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Fate of

Heretics
WORKING FOR THE INQUISITION IN THE GRIM FUTURE OF WARHAMMER 40,000
FOR FATE CORE - WRITTEN BY NØDSKOU © 2015
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INTRODUCTION 4 Adeptus Astra Telepathica 15 The Corruption Test 38

CHAPTER I: THE SETTING 5 Adeptus Mechanicus 15 Losing Purity 38

The Askellon Sector 5 Adeptus Ministorum 16 Crossing Purity Thresholds 39

Juno 5 Imperial Guard 17 Purity Thresholds & Effects 39

Desoleum 6 Outcast 18 Recovering Purity Loss 40

Enkidu 6 CHAPTER IV: THE SKILLS 19 CHAPTER IX: GEARING UP 41

The Tributary Worlds 6 Academia ▹ Command 19 Equipping Yourself For War 41

Aventine 6 Contacts ▹ Influence 20 Starting Gear 42

Cel 7 Insight ▹ Toughness 21 Weaponry 42

Cerix Magnus 7 Warpweaving ▹ Willpower 22 Protective Gear 43

Laran 9K 7 CHAPTER V: THE STUNTS 23 Personal Items 44

Port Aquila 7 Academia ▹ Alertness 23 Drugs & Chemicals Wonders 44

Port Lokhart 7 Assault 24 Cybernetics 45

Terminus Prime 7 Athletics ▹ Command 25 Vehicles 45

Thaur 7 Contacts ▹ Drive 26 Improvements 45

Vanth 7 Engineering ▹ Guns 27 Improving Things 46

The Low Worlds 8 Influence ▹ Insight 28 Equipments Tables 47

Angel KZ-8 8 Intimidate ▹ Medicae 29 CHAPTER X: WARFARE 52

Far Draconis 8 Presence ▹ Survival 30 Ammunition 52

Gamma Euclid 13 8 Toughness ▹ Willpower 31 Weapon Jam 52

Kul 8 CHAPTER VI: DOING STUFF 33 Explosions 52

Nurn Delta 8 Skill Drain 33 Size Matters 53

The Rosenkreuz Cluster 8 Supplemental Action 33 Last Mook Standing 53

Tuchulcha 8 Combining Skills 33 Battlemaps & Miniatures 53

CHAPTER II: THE BASICS 9 CHAPTER VII: PSYCHICS 35 Combat Moves 53

Construction Process 9 Biomancer 35 Vehicles In Battle 54

Building Blocks 9 Divinator 35 CHAPTER XI: RECOVERY 57

Aspects 9 Pyromancer 36 Battlefield First Aid 57

The Inquisitor 9 Telekinetic 36 Treating Long-Term Wounds 57

Background Aspects 10 Telepath 36 CHAPTER XII: NPC’S 58

Current Situation 11 CHAPTER VIII: CORRUPTION 37 Mooks & Mobs 58

CHAPTER III: PAST CAREER 12 The Purity Tracks 37 Allies & Adversaries 62

Adeptus Administratum 13 Corruption Triggers 37 Creatures, Daemons & Xenos 68

Adeptus Arbites 14 Chaos Ratings 37 Powers 75

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INTRODUCTION
THANK YOU VERY MUCH! NEED MORE LORE?
Thank you for buying my conversion, and thank you for Don’t you understand all the strange words? Do you need
reading it! more detail on you past career? Having trouble seeing a
heavy bolter for your inner eye? Fear not. The internet is filled
I hope you like what you find in these pages, and that you will
with fan material on the immense Warhammer 40,000
have many hours of fun playing Warhammer 40,000 - Fate
universe.
style.
I personally prefer the Warhammer 40,000 Wiki as a
— Sune Nødskou, 2015
source of lore and material. Check it out.
(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 IT’S NOT


The document is not meant to include a lot of descriptive
texts, as the internet is already booming with this. Don’t
expect to find a lot of difficult rules, bugging things down and
grinding the action to a halt. Everything is kept simple, fast
and easy.

WHAT YOU NEED TO PLAY


Nothing much really. Some players, pencils, paper, some
index cards, Fate Core and an an internet connection is also a
good thing, but not vital. Need more?

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CHAPTER I

THE SETTING
A FATE OF HERETICS campaign is—obviously—set in the damning entire worlds to share their sins in the process.
Warhammer 40,000 universe in the 41st millenium, and the Others were lost to ignominy and failure, their names struck
players takes the roles as acolytes in the Inquisition. from the annals of the Imperium’s great histories for all time.
Your campaign should contain some related campaign A map of the sector can be found here. The Askellon Sector
aspects, that will make your campaign your own. Some has one aspect.
general aspects should always be present though. These are:
CRISSCROSSING WARP ROUTES
GRIM, DARK FUTURE
The many Warp routes make travel easy and fast.
Life in the 41st millenium is a harsh and unforgiving place, Unfortunately not all the routes are safe and stable, and
cruel fates come to the unwary and the paranoid alike. sometimes other things enter the sector through these
Comrades and friends may be killed by stray fire and routes.
corruption and mutation visit as if of capricious will.

FEAR THE WITCH, THE MUTANT, AND THE XENOS JUNO


All good imperial citizens are taught to fear those who wield
The world of Juno has stood as the capital of the Askellon
psyker powers, those that sport grotesque mutations, and
Sector since time immemorial. It is commonly held as the first
any number of foul alien beings. And for good reason.
of the Founding Worlds to have been settled. The planet’s
ruling classes regard themselves as the elite of the sector,
THE ASKELLON SECTOR claiming the colony vessel that seeded their civilisation was
the one carrying the finest of the fleet. Whether this is truth
The Askellon Sector is a mass of systems located in the or fantasy, the rulers of Juno have always comported
benighted depths of space of the Segmentum Obscurus, themselves as aristocratic masters, and place enormous
between the infernal Eye of Terror and the cold, xenos- stock in preserving what they regard as the purity of their
haunted Halo Stars. Situated towards the end of a ragged labyrinthine bloodlines.
stellar cluster that includes the Calixis, Ixaniad, and Scarus While the aristocracy live artificially-extended lives of
Sectors, it is long past its glorious apex, and few but the mad, unimaginable luxury, their world cracks apart and their
the desperate, or the outcast dare travel there. The reasons claimed control over the sector becomes more precarious.
for this isolation are many, and made all the worse by a curse Each year, more shards of the cyclopean edifice sheer away,
that has its origins in a time before even the Emperor of eroding the aristocracy’s power, though they have yet to
Mankind rose to power and reunited the scattered remnants realize how badly. Their retainers dare not speak such truths
of humanity. As the 41st Millennium draws to a close, Askellon to them, as the majority care little for such things and are
exists as a guttering flame burning alone in the darkness of concerned only that their existence should continue
the void. Once, it was mighty. Its worlds were prosperous and uninterrupted. An increasingly small number amongst them
its armies strong, its fleets were far-ranging and ever are still loyal to the greater Imperium and struggle to
victorious. From the ranks of its ruling classes rose all maintain Askellon, though most fear it is in vain.
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

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ABANDONED CITIES
ENKIDU
Numerous sprawling cities exists, but only some of them are
populated. What hides in the empty cities? What moved in,
Enkidu is a Feral World of the Askellon Sector.The world is
when everybody moved on?
impossibly dense, possess dark forests and endless swamps.
BLEEDING EXOSYSTEM An incredible array of fearsome beasts, most of them defying
all categorization and no two ever seeming to conform to
The original environment it destroyed and festered with toxic even the broadest genus, roam its surface. So mindlessly
sludge. The heavens rain acid and the planet is pock-marked hostile are the things of tooth, claw, and tentacle that
and decaying. dominate the benighted lands that the feral human populace
must live high in the enormous, twisting, and distorted trees.
DECADENT AND OUTRÉ ARISTOCRACY
Warriors daubed in bright paints defend villages made of
The rulers have been in power for innumerable generations. wood and the metal debris from earlier efforts to subdue the
Unfortunately they lost touch of reality and are getting more world. Huts of crudely joined armor plating cling precariously
and more decadent, causing a simmering uprising to form. to the sides of oversized trees, linked together with rope
THE SECRETS OF VESUNA REGIS bridges upon which warrior-sentinels maintain ceaseless vigil
against the ravening abominations below.
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 ACCESS DENIED
corrupted by and a lot of trouble to uncover. The entire feral world is forbidden to enter, enforced by a
sizable military presence in her orbit. What is hidden from
DESOLEUM view, and why everybody is forbidden to land on the planet, is
a mystery.
Desoleum is a Hive World in the Askellon Sector that is DARK FORESTS AND DEADLY SWAMPS
dominated by three enormous Hive Cities, into each of which
a population of dozens of billions is crammed, though Impossible dense and dark forests dominate the planet. And
accurate counts are impossible to undertake and the true deep within them, the deadly, eternally deep swamps await
figure is likely to be several times greater. your demise. The human population call the giant treetops
their homes. High above the ground, a long way from the
The planet’s pre-eminent hive city is the eponymous predators.
Desoleum, sometimes called Desoleum Primus or colloquially
elsewhere as Prime. The triad of Hives Desoleum, Jarvin, and ETERNAL STRIFE
Suzzum, the latter two named for the nigh-legendary figures
said to have founded them, account for the bulk of the The clans of Enkidu are constantly waging war against their
industry on the planet, while countless lesser hives and rivals, slaughtering, pillaging and burning villages to the
manufactorums are to be found throughout the wastes. 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, The beasts of Enkidu defies all categorization. They all share
cloudboys, tech-gangs and painted throngs are all types of one thing in common though: Deadliness. They are huge,
gangs only waiting to cause trouble and breaking bones. savage and bloodthirsty. Hunt and bag one, and you can
probably earn a big bounty from someone.
IN THE SHADOW OF DESOLEUM PRIME
Desoleum is dominated by three enormous hives, with billions
of citizens. The biggest is Desoleum Prime. It’s impossible to
THE TRIBUTARY WORLDS
guess what the shadows of this manmade beast hides, and Other worlds beyond those linked through the Grand
what heresies are brewing deep within the hive. Processional wield great power in Askellon’s fate. Systems
such as these can have unparalleled influence across the
POLLUTION RUNS DEEP sector, and some even outside of it.
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
They are all over the planets surface. Strange, abandoned of high-sided, flat-topped island-mesas, between which flows a
xeno structures. Who built them? Why did they leave? Will shallow sea teeming with oceanic life.
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

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of time before the forgotten inhabitants—seething with hate SHADY DEALS
and harnessing great psychic powers—will open a Warp gate.
The Combine is always working to gain a good profit, and the
merchants employ anything to get the contract. Mercenaries,
CEL 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
Nothing compares to the food production of the Cel, and the
unidentified, but undoubtedly alien, masons. The ring encircles
highly prized Mhoxen meat is plenty in supply. Let’s hope no
a small, jewel-like planetoid in the Pallisada system, itself the
one disrupts the supplies, as billions of souls in the sector
source of much debate amongst the Adeptus Mechanicus.
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
The atmosphere is thin, providing scant protection from the safe? Some doubt it.
baleful radiation cast upon it by the system’s bloated star,
Cerix Tyrannus. So massive and bright is this star that Cerix
Magnus is thought to have had its orbit altered at some point
TERMINUS PRIME
in the distant past in order to survive the periodic storms
emanating from its photosphere. The planet’s surface is cast Terminus Prime is a world of gleaming oceans and low, rolling
in ghostly blue light by its star, which despite its great grasslands, many of the latter turned over to the production
distance looms threateningly in the polluted sky. No oceans of an amasec varietal popular amongst the sector’s
exist, and the world’s mountain ranges have long since been aristocracy.
hollowed out to form the core of its factory-hives.
ANYTHING IS FOR SALE
HOSTILITY TOWARD NORMALS As the centre of trade, goods from all over the sector is sold
The forge world is not very welcoming toward non-augmented here. Here you’ll find anything you’ll ever need. Legal, illegal,
life. It is actually quite hostile. This can be a good thing, if banned or forbidden. You name it.
you’re looking for augmented allies, but a hell if you upset
them. THAUR
LARAN 9K Much of the world’s surface is dominated by endless leagues
of low, rolling hills swathed in dense woodlands. It is within the
Those areas of the surface not host to the sprawling dark shadows beneath the endless canopy that the elite of
mustering facilities are set aside for weapons training of the aristocracy of Askellon rests its dead.
every possible variation. An entire continent is dedicated to
armored maneuvers, and it is not just the tank commanders
PLANETARY GRAVEYARD
who are able to train there using live ammunition. Imagine a planet functioning as the mausoleum for the fallen
for the whole sector. That is exactly what Thaur is. Here you’ll
PRIMARY SECTOR DEFENCE find a lot of dusty and forgotten (or hidden) informations of old
Unfathomable amounts of war gear, war machines and families, saints or nobles. A treasure chamber of
soldiers are mustering on Laran 9k. A true paradise for war informations and death.
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
Port Aquila is not a single world, but a belt of asteroids metres tall.
orbiting the star Diomedea Stella. The largest of the rocks
are almost planets in their own right, and many host a wide
DEADLY DANDELLIONS
range of shipyards, docks, and storage facilities. Many The primary danger on Vanth is the plantlife, just waiting to
smaller asteroids are also inhabited, forming the private put your sorry ass to an early grave, becoming fertilizer for
fiefdoms of numerous trading concerns, Chartist Captains, the vegetation. Not a place to visit, if you aren’t exactly looking
shipwrights, and others. for the rare and valuable gasses.

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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 THE ROSENKREUZ CLUSTER
fragmented or hazardous Warp routes connecting them to
other systems. 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
The Warp routes leading to these planets are either
place is avoided by most ships.
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.
Near its star, a black, heavily armored and very mysterious
Pray to the God Emperor that your Inquisitor doesn’t send you
fortress circles. What it aims its guns at and why the
there on a suicide mission.
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
When the satellite’s tidal pull, the ocean reveal many or sectors) you’re gonna use in your campaign.
kilometers of sunken, ancient ruins. Human or xeno in origin
is not certain. The true function of the sought oddly shaped But don’t overdo it. 2-3 aspects per important place should
metallic object found within the ruins remains to be be more than sufficient. Too many will only seem messy and
discovered. they probably won’t all be used.
If you’re out if ideas or inspiration, it’s better to make them up
GAMMA EUCLID 13 on the go than to create tons of aspects, that’s not gonna be
used anyhow.

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

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CHAPTER II

THE BASICS
In this paragraph you’ll learn what you get to create your
inquisitorial character, the step by step creation process and BUILDING BLOCKS
the special rules the Inquisition has prepared for you to ease
your job. To built your character, you will get:

May the God Emperor be with you. 13 aspects


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, The Inquisitorial Seal stunt for free (▹28)
you must create a character—or acolyte as is entitled in the
An Assets rank at Fair (+2) (▹41)
original game.
The process follows these two steps.
Choose a past career
ASPECTS
Create the acolyte team In FATE OF HERETICS the process of creating aspects are a
matter of looking into the past and the present of the
PAST CAREER character. You have to make up 12 aspects.
Take a look at the next chapter (▹13). There you’ll find the To make it easy for you, the aspects are divided into three
background careers converted from the original rulebook. categories:
Pick one and note the refresh cost on a piece of paper. (Don’t
worry about the cost just yet. You have plenty of stunt points
THE INQUISITOR
to pay for it.) BACKGROUND
ACOLYTE TEAM CREATION CURRENT SITUATION
In this step the group designs the Inquisitor you all serve, and
you create the acolyte, that is about to embark on exciting THE INQUISITOR
and probably very dangerous missions for the Inquisition.
The Inquisitor will be the foundation of your missions, and will
probably form the basis of the campaign.
Who is he anyway? Even if you don’t answer directly to him,
it’s still important to think about this. A paranoid, brutal
authoritarian runs a very different organization than does an
xenofriendly radical. What kind of relationship do you have
with him? Are you a trusted ally, or simply another acolyte
ready for the funeral pyres? Does your Inquisitor inspire
respect? Are you the Inquisitor?

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You must create four aspects from this category. The FAITH IN THE CREED
aspects are shared by all the acolytes.
Born and raised on one of the holiest shrine worlds in the
CONCEPT Empire of Man, you feel a strong connection to the God
Emperor. This often makes you seem a bit overconfident.
Who is the Inquisitor? When deciding this, think about these
questions. What kind of person ends up as an Inquisitor in the “ME FOLLOW ‘DA OLD WAYS”
Inquisition?? What sort of past did this person have that got Born and raised on one of the feral worlds, you have a knack
him or her here? How did the Inquisitor’s past actions lead to for survival but are quite primitive and not so civilized.
this? This first aspect should give a glimpse of the person
behind the office and describe the Inquisitor in a short OMNISSIAH’S CHOSEN
phrase. Born and raised on one of the forge worlds, you have a knack
for engineering, but you’re also quite bad at understanding
ORDO people.
What Ordo does he or she belong to? Is he a dedicated witch TEEMING MASSES IN METAL MOUNTAINS
hunter from Ordo Hereticus? Or maybe an experienced
bughunter from Ordo Xenos? Or is he a hateful daemonslayer Born and raised on one of the countless hive worlds, you have
from Ordo Malleus? He could also be from one of the minor a knack of blending in but tend to be a bit paranoid.
Ordos. And what fraction does he belong to? Is he a
unforgiving puritan or a liberal radical? The aspect you create
YOUR EDGE
will have a great influence on the type of missions, you are What is your character really good at? Is he tough as nails?
send to. Does he have a nose for rooting out traitors? Is he good with
flamers? Good with people? An ace pilot? Does he know the
TROUBLE Imperial Creed inside out? Choose one aspect based on your
All Inquisitors cause problems for the acolytes. Intentionally or personal strength.
not. How does the Inquisitor make life difficult for the ALWAYS VIGILANT
acolytes? Does the Inquisitor have personal habits or quirks
that cause trouble? Does the Inquisitor’s past come to haunt You’re an unstoppable power, never giving up and never tiring
the acolytes? This should be a very compellable aspect. 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
You are fucking brave and always looks danger in the eyes
the Inquisitor lead? Is the Inquisitor a strict disciplinarian? A
and smile. Your uncompromising treatment of those around
punisher? Does the Inquisitor play favorites? This aspect
you, can really piss them off though.
describes the main relationship the Inquisitor has with the
crew. HARSH AND INTIMIDATING
You are a badass intimidator, using all kinds of harsh
BACKGROUND ASPECTS methods to make people succumb to your way and will. No
wonder people sometimes wants you dead.
This category represent your characters life from birth right I HATE THOSE FUCKING HERETICS
up till he entered the Inquisition. A total of six background
aspects must be created. Heretics are everywhere around us, and even inside us, and
you never stop looking for them. Sometimes you accuse and
HOMEWORLD judge the wrong people.

The planet at which you were raised has a huge impact on PURGE THE UNCLEAN!
your characters personality and view on society. You must You like setting your enemies on fire, and flamers are
invent or pick one homeworld aspect. probably your weapon of choice. Sometimes you set other
Here’s some sample homeworld aspects. things ablaze as well.

BREEDING COUNTS YOUR HINDRANCE


Born and raised on one of the Imperial elite worlds as a Everyone has flaws; what are your characters? Does he a self
highborn, you have a knack for etiquette and quality but tend mutilator? Is he easily angered? Is he sickly, or gullible? Does
to be a bit lofty and arrogant. he have trouble resisting temptation? Does he have a sworn
CHILD OF THE DARK enemy? Choose one aspect based on your personal
weakness.
Born and raised on a ship in the dead of space, constantly
surrounded by the Warp, you have a knack of understanding KILL ADDICT
the strange and wondrous, but people are a bit scared of you. You like killing in His Name, and you do it a lot. Sometimes
overdoing it. A lot.

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NARROW-MINDED RELIGIOUS FANATIC
You are a religious fanatic, following the Imperial Creed to the
CURRENT SITUATION
letter, not giving any room for interpretation or the human
factor. Now it’s time to look at how the character entered the
Inquisition, what role he is having and who he is teaming up
SIMPLETON with.
You’re very structured and organized, always planning ahead. You must create a total of three aspects related to your
When things breaks your tidy patterns, you get stressed and current situation.
tend to freak out.
TOTAL IGNORANT OF OTHERS
THE ENLISTMENT
You never stand down, never seeking compromise in a Somehow you ended up in the Inquisition. What led to this? Is
conflict. It’s your way, or the highway. Always. your character running or hiding from his past? Didn’t he
have a choice? Is it written in your prophecy? What happened
VENGEFUL ASSHOLE that was so terrible you chose a life of extreme peril?
You’re a true avenger, always seeking to right wrongs. In your I GOTTA GET AWAY FROM KIERA FERRALL
own, oftentimes bloody, ways.
You are hiding from someone you wronged, and what better
FORMER ENDEAVOUR place to hide your ass than in the mighty Inquisition? Hopefully
he and his killteam wont track you down.
Here you think about what you did before you entered the
Inquisition. What branch did you belong to, that made the KHORNE’S MINIONS WIPED OUT MY PLANET
Inquisition interested in you? You must choose two from the You hate Chaos intimately, and you will do whatever you can
list presented with your chosen past career or make up two to stop it. With your title as an acolyte in the Inquisition,
past aspects yourself (▹13). Chaos also wants to stop you. Permanently and in a very
BLAST FROM THE PAST bloody way.
NOT WHOM THEY THINK YOU ARE
Looking back at your past, it’s time to think about the people
that who made a difference in your life. Who were they? A You switched places with an acolyte, taking his name and
former associate can be anyone—a family member, a good identity. Now you’re here and he is out there somewhere.
friend, an illicit contact, someone to whom you owe a great Looking for revenge.
deal of money, or that guy who wants you dead. Choose one
VOLUNTARY DUTY MY ASS!
aspect based on your former associates.
They dragged you away and hauled your ass into the Imperial
CONTACTS IN THE ADEPTUS MINISTROTUM
Navy. You miss your old life and hate them for their actions
Your network has branches reaching into the Ecclesiarchy, and anything they stand for.
taking you a step closer to Him. Religious folk impose
“WHERE CAN I SIGN UP FOR SUICIDE?”
strictures and demand discipline from their flok.
You knew it from the start. You were meant for hunting
HERMINE SALVUS WANTS ME DEAD
xenos, heretics or whatever for the Inquisition. Your
It’s always healthy to have enemies, keeping you on your toes. overconfidence might get you far within the Inquisition, or get
But whatever you did to him, he’s very pissed off and wants you killed shortly.
your head on a platter.
YOUR ROLE
MY CADIAN 8TH BROTHERS
What do you do as an acolyte in the Inquisition? Are you the
You battled side by side with the shock troops in the Cadian killing type? The wiseman? The hunter? Which role you fill is
8th regiment in one of their countless battles, and you earned important, for you, the team, the Inquisitor and the Emperor.
their respect and friendship. When you do meet them, it Choose this one aspect wisely, as it forms your duty probably
usually ends in binges, brawls and terrible hangovers. until death.
THE DENIZENS OF SCINTILLA LOVES ME I DO THE TRACKING
You managed to attain an almost heroic status on the hive You are the seeker, the tracker. Before the witch can be put
world of Scintilla. Chaos loves to hunt down and kill heroes. to trial for her heresies, she must be found, and that’s your
XAVIER GEVORKIAN KILLED MY SISTER specialty. You are also almost always the first to face the
enemy. Usually alone.
You never stop tracking him down, always looking for way to
get closer to the killer of your sister. Only He knows, where I KILL FROM THE SHADOWS
your hunt will take you. As an assassin, you do a lot of killings hidden from plain view,
either cloaked in shadows or disguised as someone else.
You’re best at doing the killing on your own, making you a lone
wolf.

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I STARE INTO THE WARP MORDAX MUST PAY!
You are the mystic, the one with the knowledge of everything Mordax is an asshole, and you will never forget what he did!
esoteric. The one who read tarot cards, bones or whatever. Byt was it him, or was he framed?
Also the one that most people fear and wishes to burn to
death.
Aspect Type Number
I STOP THE BLEEDINGS
You are the chirurgeon, the healer. There’s not a bone you The Inquisitor 4
can’t set, a wound you can’t mend and a bleeding you can’t
(Concept, Ordo, Trouble, Leadership)
stop. With all the wars going on, you can never rest.
I SWAY THE MASSES Background 6

As the hierophant, you’re the smooth-talker, the charmer and (Homeworld, Edge, Hindrance, Former Endeavor, Blast From Past)
the one swaying the masses, and you’re fucking good at it.
Unfortunately you cannot escape all situations by talk alone. Current Situation 3
I’M BRINGING THE VIOLENCE TO THE PARTY (Enlistment, Role, Brothers-In-Arms)
Whether it’s punching, hacking, kicking, shooting or flaming
an enemy, it’s your job to do it. And you do it very, very well.
But all the carnage and violence often leaves you battered
and bruised.
I’M THE BADASS FROM THE UNDERHIVE
You’re a ruffian, a thug, a criminal. You know a lot about the
world outside the magnificent Halls of Terra. You know how to
mingle with the down and out. But other people in the
Inquisition tend to look down at you.
I’M THE ONE DOING THE REAL THINKING
As the sage, you know that knowledge is power, and more
knowledge equals even more power. You’re the one knowing
a lot of a huge area of topics. But knowledge can be
dangerous in the 41st millennium, as Tzeentch probably can
tell you more about.

BROTHERS-IN-ARMS
Who do you spend your days with? What kind of people are
they? Who are the people above you, and who do you have
authority over? Do you work with lunatics and fanatics or pure
and honest folk? Do you like them? Think about the people you
interact with on a regular basis. Who are your teammates,
your friends and acquaintances, the people you avoid, and the
people who tell you what to do?
ALL UNDERHIVERS ARE SCUM
Underhivers makes your skin crawl. God knows what goes on
in the murky depths of the underhives. But are they all scum?I
I TRUST BROTHER CHARON WITH MY LIFE
You and brother Charon has been working together for many
years now, and the trust is ironclad. Maybe you are too
trustful in the old priest?
IS LIONUS A HERETIC?
What is Lionus the Sage doing alone in the forgotten library?
What was he reading? Maybe it was blasphemous, or maybe
not.
MERRI INSPIRES ME
When you look at the way Merri works, you get very inspired
and confident. But is she really that good?

12
CHAPTER III

PAST CAREER
ADEPTUS ADMINISTRATUM ADEPTUS ADMINISTRATUM ABILITIES [-3+]
"To know one’s place is the greatest comfort, to excel within it MASTER OF PAPERWORK [-2]
is the greatest solace, and a master’s contentment is the
greatest reward." You are well prepared and always have the right bureaucratic
form in hand. Whenever you’re overcoming obstacles, that
— Codex Administratum Edition XXIIVC could reasonably be associated with bureaucracy or red tape,
The vast bureaucracy of the Imperium that administers its the time used is reduced by two steps.
domains. You are the scholar. The caretaker and the keeper EXPERTIA EXTREMIS [-1]
of lore and data.
You know a lot of stuff, but even more about your field of
TYPICAL ADEPTUS ADMINISTRATUM ASPECTS expertise. Choose a field of specialization, such as
bureaucracy, chemistry, cryptology, heraldry, imperial
warrants, judgements, legend, numerology, occult, philosophy
BOOKWORM or Tactica Imperialis. Whenever you are dealing with topics
from this specialty (like knowing stuff with Academia or using
You’ve read a lot of huge tomes with extremely different Investigation to unravel a mystery involving heraldry), you get
topics, obtaining a very diverse knowledge. Some very useful, +2 to the roll.
some quirky and some unhealthy.
MIND-BLOWING INTELLECT [-1] [OPTIONAL]
KEEPER OF SECRETS
Your area of knowledge is so advanced, there’s usually no one
You have access to tons of information - both ordinary, exotic around who can tell if you’re making things up. You may use
and clandestine. Information handy and dangerous to know. Academia in place of Deceit to tell lies related to your field of
MASTER BROWSER specialization.

Browsing the halls of massive libraries, huge databases and UNCANNY INSIGHT [-1] [OPTIONAL]
vast tomes for useful information is your game. Sometimes Once per scene you can spend a fate point (and a few
you return in a blink of an eye, other times you get … lost. minutes of observation) to make a special Academia roll
RED TAPE RIPPER representing a flash of insight. For each shift you make on
this roll you discover or create an aspect related to your field
The Imperium is controlled by a deep and massive of specialization, on either the scene or the target of your
bureaucracy, and you know how it works intimately. Cutting observations, though you may only invoke one of them for
red tape and bureaucratic corners are your game. free.

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
ASPECTS
"We determine the guilty. We decide the punishment."
Cyberenhanced kill-dog, Very limited brain capacity
— Lex Imperialis
SKILLS
The keepers of Imperial law and enforcers of loyalty to the
Golden Throne. You are the law. Alertness (+2), Fists (+3), Investigate (+1)
STRESS
TYPICAL ADEPTUS ARBITES ASPECTS ❶❷
CONSEQUENCES
BACK TO BACK
❷❹
You learned to trust your teammates, often putting your life in
STUNTS
their hands. It’s always nice to be able to count on someone -
but it usually runs both ways. Beast Senses: Whenever it seems reasonable that the rending
rover would have some sort of beast-born advantage of the
CYNICAL ASSHOLE senses (for example, a keen sense of smell while making an
Alertness or Investigation roll), it gets a +1 on the roll.
Past experiences taught you that no one is to be trusted, and
that humanity is damned. You’re good at protecting your Cyberarmor: The razorfang is protected by plates of armor,
sanity but tend to be somewhat callous. offering Armor: 2.
Razorfangs: If the beast scores a successful attack with Fists, it
INNOCENCE PROVES NOTHING deals 2 extra points of damage do to its razorsharp teeth.
You do not forgive or forget any crime, and pursue the quarry
relentlessly until the Emperor’s Justice has been served. evidence indicating that your target is a suspect in your
You’re very focused but tend to be rather narrow minded. current case.
JUDGE, JURY AND EXECUTIONER PHOTOGRAPHIC MEMORY [-1] [OPTIONAL]
Citizens of the Imperium of Man knows what you are capable Your visual memory is so strong that with a little
of. Most whimper and surrender, but some hate the concentration, you can revisit any place you've been to in your
authorities and thereby you. memory in exacting detail. Sometimes, you can even pick up
on details that you hadn’t consciously realized before. To use
LEX IMPERIALIS this ability, spend a fate point and make a single perception-
You know the Imperial Law by heart, a quite useful tool. The based roll (usually Investigate, but not necessarily limited to
law is crystal clear - except when it’s not. that) to find things out as if you were still in the location, no
matter how long ago you left it.
ADEPTUS ARBITES ABILITIES [-1+] “THEY HATE MY GUTS” [+1]
Not everybody appreciates your past as a judge, jury and
THE FORCE OF THE LAW [-2] executioner. Once per session, the GM can compel this ability
as if it was an aspect. If you accept, he will create an obstacle
You are the law, and everybody knows it! Once per session,
for you (usually with some violence included) relating to your
you can either re-roll an Intimidation or Investigating roll or
background. You can reject the compel by paying two fate
add +2 to the rolled result without invoking an aspect.
points.
CYBER-MASTIFF [-2] [OPTIONAL]
You’ve been honored by receiving one of the dreaded
razorfangs. The half hound, half robot is your companion and
works as an Extra NPC that you control.

DEEP UNDERCOVER [-1] [OPTIONAL]


Sometimes looking like someone else is just part of a
detective's job. You may use Investigate in place of Deceit to
create and maintain disguises or cover identities.

FINDING THE CULPRIT [-1] [OPTIONAL]


Part of being a good detective is knowing "whodunit" long
before anything can be proved. You may use Investigate in
place of Empathy when you have at least one piece of

14
SANCTIONED [-2] [OPTIONAL]
ADEPTUS ASTRA TELEPATHICA Only the true resilient and strong minds survive the Trials of
"Our voices sing out as one to the cosmos." Terra. You will never be able to avoid being corrupted, but you
are much better at regenerating your tainted soul again. The
— Mistress Oghanna, Mind-Speaker of the Bansidhe
time needed to recover purity boxes and purity thresholds
The organization that trains and sanctions Imperial psykers. are lowered by two levels. (I.e. in general, a box recovers in a
Psykers like you. day and a threshold in a few weeks.)

EX-IMPERIAL PSYKER GRUNT [-1] [OPTIONAL]


TYPICAL ADEPTUS ASTRA TELEPATHICA ASPECTS
You’ve served time at the front with the Imperial Guard, and
have seen your share of horrors. In order to survive to
BOLT-MAGNET learned to attack recklessly and without remorse. When you
People fear you and your weird powers, and you are certainly successfully make an attack with the Warpweaving skill, you
never part of the team. On the bright side, you learned to deal an additional +2 hits of damage.
trust no one but yourself.

CAST IRON WILL ADEPTUS MECHANICUS


You are the proud owner of a will of tremendous strength and "There is no truth in flesh, only betrayal."
toughness. It makes you unshakable and very stubborn.
"There is no strength in flesh, only weakness."
TESTED ON TERRA "There is no constancy in flesh, only decay."
You are among the few who survived the fearsome testing "There is no certainty in flesh but death."
and trails of the Adeptus Astra Telepathica on Terra, proving
you an able and competent psyker. One to respect and fear - — Credo Omnissiah
and the first one to take down in a fight. The disciples of the Omnissiah, who are the preservers and
TICKING TIMEBOMB fabricators of technology. You are one of the holy tech-priests.

Your gift as a psyker makes you very dangerous and lethal, as


you draw your powers directly from the unstable and ever
TYPICAL ADEPTUS MECHANICUS ASPECTS
treacherous Warp.
BINARY MIND
WARPCHILD
Your mind is pragmatic and analytical making you a master
Your mutated existence is a product of the Warp, thus with machines - but very strange and cold around humans.
making you very alert and knowledgable of this dreaded
realm. Unfortunately your mere presence works as a beacon “I’M A BADASS SKITARII RANGER”
for its profane denizens.
You are or were a trained tech-guard in the cybernetic
military force and take pride in your duty as a holy warrior.
ADEPTUS ASTRA TELEPATHICA ABILITIES [+1+] Others might see you as a fanatical psycho.

THE CONSTANT THREAT [+1] I COMMUNE WITH THE MACHINE SPIRITS


You’re especially attuned to the machine spirits, making you a
Psykers are beings with the ability to manipulate the power of
master of soothing and commanding them. Others see your
the Immaterium, bending the chaotic energy to their will to
constant communing with invisible forces a bit weird.
manifest potent psychic powers.
Psychic Phenomena [0]: When you reach into the Warp, MACHINE GOD BIGOT
there is always the chance of the Empyrean bleeding into You’re a devoted and fanatical follower of the Omnissiah,
reality. Minor manifestations include a drop in temperature, dedicating your entire life to the Holy Doctrines. No matter
ghostly voices, feelings of unease, or nearby vegetation how much they impair your own wishes and needs.
shriveling and dying. In rare instances - like when you succeed
with a serious cost - even full-scale Warp breaches can
occur. ADEPTUS MECHANICUS ABILITIES [-1+]
Perils of the Warp [+1]: Your constant dealing with the
Empyrean leaves you less protected against the dangerous FOLLOWER OF THE FALSE GOD [+1]
powers of corruption. Every chaos ratings from experiences
You don’t believe the Emperor to be divine, but instead
that has a corruption trigger are increased by +1 against
regards the Omnissiah to be the True God. Therefore
you.
everyone else in the Empire regards you as dark, mysterious
and a bit scary. You suffer a –1 penalty whenever making

15
social interaction rolls with characters who aren’t tech-
priests. ADEPTUS MINISTORUM
MECHADENDRITE [-1] "There can be but one Emperor, one god, one saviour, one
deliverer. Without Him, a billion billion souls are nought but
You start the game with an already installed mechadendrite
fodder for the ever-thirsting evils of the warp.”
with an unadjusted Cost of +4.
— Ecclesiarch Theodacus V, Indroit to the Verses of Dusk
MECHANICUS IMPLANTS [0]
The keepers of faith in the Emperor’s divinity. You are the
A big part of worshipping the Omnissiah is to realize that preacher of the God Emperor, His word and the Imperial
cybernetics are far superior to flesh. You have a cranial Creed.
circuitry, cyber-mantle, electro-graft, electoo inductors and
potentia coil installed.
TYPICAL ADEPTUS MINISTORUM ASPECTS
NOT REALLY HUMAN [0]
A lot of your vital parts are replaced by cybernetics, making PIOUS PILGRIM
normal surgery a difficult task. Both the Academia and the
You are fucking good at spreading the God Emperors word
Engineering skills can be used to heal your physical wounds,
and doctrine wherever you go. Sometimes it gets a bit too
but both are penalized by a +1 to the difficulty of the test.
much for those around you.
REPLACE THE WEAK FLESH [-1] RELIGIOUS FANATIC
Your priesthood makes, maintains and controls cybernetic
You know every chapter of the Imperial Creed by heart, and
implants. At character creation and once per session you
strike hard on disbelievers. This strong devotion also makes
may add +2 to Asset rolls made to acquire cybernetics and
you easy to anger in the face of citizens not so devoted as
implants.
you.
SERVITOR STASH [0] REPENT OR DIE!
You have access servitors (see box above) and can buy them
Everybody is guilty of something, and you are destined to find
as any other piece of equipment.
out what that something is, making you a very good
PILE OF CORPSES [-1] [OPTIONAL] interrogator and an obnoxious companion.

Your access to servitors is above the norm. At character “THE RUINOUS POWERS LOVES TO HATE ME!”
creation and once per session thereafter, you may add +2 to
Your faith is a great weapon against the impure, but also a
Asset rolls made to acquire servitors.
great way to feel their wrath in conflict.

THUG OF GOD
COMBAT SERVITOR
Knowing that you are backed up by God is a good thing for
IMPROVEMENTS: Aspect: Remorseless killer-cyborg, Armed*,
your confidence - which sometimes lead to overconfidence.
Armored, Conscious, Rugged
SKILLS: Choose either three skills at +1, two at +2 or one at +3
ADEPTUS MINISTORUM ABILITIES [-2+]
STRESS: 4 boxes
COST: Fantastic (+6). FAITH IS ALL [-1]
SERVO SKULL The God Emperor is with you always, and he never leaves you
stranded. Once per session you can put your trust in the
IMPROVEMENTS: Aspect: Singleminded, Conscious Emperor. Put a fate point on the table and make a Fair (+2)
SKILLS: Choose either three skills at +1, two at +2 or one at +3. Conviction roll. If you are successful, you take the two fate
points back again and clears a mild consequence. If you fail,
STRESS: 2 boxes the fate point is also lost and nothing is healed.
COST: Good (+3)
PURE FAITH [-1]
NOTE Your devotion to the Emperor girds your mind against the
Read more on the improvements in GEARING UP (▹45). daemonic powers. You may re-roll your defense against any
! mental attacks from daemonic forces, or any corruption
tests.

ARMOR OF CONTEMPT [-2] [OPTIONAL]


Your hatred toward Chaos and the defilers are soul deep,
giving you extra defenses against the Ruinous Powers. You

16
can use the Conviction skill instead of Willpower skill when The Imperium’s immeasurable armies, fighting endless
making corruption tests, and you also gain 2 extra boxes in battles across the galaxy. You are a soldier. You have seen
each of your purity threshold tracks. death, horror and planetary destruction.

DESTROYER OF ABOMINATIONS [-1] [OPTIONAL]


TYPICAL ADEPTUS IMPERIAL GUARD ASPECTS
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
SELF-MUTILATOR [-1] [OPTIONAL] You’ve been fighting a lot of different enemies. Xenos, the
minions of Chaos and even human traitors and heretics. You
You’re a self-mutilating flagellant punishing yourself for know their weaknesses and habitats, but are also haunted by
religious penance and discipline. When inflicting pain on them in your dreams.
yourself, you can add +2 to Conviction tests made to
overcome obstacles. This bonus is doubled if you inflict a MY BILLION BRETHREN
minor consequence on yourself. You are part of the biggest war-machine ever seen, and you
SMALL DONATIONS [-1] [OPTIONAL] can count billions of soldiers as your brothers in arms. Men
who will help you in any way possible. Unfortunately they also
A part of your job is to collect donations for the church. Once get into trouble and need help. Your help.
per session you can add a +2 to a Resource roll made to buy
equipment, as long as you could reasonably have had time to UNFAZEABLE
collect some thrones. You’ve seen so much carnage, that it is almost impossible to
THE EMPEROR’S MERCY [-2] [OPTIONAL] scare you. All this death and destruction turned you bitter and
a bit reserved.
You can channel the Emperor’s light to mend wounds and
heal minds. This allows you to use Conviction to treat both WAR VETERAN
physical and mental wounds. If you pay a fate point you can You’ve survived wars so violent few people can even try to
completely remove a consequence instantly without rolling fathom, making you a pure survivor and harddriven bringer of
the dice! death. Your soul and mind is a fucking mess though.
THE EMPEROR’S SIGN [-2] [OPTIONAL]
The Emperor’s Sign is a physical manifestation of the faithful’s
ADEPTUS IMPERIAL GUARD ABILITIES [-2+]
devotion to the Emperor, and a sign of His protection. The
Sign is especially potent against creatures of the warp, but its CANNON FODDER [-1]
mere appearance is often enough to steel loyal servants of
the Imperium against the horrors of war. You can now use You are used to being shot at, beaten and even bombarded.
Conviction to make mental attacks against His enemies. If you You’re fortunately a hard fuck to lay to rest. When you take
place a consequence on the target, you can pay a fate point physical stress, you may check off two stress boxes with a
to increase its severity one notch. total value equal to or greater than the shift value of the hit.

THE EMPEROR’S WRATH [-2] [OPTIONAL] CHAIN OF COMMAND [-1]


You can call upon the Emperor’s vengeance to smite His When you give an order, people hop to it. If you spend a fate
enemies. You can now use Conviction to make physical point and command another character to perform a certain
attacks against His enemies. Your attack has Damage 6, action, he gains a +3 on his roll if he complies. The command
Accuracy 0 and Range 3. This attack is not psychic in nature, must be a specific use of one of the character’s skills, such as
and cannot be defended against with the Warpweaving skill. “Fly behind the asteroid to lose them.” You may do this once
per scene.

IMPERIAL GUARD “GET THEM OUT ALIVE SOLDIER!”[-1] [OPTIONAL]


Your training in the use of vehicles is diverse and thorough,
"Men, we are the first, last and often only line of defense the making you an able driver and pilot in almost every thinkable
Imperium has against what is out there. You and that fine variety. +2 to Drive when overcoming obstacles.
piece of Imperial weaponry you hold in your hands is all that is
keeping humanity alive. Most of you will probably not live to HAMMER OF THE EMPEROR [-1] [OPTIONAL]
see your second year in the Guard and most of you will
You can enter a violent state of frenzy, striking your opponent
probably never see your homeworlds again, but I can
over and over again, wearing down his defense with each
guarantee you that when you do fall, with a prayer to the most
blow. +2 to Assault whenever you fight an opponent who is
high and mighty God-Emperor on your lips, you will have
using full defense.
earned the right to call yourself a man!"
— Staff Sergeant Vermak, 12th Cadian Shock Regiment

17
OUTCAST
“According to Imperial Law, you are not allowed to carry a
gun into these premises!”
— Ardias Kimbal, deceased guard
Living in the shadow of the might of the Imperium, gangers,
criminals, and dregs prosper and thrive; cunning survivors
and experienced outlaws, they exist only for themselves and
those who have bought their loyalties.

TYPICAL OUTCAST ASPECTS


EXPENDABLE ASSET
You are part of a criminal organization, getting protection
when needed. Or whacked when you fuck up.

WELL CONNECTED
You have gathered a big network of associates from all walks
of life. This makes you a very valuable contact, but also a
someone everybody knows.

SLIPPED BETWEEN THE CRACKS


You have forsaken the role you were given, and is now living
on the edge of society. This is very handy, when you’re a
criminal but can be a pain in the ass, if you need any kind of
help from the world around you.

TRUE SURVIVOR
You’ve learned to survive the hard way. This makes you very
resilient but also suspicious, territorial and paranoid.

OUTCAST ABILITIES [-2+]


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.

UNDERHIVE PARLOUR [-1]


You know how to talk the talk. You can use Burglary in place
of Contacts whenever you’re dealing specifically with other
outcasts and criminals.

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.

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.
18
CHAPTER IV

THE SKILLS
ACADEMIA ATHLETICS

Academia measures a character’s education, recall, and This is a measure of the character’s general physical
knowledge. Any knowledge that isn’t specific to another skill capability; the exception is raw power, which is a function of
falls under Academia, with some overlap to be expected. Strength. Athletics covers running, jumping, climbing, and
other broadly physical activities you might find in a track and
ALERTNESS field event.
You can use the skill to defend against physical attacks made
in close quarters or at range. It can also defend against
physical-based psychic attacks.

Alertness is a measure of your character’s regular, passive


level of awareness. Specifically, it’s the perception skill to BURGLARY
notice things the character isn’t looking for.
Initiative: This is the skill you use to determine exchange
order in a physical conflict.
The ability to overcome security systems, from alarms to
ASSAULT locks, falls under the auspices of this skill. This also includes
knowledge of those systems and the ability to assess them.

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
Command is a multi-faceted skill. A good leader knows how to
in close quarters.
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 Special limitation: This skill is not allowed at character
the people you’re looking for. Your character may know a guy creation. Ask the GM for his approval. The rank is also limited
who knows a guy, or maybe he just knows the right questions (▹39).
to ask. Whatever his methods, he knows how to find things
The Forbidden Lore skill represent information proscribed or
out by asking around.
hidden from the average Imperial citizen. In many cases, it is a
heinous crime to even possess such data and can quickly
CONVICTION draw Inquisitorial attention (even if the possessor himself is
working for an Inquisitor).
The skill works differently than the other skills that characters
have, as it can only be used for knowledge.
Conviction measures the force of your character’s Knowledge: Actions relating to learning about the Ruinous
personality, self confidence and zeal. Inquisitors and members Powers can be made with the Forbidden Lore skill. These are,
of the Ecclesiarchy will typically have high Conviction to by and large, actions to overcome and create an advantage.
represent the strength of their faith.
Furthermore, ranks in the Forbidden Lore skill effectively add
Skill drain: If you fail a Conviction test, you suffer drain in to other skills for the purposes of such direct discovery. This
addition to the normal effects. A few hours of atonement and notably includes Academia and Investigate. For example, if a
prayer restores the lost ranks completely. Full recoveries are character has Academia at Fair (+2) and Forbidden Lore at
best handled between missions. Average (+1), rolls to piece together something lore-related
about Chaos are at Good (+3).
DECEIT Corruption: Having any ranks in this skill also makes you
more vulnerable to the effects of corruption. So beware.

GUNS
Deceit is the ability to lie, simple as that. Whether through
word or deed, it’s the ability to convey falsehoods convincingly.

DRIVE Often, characters just need to shoot things. Thankfully, there’s


a skill for that. Guns users are well-versed in a variety of
firearms and ammunitions. Guns can also be used to cover
non-gun weapons that shoot at a distance, such as bows and
bolas guns, and also covers the use of heavy artillery.
This skill measures a character’s ability to control and drive
any sort of vehicle, from a ground bike to an interstellar
freighter. Pilots are familiar with the controls of most INFLUENCE
standard vehicles and can guide the vehicle in stressful
situations and straight courses alike.

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.
Engineering is the understanding of how machinery and Special rule: Influence has a special relationship with a
complex technology works, both for purposes of building it character’s Asset score—Influence can change a character’s
and taking it apart. While it’s complemented by an starting Assets.
understanding of Academia, Engineering can just as easily be
the result of getting your hands dirty and having a natural feel Influence Rank Starting Assets
for how things work.
Fair or Good +3

Great or better +4

Superb +5

20
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
This is the ability to understand what other people are
everything from skulking in the shadows to hiding under the
thinking and feeling. This can be handy if your character is
bed.
trying to spot a liar or you want to tell someone what he
wants to hear.
Initiative: This is the skill you use to determine exchange
STRENGTH
order in a mental conflict.

INTIMIDATE
This skill is Might re-skinned.
This is a measure of pure physical power—either raw
strength or simply the knowledge of how to use the strength
you have. For lifting, moving, and breaking things, Strength is
There are more graceful social skills for convincing people to
the skill of choice. Strength may be used indirectly as well, to
do what you want, but those skills tend not to have the pure
modify, complement, or limit some skill uses.
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
Investigation is the ability to look for things and, hopefully, find
spacefarers rarely have a use for, unless they happen to
them. You use this skill when you’re actively looking for
crash-land on a hostile planet.
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; Toughness is the ability to keep performing physical activity
knowledge of injury, disease, and anatomy; and general health despite fatigue or injury. It’s a measure of the body’s
training. Characters with Medicae can apply high-tech resistance to shock and effort. Toughness also measures
treatments, stop bleeding and fight poisons. how well a character shrugs off poisons and disease.
Toughness also determines a character’s stress capacity
PRESENCE (the length of a character’s stress track), since stress in part
represents physical wounds and fatigue. By default, players
have 3 boxes for their stress track. Better-than-Mediocre
(+0) Toughness increases the number of boxes as shown
here. Willpower also increases stress capacity. Any additional
This skill is Rapport re-skinned. stress boxes from Willpower and Toughness are added
The flip-side of Intimidate, this is the ability for impressing together to determine a character’s stress capacity.
people and swaying their reactions in a friendly fashion, make Toughness is Average or Fair: 1 additional stress box.
a good impression, and perhaps convince them to see your
side of things. Any time you want to communicate without an Toughness is Good or Great: 2 additional stress boxes.
implicit threat this is the skill to use. Toughness is Superb or better: 3 additional stress boxes.

21
WARPWEAVING

Academia ✓ ✓

Special requirement: You must have the Adeptus Astra Alertness ✓ ✓ ✓


Telepathica past career to take this skill (▹15).
Assault ✓ ✓ ✓ ✓
The Warpweaving skill is the ability to create wonders with
your mind. You can cauterize, crush, curse, enfeeble or terrify ✓ ✓ ✓
Athletics
your enemies with a nod. You can also attack them outright.
You may use the skill in place of either Willpower or Athletics Burglary ✓ ✓
to defend against psychic attacks made against you.
Command ✓ ✓
Special rule: To use the energies of the Immaterium is to
invite chaos to your doorstep. If you succeed at a cost ✓ ✓ ✓
Conviction
(through a failed or tied result), the cost should always be
rooted in some kind of psychic backlash either through a ✓ ✓ ✓
Deceit
consequence or a narrative complication.
Psychic resistance: When you choose to direct your powers Drive ✓ ✓ ✓
against against the environment, or it is impossible to
determine who’s the target, you use the purity of the Engineering ✓ ✓
environment as a passive defense. This defense ranges from
+0 for a non-tainted area to +8 for an ancient, Chaos-filled Forbidden Lore ✓ ✓
Space Hulk drifting in the Warp.
Guns ✓ ✓ ✓
Skill drain: If you fail a Warpweaving test, you suffer drain. A
few hours of clearing your mind of the twisted thoughts and ✓ ✓
Influence
demonic voices restores the lost ranks completely. An hour of
quiet clears a single rank. Full recoveries are best handled ✓ ✓ ✓
Insight
between missions.
Intimidate ✓ ✓ ✓
WILLPOWER
Investigate ✓ ✓

Medicae ✓ ✓

This skill is Will re-skinned. Presence ✓ ✓ ✓


Willpower is a measure of a character’s self-mastery, as
Stealth ✓ ✓ ✓
expressed through things like courage and willpower. It’s an
indicator of coolness under fire and also represents the drive
Strength ✓ ✓ ✓
not to quit.
Willpower also determines a character’s stress capacity (the Survival ✓ ✓
length of a character’s stress track), since stress in part
represents the character’s resilience in the face of mental, Toughness ✓ ✓ ✓
emotional, and social stress. By default, players have 3 boxes
for their stress track. Better-than-Mediocre (+0) Willpower Warpweaving ✓ ✓ ✓ ✓
increases the number of boxes as shown here. Toughness
also increases stress capacity and combines with Willpower Willpower ✓ ✓ ✓
to increase a character’s stress track.
Willpower is Average or Fair: 1 additional stress box.
Willpower is Good or Great: 2 additional stress boxes.
Willpower is Superb or better: 3 additional stress boxes.
You can use the skill to defend against psychic attacks,
torture or the corrupting powers of Chaos.
Skill drain: If you fail a corruption test, you suffer Willpower
drain. A peaceful nights sleep restores the lost ranks
completely. A non-stressful hour of rest restores a single
rank. Full recoveries are best handled between missions.

22
CHAPTER V

THE STUNTS
In this chapter, you’ll find all the cool rule breakers, the stunts,
that makes your character look badass and shine. ALERTNESS STUNTS
If you need more stunts than the ones converted and included
above, you’ll find this webpage very, very useful.
EVER ALERT, EVER VIGILANT
You have an almost preternatural capacity for detecting

ACADEMIA STUNTS danger. Your Alertness skill works unimpeded by conditions


like total concealment, darkness, or other sensory
impairments in situations where someone or something
GIVE ME A MINUTE intends to harm you.
Once per scene you can spend a fate point to use Academia HE COMMANDS, WE ACT!
in place of any other skill for one roll.
You have been trained to follow orders instantly in combat.
GUIDED BY HIS LIGHT When determining turn order for a physical conflict, you may
use an ally's Alertness skill instead of your own.
You may not know everything, but you always know how to find
out. When looking for a fairly specific piece of information, you KEEN INSTINCTS
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 You’re always laying a keen eye on your environment. You
information is. In short, you can never hit a wall when trying to gain a +2 on Alertness checks to notice important clues or
find something out. There are no guarantees of how easy it situations that others have overlooked.
will be to get the knowledge, but that’s what adventure is for.
ON YOUR TOES
INFUSED KNOWLEDGE You have a quick and easy awareness of ambushes and other
You don’t ever have to spend a fate point to declare that you nasty surprises. When you’re ambushed , you’re able to take
have the proper tools for research using Lore, even in a full defensive action, gaining a +2 on your defense roll,
extreme situations (like being imprisoned and unable to regardless of whether or not you’re surprised.
access a library).
VIGILANCE IS YOUR SHIELD
MASTERY You may spend a fate point to go first in an exchange,
Once per session you can choose to spend a fate point to regardless of your Alertness. If multiple people with this stunt
automatically make a successful Academia skill test, no exercise this ability, they go in turn based on their skills,
matter how hard the difficulty was. before those who don’t exercise the stunt get a chance to
act. If the exchange has already started, and you have not yet
QUEST FOR KNOWLEDGE acted, you may instead spend a fate point to act next, out of
the usual turn order.
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 +2 on Burglary rolls made to create an advantage whenever
conditions like darkness or other visual impairments. you’re trying to escape from a location.

BRING IT ON! HIDDEN WEAKNESS


Whenever you are physically attacked by a mob, opponents in You have a talent for spotting flaws in a location’s security
that mob do not get a teamwork bonus to their attacks. 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 You’re highly skilled at visualizing the whole of a target based
increase that consequence's severity before your opponent on just a part of it. When casing a location, you gain a +2 on
takes stress from your successful attack. If you invoked a your Burglary roll.
severe consequence, your opponent must either take a
consequence from your attack or be taken out. PILFER
DEVASTATING ASSAULT No one can ever feel safe from your theft. After a physical
conflict has ended make a retrospective Burglary roll
After successfully attacking an opponent and dealing damage, contested by your opponents Alertness. If you are successful,
you may launch a second attack with Assault as a you stole some small valuables from him. This is treated as
supplemental action with the usual -1 penalty to the roll. Until an Asset aspect representing the trinkets.
your next exchange, you are prohibited from making any
defense rolls though. SPOILS OF WAR
SWIFT ATTACK Requires the Pilfer stunt.
Instead of stealing some small valuables from your
You use Assault in place of Alertness to determine your
opponents, you steal one of his weapons. This can never be a
initiative in physical conflicts.
be his main weapon or a heavy weapon. It is usually a
sidearm.
ATHLETICS STUNTS
HARD TARGET COMMAND STUNTS
When making a full defense, take no penalty for moving one AIR OF AUTHORITY
zone and gain an additional +1 to the roll (for a total of +3)
You are good at being in charge. +2 to Command as long as
when making such a move.
you are in a position of direct authority over those you intend
LIGHTNING REFLEXES to lead.

+2 to defend with Athletics for the first exchange after you ALL FOR ONE
become aware of a threat.
You are part of a small (less than a dozen) group of f brothers
PRETERNATURAL SPEED in arms. When inspiring named characters which share this
group membership aspect, you may spend effort from your
You may move two zones for free in a conflict without rolling, Command roll to allow members of the group to ignore
instead of one, provided there are no situation aspects consequences for the duration of a scene. Ignoring a mild
restricting movement and that you are charging toward your consequence costs 2 effort points; a moderate consequence
opponents. takes 4 effort points and a severe consequence 6 effort
points.
QUICKDRAW
You do not suffer the -1 penalty for a supplemental action
DUTY PREVAILS
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
STEP ASIDE out all the right signals, say all the right things. In such
Once per session you may re-roll a failed Athletics defense roll circumstances, you may roll your Command at +2, or,
for free with an additional +1 bonus to the roll. alternatively, use your Command instead of Influence, in order
to get a favorable reaction.

24
HALO OF COMMAND REDEMPTION OF BATTLE
For a fate point, you may use your Command skill instead of Death is the servant of the righteous. If you spend a few
Presence and Intimidate, provided those you are dealing with minutes after a conflict in deep prayer, where you praise the
are aware of your reputation and rank (a second fate point Fallen who died in His Name, you may instantly remove a mild
will nearly always assure that they do). consequence.

IMPOSING RANK RIGHTEOUS CRUSADE


Your military rank is evident to all those around you. When The Light of the God Emperor never leaves you, guiding you to
rolling for first impressions, you may use your Command skill victory in every battle against the tainted. When fighting
instead of Presence. enemies of the Imperium, you may substitute Conviction for
Assault in physical conflicts.

CONTACTS STUNTS UNSHAKABLE FAITH


Blind faith is a just cause. You know, that He never leaves you
COVER-UP side. You may substitute Conviction for Willpower.
Whenever you seek information and an opponent rolls
Contacts to be alerted to this activity, you may roll active
opposition against them. DECEIT STUNTS
INSIDER COVERSTORY
You’re able to navigate the intricacies of corporate and You can whip up a cover story like no one’s business, even if
government bureaucracies easily—not because you you haven’t made an effort to establish it beforehand. Any
understand them, but because you know people within the time you overcome an obstacle in public using Deceit,
bureaucracy who can provide you shortcuts. You may roll automatically add a situation aspect representing your cover
Contacts instead of Command to deal with any sort of story, and stick a free invocation on it.
bureaucratic entanglement.
FACE IN THE CROWD
NASTY REPUTATION
Once per scene, when you succeed on a Deceit roll, you may
You can use Contacts instead of Intimidate to create choose to succeed with style instead.
advantages based on the fear generated by the sinister
reputation you’ve cultivated for yourself and all the shady INFILTRATOR
associates you have. You should have an appropriate aspect Once per scene, when you succeed on a Deceit roll to create
to pair with this stunt. 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 You may create advantages with Deceit related to imitating
successful Assets roll (▹41) against a difficulty set by the GM the mannerisms and voice of anyone you’ve had a chance to
reduces the difficulty of your Contacts roll by three. study. Studying someone usually requires only an investment
PEERS of time, and not a roll of the dice—at least half an hour of
constant exposure. This timeframe can be reduced, but will
The Acolyte knows how to deal with a particular social group require an Insight, Investigate, or Deceit Mediocre (+0) roll—
or organisation, or even xenos race. +2 to Contacts when any shifts you get on the roll reduce the time required.
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 You are a skilled combat pilot, and as such may roll Drive
Imperial Creed, you are able to force enemies of His Empire instead of Guns to attack in a dogfight.
to flee in terror. You may substitute Conviction for Intimidate.

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. TECHNICAL KNOCK
When you pilot a vehicle into its crash landing, you and your
You can remove JAMMED aspects from weapons with a
passengers survive. The crash is described, without any
Mediocre (+0) Engineering skill roll as long as you can
reference to harm to you or your passengers, and you all
somehow touch the weapon.
stagger out after the landing with all of your physical stress
cleared and a single mild consequence to reflect the dangers WEAPON-TECH
survived. Every survivor must spend half of their remaining
fate points, rounded up. They must have at least one to do Once per conflict, at the cost of a fate point, you may increase
this. If a character has no fate points, she’s taken out. 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
Once you’re tailing someone, you’re practically impossible to
shake. When chasing another vehicle, gain a +1 against any
GUNS STUNTS
maneuvers your target attempts.
DOUBLE TAP
RAM IT DOWN If you make a successful attack with Guns, the damage is
When you hit an object other than a character or vehicle, increased by 2 shifts.
increase the stress you cause by 2. Any time an object is
taken out by the damage, the result should be spectacular—
EYE OF VENGEANCE
an explosion or collapse. Once per scene, when you force an opponent to take a
consequence using Guns, you can spend a fate point to
SAFETY FIRST increase the consequence’s severity. If your opponent was
You’re good at keeping your vehicle in one piece. When already going to take a severe consequence, he must either
attempting a Drive maneuver in a chase, you may treat the take a severe consequence and a second consequence or be
difficulty as if it were one lower. The difficulty of the maneuver taken out.
itself isn’t affected, however, for any vehicles that might be
chasing you.
HIP SHOOTING
Once per scene, you may move one zone, attack with Guns,

ENGINEERING STUNTS 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 During a Guns attack, spend a fate point and declare a
modifier and the improvement is done one time increment specific condition you want to inflict on a target, like SHOT IN
faster. 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 When attacking with Guns, you are immune to the effects of
must spend a fate point to activate this ability and roll aspects such as CROWDED and INNOCENT BYSTANDERS. These
Engineering against a target of Mediocre (+0). Then you cannot be compelled against you.
appraise the spirits, and it starts working immediately,
regardless of the difficulty rating to repair it under time
pressure. It’ll continue to work for a number of exchanges INFLUENCE STUNTS
equal to the shifts gained on the Engineering roll. Once the
time is up, the device stops working again, and any efforts to PLANETARY BOMBARDMENT
repair it are at a one step higher difficulty (since the spirits
Requires Great (+4) Influence.
are exhausted). If you wish to do another appraisal, you may
do so at the cost of another fate point, but the difficulty for Sometimes you will face so much Chaos on a planet, that you
the Engineering roll increases by one for each subsequent have no way of saving it. By paying a fate point and draining
appraisal. your Influence of two points (▹33); recovery is a mission per
point), you will secure a planetary bombardment from the
FROM THE DARK AGE OF TECHNOLOGY nearest, available Imperial Navy Battalion. It usually takes a
You have managed to obtain a great deal of knowledge of the week for the warships to arrive in orbit. This time is best
forgotten principles and understanding of the technology that spend finding a way to get the hell off the planet. This use
was lost during the Age of Strife. Add two to your Engineering functions like a concede to the rest of the mission, ending it
immediately. Use this power with extreme caution!

26
REINFORCEMENT “THE INQUISITION NEEDS YOUR RHINO!”
Requires Good (+3) Influence. Requires Average (+1) Influence.
Once per mission when you need it the most, you can call for Once per session you can confiscate a piece of equipment or
a reinforcement by spending a fate point and draining your a vehicle from the local government—as long as it is Imperial
Influence of two points (▹33); recovery is one session per in nature. The maximum value of the confiscated stuff is equal
point. The reinforcement will arrive by drop pod close to your to your Assets rank +3. Additionally the equipment also has
destination in a day. Give your temporary teammate a name the PROPERTY OF THE INQUISITION aspect. Someone might want
and write a brief sentence describing his personality and his it back after use.
role in the team. The four reinforcement characters are:
WE ARE WATCHING YOU
DEATHWATCH SPACE MARINE (▹64)
People of all walks of life fear the Inquisition, and with good
EVERSOR ASSASSIN (▹65) right. You may use Influence instead of Intimidation, when
GREY KNIGHT SPACE MARINE (▹65) using it to scare others.

SISTER OF BATTLE CANONESS (▹66) “YOU WILL COOPERATE, SERGEANT!”


SUPREME FIREPOWER Local law enforcements will obey your orders, if you let them
know, that you’re part of the Inquisition. Add +2 to Influence
When you buy weapons—either at character creation or later when dealing with Imperial law enforcements. You can only
on—you may distribute two points between Damage, use this stunt on planets with an Imperial Planetary Governor.
Accuracy and Range for free. Just add your choice after the
acquisition.

THE EMPEROR KNOWS INSIGHT STUNTS


When you start asking questions in the name of the A PEEK INSIDE
Inquisition, people usually spill their beans without much
resistance. You may use Influence instead of Investigate when Requires at least two other Insight stunts.
you are interrogating people. You achieve such a strong understanding of your subject that
you can start to make some fairly accurate guesses about his
THE IMPERIAL SEAL behavior. After you have successfully read a person's
This stunt is worth 2 refresh, you get it for free. emotional state, you may immediately ask the GM a
hypothetical question about that person’s motives, which the
Flashing the Imperial Seal is like bringing a naval cannon to a GM must be able to answer with "yes", "no", or "maybe", to
fistfight. Everybody around you will think thrice before the best of her ability. The question must speak to the kind of
assaulting you. (If you spend a fate point, you will have them person the target is, not things they’ve done, though it may
running in fear.) If they should decide to attack you anyway, ask if they are capable of doing such things. If the GM
you will receive an immediate +2 bonus to both Assault and answers with a "maybe", you may ask a second question to
Guns. get clarification. This second question may seek details,
Remember, that showing the seal will reveal the presence of rather than another one-word answer.
the Inquisition. Immediately place the THEY ARE HERE!
situational aspect.
COLD READ
Note that this stunt only works against citizens of the Empire You can size people up in a glance. Normally, using Insight to
of Man. Xenos, Chaos and some heretics are immune to this. get a read on someone requires at least a few minutes of
conversation, if not more. You only need a few moments.

HIT THEM WHERE IT HURTS


Your skill at reading people makes you adept at provoking a
strong emotional response if you’re trying to get them angry,
depressed, or something similar. Normally, the Intimidate skill
is used for such efforts; however, if you’ve succeeded at any
Insight roll against the target previously, you may use Insight
to wage such psychological warfare instead.

SOULTRACKER
Your understanding of people you’ve met is sufficiently strong
that it gives you an easy sense of how to find them. You can
anticipate their moves based on your knowledge of their
personality. In any situation where you’re tracking down or
otherwise trying to find someone you’ve met before, you may
roll Insight instead of Investigate.

27
TRUTH BEGETS HATRED
Without rolling, you can tell if another character is lying so
INVESTIGATE STUNTS
long as the target’s Deceit is equal to or lower than your CLUES FROM THE CROWDS
Insight. In the case of high Deceit, you will know that you
cannot tell, but will never receive a “false positive.” 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.
INTIMIDATE STUNTS COORDINATED INTERROGATION
BRINGER OF DEATH When providing assistance to other characters in
interrogations, you supply an additional +1 bonus for a total of
You are the terror of all those who oppose you. Others are
+2.
often at a loss to describe what exactly about you is so
unsettling; regardless, it has the effect of rooting them to the DELICATE INTERROGATION
spot and believing the threats you make. Once per scene per
target, you may spend a fate point to intimidate your target You can use Deceit in place of Investigate when performing
as a free action, no matter what the circumstances; this interrogations.
happens immediately if you’re between actions, or
immediately after the current action underway. This free
KEEN INTUITION
action is in addition to any other action you might take during When using Investigate to notice objects that seem out of
the exchange. place or hidden you you may re-roll a failed Investigate test for
free.
EYE TO EYE, BLADE TO BLADE
You are a master provocateur, able to compel your enemies
NOTHING ESCAPES MY SIGHT
to drop their guns and dance with you in melee combat. By You’re a skilled hunter and investigator obsessed with the
spending a fate point, you may call on any enemy no more pursuit of your prey. If you fail an Investigate roll when tracking
than one zone away. That enemy, no matter how tough, will and hunting your target, you can spend a fate point to convert
stop shooting and spend his next turn entering your zone for the failure to a success with style!
some one-on-one bloodshed. A high rank in Assault is a good
supplemental to this stunt.

INFURIATE MEDICAE STUNTS


You have a real talent for making people very angry. When FIELD MEDIC
deliberately trying to get someone angry at you, you receive a
You have a talent for delivering medical care in the field.
+2 bonus. If this results in an attack or other action against
Normally, someone providing first aid can remove a stress
you by your target, you may use Intimidate to complement the
mark for every two shifts gained on the roll (▹57). With this
skill you use on the first exchange, no matter the
stunt, every shift past the first one improves the level of
circumstance—after all, you made it happen, so you were
stress that may be removed—so three shifts removes a
ready for it.
checkmark up to the three-stress mark, rather than the two-
JUST BENEATH THE SURFACE stress mark. If you roll well enough to remove a stress mark
that’s higher than the subject’s physical stress capacity (e.g.,
You exude menace far in excess of your capability to act. Even six or more shifts for a character who has Mediocre (+0)
bound and behind prison bars, you’re so ripe with the promise Toughness), you can remove a mild physical consequence.
of the awful things you could do that you’re still scary. You
may use Intimidate no matter what the power imbalance in ONLY A FLESH WOUND
the situation is, and your target’s bonuses for acting from a
+2 to treat your own physical consequences with Medicae.
superior position are reduced by 2 (to a minimum of +0).

PROMISES OF PAIN PATCHED UP AND READY TO FIGHT


You can get the injured back on their feet in no time. If you
You make a promise—really, a threat—to a target, and make
spend a fate point, you can erase a mild consequence from a
an attack using Intimidation. If you successfully hit for one or
character’s sheet in the middle of the action with a quick
more mental stress, you may spend a fate point to
Medicae (+2) roll.
immediately force a mild psychological consequence instead.
The consequence must represent an appropriate response SUPERIOR CHIRURGEON
to the threat— such as FOLDING UP IN FEAR or A BROKEN SPIRIT.
The target may choose to concede rather than take the You aren’t just a chirurgeon; you’re a miracle worker. You can
consequence. bring back those that others think are beyond hope. If you
treat someone who’s been taken out, you can revive him if you
spend a fate point. All his injuries remain, but he’s no longer
taken out. This ability can even be used to revive people who

28
are apparently dead, so long as most of their vital parts are CHILD OF DARKNESS
relatively intact.
+2 to create advantage or overcome with Stealth whenever
YOU’RE NOT WORTHY OF DEATH … YET! you are in near-darkness or total darkness.
You’re an expert at getting the injured back in action. If you ONLY THE WIND SAW ME GO
spend a fate point, you can move a physical consequence one
step down on a character’s sheet. A Medicae check is At the cost of a fate point, you may exit a scene, passing from
required with a difficulty equal to the severity of the original sight.
consequence level, but you can change a moderate
consequence to a mild one, or even make a severe
SHADOWY EXIT
consequence only moderate. You can only do this once per A momentary distraction is all you need to vanish from the
character per session. scene. Provided you aren’t in the midst of a conflict, you may
roll a quick contest between your Stealth and the highest

PRESENCE STUNTS Alertness in the room. If you succeed, the next time someone
turns to look at or talk to you, you’re not there.

CENTER OF ATTENTION TWILIGHT STALKER


You’re used to focusing people’s attention on you and keeping You like to watch people who don't know they're being
it. Any time you use your Presence to attract attention and watched. You may use Stealth in place of Investigate to
distract someone you gain a +2 bonus to your roll. conduct surveillance.

DO YOU KNOW WHO I AM?


Once per scene, you may identify yourself in order to get your
STRENGTH STUNTS
way and add +2 to a Contacts, Deceit, Intimidate, or
Command roll.
BUILD LIKE A JUGGERNAUT
Your frame is massive, bulging with muscles everywhere.
RENOWNED HERO Hard muscles offering protection. You may use Strength
Your reputation has reached great proportions, and people instead of Athletics for defense.
are willing to believe all sorts of things about you. For a fate
point, you may use your Presence skill instead of Deceit,
BULGING BICEPS
Intimidate or Willpower, provided those you are dealing with You can use heavy weapons as though they are merely
are aware of your reputation (a second fate point will nearly sidearms.
always assure that they are).
HAMMER BLOWS
REVEAL THE HERETIC
You can use Strength in place of Assault when attacking.
You’re good at drawing people out, getting them to talk about
themselves. If you’re engaged in a long conversation with UNBOUND
someone, you can use your Presence instead of Insight to get
If you’re physically restrained in some fashion—such as by
a read on her as you get her to hint at or flat out reveal
chains or a mob of people—you gain +2 to your Strength in
secrets about herself and her past.
your efforts to break out of those bonds.
TRUE INSPIRATION VICIOUS BASTARD
You can use your strong presence as a source of inspiration
If you’re attacking very viciously and recklessly, you may use
getting someone going in combat. Until the encounter is over,
Strength as a supplemental action with Assault as a melee
the character can spend fate points to avoid being taken out,
attack. But instead of brining the usual -1 penalty to Assault, it
as described in the LAST LEG stunt (▹31). Once the encounter
adds +1 instead.
ends, however, the character takes the mild consequence
Exhausted in addition to any other consequences taken
during the conflict.
SURVIVAL STUNTS
STEALTH STUNTS CALL OF THE WILD
You move silently and almost imperceptibly through wild
ASSASSIN STRIKE areas. You can conceal your movements and hide easily in a
natural environment. When attempting to hide or sneak in
When you can surprise an enemy or attack from a place of
the wild, you may substitute your Survival skill for Stealth.
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.

29
DEATH WORLD SURVIVOR
You’ve lived rough on a wide variety of inhospitable worlds.
WARPWEAVING STUNTS
Any penalties assessed for being unfamiliar with the local FAVORED BY THE WARP
environment are reduced by two.
Once per session, you may re-roll a failed Warpweaving test
TRACKER for free.

You’re skilled at tracking and can infer a great deal of FORCE WEAPON WIELDER
information from a trail. When studying tracks, you may roll You can use Warpweaving instead of Assault when using
Survival. For each shift from this roll, you can get one piece of force weapons.
information about the person or creature being tracked—
weight, how they were moving, and so on. Normally, Survival WARP CONDUIT
can’t be used to track something, leaving such attempts at a You can power your Warpweaving with your stress. Spend a
Mediocre (+0) default. fate point and check a stress box of your choice. The amount
of stress you invest functions as a +1 to the roll. This
WHATEVER COMES IN HANDY investment must be done before the roll is made.
Making stuff out of the things around you is an integral part of WARP LOCK
wilderness survival. You may use Survival in place of
Engineering to build things out of scavenged materials. Requires the Favored by the Warp stunt.
When re-rolling a failed Warpweaving test, the second roll is
TOUGHNESS STUNTS made at +2 to the roll.
WARP SENSE
HARDY You may use Warpweaving as if it were an arcane Investigate
Once per session, at the cost of a fate point, you can reduce skill as well as an arcane Alertness skill. You also gain +1 to
the severity of a moderate consequence that’s physical in Warpweaving when using it in this fashion.
nature to a mild consequence (if your mild consequence slot
is free), or erase a mild consequence altogether.

IRON JAW
WILLPOWER STUNTS
ADAMANTIUM FAITH
When someone tries to place aspects on you—like STUNNED—
using Assault, you resist the attempts with +2. You have become so inured to horrors that would cripple
lesser men. Add +2 to Willpower when defending against
LAST LEG fear and terror.
No matter what comes at you, you keep standing. Use this BATTLE RAGE
stunt when you’d be taken out by or otherwise suffer a
You can channel you inner beast to deal devastating attacks.
consequence from a physical hit. If you spend a fate point to
Use Willpower in place of Assault when attacking frenzied
remain standing or otherwise defer a consequence or
and recklessly.
concession for one more exchange or until you’re hit again,
whatever comes first. You may keep spending fate points this DISCIPLINED FOCUS
way until you run out. Once the extra time you’ve bought is up,
all your deferred effects come to bear at once. You willpower helps you maintain a very strict discipline,
keeping your mind clear and focused. You may use Willpower
NEVER DIE instead of Alertness.

You gain an additional mild consequence slot. This slot can FRENZY
only be used for physical harm.
Once per scene, after taking physical stress, you may spend a
TRUE GRIT fate point to add the shift value of the attack (after any
reduction by consequences) as a bonus to an action in the
When you take physical stress, and the stress box with a next exchange taken against the person who inflicted the
value equal to the shift value of the hit is already checked, you stress.
may instead mark the next lowest value box that is
unchecked. Very simply, this means that you don’t start IRON DISCIPLINE
picking up consequences unless someone hits you for more +2 to defend with Willpower against someone trying to get
than your highest value box or all of your boxes are filled up. inside your head—be it through psychic means or through
extensive torture.

STRONG MINDED
Once per scene, when using Willpower to defend against a
psychic attack, you may make a free re-roll.

30
CHAPTER VI

DOING STUFF
In addition to the normal rules in FATE CORE, the following off a signal flare while intimidating the snapping fang voles at
three optional rules is also available in FATE OF HERETICS. the edge of the firelight— it’s a supplemental action and
imposes a –1 on your primary action roll (effectively spending

SKILL DRAIN one shift of effect in advance).


When in doubt about which is the primary action and which is
When you suffer a skille drain, you temporarily lose ranks in a the supplemental one, the supplemental action is the one that
skill. The skill can never go lower than Mediocre (+0). This normally wouldn’t require a die roll.
only affects actions, and not other benefits of a skill such as Sometimes the GM may decide a supplemental action is
additional stress boxes. particularly complicated or difficult, and may increase the
Regaining lost ranks varies with each skill and sometimes the penalty appropriately.
situation.
In this conversion, only three skills is automatically suffering
from the effects of drain:
COMBINING SKILLS
Sometimes the character needs to perform a task that really
Conviction: A few hours of atonement and prayer
requires using two or more skills at once. You never know
restores the lost ranks completely. Full recoveries are
when a character is going to need to throw a knife (Assault)
best handled between missions.
while spinning in zero gravity (Athletics) or when he’s going to
Warpweaving: A few hours of clearing your mind of the need to explain Warp shielding theory (Academia) to an Ogryn
twisted thoughts and demonic voices restores the lost Kanak Skull Taker (Presence).
ranks completely. An hour of quiet clears a single rank.
In those situations, the GM calls for a roll based on the main
Full recoveries are best handled between missions.
skill being used, but modified by the second skill.
Willpower: A peaceful nights sleep restores the lost
If the second skill is of greater value than the first, it’s a +1
ranks completely. A non-stressful hour of rest restores a
bonus to the roll; if the second skill is of a lesser value, it’s a -1
single rank. Full recoveries are best handled between
penalty to the roll.
missions.
Other skills might also suffer, but it is your job as a GM to COMPLIMENTING SKILLS
make the judgement. When the second skill can only help the first—essentially,
failing with the second skill won’t detract from the success of
SUPPLEMENTAL ACTIONS the first—it complements the skill.
A complementing skill never applies a –1, even if it’s lower
Sometimes you need to do something more complicated than than the primary skill. This usually happens when the
just taking a single, basic action. Sometimes the complication character has the option of using the secondary skill, but
is simple, like drawing a weapon and attacking; sometimes it’s doesn’t have to bring it to bear.
more complex, like making a feint while hacking with your
chainsword.
When your character performs a simple action while doing
something else—like drawing a weapon and attacking, or firing

31
RESTRICTING SKILLS
If the secondary skill comes into play only to hold the primary
skill back, it restricts the skill—it can only provide a penalty or
nothing at all.
A restricting skill never applies a +1, even if it’s higher than
the primary skill. Often skills like Toughness or Willpower are
restrictive skills—as you get more tired, you won’t get better;
but if you’re resolute, you may not get worse.
Note that combining skills can never be done to perform two
full actions at once—if that’s the goal, it should take two
exchanges. When skills are used in combination, one skill
almost always serves a passive role; it’s the thing the
character needs to do in order to be able to perform the
other skill.
The difference between a supplemental action and an action
that combines skills isn’t always obvious. In general, if both
components of the action are something you’d expect to roll
for if they were done separately, then it’s time to combine
skills. If the lesser part of the action is something that
normally doesn’t require a roll, handle it as a supplemental
action.

32
CHAPTER VII

PSYCHICS
This short chapter is used to break down the psychic power
of the Warhammer 40,000 into Fate elements. STUNTS
You’ll also find five unique stunt packages representing the
different styles of psykers. BIOMANCER [-2]
PERMISSIONS You’re an artist of living flesh, able to adjust your own or
targets bodies in beneficial or malevolent ways with the
You must choose a past career aspect associated with the strength of your mind.
ADEPTUS ASTRA TELEPATHICA background. Warp Speed [-1]: Tapping into the power of the Empyrean,
you suffuses your body with energy, pushing it beyond physical
COSTS limits, increasing Alertness to +4 for the purpose of
determining initiative, adding +1 to all Athletic rolls (including
Take THE CONSTANT THREAT stunt and assign a skill slot for the dodging). The power lasts a scene and costs a fate point to
WARPWEAVING skill. activate.
Iron Skin [-1]: Your flesh transforms, hardening into a slick,
WARPWEAVING SKILL living metal, weighing you down but also rendering you
incredibly resistant. In combat, once per scene, you may clear
away a mild physical consequence. Additionally you have a
OVERCOME natural Armor: 2 rating, adding to any other armor worn. The
Create and perform psychic powers with your mind power lasts a scene and costs a fate point to activate.
successfully.

CREATE ADVANTAGE
Place mental and physical changes on a target such as
DIVINATOR [0]
CAUTERIZED, CRUSHED, CURSED, ENFEEBLED or TERRIFIED. Targets
can defend against this with Willpower (or Warpweaving). You can tune your perception to the Warp, getting insight
into the many possible futures, and always be one step ahead.
ATTACK
Foreboding [0]: You gain an unnatural sixth sense. With this
Create aggressive mental energies to attack the mind or inexplicable insight, you know how and where his enemies will
body of the target. Targets can defend against this with attack, dodging blows and blasts with contemptuous and
Athletics or Willpower depending on the nature of the attack. frightening ease, adding +1 to all Athletic rolls (including
If the target is psychic, he can choose to defend with dodging). The power lasts a scene and costs a fate point to
Warpweaving instead. The attacks of psychic powers have activate.
Range 1.
Precognition [0]: You witness solid and perfectly lifelike visions
DEFEND of the future. Peering into moments yet to come, you can use
this information to ensure or avoid future fates. This places
Use Warpweaving to defend against hostile psychic powers.

33
an aspect on the “world” related to the prediction that
remains until it comes true or is otherwise resolved. THE CONSTANT THREAT [+1]
“You think you know of terror? You fear mortality, while I know of
PYROMANCER [-2] things far worse than mere death.”
– Astropath Galatia Hox
Destruction by flame is your game. You can create and Psykers are beings with the ability to manipulate the power of
control flames with your mind. When attacking or creating the Immaterium, bending the chaotic energy to their will to
advantages with Warpweaving that has an infernal nature, manifest potent psychic powers.
you get +2 to the roll. The attack does 4 shifts of damage.
PSYCHIC PHENOMENA: When you reach into the Warp, there is
always the chance of the Empyrean bleeding into reality. Minor
TELEKINETIC [-3] manifestations include a drop in temperature, ghostly voices,
feelings of unease, or nearby vegetation shriveling and dying. In
rare instances–like when you succeed with a serious cost–even
By tapping into the vast powers of the Warp, you are able to full-scale Warp breaches can occur.
defy gravity, blast opponents with bolts of force and even tear
holes in the very fabric of reality. PERILS OF THE WARP: Your constant dealing with the Empyrean
leaves you less protected against the dangerous powers of
Telekine Shield [-1]: Using the energy of the Warp, you corruption. Every chaos ratings from experiences that has a
erects a wall of tangible force that moves with you, giving you corruption trigger are increased by +1 against you.
an on-top Armor: 2 rating, layering perfectly with other
armors.
Vortex of Doom [-2]: In perhaps the ultimate display of your
mastery of both the physical world and the Warp, you tear
open a hole twixt the two, creating a violent and unpredictable
zone of death. Choose a zone, no more than two zones away
from you. Everything in this zone is attacked by your
Warpweaving skill adding +4 hits if the attack is successful!

TELEPATH [-5]
You have the talent to enter the minds of others, adjusting
their memories and minds for better or worse.
Dominate [-2]: Demonstrating the superiority of your mutant
mind, you subvert your foe’s will and forces him to act against
his every inclination. Few psychic abilities are so rightly feared.
Your mental psychic attacks does 4 extra shifts of damage
on successful hits.
Puppet Master [-3]: In the ultimate expression of telepathic
power, you utterly crushes your target’s will, locking him away
in a dark corner of his own mind and taking complete control
of his body. When a victim is taken out from attacks by
Dominate, you may fully possess him. Once you’ve taken
possession, you may control your victim completely and gain
access to all his physical abilities and many of his mental
ones. Once someone has a reason to be suspicious, you must
use your Deceit to defend against discovery.

34
CHAPTER VIII

CORRUPTION
The Ruinous Powers is by no comparison the biggest enemy purity boxes (each has a value of one — you cross off as many
of the Empire of Mankind. It is all around you, hidden in the as required), starting from the first box on Tainted and not
mind and hearts of heretics and shrouded by the thin veil starting on the second track until the first is completely
between you and the Warp. crossed out.
And Chaos corrupts you. Lures you into submission, slavery When an entire threshold is crossed off, the character has a
and eternal damnation. soul rending break and is now at the next threshold of purity.
But as long as there’s even one box remaining on the third

GETTING STARTED purity threshold (Profane) a character is still playable.


The moment a character has all of his purity boxes crossed
A few new terms that are the backbone of the system are off, though, he is Eternally Damned.
introduced to the game: THRESHOLDS AS AN ASPECT
The purity tracks
The Soiled and Profane thresholds act as aspects just like
Corruption triggers consequences do, relating to the current afflictions area
underneath the purity thresholds. See Crossing Purity
Chaos ratings
Thresholds (▹39) for more information.
The corruption test

CORRUPTION TRIGGERS
THE PURITY TRACKS In the course of investigating and fighting against agents of
Characters have three tracks of purity boxes — known as Chaos, characters will invariably uncover inhuman knowledge,
purity thresholds — that show how pure or tainted they are. as well as witness blasphemous and unnatural acts and
beings. These are known as corruption triggers, and the
Normal characters start with the following on their character nature of the trigger affects the difficulty (or chaos rating) in
sheets. (The Armor of Contempt stunt reserved for the resisting its effect and the severity of potential purity loss.
preachers of the God Emperor can change that.)

TAINTED ▢▢▢▢▢▢▢▢▢▢ CHAOS RATINGS


SOILED ▢▢▢▢▢▢▢▢ Situations involve a character either experiencing Chaos by
happenstance or by accident, or by deliberately inviting it in
PROFANE ▢ ▢ ▢ ▢ ▢ ▢ through research and experimentation.

ETERNALLY DAMNED Situations involve a general sense of the narrative that will
trigger them (hence the name “situation”) as well as the
CURRENT MALIGNANCIES chaos rating the purity defense has to overcome (▹38).

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

35
Type of Situation Chaos Rating THE CORRUPTION TEST
Discovering profane or blasphemous When you confront Chaos, you are forced to make a
+1 to +2
lore or experiencing warp shock corruption test. It follows these four simple steps.
Participating in dark deeds or seeing Roll the dice
+2 to +3
vile rituals
Add your Willpower skill rank
Witnessing a breach in the Veil or
+3 to +4 Subtract your Forbidden Lore rank
handling profane relics
Did you beat the chaos rating or not?
Making pacts or communication with
+4 or more Failure: You suffer purity loss equal to the number of shifts
Daemons or worshipping Chaos
you failed by.

DISCOVERING BLASPHEMOUS LORE Tie: You suffer Willpower drain (once per given situation or
scene) and the GM has a boost against you, such as Freezing
Knowledge itself can corrupt. The study of certain foul tomes, Up, Panicking, Confused, Transfixed, or similar.
malignant texts, or ancient pict-logs can cause an Acolyte to
Success: You suffer Willpower drain (once per given situation
lose purity even if he does not comprehend the unholy words
or scene).
or images. This also covers consequences suffered from
attacks made by Warp entities. Success with style: You suffer no loss or drain, but doesn’t
any advantage either.
PARTICIPATING IN DARK DEEDS
There are some special circumstances with the test. These
Evil acts done in the furtherance of a malignancy, in pursuit of are:
forbidden lore, or to appease a Daemon always cause the
perpetrator to lose purity of soul. Furthermore practicing This test is not a normal defense action. Stunts that
sorcery, witnessing dread rituals, or invoking even the least of work with defense actions are useless here.
Daemons are all causes of loss of purity. You cannot invoke aspects or boosts to modify the roll
while you are Tainted or Soiled. The dice stay as they
WITNESSING A BREACH IN THE VEIL land (▹39).
Characters caught in a full-blown intrusion of the Warp into
A new corruption test should only be made if the situation
corporeal reality lose purity from the experience. The severity
somehow escalates.
of the Warp breach affects how strong the chaos rating is.
Chaos devices and amulets are steeped with terrible Here’s some examples to how a situation could escalate.
energies. Merely handling a rune-encrusted weapon or
A significant pause between occurrences
wearing gore-soaked armor that a servant of the Ruinous
Powers once used can corrupt. Increasing or changing the threat

MAKING PACTS WITH DAEMONS A new threat

Many Daemons and cult leaders are masters of insidious The player decides to stay and fight the enemy
temptation and of sowing the seeds of doubt in a faithful
heart. Their words and arguments can corrupt where force
alone would fail.
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:
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).
Some special situations is worth noting:
Threshold loss
Mitigating purity loss
Conceding

36
THRESHOLD LOSS PURITY THRESHOLDS & EFFECTS
Purity thresholds represent the soul’s ability to confront the
The greatest agents of Chaos — such as greater daemons
horrors of the Warp.
and extremely powerful sorcerers — can cause threshold
loss. Each threshold has it’s own special rules which changes the
characters ability to cope with Chaos.
Losing enough purity boxes to cause you to fall to the next
threshold, regardless of how many boxes remain on that Finally, your current threshold affects how high a rank your
threshold. Forbidden Lore skill (▹20) may be.
Even on a success or success with style, you still lose 1 purity When you lose enough purity boxes to cross into another
box. threshold, the change in rules takes effect once you have a
moment to breathe and the adrenaline wears off.
MITIGATING PURITY LOSS
EFFECTS OF BEING TAINTED
If you loose purity, you have the option to take a consequence
to mitigate the purity loss. The character cannot invoke an aspect or boost to alter
a corruption test result.
Mild consequence: Cannot be taken; purity loss is longterm.
When in a scene with a corruption trigger, while
Medium consequence: Reduces loss by 4 points.
attacking or otherwise confronting the source of the
Severe consequence: Mitigates the loss entirely. trigger, invocations cost an additional fate point (two for
normal, one for free) and boosts cost a fate point to use.
Extreme consequence: As severe consequence above.
This does not affect invocations on defenses or actions
The consequence must reflect the character’s impure state. to purely escape the situation.
Dark thoughts, uncanny cravings, strange addictions, small
The character may possess the Forbidden Lore skill, but
mutations and the like are all interesting.
at no higher than Average (+1).
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
EFFECTS OF BEING SOILED
between the consequence value and the current purity loss).
The character cannot invoke an aspect or boost to alter
a corruption test result.
CONCEDING
When in a scene with a corruption trigger, while
attacking or otherwise confronting the source of the
Once you have conceded a conflict, you cannot suffer any
trigger, invocations and boosts to re-roll the dice cost
more purity loss.
normal, but costs for taking a +2 bonus are still
increased as per Tainted. Again, this does not affect
CROSSING PURITY THRESHOLDS invocations on defenses or actions to purely escape the
situation.
Crossing a purity threshold is a significant deal, because it The character may possess the Forbidden Lore skill, but
means that the character’s soul is wounded by Chaos in a at no higher than Fair (+2).
deep and fundamental way. What happens over the current
and next session is important to the character.
EFFECTS OF BEING PROFANE
You and the GM should discuss how crossing the threshold
affects your character and a agree on a malignancy that your
The character can now invoke aspects and boosts to
character now suffers. Place the malignancy in the “Current
alter a corruption test result, as his soul has suffered
Malignancies” section on your character sheet.
enough under Chaos and can better defend itself, with
These malignancies are freeform, and could take the form of effort.
some strange quirk, dark habit, forbidden addiction or
The character can now freely confront that which
blasphemous obsession — whatever feels right for the story.
triggers him. There are no restrictions or additional
This defines how the malignancy can be compelled against
costs for invocations and boosts that relate to attacking
you.
or otherwise confronting the source of the corruption
If you become Eternally Damned, your character is trigger.
permanently taken out. You can either perform one last
The character may possess the Forbidden Lore skill, but
heroic last stand or you can give him to the GM as a new
at no higher than Good (+3).
villainous NPC.
If crossing into Soiled or Profane, then you are still an active
character, but one changed by exposure to Chaos.

37
EFFECTS OF BEING ETERNALLY DAMNED
The character is completely lost and damned, and no
longer playable. Additionally, there is no cap on the
Forbidden Lore skill for damned NPCs.

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.)

38
CHAPTER IX

GEARING UP
Fighting the Ruinous Powers demands cool—often deadly— Failure: You’re faced with a choice. You may still get the item
gear. Weapons, armor, personal gadgets, drugs, cybernetics by reducing your Assets by one step for every shift the roll
and cool vehicles all brings you closer to success. failed by. This means you drained your assets, or ran out of
favors. If you don’t want to reduce Assets based on the failed

EQUIPPING YOURSELF FOR WAR roll, the GM can offer you the following options:
You can’t find the item at a price you can pay. You may
I’ve decided to keep wealth and acquisitions an abstract not try to acquire it again until you’ve gone to a
concept, ignoring the price tags and personal stash of completely new region or planet.
Thrones. You can’t gather your Thrones quickly enough or your
Therefore acquisition power is measured using your influence isn’t strong enough to get it; by the time you do,
character’s Assets score. Assets works a lot like a skill in it’s no longer for available.
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
ASSETS one of these aspects for each shift by which your roll
failed.

Assets represents the a characters ability to acquire gear for You can get a less valuable item of comparable purpose.
the war. This is a measure of his disposable resources, This item is valued at your actual Assets roll result. If you
including local currencies, his fearsome reputation, trade rolled Average (+1), you can get an Average (+1) value
talent or direct extortion. All characters begin with Fair (+2) item, etc.
Assets. If you settle for one of these conditions, your Assets isn’t
A high Influence skill can increase starting Assets (▹20). reduced by the acquisition.
Multiple characters can’t pool their Assets. Even one step of
MAKING A REQUISITION Assets represents a big difference in available cash and
favors.
All items have a cost rating—you’ll find tables with costs later
on, where gear is listed. When you want to acquire an item, ASSET ASPECTS
its cost sets the difficulty for an Assets roll.
An Assets roll is slightly different than a skill roll. You can’t When you successfully complete an unusually tough mission,
invoke any regular aspects. or come across some loot, you can gain an Assets aspect.
Assets aspects are things like Tons of Thrones, Favors in the
There’s a special kind of aspect called an Assets aspect; if you Ministorum, I Saved the Gangboss’ Life or Salvaged Parts.
have any of these, you may invoke them. Assets aspects are
always fragile—they disappear once they’re used. Assets The GM awards these based on the situation. Assets aspects
aspects are the only modifier you can use on an Assets roll. are always fragile—they disappear when you use them. These
are the only aspects that can be used to help an Assets roll.
Success: You acquire the item, either through spending
Thrones, cashing in on old debts, pulling some strings or any
combination.

39
If you would like to have something more fancy or cool, you
GETTING IN DEBT may make an Assets roll for an item of higher value, with all of
the attendant downsides.
When you’re attempting to purchase items that cost Each player gets only one roll per item and must accept the
significantly more than your current Assets, things get a bit results. Failing the roll doesn’t reduce Assets, but it can’t be
more interesting. To buy an item that costs more than your re-rolled.
current Assets score, favors must be bargained for or loans
must be made.
The value of the loan is equal to the value of the item being WEAPONRY
purchased less one—you need a Good (+3) loan to buy a
In this conversion, weapons have the following attributes:
Great (+4) item. This assumes you’re covering part of the
cost yourself from your own Assets. If your Assets is Damage: This measures how deadly a weapon is; the higher
Mediocre (+0) or less, no one will give you a loan. the damage, the more you want to avoid being hit by it. A
weapon’s damage is the minimum amount of stress it causes
The value of the loan—Great (+4), Superb (+5), Legendary
with a successful hit. If you hit someone with a weapon with a
(+6), etc.—is noted on your sheet below Assets. The GM can
Damage: 2 and generate no shifts on your attack roll, it still
compel a loan just like an aspect, so the person or
deals 2 stress. In order to deal more stress, you have to
organization that gave you the loan must be noted. Until the
generate shifts above and beyond the weapon’s damage
loan is paid off, it acts just like a regular aspect.
attribute. Note that a weapon’s damage can be reduced to
Make an Assets check using the loan instead of your regular the point that it’s a negative number. In this case, the
Assets. You gain a free shift (+1) on this roll. weapon’s damage applies as a penalty to any shifts
generated by the attack roll. For example, a sword that is
Success: The loan or favor covers the cost of the item.
Damage: –1 against armor would require you to generate at
Failure: Refer to the failed Assets check rules above, but you least 2 shifts to deal 1 stress; the first shift is effectively
still owe the favor or the money on the loan. Yes, it’s possible wasted.
to fail the purchase roll after securing the favor!
Accuracy: This is a representation of how easy it is to
To pay back your favor or loan make an Asset roll against the successfully land a hit with a weapon. Laspistols, for example,
value. are more precise than stub revolver; a small knife is likely
much easier to hit someone with than a large, cumbersome
Success: The value of the loan is reduced by 1. (At Mediocre
chainaxe. A weapon’s accuracy is a flat bonus to your attack
value the loan is considered paid off.) You can only attempt
roll with that weapon. For example, if you’re attacking with a
one such repayment per session.
gun that has Accuracy: 1, you roll your Guns skill and add 1 to
Failure: Either your Asset score drops by one or the value of the result. If a weapon’s accuracy is negative, then it applies
the loan increases by one. You choice. as a penalty to your roll.

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
To increase Assets, you need an available Assets aspect that used only in melee range, while Range: 1 indicates that you
you can turn into a permanent Asset increase. can use the weapon against anyone in the same zone that
To raise your Assets, make a test against the new Assets you’re in. Range: 2 means that you can attack someone in a
score and invoke your chosen Assets aspect for a +2 bonus. zone adjacent to the one you’re in, Range: 3 extends your
attack one zone beyond that, and so on and so forth.
Success: Adjust your Asset score up one notch.
Type: This indicates the nature of the weapon and often
Failure: Adjust your Asset score down one level. You can carries with it certain modifiers to damage against certain
invoke other Assets aspects if you’re failing the roll. Like kinds of defenses, as well as limitations on which
always, Assets aspects are lost once you invoke them. improvements can be applied to your weapon; it also usually
determines base damage and utility of a weapon.

STARTING GEAR Area: Not all weapons have the area attribute. Explosives
most certainly do. The larger an explosive’s area is, the more
The Inquisition equips every acolyte with some starting gear, zones the explosion will affect.
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

40
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
Guns come in the following types:
plant.
Bolters: The bolt guns fires bolts that explode on impact,
Grenades: All grenades have Accuracy: 0, Area: 1, Range: 1
following the rules for explosive devices.
and explodes on impact.
Flamers: Flamers attack all individuals in a zone. You must
Bombs: All bombs have Complexity: 4, Area: 1 and timer.
divide the shifts of the attack evenly between the targets in
They follow different rules from other weapons, so they don’t
the zone.
have either Range or Accuracy.
Heavy weapons: A heavy weapon is too large to simply to
To read more on explosions, see the WARFARE chapter (▹52).
carry around.
Las: Damage of a las weapon is reduced by -2 against force ADD-ON IMPROVEMENT
fields. Got a Throne or two extra to spend? Then add this special
Launchers: The launchers follow the rules for explosive improvement to your weapons for the extra twist.
devices in next column. Extended Magazine: This ranged weapon improvement adds
Meltas: A plasma gun is equally effective against all types of two free invokes to the AMMO aspect (▹52), but also raises
armor. If the attack is made with style you permanently reload difficulty to +2. Add +1 to Cost.
reduce the targets armor by 1 point. Reliable: This improvement for ranged weapons makes the
Plasmas: A plasma gun is equally effective against all types of weapon immune to jamming (▹52). Add +1 to Cost.
armor. Remote Detonator: Once you’ve thrown a grenade or set the
Solid projectiles: The Damage of a gun firing solid projectiles charge, you can use a small device to detonate it remotely,
is reduced by -2 against armored targets. reducing the risk to yourself and others (▹52). Add +1 to
Cost.
MELEE WEAPONS
PROTECTIVE GEAR
This category is reserved for weapons dealing death up close
and personal. Armors come in two categories:
Melee weapons come in the following types: Physical armor: These armors have a numerical rating:
Armor. This rating is directly subtracted from any stress
Chain: All chain weapons can be used as physical weapons, inflicted on the character by an attack. When struck, only the
too, simply by turning them off. In this case, they have the highest level of protection is applied. If you have Armor: 4 and
same statistics as their low-tech counterparts. Armor: 2 and you’re struck for 6 stress, apply the armor
Force: The statistics on the table is when the weapons is value and take 2 stress.
wielded by a psyker (one with the Adeptus Astra Telepathica Force fields: Like physical armors, force fields also have a
career). In the hands of normal people, the statistics are numerical rating: Defense. This rating is directly added to the
Damage: 1 and -2 penalty against armored targets. wearers defense roll to reduce the effect of the attack. Only
Low-tech: These weapons have a starting Damage: 1. They one force field can be worn at a time.
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 So you have invested in both types of protection? Good idea
you also place a lasting Broken! aspect on the other weapon. and no problem. Just follow these two simple steps:
All power weapons can be used as physical weapons, too, Roll your normal defense, adding the rating of the force
simply by turning them off. In this case, they have the same field. If the attack still struck, continue to next step.
statistics as their low-tech counterparts.
Subtract the rating of the physical armor from the
Shock: These weapons a typically designed to harm rather remaining stress. Done.
than kill. They are often used to place aspects on targets.

41
FRENZON
PERSONAL ITEMS Effect: A violent frenzy takes control, giving the user +2
I haven’t converted every piece of equipment, as much of it Damage with all melee weapons, and +2 when creating
doesn't make sense in Fate. Instead I’ve focused on the violent, uncontrolled aspects with Assault. Furthermore he
equipment that makes a difference. becomes Violently Aggressive until the drug wears off. (The
GM can compel this aspect once for free.)
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 Addiction value: 2
and no consequences. Cost: Good (+3)
ADD-ON IMPROVEMENT LHO-STICKS
Got a Throne or two extra to spend? Then add this special Effect: The user becomes Nicely Relaxed for the duration of
improvement to your personal gear for the extra twist. the drug with a free invoke.
Craftsmanship: This item is particularly well made; you get a Duration: A few minutes or a scene
+1 bonus to your skill roll when you use it. If the item can be
Addiction value: 0 (non-addictive)
used with multiple skills, this improvement only applies to one
skill, chosen when you create the item. You can only take this Cost: Average (+1)
improvement once for each affected skill. Add +1 to Cost.
OBSCURA

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
Besides their fancy name, all drugs have some mutual two scenes). (The GM can compel this aspect once for free.)
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
Cost: Fair (+2)
measured according to the time ladder or in a number of
scenes (usually one). The effect wears off when either the RECAF
time runs out or the scene ends, whatever ends first.
Effect: This beverage immediately clears all mental stress
Addiction value: This value is a measure of the drugs addition and removes a mild mental consequence.
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
DESOLUM FUNGUS determining initiative and when creating advantages based on
combat awareness. When the drug wears off, he suffers the
Effect: Once during the duration you can re-roll a skill test and
mild Neural Burnout consequence.
add +1 as an extra bonus to the roll. The user also becomes
Really Dizzy until the effect wears off. (The GM can compel Duration: 15 minutes or a scene
this aspect once for free.) Addiction value: 3
Duration: 15 minutes or a scene Cost: Fair (+2)
Addiction value: 0 (non-addictive) SPOOK
Cost: Fair (+2) Effect: If the user isn’t a psychic, he immediately gains the
DE-TOX Warpweaving skill at Fair (+2) and the Constant Threat stunt
(▹34) for the duration of the drug. He also receives the
Effect: This drug immediately cancels all effects from other Blasted Mind moderate consequence. If the user is in fact a
drugs—both good and bad. It also leaves the user Seriously psyker, he gains +2 when using the Warpweaving skill to
Sick until the drug wears off. (The GM can compel this aspect create advantages. The psyker doesn’t suffer any
once for free.) consequences, but chaos ratings are increased by yet
another +1 until the effects wears off.
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)
42
STIMM
Effect: Immediately clears all stress and also—temporarily—
VEHICLES
removes all physical consequences. When the effects ends, The final part of gearing up is about vehicles. It isn’t usually
the paused consequence returns to its original slot or a more necessary for your young acolyte to buy his own vehicle, as
severe one, if the original slot is no longer available. The user the Inquisition usually supplies the vehicles needed for the
also suffers from Extreme Exhaustion for an hour afterwards. missions.
(The GM can compel this aspect once for free.)
All vehicles have the following attributes:
Duration: A few minutes or a conflict
Speed: A vehicles speed is expressed as a value, usually
Addiction value: 1 ranging from Mediocre (+0)—which is fairly slow—to Great
(+4)—which is very fast—though speeds above or below these
Cost: Fair (+2)
levels are certainly possible. Speed affects the difficulty of the
roll when the driver or pilot is trying to do something beyond
GETTING HOOKED moving the ship at a standard speed.
Maneuverability: Whenever you make a Drive roll that
Nothing lasts forever, and when the effect wears off, it’s time requires quick reactions or agile movement, your ship’s
to pay the bill. If the drug has an addiction value of 1 or more, maneuverability value applies to your Drive roll as either a
proceed to the addiction test. bonus—such as for an agile land speeder—or a penalty— such
as for a slow, ponderous Deimos Vindicator. This includes
THE ADDICTION TEST most defensive rolls; it’s considerably harder to dodge enemy
Roll the lower of your Toughness or Willpower against the fire in a large Dreadnought or Sabre Tank Hunter than in a
addiction difficulty. small jetbike.

Success: You are in the clear and nothing happens. Stress: In game terms, armor and hull plating are
represented by the vehicles own stress boxes—those with
Failure: You get a temporary deprivation aspect and must heavy plating simply have more stress boxes.
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.
A deprivation aspect is a nasty one with some very debilitating Acquire the attached weapon separately, using the normal
side effects. rules for whatever weapon choosing.

Dark compels: Once per session the GM can compel your Armored: This item has built in Armor: 1.
deprivation aspect for free. You don’t get anything for the Aspect: You can add an aspect to a weapon. This aspect can
compel but must pay two fate points to reject the compel. be invoked and compelled just like any aspect. This
Permanent change: If the strength of the aspect ever improvement may be taken more than once.
becomes equal to the addiction value of the drug, the Autofire: With a weapon capable of autofire, you can focus
deprivation aspect becomes permanent, and you are now a fire on a single enemy or attack multiple enemies in the same
real addict. Permanently replace one of your aspects with the zone. You can either add Damage: +1 or attack one additional
deprivation aspect. target within a single zone; however, it’s a supplemental
action and you suffer Accuracy: –1. Taking this improvement
CYBERNETICS again increases the damage bonus and the number of
targets you can attack by one, but it also causes an additional
Accuracy: –1 penalty; it doesn’t add to the number of
Cybernetics have the same attributes as personal equipment,
supplemental actions you need to take.
and only differs in, that it must actually be installed in your
body. Blinding flare: If the force field effectively deflects an attack
(i.e. the attack failed), it immediately places the fragile Blinded!
A good way to represent the possible stigmatization of being
aspect on all living beings (excluding the wearer of the force
filled with tech is through your Personal Weakness aspect.
field) in the same zone as the wearer. The aspect comes with
But only if it makes sense. Not everyone is stigmatized for
a free invoke but must be used in the following exchange.
being fitted for battle after all.
Concealable: Some items are designed to be hidden, such as
INSTALLING THE GOODIES force fields hidden in a pendant. You gain a +2 bonus to any
Deceit rolls made to hide this items.

It takes a few weeks to have an installment made. This time


can be reduced by excess shifts from a Mediocre (+0)
Toughness test.

43
Conscious: This servitor has a limited conscious; it’s capable or against specific targets. This improvement may be taken
of thinking, as well as performing complex tasks within a more than once, but not for the same circumstance.
limited scope. Choose one of the following benefits:
Stealth field: You gain a +2 bonus to Stealth checks—if the
Three skills at Average (+1) GM even rules that you need to make them.
Two skills at Fair (+2) Tamper-Proof: Usually used on bombs, this improvement
makes it very difficult to disarm the explosive. Complexity: +3.
One skill at Good (+3)
This improvement may be taken more than once.
High explosive: This gun fires an explosive projectile with a
Tech-Priests Only: Only followers of the Omnissiah (and with
large blast area. The gun gains an area of 1; each time you
the Adeptus Mechanicus career) has access to this
choose this improvement, the area increases by 1. Any gun
installment.
with this improvement is considered to fire hair-trigger
explosives detonating on impact. Warp displacing: If the force field effectively deflects an
attack (i.e. the attack failed), it immediately moves the wearer
Independent: This item incorporates basic automation
up to two zones away. The GM chooses the zone.
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 To determine the cost of the improvements you’re adding to
difficulties for direct-fire weapons. You can ignore 1 point of your item, start with the base item’s cost and add any
borders. improvements to that base item. Once the final cost with the
new improvements is determined, you need an Asset roll with
MSP: This Machine Spirit Pulse explosion only targets and a difficulty equal to this cost –1 to make the improvements.
damages machine spirits, thus disabling mechanical and
electrical devices. However, MSPs deal no damage against Each improvement takes between an afternoon and a week
organic targets. to add—determined by the GM—and this time is cumulative.

Non-lethal: This gun, though it deals stress normally, can’t be


used to kill someone. Whenever someone gets a
consequence or is taken out as a result of an attack from this
gun, its non-lethality must be taken into account.
Persistent effect: Whether it’s a flamethrower that lights
things on fire, a laser gun that stuns enemies in addition to
causing stress, or some other effect that persists, this
improvement lets you apply an aspect to the target each time
you attack successfully. The aspect is chosen when you
choose this improvement. Once you’ve applied the aspect to a
target, it lasts until the end of your next turn; you or one of
your allies can tag the aspect once for free.
Powered: Powered armor is relatively rare, mostly because
it’s big, bulky, and obvious. It does, however, have advantages.
The armor enhances the strength of its wearer, allowing him
to perform feats of might that would otherwise likely be
impossible. Powered armor grants you a +2 bonus to Might
rolls.
Recharge & Reuse: Some explosives can be fitted with a new
charge and used again.
Rugged: An item with this improvement is a bit tougher than
the norm, netting it two additional stress boxes over what it
normally has.
Scattershot: This gun fires a spread of projectiles, a wide
cone of laser light, a scattering blast shot, or something
similar. This grants the weapon Accuracy: +1, but if your 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
44
RANGED WEAPONS D A R IMPROVEMENTS COST

Bolt pistol 4 0 2 Aspect: Fearsome!, High Explosive +4

Boltgun 4 1 32 Aspect: Fearsome!, High Explosive +5

Heavy bolter 5 0 32 Aspect: Fearsome!, Autofire, High Explosive, Specialized: Dam. +2 vs. armor +7

Storm bolter 4 1 32 Aspect: Fearsome, Autofire, High Explosive +6

Hand flamer 4 -1 2 Persistent Effect: Flaming Doom!, +3

Flamer 4 0 32 Persistent Effect: Flaming Doom! +4

Heavy flamer 5 -1 32 Persistent Effect: Flaming Doom! +5

Laspistol 31 1 2 Specialized: Damage +2 once per conflict from overload +2

Lasgun 31 1 32 Specialized: Damage +2 once per conflict from overload +3

Laslock 31 1 32 None +2

Long las 31 1 42 None +3

Hot-shot laspistol 41 1 2 None +2

Hot-shot lasgun 41 1 32 None +3

Grenade launcher 5 0 32 Indirect Fire, High Explosive +5

Missile launcher 5 0 32 Specialized: Damage +2 against vehicles +4

Inferno pistol 2 0 2 Aspect: Status symbol +2

Meltagun 3 1 32 Specialized Effect: Damage +2 vs. armor +3

Plasma pistol 3 0 2 Specialized: Dam. +2 once per conflict from overheating +2

Plasma gun 3 1 32 Specialized: Dam. +2 once per conflict from overheating +3

Autopistol 33 0 2 Autofire +1

Autogun 33 0 22 Autofire +2

Autocannon 4 0 32 Specialized (x2): Damage +2 against armor and vehicles +3

Hand cannon 43 0 2 None +1

Heavy stubber 43 0 32 Aspect: Infamous recoil, Autofire, Specialized: Damage +2 against vehicles +4

Shotgun 33 2 32 Scattershot +2

Sniper rilfe 3 1 42 Specialized: Damage +2 against armor +3

Stub automatic 33 0 2 Aspect: Quickload, Autofire +2

Stub revolver 33 0 2 Aspect: Quickload +1

Grav pistol 4 0 2 Persistent Effect: High Gravity +3

Gravitation gun 4 1 32 Persistent Effect: High Gravity +4

Needle pistol 33 1 2 Aspect: Silent Death, Persistent Effect: Toxic Punishment +3

Needle rifle 33 2 32 Aspect: Silent Death, Persistent Effect: Toxic Punishment +4

Web pistol 0 0 2 Non-Lethal, Persistent Effect: Webbed! +1

Webber 0 1 32 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.

45
MELEE WEAPONS D A IMPROVEMENTS COST

Chainaxe 5 -1 Aspect: Fucking Scary, Powerful (x2) +3

Chainblade 3 -1 None +0

Chainsword 4 0 Accurate, Powerful +2

Eviscerator 5 0 Accurate, Aspect: Razor Sharp, Powerful (x2) +4

Force Sword 2 2 Accurate (x2) +2

Force Staff 2 1 Accurate, Aspect: Long Reach +2

Omnissian Axe 4 1 Accurate Aspect: Sacred Blade, Powerul (x2) +4

Power Fist 4 0 Aspect: Devastating Death, Powerful (x2) +3

Power Sword 3 2 Accurate (x2) Aspect: Prestigious Weapon, Powerful +4

Power Axe 4 0 Powerful (x2) +2

Power Maul 3 0 Powerful, Specialized: Damage +2 but Accuracy -1 while in high-power mode +2

Shock Maul 1 0 Non-Lethal, Persistent Effect: Shocked! +2

Shock Whip 1 0 Aspect: Flexible, Non-Lethal, Persistent Effect: Shocked! +3

Great Weapon 31 0 Aspect: Serious Business, Powerful (x2) +3

Hunting Lance 3 0 Powerful (x2), Specialized: Damage +2 against armored targets +3

Knife 11 0 None +0

Spear 11 0 Long Range (1), Specialized: Damage +2 when thrown +2

Staff 21 0 Powerful +1

Sword 11 1 Accurate +1

Truncheon 11 0 Non-Lethal +0

Warhammer 21 0 Powerful, Specialized: Damage +2 against armored targets +2

Whip 11 0 Aspect: Flexible, Non-Lethal +1

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

DRUGS AV UPSIUDE DOWNSIDE COST

Desolum Fungus 0 Allows the user re-roll of a skill roll with a +1 bonus User becomes very dizzy +2

De-Tox 0 Blocks all effects of other drugs User becomes seriously sick +2

Frenzon 2 User becomes frenzied None besides being frenzied +3

Lho-Sticks 0 User becomes relaxed when smoking these cigs None +1

Obscura 3 User becomes stoned User becomes deeply depressed +2

Recaf 0 Clears mental stress and a mild mental consequence None +2

Slaught 3 Users reflexes and alertness are increased User suffers neural burnout +2

Spook 2* User gains psychic powers (or stronger powers) User has his mind blasted (or not) +2

Stimm 1 Clears all stress and ignores consequences User becomes extremely exhausted +2

46
ARMORS A IMPROVEMENTS COST

Heavy Leather 1 None +1

Imperial Robes 1 None +1

Armored Bodyglove 2 None +2

Chainmail Suit 3 None +3

Feudal World Plate 5 None +5

Xenos Hide Vest 6 None +6

Light Flak Cloak 2 None +2

Flak Cloak 3 None +3

Imperial Guard Flak Armor 4 None +4

Mesh Cloak 4 None +4

Enforcer Light Carapace 5 None +5

Militarum Tempestus Carapace 6 None +6

Light Power Armor 7 Powered +8

Synskin 2 Stealth Field +3

FORCE FIELDS D IMPROVEMENTS COST

Refractor Field +2 Aspect: Glows in the Dark, Concealable +4

Conversion Field +3 Concealable, Flare +6

Displacer Field +4 Aspect: Warp Energies, Concealable, Warp Displacing +7

Power Field +5 Aspect: Cumbersome & Noisy +6

GRENADES D A IMPROVEMENTS COST

Blind 4 0 Non-Lethal, Persistent Effect: Electronic Detection Blackout +3

Choke 4 0 Non-Lethal, Persistent Effect: Foul Gas +3

Fire Bomb 4 0 Persistent Effect: Flaming Inferno +3

Frag 5 0 None +2

Hallucinogen 4 0 Non-Lethal, Persistent Effect: Mind-Fucked +3

Haywire 4 0 Area: 2, MSP, Recharge & Reuse +4

Krak 5 0 Specialized: Damage +2 against vehicles +3

Photon Flash 4 0 Non-Lethal, Persistent Effect: Blinded! +3

Smoke 4 0 Non-Lethal, Persistent Effect: Smoke +2

Stun 4 0 Non-Lethal +1

Web 4 0 Non-Lethal, Persistent Effect: Webbed!, Recharge & Reuse +4

BOMBS D IMPROVEMENTS COST

Melta 6 Specialized: Damage +2 against vehicles, Tamper-Proof +5

47
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 uses of the Warpweaving skill is increased by +3 in the same 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, Craftsmanship: Add +1 to rolls made with the Warpweaving skill +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: Notice at +2, Upgrade: +2 to Notice 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 +2
increment faster, Tech-Priests Only

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

48
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 +1
supplemental action, Tech-Priests Only

Interface Port Upgrade: +2 to Investigate when looking for informations while connected to relevant mechanism or data spool +1

Internal Resevoir Aspect: Engergized 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: +7
Built-In Battery Charger, Tech-Priests Only

Maglev Coils Aspect: Feather Fall, Special Effect: Can levitate and thereby ignore up to 3 points worth of borders and ignores +3
gravitational aspects, Tech-Priests Only

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 Intimidation when +5
torturing

Optical Mechadendrite Armored, Rugged, Special Effect: Ignore vision-limiting aspects,Tech-Priests Only, Upgrade: +2 to Investigate for +4
perception-based tests

Utility Mechadendrite Armed (knife), Armored, Aspect: Smokes a Lot, Tech-Priests Only, Upgrade: +2 to Engineering when modifying or +4
repairing machines

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 +2
stuff

Vocal Implant Aspect: Megaphone Voice +1

Volitor Implant Aspect: Memory Safe +1

VEHICLES SP M ST IMPROVEMENTS COST

Glassteed -1 +5 2 Armed1, Conscious: Assault, Athletics and Survival at +1 +4

Hectin Autocarriage +1 +3 4 Upgrade: All tests made to repair this vehicle is made at +2 +4

Veloxic Bike +2 +3 2 Armed2 +3

Chimera Armored Transport +1 +2 6 Armed3, Aspect: Amphibious, Special Effect: Tracks cannot be flattened, +7
Upgrade: All tests made to repair this vehicle is made at +2

1: Armed with Dagger Teeth (Damage: 5, Cost +3). 2: The armament (autogun) is optional (Cost’s increased to +4). 3: Choose a heavy weapon.

49
CHAPTER X

WARFARE
In the future, there is only war. With such a catchphrase for a
roleplaying game, it seems essential to include some kind of WEAPON JAM
extra take on conflicts.
Ranged weapons have a chance of jamming when used. If you
In this section I’ll do just that. succeed at a cost with a Guns attack, you hit your target but
Note that all the different approaches in this section is places a JAMMED aspect on the weapon.
completely optional. If you don’t like ‘em, skip ‘em. In order to fire the weapon again, you must use an action
overcoming the aspect by making an Engineering (+1) test.

AMMUNITION If you fail, the aspect stays. If you succeed, the aspect is
removed and you can fire again in your next exchange.
All ranged weapons in FATE OF HERETICS uses ammo. Ammo
that can be depleted and must be reloaded. EXPLOSIONS
The weapons has a special AMMO aspect on it. As long as this
Explosives have three ratings—complexity, area, and damage.
aspect is present, the weapon can shoot.
Complexity is the difficulty to disarm the bomb once the fuse
You can invoke your guns AMMO aspect for free with the has been lit or the pin has been pulled.
normal benefits, but it can only be used once. Then it’s gone.
Area determines how many zones the explosion will cover. An
Furthermore, if your gun can autofire, you can empty the clip area of 1 means the explosion affects only one zone. An area
and attack everyone in a zone by invoking the AMMO aspect of 2 means it affects one zone and every zone adjacent to it.
This benefit replaces the +2 or re-roll option. 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
RELOADING can cover a large city.
When your gun runs dry, you can try to reload it. When you Damage measures the amount of punishment the explosions
reload your gun, you’re creating a special advantage on it, does when it goes off.
trying to put the AMMO aspect back on the gun.
ATTACKING WITH GRENADES
Roll Guns—usually against a passive +0 difficulty.
Throwing a grenade is done with Athletics. Explosives fired
Failure: Something prevented you from reloading. from a gun or mortar use the Guns skill.
Tie: You reload your gun but you’ve left yourself exposed When a character throws an explosive, it’s an Athletics +0
or vulnerable; someone else gets a boost they can use attack.
against you. Success: The explosive lands in an appropriate zone—
Success: You’ve reloaded. You now have AMMO. remember that grenades have Range: 1.
Style: You’ve reloaded and get a boost. Failure: It lands in the thrower’s zone. He may dive for
cover as below with an increase in difficulty by one step
for each step the attack roll was missed. (The thrower
doesn’t have the option to reduce it, though in such a
circumstance everyone else merely faces a +0 difficulty
to dive clear.)

50
SETTING TIMERS ON BOMBS
Setting the timer on a bomb is done with Engineering. The
SIZE MATTERS
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 For ease of use, there are only three sizes in FATE OF HERETICS.
explodes, by rolling 2 dice:
Person size: Human-sized creatures
Vehicle size: Normal, usually non-orbital, vehicles and
Roll Short Medium Long
some very large creatures.
+2 Explode Explode Explode Spaceship size: Huge spacefaring vehicles.
+1 Explode Explode No explosion It breaks down into this:

+0 Explode No explosion No explosion Bigger than you: Easier to hit, harder to damage.
Smaller than you: Harder to hit, easier to damage.
-1 No explosion No explosion No explosion
Hitting something of different size than you is modified by +1
-2 Fizzle Fizzle Fizzle (bigger than you) or -1 (smaller than you) per size difference.
When damaging something of a different size than you, the
Fizzle: On a fizzle result, make a mark on a piece of paper. The Damage is modified by -4 (bigger than you) or +2 (smaller
second time a fizzle result comes up, the bomb is a dud or than you) per size difference.
otherwise unable to explode.
Each time the turn comes back to the person who set the
timer, a full exchange has passed and the timer’s length LAST MOOK STANDING
drops by one step. If it’s a short timer explosive, then it goes
When fighting mobs, it might be appropriate to make the last
off right then and there.
mook a little harder to kill— after all, he’s not the last mook for
DIVING FOR COVER nothing! To do this, give the last mook standing the following
benefits to up the ante a little:
When the grenade or bombs lands, everyone in a zone
covered by its explosion radius (the area) can roll Athletics +3 stress boxes
against the attack result to get clear. +1 to attack and defense rolls
The attacker may choose to reduce everyone’s difficulty to Armor: 1
dive clear—after all, his allies also need to dive away—as long
as that difficulty isn’t reduced below +0.
Success: The defender is in "the clear", and may move BATTLEMAPS & MINIATURES
one zone as a free action.
In my past 30 years experience as a GM I’ve learned that
Failure: It lands in the thrower’s zone. huge maps ans millions of miniatures to set the scene
completely removes the heat of battle and kills the mood.
Note: If you’re unaware that an explosion is impending, your
defense rating against the damage of the explosive is In my FATE OF HERETICS game, I use a rather simple system
automatically +0. found in the Fate Codex (volume 1, issue 2) called Infiltration:
Cracking the House. It’s simple and it’s brilliant.
DAMAGE FROM EXPLOSIONS
Finally I use Meeples as miniatures. They come in a huge
Damage of an explosion drops by one for each zone it range of prices and qualities. My personal favorite supplier is
crosses, so characters in an adjacent zone have to deal with Meeple Source. The price is quite high, but the quality and
a damage level that’s 1 lower. If there’s a border between the service is really worth it.
zones that would provide some cover—like a wall—it also
reduces damage by the value of the border. The damage of
an explosion drops to zero once it reaches its maximum
radius indicated by the area.
COMBAT MOVES
In my humble experience, some players find it hard to invent
aspects in the heat of combat and often choose the easy—
and bit dull—way by simply attacking.
To prevent this from happening in a roleplaying game where
combat is so crucial, I’ve decided to make a list of the most
normal combat moves, that can easily be made with the
CREATE ADVANTAGE option.

51
This list is not a list of rules or made in stone. It’s only meant Make an Assault roll against either the targets Assault or
to make the ball roll and the inspirations to flow. 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 MAKING A GUARDED ATTACK
guideline.
Make an Assault or Athletics roll to create the temporary
AIMING WATCHING MY STEP aspect.
Make a Guns roll to create the fragile IN MY SIGHT aspect. OVERWATCHING
ALL OUT ATTACKING Make an Alertness roll against your opponents Stealth skill to
place the temporary ESTABLISHED KILL ZONE aspect.
Make an Assault roll to create the temporary ONLY FOCUSED
ON DEALING DEATH aspect. STUNNING
BRACING Make an Assault roll against either the targets Assault or
Athletics skill to create the temporary STUNNED aspect on the
Make a Guns skill roll create the temporary LIMITED RECOIL
target.
aspect.
TACTICAL ADVANCING
CALLING A SHOT
Make an Alertness roll to create the temporary FROM COVER
Make a Guns roll against the targets Athletics rank to place a
TO COVER aspect.
temporary aspect like SHOT IN THE HAND, RIGHT BETWEEN THE
EYES or DAMAGED KNEECAP on him. TAKING A DEFENSIVE STANCE
CHARGING This is already covered as Full Defense in FATE CORE (▹159).
Make a Strength roll to create the fragile RAGING BULL aspect.
DELAYING ACTION VEHICLES IN BATTLE
Make an Alertness roll to create the temporary WAITING FOR
When you enter a conflict while in a vehicle, the driver (or
THE SIGNAL aspect.
pilot) take centerstage. If others intend you harm, you have
DISENGAGING two basic options—fight or flight.
Make an Athletics roll to create the fragile TACTICAL The type and quality of your vehicle makes a huge difference.
WITHDRAWAL aspect. In any of the conflict types detailed below, if a character
makes a Drive roll, the vehicle’s speed or maneuverability—not
FEINTING both—is applied to the roll as a modifier. If a character uses
Make a Deceit roll against either the targets Assault or the ship’s weapons, the Guns roll is modified by the accuracy
Athletics skill to place the fragile YOU DIDN’T SEE THAT ONE of the weapon being used.
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
Chase scenes works like other conflicts and are broken down
Make a Warpweaving roll to create the temporary TOTAL into a number of exchanges. There are two basic roles in a
PSYCHIC FOCUS aspect. chase scene—the fleeing vehicle and the pursuer.
GETTING BACK UP Here’s a breakdown of an exchange in a chase.
Make an Athletics roll either against Mediocre (+0) difficulty THE FLEEING VEHICLE
or against an active opponents Strength to remove an aspect
symbolizing your horizontal position. Describe what the vehicle is doing
GRAPPLING Set a difficulty
Make an Assault roll against either the targets Assault or Roll Drive against that difficulty
Athletics skill to place the temporary BEAR HUGGED aspect on
Failure: Determine damage taken
him.
KNOCKING DOWN THE PURSUER
Make a Strength roll against either the targets Assault, Roll Drive against the difficulty set by the fleeing vehicle
Strength or Athletics skill to place the temporary SLAMMED TO Failure: Determine damage taken
THE GROUND aspect on him.
Success: Determine damage dealt to fleeing vehicle
LIGHTNING ATTACK

52
During each exchange, the players controlling the fleeing THE TECHNICIAN
vehicle describe what they’re doing and how they’re
The technician makes sure that the vehicle continues to
attempting to lose their pursuers. This can range from simply
function. Engineers typically creates advantages using the
pouring on as much speed as possible to trying to maneuver
vehicles systems as well as make on-the-fly temporary repair
through a jungle on a death world.
rolls during combat.
Once the action’s described, the fleeing vehicle sets a
difficulty for the action and makes a Drive roll. VEHICLE ACTIONS
If the fleeing vehicle succeeds on the roll, everything goes as Each participant in the combat gets his or her own actions as
planned. If the roll fails, however, things go awry somehow. normal—this means that a single ship with many people in
various roles on it is capable of doing a lot of different things
Maybe too much strain is put on the engines or the vehicle at once.
gets a little too close to a rockformation and sustains some
damage. While the descriptions vary, the result is the same— The vehicles initiative is determined by the drivers Drive skill
the lead ship takes stress equal to the number of shifts by modified by the lower of the maneuverability or speed rating.
which the roll failed. Characters on a single vehicle can discuss their actions and
The more neck breaking and daring you try to maneuver away coordinate; a single turn includes everyone’s actions on the
from your pursuer, the more difficult it will be for him to keep ship.
up. Besides gunners attacking with weapons, the driver can also
Your pursuers have to make a roll against the exact same make ram attacks with his Drive skill. This causes both
difficulty as you chose. If the pursuer fails the roll, the same vehicles to take stress as if they had both been hit by the
effect is inflicted—stress equal to the number of shifts on the attack.
failure. The pilot can also go on full defense, granting the ship a +2
However, if the pursuer manages to succeed, not only does bonus on defenses during that exchange. Note that, if the
his vehicle not take stress, he inflicts stress equal to his shifts pilot takes the full defense action, gunners can’t use the
on fleeing vehicle, representing ground gained, shots fired, or attack action—the ship’s erratic and unpredictable movement
other such things. makes it impossible for weapons to be used effectively.

Eventually, one of the vehicles gets taken out, meaning that In addition, just as with standard combat, the driver can move
either the fleeing vehicle escapes or the pursuer catches up as a supplemental action; a move action can move the ship
to the fleeing vehicle, perhaps disabling it or boarding it. only a single zone. It’s also possible to move at full speed—
equivalent to a sprint action in standard combat—by making a
Drive (+1) test modified by the vehicle’s speed.
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
Don’t feel like fleeing? Load your torpedotubes and prepare
consequences for the gunners—they take a penalty equal to
for battle!
the number of zones the ship moves in the exchange when
The normal actions as a non-vehicular combat are available. they roll attacks to fire their weapons.
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 can be repaired with an Engineering roll, but repairs
vehicles, and the engineer deals with the shields, damage require spare parts, which cost Thrones.
control, and so forth.
In a vehicle combat, the various participants on a vehicle are
TEMPORARY REPAIRS
divided into a number of roles aboard that vehicle, and these During a fight, the technician can make temporary repairs to
roles determine how they interact with their allies and their the vehicle to keep it running until a more permanent solution
enemies. can be found. This defers the monetary payment for the
damage, but after the fight is over, the vehicle gets a
THE ROLES TEMPORARY REPAIRS aspect that the GM can tag for free once
THE DRIVER/PILOT during each subsequent fight until the repairs are made
The driver controls the vehicle, doing the maneuvering. It’s permanent.
possible for two people to assume this role on a single ship, Using Engineering to repair your ship in the middle of a fight
though one of them is technically the co-pilot. requires a full action. Make an Engineering (+0) test. If you
THE GUNNER are successful, you can choose to either:

Any number of people can assume the gunner role, assuming REPAIR
there are sufficient guns or gunports. Gunners either fire the Remove a checkmark from the vehicle’s one-stress box. Every
vehicular weapons or their own. In general, gunners do the two shifts improve the effect by one; for example, with four
attacking.

53
shifts, you can remove a checkmark in the vehicle’s three-
stress box.
STABILIZE
You can stabilize a vessel that’s taken a severe or lesser
consequence that would appear to be catastrophic—like
BURNING FUEL TANK—in game terms, this means the aspect
can’t be compelled during the course of the current conflict.
A single vehicle can only be the target of one emergency
Engineering action in an exchange.

THE PERMANENT SOLUTION


To use Engineering to address a vehicle’s long-term damage,
spend a scene assessing and attempting to repair the
damage.
This Engineering roll directly addresses the ship’s long-term
consequences, and the difficulty is based on the severity of
the consequence suffered.
If you succeed, the damage is fixed. The time it takes to repair
the vehicle’s consequence may be reduced by one step on the
time table for every two shifts by which the difficulty is
exceeded. You can’t make multiple Engineering checks—the
first roll stands. The vehicle must be parked (or docked) in
order to make permanent repairs.
A separate Assets roll must be made to obtain the proper
parts; if the roll fails, you may either reduce your Assets
accordingly, or allow the GM to impose one of the following
outcomes for each shift by which you fail your roll:
Gather More Thrones: If you wait a week you can make
another Assets roll.
Inferior Parts: The vehicle now has a negative aspect
that the GM can tag for free once per session. The ship
has one of these aspects per shift by which your roll
failed.
Retooling Parts: You must modify the parts to fit. Add
an additional time increment to the repairs.
Use the following table to determine the time and cost for
repairs.

Damage Diff. Time Cost

Stress +0 A few days +1

Mild +1 A week +2

Moderate +2 A few weeks +3

Severe +4 A month +5

54
CHAPTER XI

RECOVERY
With all the strife, war and carnage going on around you as and secure environment; a clinic or hospital is optimal, but
an acolyte, you will eventually get badly beaten and seriously sometimes just an empty room has to suffice.
damaged.
Here’s how you’re getting better again. MILD CONSEQUENCES

BATTLEFIELD FIRST AID Difficulty: Fair (+2)


Base Time: One week
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 Difficulty: Great (+4)
against a target of Average (+1).
Base Time: A couple of weeks
If successful, you may remove the checkmark from the
injured character’s first physical stress box.
SEVERE CONSEQUENCES
Every two shifts thereafter lets you remove the next stress
box and so forth.
Difficulty: Fantastic (+6)
Example: You make a successful Medicae roll with 5 extra
shifts. This will let you remove the checkmark of the patients Base Time: One month
third physical stressbox.
Only one stress box can be cleared per roll. MODIFIERS
Success can also be used to stabilize a character who has
Situational circumstances can adjust the difficulty up or down,
taken a severe or lesser consequence that would appear to
and Toughness functions as a complementing skill. If it’s of
be catastrophic—like BLEEDING TO DEATH.
higher value than the Medicae skill, it adds +1 to the roll
In game terms, this has the effect of limiting the extent to (▹33).
which the aspect can be compelled.
If the roll is successful, you can accelerate the normal healing
A single character can’t be the target of more than one process. The time it takes for the patient to remove the
emergency Medicae action in an exchange. consequence may be reduced by one step on the time table
for every two shifts by which the difficulty is exceeded.

TREATING LONG-TERM WOUNDS Multiple Medicae checks may not be made; the first roll
stands.
You can also use Medicae to treat a patient’s long-term EXTREME CONSEQUENCES
damage (i.e. his physical consequences).
Cannot be treated with Medicae. You must stay hospitalized
Spend a complete scene assessing and attempting to fix the
for a couple of months before it is gone. This is best done
injuries. Such a scene needs to take place in a relatively safe
between missions.

55
CHAPTER XII

NPC’S
In this chapter, you’ll find the converted non-player characters CITIZEN
from the original game.
The characters are converted with the flavor of the Nameless NPC of mediocre quality
Warhammer 40,000 universe as the primary goal and the
coolness factor as the second goal. I’ve not used a lot of time ASPECTS
converting every single bits and pieces. LIKE MY BILLIONS OF BROTHERS

SKILLS
MOOKS & MOBS Presence (+1)

STRESS
BURDENER OF THE TRUE OATH
0
Nameless NPC of fair quality fighting in mobs of 3 men

ASPECTS GEAR
CLEANSE THE UNRIGHTEOUS Knife
RELIGOUS AND HOMICIDAL FANATIC
COMBAT SERVITOR
SKILLS
Assault (+1), Intimidate (+2), Willpower (+1) Nameless NPC of good quality

STRESS ASPECTS
DEADLY IMPLANTS
1
REMORSELESS KILL-CYBORG

GEAR SKILLS
Leather scrap armor (Armor: 1), eviscerator, fire bombs Assault (+2), Athletics (+3), Strength (+2), Toughness (+2)

STRESS
1 1

GEAR
Implanted heavy stubber, implanted chainaxe, implanted
hardened armor plates (Armor: 3)

56
DESOLEUM BONDLESS DEALER DREG
Nameless NPC of average quality Nameless NPC of average quality

ASPECTS ASPECTS
FENCER OF STOLEN GOODS DESPERATE AND A BIT MAD
WHATEVER YOU MAY NEED REFUSE OF THE HIVE SOCIETY

SKILLS SKILLS
Academia (+1), Deceit (+1) Alertness (+1), Survival (+1)

STRESS STRESS
0 0

GEAR GEAR
Light flak armor, laspistol Knife

DESOLEUM INVOLUTE CADRE TROOPER GILDED PERFORMANCER


Nameless NPC of fair quality fighting in mobs of 4 men Nameless NPC of average quality

ASPECTS ASPECTS
GOOD WITH GUNS FREE SPIRIT
WELL-EQUIPPED I SING, DANCE AND JUGGLE

SKILLS SKILLS
Alertness (+2), Guns (+1), Toughness (+1) Athletics (+1), Presence (+1)

STRESS STRESS
1 0

GEAR GEAR
Flak armor, lasgun, frag grenades, krak grenades Obscura

DEVOUT HEAVY
Nameless NPC of average quality Nameless NPC of fair quality assisting other mobs

ASPECTS ASPECTS
DEVOTED SELF-MUTILATOR HYPER-MUSCLED HEAVY
FULFILLING THE EMPEROR’S WILL A FEARSOME SIGHT

SKILLS SKILLS
Conviction (+1), Willpower (+1) Athletics (+1), Intimidate (+2), Strength (+1)

STRESS STRESS
0 1

GEAR GEAR
Flail Flak vest, chainaxe

57
INSURRATI OILER PESTILENTANT
Nameless NPC of fair quality Nameless NPC of good quality usually assisting other mobs

ASPECTS ASPECTS
LIKE A FLY ON THE WALL BLOATED AND DEFORM BODY
SMOOTH TALKER COMPLETELY INSANE AND CORRUPTED

SKILLS SKILLS
Deceit (+2), Investigate (+1), Presence (+1) Assault (+1), Intimidate (+3), Strength (+2), Willpower (+1)

STRESS STRESS
1 1 1

GEAR GEAR
Laspistol Sword

MANUFACTORUM WORKER PILGRIM


Nameless NPC of average quality Nameless NPC of average quality

ASPECTS ASPECTS
HEAT RESISTANCE I’M HERE TO SEE THE AVENUE OF THE HERO
I WORK EXTREMELY HARD SKILLS
SKILLS Conviction (+1), Willpower (+1)
Athletics (+1), Toughness (+1) STRESS
STRESS 0

0
GEAR
GEAR Staff
Welder torch (Damage: 1, Accuracy: 0), heavy wrench
(Damage: 1, Accuracy: 0) RATING
MERCHANT Nameless NPC of average quality

ASPECTS
Nameless NPC of average quality HUGE, ANCIENT, LABYRINTHINE SHIP
ASPECTS LIVING IN THE VOID
MASTER HAGGLER
SKILLS
THERE'S WEALTH HIDDEN IN RUBBLE
Engineering (+1), Guns (+1)
SKILLS
STRESS
Academia (+1), Presence (+1)

STRESS 0

0 GEAR
Autopistol
GEAR
Mesh cloak, laspistol

58
REPAIR SERVITOR STRAIN INFECTOR
Nameless NPC of average quality Nameless NPC of fair quality fighting in mobs of 3 men

ASPECTS ASPECTS
MAINTENANCE WORKER MARKED WITH INFECTIONS AND DISEASES
REPROGRAMMABLE DUTY REFUSES TO SURRENDER, FIGHTS TO THE DEATH

SKILLS SKILLS
Engineering (+1), Strength (+2) Athletics (+1), Deceit (+2), Guns (+1)

STRESS STRESS
0 1

GEAR GEAR
Implanted lascutter, implanted servo-fist (Damage: 1, Autogun
Accuracy: 0), implanted armor plates (Armor: 2)
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)

59
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)
0
STUNT
GEAR DO YOU KNOW WHO I AM?: Once per scene, when he
identifies himself in order to get his way adds +2 to a
Staff (Damage: 2, Accuracy: 1) Contacts, Deceit, Intimidate, or Command roll.
NOTE STRESS
Nameless NPC of average quality fighting in mobs of 3 men
1 2 3 4 5

ALLIES & ADVERSARIES GEAR


Mesh armor, bolt pistol
ADEPTUS ARBITES ARBITRATOR
APEX PRINCE
ASPECTS
JUDGE, JURY AND EXECUTIONER ASPECTS
PREPARED FOR ANYTHING I WIELD IMMENSE POWER

ZEALOUS ENFORCER UTTERLY RUTHLESS

SKILLS SKILLS
Alertness (+4), Athletics (+2), Assault (+4), Intimidate (+3), Academia (+5), Alertness (+4), Athletics (+4), Command
Presence (+3), Toughness (+5) (+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
STRESS when using his power

1 2 3 4 5 6
STRESS
1 2 3 4 5
GEAR
Enforcer light carapace armor, shotgun, shock maul, stun GEAR
grenades
Mesh armor, plasma pistol, power sword

60
ASTROPATH CONTAGION DEMAGOGUE
ASPECTS ASPECTS
EXTREMELY VALUABLE PROPERTY CORRUPTED APOSTATE
SOUL BOUND FOUL SPREADER OF UNTRUTH
VOIDSPEAKER SKILLS
SKILLS Alertness (+1), Assault (+1), Command (+5), Deceit (+4),
Intimidate (+2), Willpower (+2)
Alertness (+4), Investigate (+3) Warpweaving (+5), Willpower
(+4) STUNT
STUNTS UNHOLY ORATION: When spreading his blasphemous lies, the
demagogue may make mental attacks with Command,
TELEPATH: You have the talent to enter the minds of others,
damaging everybody listening and standing in his zone. The
adjusting their memories and minds for better or worse
shifts must be divided between the victims.
THE CONSTANT THREAT: Psykers are beings with the ability to
manipulate the power of the Immaterium, bending the chaotic STRESS
energy to their will to manifest potent psychic powers
1 2 3 4
STRESS
GEAR
1 2 3 4 5
Laspistol, chainsword
GEAR
Psy fokus
CRIME LORD

CONSORTIUM MERCHANT MAGNATE ASPECTS


HATES THE SANTIONARIES

ASPECTS MY HANDS ARE (USUALLY) CLEAN


RICH AND POWERFUL BACKSTABBER RUTHLESS MOBSTER
MUST REMAIN PROFITABLE SKILLS
SKILLS Command (+5), Deceit (+6), Guns (+4), Intimidate (+3),
Presence (+5)
Academia (+3), Alertness (+3), Deceit (+5), Presence (+4),
Willpower (+4) STUNT
STUNT BATTLEFIELD COORDINATION: +2 to Command when instructing
his goons in the heat of battle
SOCIALLY RESILIENT: One per social conflict, when defending
against an attack, he may re-roll for free STRESS
STRESS 1 2 3

1 2 3 4 5
GEAR
GEAR Mesh armor, bolt pistol, power sword
Mesh armor, bolt pistol

61
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 Academia (+4), Assault (+3), Athletics (+3), Command (+5),
xenos Guns (+2), Presence (+4), Strength (+3), Willpower (+2)

STRESS STUNT
DIG IN: +2 to Command when creating defensive advantages
1 2 3 4 5 6
STRESS
GEAR
1 2 3 4
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 DISSOLUTE NOBLE
also grants him an extra mild consequence as long as he’s
present. Finally he can also act independently, being send on
smaller tasks suited to his skills. ASPECTS
INDULGES IN EVERY IMAGINABLE VICE
DESOLEUM BOUNTY HUNTER UNFATHOMABLE WEALTH

SKILLS
ASPECTS
Assault (+3), Athletics (+1), Deceit (+4), Guns (+2)
DEAD (OR ALIVE)
I'LL HUNT YOU TO THE EDGE OF THE SECTOR STUNT
OATH HUNTER DO YOU KNOW WHO I WAS?: Can use Deceit to make mental
attacks when he makes a statement of his sordid presence
SKILLS
STRESS
Alertness (+4), Assault (+3), Athletics (+5), Deceit (+2),
Guns (+4), Intimidate (+3), Survival (+3) 1 2 3

STUNT
GEAR
RUTHLESS: Once per scene, when attacking an enemy who is
PRONE, KNOCKED TO THE GROUND, or similar, the attack gain +2 Hand cannon, sword, obscura
to attack with Assault.

STRESS
1 2 3

GEAR
Combat armor, hand cannon, chainsword

62
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 Alertness (+3), Assault (+2), Command (+3), Forbidden Lore
roll of his choice for free (+4), Toughness (+4), Warpweaving (+4), Willpower (+5)

STRESS STUNTS
CLOUD OF FLIES: +2 to Assault while defending against physical
1 2 3 attacks
NURGLE’S ROT: When a successful attack is made with
GEAR Warpweaving, in addition to the mental damage dealt, the
Synskin, bolt pistol, needle pistol, power sword, melt bombs attack also places the ROTTING DEATH aspect on the target. In
each subsequent exchange, the target must roll Toughness
NOTE to defend against an attack from the disease equal to the
Warpweaving score. If the Toughness test is made with style,
As reinforcement: In a physical conflict, he only works as a
the aspect is removed. The decaying ends if the target either
bonus of +3 to combat rolls made by his attached leader. He
wins a contest, concedes (falling unconscious and waking up
also grants him an extra mild consequence as long as he’s
HIDEOUSLY DISFIGURED) or is taken out (death by rotting away
present. Finally he can also act independently, being send on
and later rising as a plaguebearer)
smaller tasks suited to his skills.
STRESS
GREY KNIGHT SPACE MARINE
1 2 3 4 5 6 7 8

ASPECTS GEAR
SHINING PALADIN DAEMONSLAYER
Falk armor, force sword
SKILLS
Guns (+2), Influence (+2), Intimidate (+2), Warpweaving (+3), PREACHER
Willpower (+2)

STUNT ASPECTS
OATH-BOUND
HAMMERHAND: The Grey Knight may use Warpweaving in
place of Assault TALKING FIRE AND BRIMSTONE

STRESS TOTALLY DEVOTED TO THE GOD EMPEROR

1 2 3 4
SKILLS
Academia (+5), Command (+4), Conviction (+4), Willpower
GEAR (+3)

Power armor, storm bolter, force halberd (Damage: 2, STUNT


Accuracy: 2)
HOLY ORATION: In a conflict preacher can use his Conviction
NOTE skill to assist his allies, no matter what skill they use

As reinforcement: In a physical conflict, he only works as a STRESS


bonus of +3 to combat rolls made by his attached leader. He
also grants him an extra mild consequence as long as he’s 1 2 3 4 5
present. Finally he can also act independently, being send on
smaller tasks suited to his skills. GEAR
Decorated flak robes (Armor: 2), chainsword

63
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),
SKILLS Willpower (+3)

Alertness (+2), Conviction (+4), Deceit (+4), Forbidden Lore STUNT


(+5), Guns (+1), Presence (+2), Strength (+3), Toughness HOLY LIGHT: +2 to Conviction when creating the temporary
(+4), Willpower (+3) 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 1 2 3 4 5

attack hit one of his allies instead


GEAR
STRESS
Power armor, boltgun, power sword, frag grenades
1 2 3 4 5 6 7
NOTE
GEAR As reinforcement: In a physical conflict, she only works as a
bonus of +3 to combat rolls made by her attached leader.
Falk armor, boltgun She also grants him an extra mild consequence as long as
she’s present. Finally she can also act independently, being
ROGUE TRADER send on smaller tasks suited to her skills.

ASPECTS SKULKER
EXPLORE, WAGE WAR, PLUNDER AND EXPAND
I OWN A HULKING SHIP ASPECTS
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), SKILLS
Presence (+7), Willpower (+5) Alertness (+3), Assault (+4), Athletics (+4), Stealth (+5),
STUNT Guns (+3)

LEVERAGE: One per social conflict, when defending against an STUNT


attack, he may re-roll for free SINGLE OUT: When attacking targets, and the fight is only
STRESS between these two, the skulker receives +2 to Assault. If
anyone interferes, the bonus is lost.
1 2 3 4 5 6
STRESS
GEAR 1 2 3

Carapace armor, refractor field (Defense: +3 from


craftsmanship add-on) GEAR
Hive leathers (Armor: 1), autopistol, chainblade

64
TECH-PRIEST WARP-PRIEST
ASPECTS ASPECTS
MAINTAINER OF THE LIFESUPPORT SYSTEM DEVOTEE OF CHAOS
MASTER CRAFTSMAN HIGH-PRIEST OF THE CALLERS OF SORROW
THE OMNISSIAH’S SERVANT SKILLS
SKILLS Alertness (+3), Assault (+1), Athletics (+3), Forbidden Lore
(+2), Strength (+1), Toughness (+2), Warpweaving (+4),
Assault (+4), Engineering (+5), Toughness (+4)
Willpower (+5)
STUNT STUNT
BINARIC SCREECH: +2 to Engineering when creating the
PAY DRAIN: Once per scene, as a supplemental action, the
BLOWN OUT aspect on nearby technology
warp-priest may force a psyker in the same zone as himself
STRESS to suffer the targets Willpower to drain one point. The point
will return after a night spend in meditation and prayer.
1 2 3 4 5
STRESS
GEAR 1 2 3 4 5 6 7

Luminen capacitors implant, utility mechdendrite, sacred


unguents, inferno pistol, omnissian axe, combi-tool GEAR
Force staff
TEMPLE REVELATIONST
ASPECTS
DEALER OF HIS JUDGEMENT
RELIGIOUS BADASS
SPREADER OF HIS WORD

SKILLS
Academia (+5), Guns (+3), Presence (+4), Toughness (+4)

STUNT
DIVINE PROTECTION: When attacking with Guns using flamers,
the attack only strikes his foes inside the zone

STRESS
1 2 3 4 5

GEAR
Flak armor, flamer

65
CREATURES, DAEMONS & XENOS CORPSE CRAWLER
All the creatures, daemons and xenos uses a special
selection of stunts re-skinned as powers. ASPECT
BLIND, WORM-LIKE PARASITE
A complete description of the powers are found on page
(▹149). SKILLS
Alertness (+2) Assault (+1), Athletics (+2)
CHAOS FURY
STUNT
ASPECT ANIMATOR: The corpse crawler can animate a corpse by
BESTIAL, RAVENOUS DAEMON crawling into it and paying a fate point. The animated corpse
adds two points of stress and a mild consequence
INSATIABLE RAGE
POWERS
SKILLS
Burrower, Crawler, Deadly Natural Weapons (fangs),
Alertness (+5), Assault (+3), Athletics (+4), Forbidden Lore Diminutive Size, Inhuman Speed, Unnatural Sense (can locate
(+2), Toughness (+2), Willpower (+2) corpses with Awareness)
STUNT STRESS
DIVE ATTACK: If the fury makes a successful attack while
1 2
airborne, the damage is increased by +2 shifts

POWERS COMBAT STATISTICS


Baneful Presence, Daemonic, Deadly Natural Weapons, Fear, INITIATIVE (+6)
Flyer, From Beyond (cancelled by holy attacks), Inhuman
Speed, Inhuman Strength, Warp Instability ATTACK (+1)

STRESS WEAPONS (Fangs, Damage: 2; Acid Spray, Damage: 1,


Range: 1, Persistent Effect: Burning Corrosion)
1 2 3 4 5 6 7 8 9 10 11 DEFENSE (+4)

COMBAT STATISTICS
INITIATIVE (+9)
ATTACK (+3; smashing inanimat objects, +3)
WEAPON (Claws and fangs, Damage: 4)
DEFENSE (+5; Armor: 3 against all physical damage)

66
DIRE AVENGER DUSK ELDAR CORSAIR
ASPECT ASPECT
KILLING MADE PERFECT EAGER FOR SPOILS AND GLORY
LEAVES NOTHING BUT DEATH BEHIND VICIOUS ELDAR RAIDERS
WALKER OF THE PATH OF WARRIOR SKILLS
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
BLADESTORM: Once per conflict, the avenger may attack
by -1
everyone in a single zone with his shuriken catapult. Only one
attack is made. All chosen targets must defend individually. POWERS
POWERS Supernatural Speed
Supernatural Speed STRESS
STRESS 1 2 3

1 2 3 4
GEAR
GEAR Eldar mesh armor (Armor: 4), shuriken catapult (Damage: 3,
Accuracy: 2, Range: 2, HAIL OF SHURIKENS), eldar sword
Aspect armor (Armor: 5), shuriken catapult (Damage: 3,
(Damage: 2, Accuracy: 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)

67
ELDAR GUARDIAN ELDAR RANGER
ASPECT ASPECT
BATTLE FOCUS MASTER OF STEALTH
QUICK AND GRACEFUL UNDERTAKER OF THE PATH OF THE OUTCAST

SKILLS VENGEFUL GHOST

Alertness (+1), Athletics (+6), Guns (+1), Stealth (+2) SKILLS


STRESS Alertness (+3), Assault (+1), Athletics (+3), Guns (+2),
Presence (+1), Stealth (+4), Survival (+2), Willpower (+1)
1 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 1 2 3 4

GEAR
ASPECT
MASTER OF STEALTH Eldar mesh armor (Armor: 4), chameleon cloak, eldar long
rifle (Damage: 3, Accuracy: 2, Range: 4, Specialized: +2
UNDERTAKER OF THE PATH OF THE OUTCAST against armored targets)
UNPARALLELED MARKSMAN COMBAT STATISTICS
SKILLS INITIATIVE (Always goes first in a physical exchange)
Alertness (+6), Assault (+1), Athletics (+3), Guns (+2), ATTACK (+2; in melee, +1)
Investigate (+1), Stealth (+4), Strength (+1), Survival (+2),
Willpower (+2) WEAPONS (Eldar long rifle or fists)
DEFENSE (+5; protected by mesh armor)
STUNT
UNCANNY AIM: The pathfinder can create the IN MY SIGHT
aspect as a supplemental action to an attack without the
usual -1 to the test

POWERS
Supernatural Speed

STRESS
1 2 3 4

GEAR
Eldar mesh armor (Armor: 4), chameleon cloak, eldar long
rifle (Damage: 3, Accuracy: 2, Range: 4, Specialized: +2
against armored targets)

COMBAT STATISTICS
INITIATIVE (Always goes first in a physical exchange)
ATTACK (+2; in melee, +1)
WEAPONS (Eldar long rifle or fists)
DEFENSE (+5; protected by mesh armor)

68
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 Alertness (+1), Guns (+1), Survival (+2), Willpower (+1)
(+4), Guns (+2), Presence (+2), Strength (+1), Warpweaving
(+5), Willpower (+5) STUNT
STUNT FLESHBENT: The effects of the wide array of mutations that the
fleshbent suffers (or is blessed with), is expressed by two free
DESTRUCTOR: If the warlock succeeds on an attack with invokes of the EXTREMELY MUTATED WRETCH aspect per scene
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 2 3 4 5 6
1 2 3 4 5 6

COMBAT STATISTICS
GEAR
INITIATIVE (+1)
Rune armor (Armor: 5), shuriken pistol (Damage: 3,
ATTACK (+1)
Accuracy: 1, Range: 2), witchblade (Damage: 3, Accuracy: 3)
WEAPONS (Weapon, usually a shotgun; fists and
COMBAT STATISTICS 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)
WEAPONS (Witchblade or shuriken pistol) GROX
DEFENSE (+6; protected by rune armor)
ASPECT
BIG, DUMB HERBIVORE

SKILLS
Alertness (+2), Assault (+1), Athletics (+1), Strength (+2),
Toughness (+2)

POWERS
Deadly Natural Weapons (horns), Hulking Size, Inhuman
Strength, Quadruped, Supernatural Toughness

STRESS
1 2 3 4 5 6 7 8 9

COMBAT STATISTICS
INITIATIVE (+2)
ATTACK (+1; smashing inanimate objets, +7)
WEAPON (Horns, Damage: 4)
DEFENSE (+1; Armor: 2 against all physical attacks)

69
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), Alertness (+2), Assault (+4), Athletics (+3), Intimidation (+2),
Survival (+2), Toughness (+4) Strength (+1), Survival (+3), Willpower (+2)

STUNT STUNT
SMASH TO THE GROUND: Whenever a malatant makes a LEACHING: Whenever the necrophage inflicts physical damage
succesful attack on a target and inflicts at least one point of (either stress or consequences) on a target, he immediately
stress, the target also becomes SMASHED TO THE GROUND. The heals the same amount of damage, either unchecking a
malatant receives a free invoke on this aspect stress box or removing a consequence

POWER POWERS
Hulking Size Fear, Supernatural Recovery (cancelled by holy attacks)

STRESS STRESS
1 2 3 4 5 6 7 1 2 3 4

COMBAT STATISTICS COMBAT STATISTICS


INITIATIVE (+1) INITIATIVE (+2)
ATTACK (+1) ATTACK (+4; causing fear, +2)
WEAPON (Huge fists, Damage: 0) WEAPON (Cleaver, Damage: 2)
DEFENSE (+3; protected by flak armor) DEFENSE (+4; +3 against ranged attacks; protected by
heavy leather armor)

NURGLING
Nameless NPC of average quality fighting in mobs of 6
nurglings

ASPECT
JAGGED CLAWS, POINTED TEETH
MANIFESTATION OF DISEASE AND FILTH
VULGAR AND MISCHIEVOUS

SKILLS
Assault (+1), Toughness (+1)

STRESS
0

70
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

Alertness (+2), Assault (+3), Athletics (+4), Guns (+1), SKILLS


Intimidation (+1), Strength (+2), Toughness (+3), Willpower
Alertness (+2), Assault (+3), Athletics (+5), Forbidden Lore
(+4)
(+2), Guns (+1), Strength (+2), Toughness (+3),
POWERS Warpweaving (+5), Willpower (+2)

Baneful Presence, Daemonic, Deadly Natural Weapons, Fear, STUNT


From Beyond (the catch is holy attacks), Inhuman Strength,
EMBODIMENT OF DECAY: At the start of every exchange, all
Nauseating, Warp Instability
equipment (personal, weapons, armor but not force fields)
STRESS suffers one point of stress. If the equipment is taken out, it is
considered ruined and beyond repair. (Normal equipment has
1 2 3 4 5 6 7 8 9 10 11 12 13 only two one-point stress boxes.)

POWERS
COMBAT STATISTICS
Baneful Presence, Daemonic, Fear, From Beyond,
INITIATIVE (+2) Nauseating, Supernatural Strength
ATTACK (+3; smashing inanimate objects, +5; vomit, +1) STRESS
WEAPONS (Plague sword, +5; claws, +4; vomit, +0)
1 2 3 4 5 6 7 8 9 10 11 12 13
DEFENSE (+4; Armor: 3 against all physical damage)

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)

71
SKARGAUL SMELT-RAT KING
ASPECT ASPECT
BLIND, NIGHTMARISH PREDATOR A FUSIONED SMELT-RAT BODY

SKILLS SKILLS
Alertness (+2), Assault (+1), Athletics (+2), Strength (+1), Alertness (+3), Assault (+2), Athletics (+1), Strength (+1),
Toughness (+2) Toughness (+2), Willpower (+1)

STUNT STUNT
VOID PREDATOR: Skargauls are immune to the effects of DEADLY DEMISE: When the smelt-rat king is taken out, it
vacuum and can survive indefinitely without oxygen 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 Dark-Sight, Deadly Natural Weapons (amalgam weapons),
Awareness) Multiple Arms, Inhuman Strength, Unnatural Sense (can
smell cybernetic implants with Awareness)
STRESS
STRESS
1 2 3
1 2 3

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), Awareness (+2), Toughness (+1)

POWERS
Dark-Sight, Deadly Natural Weapons (mechanized claws),
Diminutive Size, Unnatural Sense (can smell cybernetic
implants with Awareness)

STRESS
1 2

COMBAT STATISTICS
INITIATIVE (+2)
ATTACK (+1)
WEAPON (Mechanized claws, Damage: 2)
DEFENSE (+4)

72
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), Intimidation (+4), Alertness (+2), Assault (+3), Strength (+2), Survival (+4),
Toughness (+2), Willpower (+2) Toughness (+1)

STUNT STUNT
CONSTANT MUTATION: The effects of the wide array of TOXER CLOUD: Whenever the tower takes physical damage
mutations that the spawn of Chaos suffers (or is blessed (either as stress or consequences), it creates a DEBILITATING
with), is expressed by two free invokes of the ONE BIG MIASMA in it’s zone with a free invoke. If the aspect is already
MUTATION aspect per scene present, damaging the tower will give it a free invoke.

POWERS POWERS
Deadly Natural Weapons, Fear, From Beyond (cancelled by Amphibious, Deadly Natural Weapons
holy attacks), Mythic Recovery (cancelled by holy attacks)
STRESS
STRESS
1 2 3 4
1 2 3 4 5

COMBAT STATISTICS
COMBAT STATISTICS
INITIATIVE (+2)
INITIATIVE (+3)
ATTACK (+3)
ATTACK (+3; causing fear, +4)
WEAPON (Claws and teeth, Damage: 2)
WEAPON (Clawed tentacles, Damage: 2)
DEFENSE (+3; +0 against ranged attacks; protected by
DEFENSE (+3; +1 against ranged attacks) heavy leather armor)

POWERS
Below you will find all the unnatural abilities making the
creatures, daemons and xenos very dangerous and deadly
adversaries.

AMPHIBIOUS
The creature is a an underwater creature, with the benefits
that come from that.
CAN’T DROWN: It never take stress or consequences from
drowning (this is not the same as an immunity to choking or
other means of suffocation).
GOOD SWIMMER: It may ignore all water-based borders while
swimming, making its underwater “sprints” all the more
effective.

BANEFUL PRESENCE
Once per scene, as a supplemental action, the creature
forces his nearby (in his or the adjacent zone) opponents
Willpower to drain two points. A night spend in prayer and
flagellation restores one point.

73
cross distances (using Athletics) is unaffected, but it gains a
BURROWER +1 to Athletics for dodging.

While burrowing, you may treat any surface, no matter the FEAR
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
CRAWLER make an Intimidation attack everybody in an adjacent or the
same zone as itself. The attack causes mental damage, is
While climbing, you may treat any surface, no matter the resisted by Willpower and the shifts are not divided between
angle, as no more difficult than climbing up a vertical surface the individuals, but are applied to everyone it chooses.
with plenty of handholds. Ceilings? No problem.
FLYER
DAEMONIC
The creature can fly, eliminating or reducing certain kinds of
The creature is mythically tough, gaining the following borders and enabling travel upwards into zones that can’t
advantages: normally be reached. Winged flight is governed by the
Athletics skill, just as running is.
NEARLY IMPOSSIBLE TO HURT: It naturally has Armor: 3 against
all physical stress.
FROM BEYOND
NEARLY IMPOSSIBLE TO KILL: It has six additional boxes of
physical stress capacity.
The creature is simply immune to physical damage from
anything normal.
DARK-SIGHT PHYSICAL IMMUNITY: It takes no stress and no︎ consequences
from physical attacks and other harms, unless someone
The creatures Awareness skill rolls are not penalized by satisfies the catch. If a character spends more than one fate
darkness. point on a succesful attack, only to discover you are
completely immune to it, that character should be refunded
DEADLY NATURAL WEAPONS all but one point.
THE CATCH: The creature is vulnerable to something that
The creature have claws (or something similar) that do +2 bypasses the ability.
physical stress on a successful hit. This bonus stacks with︎ any
advantages due to Strength abilities or other powers or HULKING SIZE
stunts that boost the damage of an Assault attack.

The creature is larger than a human, gaining the following


DIMINUTIVE SIZE advantages and disadvantages:
EASY TO HIT, HARD TO HURT: It’s a pretty big target, giving any
The creature is smaller than a human, gaining the following attacker a +1 to hit it when target size is a factor. But that
advantages and disadvantages: increase in body mass means it can soak up more
HARD TO DETECT: It has +4 to Stealth attempts to hide and punishment, adding two boxes to the length of its stress
remain hidden. track.

SMALL IS BIG: Being small, it’s much better at picking up on EVERYTHING IS SMALL: It cannot meaningfully interact with any
very small details, gaining a +2 to any perception (Awareness, man-sized objects using skills like Burglary and Engineering
Investigation) rolls needed to spot them. (but knowledge-related rolls are unaffected), and it’ll have
trouble fitting through normal doorways and into rooms (this
NO HERCULES: While small, the creatures Toughness skill will confer an automatic border value of 1 when changing
cannot be bigger than Mediocre (+0) for the purpose of zones as appropriate). But it also means it get a +2 to its
determining it’s health stress capacity. Its ability to Strength rolls to lift or break things—on top of any Inhuman
manipulate objects and other uses of the Strength skill are Strength bonuses it might have—and a +1 on Athletics rolls
considered relative to creatures of its small size, rather than to cover distance with its gigantic stride.
human sized. (Since most difficulties are determined for
humans, this will usually add a penalty between –2 and –4, or BIG IS SCARY: It gets +2 on any Intimidate attempts against a
in some cases, forbid the use of Strength at all.) target likely to consider its size an advantage.

TINY SOLDIER: When its size is a factor in combat, it can only EASY TO DETECT: Its Stealth is automatically considered to be
inflict 1 physical stress per attack (but this could be improved Mediocre (+0), and it may never gain more than one shift on
by damage bonuses from weapons and the like). Its ability to a Stealth roll.

74
The creature is fast regenerating, gaining the following
INHUMAN STRENGTH advantages:
TOTAL RECOVERY: It’s able to recover from physical harm that
The creature is inhumanely strong, gaining the following would leave a normal person permanently damaged. It can
advantages: recover totally from any consequence (excluding extreme
IMPROVED LIFTING: Whenever lifting or breaking inanimate ones) with no other excuse besides time; simply waiting long
things, it gains a +3 to its Strength score. enough will eventually heal it completely.

BRUISING STRENGTH: Roll Strength at +1 whenever using that REALLY AMAZINGLY FASTER RECOVERY: Out of combat, it may
skill in conjunction with grappling. This also allows it to inflict a recover from all physical consequences before the beginning
2-stress hit on an opponent as a supplemental action during of the next scene after it received them! The exception is
a grapple. 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 HA! YOU CALL THAT A HIT?: Three times per scene, it may
comparison of its Strength score to the skill in question. clear away a mild physical consequence as a supplemental
action.
HAMMER BLOWS: With attacks that depend on muscular force
(Assault), it’s at +2 to damage, increasing the stress dealt by THE CATCH: The creature is vulnerable to something that
two on a successful hit. bypasses the ability.

INHUMAN SPEED NAUSEATING

The creature is inhumanely fast and nimble, gaining the The creature can make mental attacks with its Toughness, as
following advantages: long as it is based on the target getting sick. The attack is
defended with Toughness. If the attack is succesful, the
IMPROVED INITIATIVE: Its Awareness is at +4 for the purpose of damage is increased by +2 shifts.
determining initiative.
ATHLETIC ABILITY: All its Athletics checks are made at +1, QUADRUPED
including dodging. When sprinting, this bonus is increased to
+2.
The creature runs on four legs gaining +4 to Athletics when
CASUAL MOVEMENT: Whenever moving as part of another moving while sprinting.
physical activity, it may move one zone without taking the –1
penalty for a supplemental action.
SUPERNATURAL RECOVERY
ALMOST TOO FAST TO SEE: Difficulty factors due to moving are
reduced by two when rolling Stealth. The creature is fast regenerating, gaining the following
advantages:
INHUMAN TOUGHNESS TOTAL RECOVERY: It’s able to recover from physical harm that
would leave a normal person permanently damaged. It can
The creature is inhumanely tough, gaining the following recover totally from any consequence (excluding extreme
advantages: 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. FASTER RECOVERY: Out of combat, it may recover from
physical consequences as if they were two levels lower in
HARD TO KILL: It has two additional boxes of physical stress
severity. So, it recover from severe consequences as though
capacity.
they were mild, etc. Consequences reduced below mild are
always removed by the beginning of a subsequent scene.
MULTIPLE ARMS NOTHING REALLY BITES: Twice per scene, it may clear away a
mild physical consequence as a supplemental action.
The creature has extra arms, gaining the following
advantages: THE CATCH: The creature is vulnerable to something that
bypasses the ability.
MASTER CLIMBER: It gains +2 to Athletics when climbing and
overcoming borders.
SUPERNATURAL SPEED
HAIL OF BLOWS: The creature gains an extra attack per
exchange. The second attack is done as the last thing in the
The creature is insanely fast and nimble, gaining the following
exchange.
benefits:

MYTHIC RECOVERY SUPREME INITIATIVE: It always go first in initiative order in a


conflict, regardless of its Awareness rating. If there are other

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entities present who share this ability, it must then use
Awareness to resolve initiative order among itself.
SUPERIOR ATHLETIC ABILITY: All its Athletics checks are made
at +2, including dodging. When sprinting, this bonus is
increased to +4.
EFFORTLESS MOVEMENT: Whenever moving as part of another
physical activity, it may move two zones without taking the –1
penalty for a supplemental action.
FASTER THAN THE EYE: Difficulty factors due to moving are
reduced by four when rolling Stealth.

SUPERNATURAL TOUGHNESS
The creature is supernaturally tough, gaining the following
advantages:
HARDER TO HURT: It naturally has Armor: 2 against all physical
stress.
HARDER TO KILL: It has four additional boxes of physical stress
capacity.

TOUCHED BY THE FATES


The creature has its own reserve of fate points to be used in
addition to the normal pool controlled by the GM.

UNNATURAL SENSE
In situations where the creature might be penalized or
otherwise told that it’s impossible to sense something, it can
nevertheless attempt to sense the thing it’s defined, without
penalty.

WARP INSTABILITY
The creatures presence is blasphemous and simply wrong in
the material world. Once per scene the power can be
compelled as an aspect by its opponents. Refusing the
compel costs two fate points.

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