHORNES 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, its time to think about the people
that who made a difference in your life. Who were they? A
former associate can be anyonea 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 youre 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


Its always healthy to have enemies, keeping you on your toes.
But whatever you did to him, hes 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 thats 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.
Youre 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. Theres not a bone you
cant set, a wound you cant mend and a bleeding you cant
stop. With all the wars going on, you can never rest.

The Inquisitor

I SWAY THE MASSES

Background

As the hierophant, youre the smooth-talker, the charmer and


the one swaying the masses, and youre 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

IM BRINGING THE VIOLENCE TO THE PARTY

(Enlistment, Role, Brothers-In-Arms)

Whether its punching, hacking, kicking, shooting or flaming


an enemy, its your job to do it. And you do it very, very well.
But all the carnage and violence often leaves you battered
and bruised.
IM THE BADASS FROM THE UNDERHIVE
Youre 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.
IM THE ONE DOING THE REAL THINKING
As the sage, you know that knowledge is power, and more
knowledge equals even more power. Youre 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

CHAPTER III

PAST CAREER
ADEPTUS ADMINISTRATUM

ADEPTUS ADMINISTRATUM ABILITIES [-3+]

"To know ones place is the greatest comfort, to excel within it


is the greatest solace, and a masters contentment is the
greatest reward."

MASTER OF PAPERWORK [-2]


You are well prepared and always have the right bureaucratic
form in hand. Whenever youre 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
Youve 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, theres usually no one


around who can tell if youre 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

CONSEQUENCES

BACK TO BACK

You learned to trust your teammates, often putting your life in


their hands. Its 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. Youre 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 Emperors Justice has been served.
Youre 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 hadnt 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 its 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]


Youve 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 formseither 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.

Youve 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]: Youre able to use psychic powers in all


of their forms (33).

IM A BADASS SKITARII RANGER

The Discipline [-1]: You mind is able to use one of the five
disciplinesbiomancy, divination, pyromancy, telekinesis and
telepathy and are very potent in using it. This potency can
take one of two formseither as a power bonus, increasing
the casters Warpweaving score by one for any powers from
that discipline, or a control bonus, increasing the psykers
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


Youre 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

Youre 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 dont 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 arent 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 Emperors 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 EMPERORS WRATH [-2] [OPTIONAL]

ADEPTUS MINISTORUM ABILITIES [-2+]

You can call upon the Emperors 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 Imperiums 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


Youve 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]


Youre 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
Youve 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 EMPERORS MERCY [-2] [OPTIONAL]

WAR VETERAN

You can channel the Emperors 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!

Youve 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 EMPERORS SIGN [-2] [OPTIONAL]


The Emperors Sign is a physical manifestation of the faithfuls
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.
Youre 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 characters 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 youre 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 youre a
criminal but can be a pain in the ass, if you need any kind of
help from the world around you.

TRUE SURVIVOR
Youve 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 characters education, recall, and


knowledge. Any knowledge that isnt specific to another skill
falls under Academia, with some overlap to be expected.

This is a measure of the characters 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 characters regular, passive


level of awareness. Specifically, its the perception skill to
Alertness things the character isnt 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 youre 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 characters
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, its the ability to convey falsehoods convincingly.

DRIVE

Often, characters just need to shoot things. Thankfully, theres


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 characters 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
characters Asset scoreInfluence can change a characters
starting Assets.

Engineering is the understanding of how machinery and


complex technology works, both for purposes of building it
and taking it apart. While its 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 powereither 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 youre 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. Its a measure of the bodys
resistance to shock and effort. Toughness also measures
how well a character shrugs off poisons and disease.
Toughness also determines a characters stress capacity
(the length of a characters 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 characters 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 whos 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 characters self-mastery, as
expressed through things like courage and willpower. Its an
indicator of coolness under fire and also represents the drive
not to quit.
Willpower also determines a characters stress capacity (the
length of a characters stress track), since stress in part
represents the characters 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 characters 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, youll 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, youll 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 thats what adventure is for.

KEEN INSTINCTS
Youre 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 youre ambushed , youre able to take
a full defensive action, gaining a +2 on your defense roll,
regardless of whether or not youre surprised.

You dont 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 dont 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


youre 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 locations 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.

Youre 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

Youre able to navigate the intricacies of corporate and


government bureaucracies easilynot 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 ones business, even if


you havent 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 youve 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 youve had a chance to
study. Studying someone usually requires only an investment
of time, and not a roll of the diceat 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, shes 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 youre tailing someone, youre 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 consequences 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
Youre 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 isnt 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. Itll 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 youre 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 persons 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 theyve 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 weaponseither at character creation or later
onyou 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 youre trying to get them angry,
depressed, or something similar. Normally, the Intimidate skill
is used for such efforts; however, if youve 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 youve 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 youre tracking down or
otherwise trying to find someone youve 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 governmentas 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 targets 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 youre 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

Youre 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 removedso 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
thats higher than the subjects 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
circumstanceafter 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, youre so ripe with the promise
of the awful things you could do that youre still scary. You
may use Intimidate no matter what the power imbalance in
the situation is, and your targets 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
characters sheet in the middle of the action with a quick
Medicae (+2) roll.

PROMISES OF PAIN
You make a promisereally, a threatto 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 arent just a chirurgeon; youre a miracle worker. You can
bring back those that others think are beyond hope. If you
treat someone whos been taken out, you can revive him if you
spend a fate point. All his injuries remain, but hes 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

YOURE NOT WORTHY OF DEATH YET!

CLUES FROM THE CROWDS

Youre 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 characters 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, youre not there.

CENTER OF ATTENTION

TWILIGHT STALKER

Youre used to focusing peoples 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.

Youre good at drawing people out, getting them to talk about


themselves. If youre 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 youre 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 youre physically restrained in some fashionsuch as by


chains or a mob of peopleyou 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


Youve 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.

Youre 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 arent 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 thats 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 youlike 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 youd 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 youre hit again,
whatever comes first. You may keep spending fate points this
way until you run out. Once the extra time youve 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 dont 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 headbe 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 targets 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 youve 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 its 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 wouldnt 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 hes 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, its a +1


bonus to the roll; if the second skill is of a lesser value, its 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 firstessentially,


failing with the second skill wont detract from the success of
the firstit complements the skill.

SUPPLEMENTAL ACTIONS

A complementing skill never applies a 1, even if its lower


than the primary skill. This usually happens when the
character has the option of using the secondary skill, but
doesnt 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 its
more complex, like making a feint while hacking with your
chainsword.
When your character performs a simple action while doing
something elselike 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 skillit can only provide a penalty or
nothing at all.
A restricting skill never applies a +1, even if its higher than
the primary skill. Often skills like Toughness or Willpower are
restrictive skillsas you get more tired, you wont get better;
but if youre resolute, you may not get worse.
Note that combining skills can never be done to perform two
full actions at onceif thats the goal, it should take two
exchanges. When skills are used in combination, one skill
almost always serves a passive role; its 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 isnt always obvious. In general, if both
components of the action are something youd expect to roll
for if they were done separately, then its time to combine
skills. If the lesser part of the action is something that
normally doesnt 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.

Youll 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 powerthe
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 youve 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

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 cant be selective when using this option; if you have
friends in that zone, theyre targets, toothe same is true if
youre 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 youve

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 cant 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 impactjust 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
psykers 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 thingslike 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 shiftsin 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


dont have to roll Warpweaving to control it. Its assumed that
you can control the psychic energy at a level equal to your
Willpower score, allowing you to act as if youd rolled a zero
on the dice every time. You still need to make a Warpweaving
roll to target the ability, however; theres 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 theres 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
didnt intend to hit or he may assign stress and
consequences directly.

Finally, keep in mind that you can have a sanctioned power


thats 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


Murphys Law possible and enact them. Remember, the
psyker was arrogant enough to try to control the forces of
the Immateriumand failed. When fallout happens, its the
Warp hitting back in full force, and its the GMs 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 theres 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 doesnt


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.

Heres 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 characters 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 characters 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 souls ability to confront the


horrors of the Warp.
Each threshold has its 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 cooloften deadly
gear. Weapons, armor, personal gadgets, drugs, cybernetics
and cool vehicles all brings you closer to success.

Failure: Youre 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 dont want to reduce Assets based on the failed
roll, the GM can offer you the following options:

EQUIPPING YOURSELF FOR WAR

You cant find the item at a price you can pay. You may
not try to acquire it again until youve gone to a
completely new region or planet.

Ive decided to keep wealth and acquisitions an abstract


concept, ignoring the price tags and personal stash of
Thrones.

You cant gather your Thrones quickly enough or your


influence isnt strong enough to get it; by the time you do,
its no longer for available.

Therefore acquisition power is measured using your


characters 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 isnt


reduced by the acquisition.

A high Influence skill can increase starting Assets (20).

MAKING A REQUISITION

Multiple characters cant pool their Assets. Even one step of


Assets represents a big difference in available cash and
favors.

All items have a cost ratingyoull 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 cant


invoke any regular aspects.
Theres a special kind of aspect called an Assets aspect; if you
have any of these, you may invoke them. Assets aspects are
always fragilethey disappear once theyre 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 fragilethey 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 youre 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 doesnt reduce Assets, but it cant be
re-rolled.

WEAPONRY

The value of the loan is equal to the value of the item being
purchased less oneyou need a Good (+3) loan to buy a
Great (+4) item. This assumes youre 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
weapons 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 weapons damage
attribute. Note that a weapons damage can be reduced to
the point that its a negative number. In this case, the
weapons 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 loanGreat (+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, its 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 weapons accuracy is a flat bonus to your attack
roll with that weapon. For example, if youre attacking with a
gun that has Accuracy: 1, you roll your Guns skill and add 1 to
the result. If a weapons 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
youre in. Range: 2 means that you can attack someone in a
zone adjacent to the one youre 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 youre 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 explosives 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 dont
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 youve 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 youre 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 havent converted every piece of equipment, as much of it


doesn't make sense in Fate. Instead Ive 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 isnt 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 doesnt 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
drugsboth 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 alsotemporarily


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 isnt 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 slowto Great
(+4)which is very fastthough 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 ships
maneuverability value applies to your Drive roll as either a
bonussuch as for an agile land speederor a penalty such
as for a slow, ponderous Deimos Vindicator. This includes
most defensive rolls; its 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, its 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 boxesthose 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 dont 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; its 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 youre adding to


your item, start with the base items 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 adddetermined by the GMand this time is cumulative.

Non-lethal: This gun, though it deals stress normally, cant 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 its 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 youve 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
its 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 checksif 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

IMPROVEMENTS

COST

Bolt pistol

Ammo, Aspect: Fearsome!, High Explosive

+4

Boltgun

32

Ammo, Aspect: Fearsome!, High Explosive

+5

Heavy bolter

32

Ammo, Aspect: Fearsome!, Autofire, High Explosive, Specialized: Dam. +2 vs. armor

+7

Storm bolter

32

Ammo, Aspect: Fearsome, Autofire, High Explosive

+6

Hand flamer

-1

Ammo, Persistent Effect: Flaming Doom!,

+3

Flamer

32

Ammo, Persistent Effect: Flaming Doom!

+4

Heavy flamer

-1

32

Ammo, Persistent Effect: Flaming Doom!

+5

Laspistol

31

Ammo, Specialized: Damage +2 once per conflict from overload

+2

Lasgun

31

32

Ammo, Specialized: Damage +2 once per conflict from overload

+3

Laslock

31

32

Ammo

+2

Long las

31

42

Ammo

+3

Hot-shot laspistol

41

Ammo

+2

Hot-shot lasgun

41

32

Ammo

+3

Grenade launcher

32

Ammo, Indirect Fire, High Explosive

+5

Missile launcher

32

Ammo, Specialized: Damage +2 against vehicles

+4

Inferno pistol

Ammo, Aspect: Status symbol

+2

Meltagun

32

Ammo, Specialized Effect: Damage +2 vs. armor

+3

Plasma pistol

Ammo, Specialized: Dam. +2 once per conflict from overheating

+2

Plasma gun

32

Ammo, Specialized: Dam. +2 once per conflict from overheating

+3

Autopistol

33

Ammo, Autofire

+1

Autogun

33

22

Ammo, Autofire

+2

Autocannon

32

Ammo, Specialized (x2): Damage +2 against armor and vehicles

+3

Hand cannon

43

Ammo

+1

Heavy stubber

43

32

Ammo, Aspect: Infamous recoil, Autofire, Specialized: Damage +2 against vehicles

+4

Shotgun

33

Ammo, Scattershot

+2

Sniper rilfe

42

Ammo, Specialized: Damage +2 against armor

+3

Stub automatic

33

Ammo, Aspect: Quickload, Autofire

+2

Stub revolver

33

Ammo, Aspect: Quickload

+1

Grav pistol

Ammo, Persistent Effect: High Gravity

+3

Gravitation gun

32

Ammo, Persistent Effect: High Gravity

+4

Needle pistol

33

Ammo, Aspect: Silent Death, Persistent Effect: Toxic Punishment

+3

Needle rifle

33

32

Ammo, Aspect: Silent Death, Persistent Effect: Toxic Punishment

+4

Web pistol

Ammo, Non-Lethal, Persistent Effect: Webbed!

+1

Webber

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

IMPROVEMENTS

COST

Chainaxe

-1

Aspect: Fucking Scary, Powerful (x2)

+3

Chainblade

-1

None

+0

Chainsword

Accurate, Powerful

+2

Eviscerator

Accurate, Aspect: Razor Sharp, Powerful (x2)

+4

Force Sword

Accurate (x2)

+2

Force Staff

Accurate, Aspect: Long Reach

+2

Omnissian Axe

Accurate Aspect: Sacred Blade, Powerul (x2)

+4

Power Fist

Aspect: Devastating Death, Powerful (x2)

+3

Power Sword

Accurate (x2) Aspect: Prestigious Weapon, Powerful

+4

Power Axe

Powerful (x2)

+2

Power Maul

Powerful, Specialized: Damage +2 but Accuracy -1 while in high-power mode

+2

Shock Maul

Non-Lethal, Persistent Effect: Shocked!

+2

Shock Whip

Aspect: Flexible, Non-Lethal, Persistent Effect: Shocked!

+3

Great Weapon

31

Aspect: Serious Business, Powerful (x2)

+3

Hunting Lance

Powerful (x2), Specialized: Damage +2 against armored targets

+3

Knife

11

None

+0

Spear

11

Long Range (1), Specialized: Damage +2 when thrown

+2

Staff

21

Powerful

+1

Sword

11

Accurate

+1

Truncheon

11

Non-Lethal

+0

Warhammer

21

Powerful, Specialized: Damage +2 against armored targets

+2

Whip

11

Aspect: Flexible, Non-Lethal

+1

1: The Damage is reduced by -2 against armor.

DRUGS

AV

UPSIUDE

DOWNSIDE

COST

Desolum Fungus

Allows the user re-roll of a skill roll with a +1 bonus

User becomes very dizzy

+2

De-Tox

Blocks all effects of other drugs

User becomes seriously sick

+2

Frenzon

User becomes frenzied

None besides being frenzied

+3

Lho-Sticks

User becomes relaxed when smoking these cigs

None

+1

Obscura

User becomes stoned

User becomes deeply depressed

+2

Recaf

Clears mental stress and a mild mental consequence

None

+2

Slaught

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

47

ARMORS

IMPROVEMENTS

COST

Heavy Leather

None

+1

Imperial Robes

None

+1

Armored Bodyglove

None

+2

Chainmail Suit

None

+3

Feudal World Plate

None

+5

Xenos Hide Vest

None

+6

Light Flak Cloak

None

+2

Flak Cloak

None

+3

Imperial Guard Flak Armor

None

+4

Mesh Cloak

None

+4

Enforcer Light Carapace

None

+5

Militarum Tempestus Carapace

None

+6

Light Power Armor

Powered

+8

Synskin

Stealth Field

+3

FORCE FIELDS

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

IMPROVEMENTS

COST

Blind

Non-Lethal, Persistent Effect: Electronic Detection Blackout

+3

Choke

Non-Lethal, Persistent Effect: Foul Gas

+3

Fire Bomb

Persistent Effect: Flaming Inferno

+3

Frag

None

+2

Hallucinogen

Non-Lethal, Persistent Effect: Mind-Fucked

+3

Haywire

Area: 2, MSP, Recharge & Reuse

+4

Krak

Specialized: Damage +2 against vehicles

+3

Photon Flash

Non-Lethal, Persistent Effect: Blinded!

+3

Smoke

Non-Lethal, Persistent Effect: Smoke

+2

Stun

Non-Lethal

+1

Web

Non-Lethal, Persistent Effect: Webbed!, Recharge & Reuse

+4

BOMBS

IMPROVEMENTS

COST

Melta

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

ST

IMPROVEMENTS

Glassteed

-1

+5

Armed1, Conscious: Assault, Athletics and Survival at +1

+4

Hectin Autocarriage

+1

+3

Upgrade: All tests made to repair this vehicle is made at +2

+4

Veloxic Bike

+2

+3

Armed2

+3

Chimera Armored Transport

+1

+2

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 (Costs 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 Ill do just that.


Note that all the different approaches in this section is
completely optional. If you dont 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 ratingscomplexity, 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 its 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, youre 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 Gunsusually 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 youve left yourself exposed
or vulnerable; someone else gets a boost they can use
against you.

When a character throws an explosive, its an Athletics +0


attack.
Success: The explosive lands in an appropriate zone
remember that grenades have Range: 1.

Success: Youve reloaded. You now have AMMO.

Failure: It lands in the throwers 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
doesnt have the option to reduce it, though in such a
circumstance everyone else merely faces a +0 difficulty
to dive clear.)

Style: Youve 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 timers length
drops by one step. If its 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, hes 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 everyones difficulty to


dive clearafter all, his allies also need to dive awayas long
as that difficulty isnt 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 Ive 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 throwers zone.


Note: If youre 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. Its simple and its 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 thats 1 lower. If theres a border between the
zones that would provide some coverlike a wallit 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 dullway by simply attacking.
To prevent this from happening in a roleplaying game where
combat is so crucial, Ive 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. Its 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 optionsfight 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 vehicles speed or maneuverabilitynot
bothis applied to the roll as a modifier. If a character uses
the ships 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 DIDNT 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 scenethe 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.

Heres 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 theyre doing and how theyre
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 actions 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


normalthis 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 everyones 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 inflictedstress 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 cant use the
attack actionthe ships 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. Its also possible to move at full speed
equivalent to a sprint action in standard combatby making a
Drive (+1) test modified by the vehicles 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 gunnersthey take a penalty equal to
the number of zones the ship moves in the exchange when
they roll attacks to fire their weapons.

Dont 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. Its
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 vehicles one-stress box. Every


two shifts improve the effect by one; for example, with four

54

shifts, you can remove a checkmark in the vehicles threestress box.


STABILIZE
You can stabilize a vessel thats taken a severe or lesser
consequence that would appear to be catastrophiclike
BURNING FUEL TANKin game terms, this means the aspect
cant 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 vehicles long-term damage,
spend a scene assessing and attempting to repair the
damage.
This Engineering roll directly addresses the ships 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 vehicles consequence may be reduced by one step on the
time table for every two shifts by which the difficulty is
exceeded. You cant make multiple Engineering checksthe
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.

Heres how youre 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 characters 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 catastrophiclike BLEEDING TO DEATH.

Situational circumstances can adjust the difficulty up or down,


and Toughness functions as a complementing skill. If its 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 cant 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 patients 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

NPCS
In this chapter, youll 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. Ive 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

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

REMORSELESS KILL-CYBORG

GEAR

SKILLS

Leather scrap armor (Armor: 1), eviscerator, fire bombs

Assault (+2), Athletics (+3), Strength (+2), Toughness (+2)

STRESS
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

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

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 EMPERORS WILL

A FEARSOME SIGHT

SKILLS

SKILLS

Conviction (+1), Willpower (+1)

Athletics (+1), Intimidate (+2), Strength (+1)

STRESS

STRESS

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

GEAR

GEAR

Laspistol

Sword

MANUFACTORUM WORKER

PILGRIM

Nameless NPC of average quality

Nameless NPC of average quality

ASPECTS

ASPECTS

HEAT RESISTANCE

IM HERE TO SEE THE AVENUE OF THE HERO

SKILLS

I WORK EXTREMELY HARD

SKILLS

Conviction (+1), Willpower (+1)

Athletics (+1), Toughness (+1)

STRESS

STRESS

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

GEAR

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

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

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

ALLIES & ADVERSARIES

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

STRESS

GEAR

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

STRESS
3

GEAR

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

GEAR

Academia (+3), Alertness (+3), Deceit (+5), Presence (+4),


Willpower (+4)

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

STRESS

GEAR

Power armor, bolt pistol, chainsword, frag grenades, krak


grenades

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 hes
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)

STUNT

Hand cannon, sword, obscura

STRESS
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.

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

CLOUD OF FLIES: +2 to Assault while defending against physical


attacks

NURGLES 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 hes
present. Finally he can also act independently, being send on
smaller tasks suited to his skills.

STRESS

GREY KNIGHT SPACE MARINE

ASPECTS

SKILLS

Falk armor, force sword

Guns (+2), Influence (+2), Intimidate (+2), Warpweaving (+3),


Willpower (+2)

PREACHER

STUNT

ASPECTS

OATH-BOUND

HAMMERHAND: The Grey Knight may use Warpweaving in


place of Assault

TALKING FIRE AND BRIMSTONE

STRESS
2

GEAR

SHINING PALADIN DAEMONSLAYER

TOTALLY DEVOTED TO THE GOD EMPEROR


3

SKILLS

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 hes
present. Finally he can also act independently, being send on
smaller tasks suited to his skills.

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

GEAR

STRESS

Power armor, boltgun, power sword, frag grenades


1

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
shes 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

STRESS

GEAR

Carapace armor, refractor field (Defense: +3 from


craftsmanship add-on)

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 OMNISSIAHS 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

STRESS

GEAR

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

GEAR
Flak armor, flamer

66

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

POWERS

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)

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

1
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)

STUNT

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

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

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

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

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

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

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)

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

STRESS
3
1

COMBAT STATISTICS

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

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 its 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

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.
CANT 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 cant
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 no 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 its 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 with 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: Its 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 itll 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 thingson top of any Inhuman
Strength bonuses it might haveand a +1 on Athletics rolls
to cover distance with its gigantic stride.

SMALL IS BIG: Being small, its 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 its 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: Its 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), its 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: Its 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 its impossible to sense something, it can
nevertheless attempt to sense the thing its 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

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