The Edge Of Damnation
A Dark Heresy inspired RP. In which the players will take the role of an agent of the Inqusition.
Warning: This RP will contain blood, violence and gore among other things of an unsavory nature, consider this a warning. Knowledge on the lore of the 40k universe is heavily recommended but by no means required, the need to know will be covered below and throughout the RP, so please don't be disheartened.
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It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.
Yet in his deathless state, the Emperor continues his eternal vigilance. Mighty battle fleets cross the Daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor’s will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bioengineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the Tech-Priests of the Adeptus Mechanicus to name but a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants—and worse.
To be a man is such times is to be one amongst untold billons. It is to live in the cruellest and most bloody regime imaginable. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim darkness of the far future, there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of the thirsting gods.
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The Story Thus Far
The planet of Ascarvis, a hive world of minor renown will be your first destination, where you will embark upon your first mission at the Inquisitions behest. It is believed by the Inquisition that a renegade tech-adept going by the name of "The Churgeon" and her lackeys are operating on Ascarvis, in the employ of the heretical cult known as the Logicians. The renegade who you will hunt down and find, is a bio-sculptor whose particular area of interest is the creation of (illegal) alchemical serums and artificial organs to augment human biology, whom is using the downtrodden people of a run down and decaying district called the Coscarla Division of Hive Sibellus, on the planet for her experiments. She has no care for the lives of her servants or for those her macabre experiments kill or mutilate, and already her servants have “vanished” scores of Coscarla’s people. One such abducted experimental subject, a man named Saul Arbest, managed to escape before dying on a transit rail within the Hive. This body has drawn the interest of the Inquisition and subsequently, your involvement.
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Your Role As Acolytes
“The greatest resource our Holy Imperium possesses is the fathomless multitudes of humanity itself. No power is mightier and no force more dreadful when turned to a single purpose. By human hands alone we have remade stars in our image. By this token the wise know that true power lies in the mastery of blood and bone, in the very meat of mankind.” —Quastor General, Brantus Hurst, Departmento Munitorium Penitential Command.
In the nightmare future of Warhammer 40,000, horrific danger, deadly mystery, and brutal violence are Mankind’s only truths. You will be the front line against these truths, charged with defending humanity and to embark on hazardous adventures into the darkest depths the darkness has to offer. For you shall take on the role of an Acolyte in service to an Inquisitor, at the front line of a great and secret war to root out the foes that imperil all of humanity. Inquisitors, ruthless agents dedicated to preserving Mankind at any cost—are relentless in the pursuit of these threats, and answer to no one save the lord of the galaxy-spanning Imperium of Man, the Emperor Himself. Yet Inquisitors are but men, and though their purview is limitless, they are far from omnipotent. As such, they employ Acolytes such as yourselves to project their power throughout the Imperium. To be an Acolyte is to possess more power than most men can conceive of. This power must be wielded wisely, though, for misusing it can be as dangerous as not using it at all. Should they fail, entire worlds, systems, or even the Imperium itself may fall to endless night.
These desperate times call for desperate measures, and these are the darkest times that humanity has ever known. The Imperium is beset by enemies, both from within and without. It is the Acolytes’ duty to shepherd Mankind from the manifold paths of damnation, with a smoking boltgun or world-burning virus bombs if necessary. Acolytes cannot shirk from their noble calling, harsh as it might be, for the only thing worse than their actions is what might occur.
You are one being of untold billions, you are no bioengineered super-warrior or xeno, but a human. And one whom must stand against the endless night. This is your charge.
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Character Creation
In The Edge Of Damnation, players take on the roles of unique and exceptional individuals plucked from across the galaxy to become acolytes in the service of an Inquisitor.
General:
Name: [The name of your acolyte.]
Gender: [The gender of your acolyte.]
Age: [The age of your acolyte, or the age they appear]
Appearance: [A description or image (None anime) will do]
Origin
Homeworld: [The type of homeworld your acolyte hails from, this will affect the characteristics and talents of the character. Choose or if you're feeling brave roll on the home-world table in the Homeworlds tab below, and let chance decide. Feel free to send me a PM if you had something more unique in mind.]
Homeworld Superstition: Send me a PM with a random number between 01-100 and your homeworld. A tradition, custom or belief brought with you from your Homeworld. (Some of these can be pretty weird)
Homeworld Memento: Send me another random number between 01-100. An item or keepsake you have kept since leaving your homeworld. (Some of these can be pretty weird)
Class: [The background and experience of your Acolyte, this will affect the characteristics and talents of the character. Choose from the tabs below or send me a PM if you had something more unique in mind. I'm gonna limit to 2 players per class for diversity and any class made for a player is to be played only by them.]
Class Memento: Something that you've kept onto since leaving your past life. [Send me another 1d100 result with your chosen class.]
Background: [Optional, although I ask you at-least have a basic overview of your characters background, send me a PM with any aspect of your background that might arise during the RP. You know that noble you crossed years ago?]
Stats:
Total Experience Earned: 0
Experience Spent: 0
Level/Rank: 1
Wounds: [The amount of damage one can take before being knocked unconscious or killed. Based on your Home-world. Check the Home-worlds tab below.]
Armour: [Armour worn + your Toughness bonus, reduces the total wounds you take from a hit.] (Toughness bonus= 10% of your toughness characteristic.)
Corruption Points:
Insanity Points:
Characteristics:
Weapon Skill: Roll 2d10+20 [Weapon Skill measures a character’s competence in all forms of close-quarters combat. Characters with high Weapon Skill values are excellent warriors, renowned with a chainsword or even their bare hands.]
Ballistic Skill: Roll 2d10+20 [Ballistic Skill measures a character’s accuracy with all forms of ranged weapons. A high Ballistic Skill indicates a character is an excellent marksman, someone to be rightly feared in a fire-fight or shootout.]
Strength: Roll 2d10+20 [Strength measures a character’s muscle and physical power. A high Strength characteristic value allows a character to lift heavier objects and punch a foe harder.]
Toughness: Roll 2d10+20 [Toughness measures a character’s health, stamina, and resistance. Exceptionally Tough characters can shrug off otherwise damaging weapon hits and better withstand poisonous attacks.]
Agility: Roll 2d10+20 [This measures a character’s quickness, reflex, and poise. High Agility can allow a character to manipulate delicate machinery with finesse, or keep his footing when crossing treacherous terrain.]
Intelligence: Roll 2d10+20 [Intelligence measures a character’s acumen, reason, and general knowledge. A character with a strong Intelligence value can recall huge volumes of data, correlate esoteric clues, or determine if an ancient archaeotech relic is genuine or not.]
Perception: Roll 2d10+20 [This measures a character’s awareness and the acuteness of his
senses. A character who has a high Perception value can pick out a stray bolter shell casing left amidst an underhive morass, or tell when someone is being deceitful.]
Willpower: Roll 2d10+20 [Willpower measures a character’s mental strength and resilience. High Willpower allows a character to exert control over a crowd of near-rioting hab workers or interrogate a captured heretic. It is also often used when wielding and resisting psychic powers.]
Fellowship: Roll 2d10+20 [Fellowship measures a character’s persuasiveness, ability to lead, and force of personality. Having a strong Fellowship makes for a character who can ingratiate himself into a gathering of suspicious forge menials or make skilled trades with wily vendors.]
Influence: Roll 2d10+20 [This measures a character’s connections, reputation, and resources. High Influence can allow a character to quickly summon the aid of local military forces to his side, or arrange for fast transit to another star system. Unlike the other characteristics, Influence changes only as a character performs actions: it would decrease should he fail a mission in a highly visible manner, for example, or increase after he successfully rescues a kidnapped planetary governor.]
Divination: Send me another 1d100 result. (These are mostly good, mostly)
Class Bonus:
Talents: Special and unique skills of the character that will give them advantages on certain rolls and a few other unique things. Everyone has Linguistics (Low Gothic). Put your Home World modifiers here as well.
Equipment: >List all of your equipment here>
Throne Gelt: Start with 10d10+100 to spend on anything in the equipment hider.
Pysker Powers: [Only if you have them. Currently only the Adeptus Astra Telepathica is a pysker, if you wish to make a custom class, send me a PM and we can talk about it.]
Name: [The name of your acolyte.]
Gender: [The gender of your acolyte.]
Age: [The age of your acolyte, or the age they appear]
Appearance: [A description or image (None anime) will do]
Origin
Homeworld: [The type of homeworld your acolyte hails from, this will affect the characteristics and talents of the character. Choose or if you're feeling brave roll on the home-world table in the Homeworlds tab below, and let chance decide. Feel free to send me a PM if you had something more unique in mind.]
Homeworld Superstition: Send me a PM with a random number between 01-100 and your homeworld. A tradition, custom or belief brought with you from your Homeworld. (Some of these can be pretty weird)
Homeworld Memento: Send me another random number between 01-100. An item or keepsake you have kept since leaving your homeworld. (Some of these can be pretty weird)
Class: [The background and experience of your Acolyte, this will affect the characteristics and talents of the character. Choose from the tabs below or send me a PM if you had something more unique in mind. I'm gonna limit to 2 players per class for diversity and any class made for a player is to be played only by them.]
Class Memento: Something that you've kept onto since leaving your past life. [Send me another 1d100 result with your chosen class.]
Background: [Optional, although I ask you at-least have a basic overview of your characters background, send me a PM with any aspect of your background that might arise during the RP. You know that noble you crossed years ago?]
Stats:
Total Experience Earned: 0
Experience Spent: 0
Level/Rank: 1
Wounds: [The amount of damage one can take before being knocked unconscious or killed. Based on your Home-world. Check the Home-worlds tab below.]
Armour: [Armour worn + your Toughness bonus, reduces the total wounds you take from a hit.] (Toughness bonus= 10% of your toughness characteristic.)
Corruption Points:
Insanity Points:
Characteristics:
Weapon Skill: Roll 2d10+20 [Weapon Skill measures a character’s competence in all forms of close-quarters combat. Characters with high Weapon Skill values are excellent warriors, renowned with a chainsword or even their bare hands.]
Ballistic Skill: Roll 2d10+20 [Ballistic Skill measures a character’s accuracy with all forms of ranged weapons. A high Ballistic Skill indicates a character is an excellent marksman, someone to be rightly feared in a fire-fight or shootout.]
Strength: Roll 2d10+20 [Strength measures a character’s muscle and physical power. A high Strength characteristic value allows a character to lift heavier objects and punch a foe harder.]
Toughness: Roll 2d10+20 [Toughness measures a character’s health, stamina, and resistance. Exceptionally Tough characters can shrug off otherwise damaging weapon hits and better withstand poisonous attacks.]
Agility: Roll 2d10+20 [This measures a character’s quickness, reflex, and poise. High Agility can allow a character to manipulate delicate machinery with finesse, or keep his footing when crossing treacherous terrain.]
Intelligence: Roll 2d10+20 [Intelligence measures a character’s acumen, reason, and general knowledge. A character with a strong Intelligence value can recall huge volumes of data, correlate esoteric clues, or determine if an ancient archaeotech relic is genuine or not.]
Perception: Roll 2d10+20 [This measures a character’s awareness and the acuteness of his
senses. A character who has a high Perception value can pick out a stray bolter shell casing left amidst an underhive morass, or tell when someone is being deceitful.]
Willpower: Roll 2d10+20 [Willpower measures a character’s mental strength and resilience. High Willpower allows a character to exert control over a crowd of near-rioting hab workers or interrogate a captured heretic. It is also often used when wielding and resisting psychic powers.]
Fellowship: Roll 2d10+20 [Fellowship measures a character’s persuasiveness, ability to lead, and force of personality. Having a strong Fellowship makes for a character who can ingratiate himself into a gathering of suspicious forge menials or make skilled trades with wily vendors.]
Influence: Roll 2d10+20 [This measures a character’s connections, reputation, and resources. High Influence can allow a character to quickly summon the aid of local military forces to his side, or arrange for fast transit to another star system. Unlike the other characteristics, Influence changes only as a character performs actions: it would decrease should he fail a mission in a highly visible manner, for example, or increase after he successfully rescues a kidnapped planetary governor.]
Divination: Send me another 1d100 result. (These are mostly good, mostly)
Class Bonus:
Talents: Special and unique skills of the character that will give them advantages on certain rolls and a few other unique things. Everyone has Linguistics (Low Gothic). Put your Home World modifiers here as well.
Equipment: >List all of your equipment here>
Throne Gelt: Start with 10d10+100 to spend on anything in the equipment hider.
Pysker Powers: [Only if you have them. Currently only the Adeptus Astra Telepathica is a pysker, if you wish to make a custom class, send me a PM and we can talk about it.]
“We were all from different worlds. We never really liked each other; we could rely on each other, but we were never friends. If we weren’t bound together against terrors no one else even dreamed existed, we probably would have killed each other quickly.”–Gex Avrille, from the private memoirs Recollections of Service
Random Home World Table: Roll a D100 [This is optional, you may pick.]
01-15 Feral World
16-33 Forge World
34-44 Highborn
45-69 Hive World
70-85 Shrine World
86-100 Voidborn
Savage primitives from backward cultures or untamed worlds; what they lack in knowledge of the stars and the secrets of technology, they more than make up for in strength and survivability.
“Caring little is me about your gun. Caring more should be you about my axe!”
–Karl-Va, First Steel of the Red Clans
Feral worlds are planets where the dominant culture is trapped in a primitive state, often much lower technologically than that of other Imperial worlds. This can range from nomadic human tribes, with little more than spears and a mastery over fire, to once-advanced planets now reduced to barbarism from environmental catastrophes, xenos predations, or other world-shattering events. Natives are likely to have grown up without technology, and had to survive by hunting or farming with primitive tools and their own two hands. This makes feral worlders hardy, strong, tough, and able to survive in the worst of conditions.
Characteristic Modifiers
+10 Strength
+10 Toughness
-10 Influence
Home World Modifiers
The Old Ways: Any low-tech weapon (Sword, staff etc) in the hands of a feral worlder gain +20 to their Weapon Skill in it's use, as well as +1 armour.
Wounds
A feral world character starts with 1d5+9 wounds.
Recommended Classes
Adeptus Arbites, Adeptus Astra Telepathica, Imperial Guard, Outcast.
Skilled with machinery and commonly using the most advanced forms of technology known to the Imperium; surrounded with sanctified technology and often granted cybernetically augmented bodies, they manifest the Omnissiah's blessings.
“Cease. You dishonour the machine spirit. Speak the litany first, and only then strike the siding so.”
–Osmin Ril, Inspector of the Rites, Factorum Aleph VII
Forge worlds are the main armouries and assembly lines of the Imperium. On these densely-populated worlds, citizens toil endlessly to craft weaponry for the armies of the Emperor, their bodies often enhanced with technology so that they might better fulfil their tasks or survive the toxic conditions of the factories. The denizens are likely to have been born to do a specific task, like their parents before them and their children that will come after, focusing their entire lives on a single job. It is a rigid society from which few escape, where the great Machine Cult and Tech-Priest overlords enforce the construction and toil of the teeming billions working below.
Characteristic Modifiers
+10 Intelligence
+10 Toughness
-10 Fellowship
Home World Modifiers
Omnissiah's Chosen: All forge world characters start with the Weapon-Tech talent, +20 to Intelligence checks when examining a weapon, to find out it's make, systems etc OR the OTech-use talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating xeno machinery)
Wounds
A forge world character starts with 1d5+8 wounds.
Recommended Classes
Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard
The elite who rule over the worlds of the Imperium, obsessed with power and the politics to maintain that power; they may rule from piles of fur on a barren plain, or from the crystalline windows at the top of a hive spire, but all know the precarious nature of power and the ever-present enemies ready to snatch it from them.
“Yes, I especially liked that vintage, so I enslaved the village to ensure a steady supply.”–Leisi IX, Governor of Pallon Secundus
Highborn are the elite of Imperial worlds, the nobles, princes, and lords of cities, systems, and worlds who rule over boundless populations alongside other equally-privileged scions. To be born into such a setting is to have been given the best the planet has to offer, raised apart from the struggling ranks of Mankind, and destined to take on positions of great import and power. These luxuries might be the finest pelts and grox meat of a feudal world, or the most potent of narcotics and offworld delights on a mainstay hive world. To be a highborn is also to enter into a world of deadly politics and ancient feuds, where children grow up with terrible enemies and sleep knowing there are those that would cut their throats for a taste of their hereditary position. Highborn often live their lives apart from the rest of their world, sometimes never leaving the high castles, spire cities, and sky palaces far above the swarming masses. They are content in the knowledge that they are the instruments of Imperial dominance on their world and the voice of the Emperor to their people, and anything that would disrupt such a state is unthinkable anathema.
Characteristic Modifiers
+10 Fellowship
+10 Influence
-10 Toughness
Home World Modifiers
Breeding Counts: Any time a highborn character would reduce his influence, he reduces the amount lost by 1. A highborn, might also find it easier to join the higher class circles so common throughout the Imperium. A highborn also has Linguistics (High Gothic).
Wounds
A highborn character starts with 1d5+9 wounds.
Recommended Classes
Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Ministorum
The struggling masses of humanity, one among uncounted billions living out their lives in vast towering cities; hardened by living among such dense populations, they are savvy talkers and adept criminals.
“Meet is set. Twelve levels down, just above the tox drains along the Killian wall and near the border with the Ironmongers. Bring extra stubber shells.”–Etregan “Ganner” Haiyn, Desoleum ganger
Hive worlders exist in cities that reach kilometers into the sky from the wasted surface of toxic, hostile environments, ruined through many centuries of industry. Sealed off from the planet outside, they live stacked on hundreds of levels, each one packed with millions of souls working, eating, and dying without ever venturing beyond the steel caverns of their birth. To be a hive worlder is to have grown up among overpopulation and artifice, where the sun is only a myth. Unfortunates know only a desperate existence, barely surviving in the dank depths far below the surface, in underworlds where the very air cannot be counted on from one day to the next. For a hive worlder, his life is but one cog in a gigantic citymachine, living and dying in the same few cubic kilometers in which he was born.
Characteristic Modifiers
+10 Agility
+10 Perception
-10 Willpower
Home World Modifiers
Teeming Masses in Metal Mountains: A hive world character can pass through crowds with ease and gains +20 bonus to Navigate checks below ground and a +10 bonus to Fellowship tests with other hivers.
Wounds
A hive world character starts with 1d5+8 wounds.
Recommended Classes
Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast
Born in the shadow of great saints, the light of the Emperor blinding and embracing since birth; pious and devout, they see the world through eyes of fanatical faith and righteous hatred.
“Tread carefully, and with each step reflect on the sanctified remains surrounding you.”–Yantho Carl, Thaur Caretaker
Shrine worlders grow up on worlds that the Imperium has deemed holy places, where the Cult of the Emperor’s power is omnipresent. While their birthplace might range from cluttered, decaying cities to scattered farmlands, or their planet from a green paradise to a forbidding rock, the power of the Emperor saturates it. Perhaps some great deed was committed here, a bold hero turning back the alien tide, or because it is the resting place for a saint with a hallowed grave dominating the surface of the world and drawing pilgrims from far and wide to gaze upon its glory. While all citizens of the Imperium are taught to venerate the glory of the Emperor in one form or another, it is the shrine worlders who perhaps have the greatest understanding and reverence of the teachings of the Imperial Cult.
Characteristic Modifiers
+10 Fellowship
+10 Willpower
-10 Perception
Home World Modifiers
Faith in the Creed: Once per three posts, a shrine world character re-rolls a fail. Taking the higher of the two rolls.
Wounds
A shrine world character starts with 1d5+7 wounds.
Recommended Classes
Adeptus Administratum, Adeptus Arbites, Adeptus Ministorum, Imperial Guard
Solar nomads and planetary outcasts living out lives in the inky blackness between worlds; touched by celestial winds and their closeness to the Warp, they are often shunned by all but their own kind.
“Of course I want walls. How can you possibly live with all that nothing around you?”–Unjo Re’Asmulle, after stepping onto the plains of Attila
Voidborn spend their lives in the expanses of space, growing up on ancient orbital stations, generation vessels, merchant freighters, or remote asteroid outposts. They spend much of their lives without the stability of a real world beneath their feet, knowing the cold, deadly grasp of empty space is only a few metres of bulkhead away. This makes them exceptionally skilled when it comes to living on voidships and space stations, more so than any who have spent their lives crawling around in the dirt of a world. It also often makes them strange even amidst other Imperial subjects, tall and willowy, hairless, or with large dark eyes. Living so close to the still blackness of the void also touches their souls. There is something deeply odd about the voidborn, something intangible that lurks below the surface, writhing in the dark like the Warp lurks below space itself, waiting and watching for its moment to surface.
Characteristic Modifiers
+10 Intelligence
+10 Willpower
-10 Strength
Home World Modifiers
Child of the Dark: A voidborn character adds +20 to any willpower checks against the powers of the warp or physic attacks, as well as a +30 to tests for moving in a zero gravity enviroment.
Wounds
A voidborn character starts with 1d5+7 wounds.
Recommended Classes
Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, Outcast
Random Home World Table: Roll a D100 [This is optional, you may pick.]
01-15 Feral World
16-33 Forge World
34-44 Highborn
45-69 Hive World
70-85 Shrine World
86-100 Voidborn
----
Feral World
Savage primitives from backward cultures or untamed worlds; what they lack in knowledge of the stars and the secrets of technology, they more than make up for in strength and survivability.
“Caring little is me about your gun. Caring more should be you about my axe!”
–Karl-Va, First Steel of the Red Clans
Feral worlds are planets where the dominant culture is trapped in a primitive state, often much lower technologically than that of other Imperial worlds. This can range from nomadic human tribes, with little more than spears and a mastery over fire, to once-advanced planets now reduced to barbarism from environmental catastrophes, xenos predations, or other world-shattering events. Natives are likely to have grown up without technology, and had to survive by hunting or farming with primitive tools and their own two hands. This makes feral worlders hardy, strong, tough, and able to survive in the worst of conditions.
Characteristic Modifiers
+10 Strength
+10 Toughness
-10 Influence
Home World Modifiers
The Old Ways: Any low-tech weapon (Sword, staff etc) in the hands of a feral worlder gain +20 to their Weapon Skill in it's use, as well as +1 armour.
Wounds
A feral world character starts with 1d5+9 wounds.
Recommended Classes
Adeptus Arbites, Adeptus Astra Telepathica, Imperial Guard, Outcast.
----
Forge World
Skilled with machinery and commonly using the most advanced forms of technology known to the Imperium; surrounded with sanctified technology and often granted cybernetically augmented bodies, they manifest the Omnissiah's blessings.
“Cease. You dishonour the machine spirit. Speak the litany first, and only then strike the siding so.”
–Osmin Ril, Inspector of the Rites, Factorum Aleph VII
Forge worlds are the main armouries and assembly lines of the Imperium. On these densely-populated worlds, citizens toil endlessly to craft weaponry for the armies of the Emperor, their bodies often enhanced with technology so that they might better fulfil their tasks or survive the toxic conditions of the factories. The denizens are likely to have been born to do a specific task, like their parents before them and their children that will come after, focusing their entire lives on a single job. It is a rigid society from which few escape, where the great Machine Cult and Tech-Priest overlords enforce the construction and toil of the teeming billions working below.
Characteristic Modifiers
+10 Intelligence
+10 Toughness
-10 Fellowship
Home World Modifiers
Omnissiah's Chosen: All forge world characters start with the Weapon-Tech talent, +20 to Intelligence checks when examining a weapon, to find out it's make, systems etc OR the OTech-use talent (+15 to Agility or Intelligence rolls when operating Imperial machinery, +5 to Intelligence or Agility rolls when operating xeno machinery)
Wounds
A forge world character starts with 1d5+8 wounds.
Recommended Classes
Adeptus Administratum, Adeptus Arbites, Adeptus Mechanicus, Imperial Guard
----
Highborn
The elite who rule over the worlds of the Imperium, obsessed with power and the politics to maintain that power; they may rule from piles of fur on a barren plain, or from the crystalline windows at the top of a hive spire, but all know the precarious nature of power and the ever-present enemies ready to snatch it from them.
“Yes, I especially liked that vintage, so I enslaved the village to ensure a steady supply.”–Leisi IX, Governor of Pallon Secundus
Highborn are the elite of Imperial worlds, the nobles, princes, and lords of cities, systems, and worlds who rule over boundless populations alongside other equally-privileged scions. To be born into such a setting is to have been given the best the planet has to offer, raised apart from the struggling ranks of Mankind, and destined to take on positions of great import and power. These luxuries might be the finest pelts and grox meat of a feudal world, or the most potent of narcotics and offworld delights on a mainstay hive world. To be a highborn is also to enter into a world of deadly politics and ancient feuds, where children grow up with terrible enemies and sleep knowing there are those that would cut their throats for a taste of their hereditary position. Highborn often live their lives apart from the rest of their world, sometimes never leaving the high castles, spire cities, and sky palaces far above the swarming masses. They are content in the knowledge that they are the instruments of Imperial dominance on their world and the voice of the Emperor to their people, and anything that would disrupt such a state is unthinkable anathema.
Characteristic Modifiers
+10 Fellowship
+10 Influence
-10 Toughness
Home World Modifiers
Breeding Counts: Any time a highborn character would reduce his influence, he reduces the amount lost by 1. A highborn, might also find it easier to join the higher class circles so common throughout the Imperium. A highborn also has Linguistics (High Gothic).
Wounds
A highborn character starts with 1d5+9 wounds.
Recommended Classes
Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Ministorum
----
Hive World
The struggling masses of humanity, one among uncounted billions living out their lives in vast towering cities; hardened by living among such dense populations, they are savvy talkers and adept criminals.
“Meet is set. Twelve levels down, just above the tox drains along the Killian wall and near the border with the Ironmongers. Bring extra stubber shells.”–Etregan “Ganner” Haiyn, Desoleum ganger
Hive worlders exist in cities that reach kilometers into the sky from the wasted surface of toxic, hostile environments, ruined through many centuries of industry. Sealed off from the planet outside, they live stacked on hundreds of levels, each one packed with millions of souls working, eating, and dying without ever venturing beyond the steel caverns of their birth. To be a hive worlder is to have grown up among overpopulation and artifice, where the sun is only a myth. Unfortunates know only a desperate existence, barely surviving in the dank depths far below the surface, in underworlds where the very air cannot be counted on from one day to the next. For a hive worlder, his life is but one cog in a gigantic citymachine, living and dying in the same few cubic kilometers in which he was born.
Characteristic Modifiers
+10 Agility
+10 Perception
-10 Willpower
Home World Modifiers
Teeming Masses in Metal Mountains: A hive world character can pass through crowds with ease and gains +20 bonus to Navigate checks below ground and a +10 bonus to Fellowship tests with other hivers.
Wounds
A hive world character starts with 1d5+8 wounds.
Recommended Classes
Adeptus Arbites, Adeptus Mechanicus, Imperial Guard, Outcast
----
Shrine World
Born in the shadow of great saints, the light of the Emperor blinding and embracing since birth; pious and devout, they see the world through eyes of fanatical faith and righteous hatred.
“Tread carefully, and with each step reflect on the sanctified remains surrounding you.”–Yantho Carl, Thaur Caretaker
Shrine worlders grow up on worlds that the Imperium has deemed holy places, where the Cult of the Emperor’s power is omnipresent. While their birthplace might range from cluttered, decaying cities to scattered farmlands, or their planet from a green paradise to a forbidding rock, the power of the Emperor saturates it. Perhaps some great deed was committed here, a bold hero turning back the alien tide, or because it is the resting place for a saint with a hallowed grave dominating the surface of the world and drawing pilgrims from far and wide to gaze upon its glory. While all citizens of the Imperium are taught to venerate the glory of the Emperor in one form or another, it is the shrine worlders who perhaps have the greatest understanding and reverence of the teachings of the Imperial Cult.
Characteristic Modifiers
+10 Fellowship
+10 Willpower
-10 Perception
Home World Modifiers
Faith in the Creed: Once per three posts, a shrine world character re-rolls a fail. Taking the higher of the two rolls.
Wounds
A shrine world character starts with 1d5+7 wounds.
Recommended Classes
Adeptus Administratum, Adeptus Arbites, Adeptus Ministorum, Imperial Guard
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Voidborn
Solar nomads and planetary outcasts living out lives in the inky blackness between worlds; touched by celestial winds and their closeness to the Warp, they are often shunned by all but their own kind.
“Of course I want walls. How can you possibly live with all that nothing around you?”–Unjo Re’Asmulle, after stepping onto the plains of Attila
Voidborn spend their lives in the expanses of space, growing up on ancient orbital stations, generation vessels, merchant freighters, or remote asteroid outposts. They spend much of their lives without the stability of a real world beneath their feet, knowing the cold, deadly grasp of empty space is only a few metres of bulkhead away. This makes them exceptionally skilled when it comes to living on voidships and space stations, more so than any who have spent their lives crawling around in the dirt of a world. It also often makes them strange even amidst other Imperial subjects, tall and willowy, hairless, or with large dark eyes. Living so close to the still blackness of the void also touches their souls. There is something deeply odd about the voidborn, something intangible that lurks below the surface, writhing in the dark like the Warp lurks below space itself, waiting and watching for its moment to surface.
Characteristic Modifiers
+10 Intelligence
+10 Willpower
-10 Strength
Home World Modifiers
Child of the Dark: A voidborn character adds +20 to any willpower checks against the powers of the warp or physic attacks, as well as a +30 to tests for moving in a zero gravity enviroment.
Wounds
A voidborn character starts with 1d5+7 wounds.
Recommended Classes
Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, Outcast
Most classes carry with them distinctive dress, mannerisms, and religious practices, and players should also consider these in their decision. These can offer interesting ways to roleplay a character, such as an Adeptus Mechanicus character who would rather converse with his servo-skull than his fellow Acolytes, or a dour Imperial Guardsman convinced he should have died with the rest of his regiment. There are no incorrect backgrounds as long as the selection further guides the character’s history from his home world.
The great bureaucracy of tithes and tallies that holds the Imperium together and keeps it running; they keep the lore, histories, and secrets of a million worlds so that the Imperium might prosper.
“Our records show that datum is located in the tertiary infocrypt of the fifth vault-level. I can arrange for an expedition to retrieve it, however.”–Honsa Illum, Data Warden of the Primary Tier
Such is the size and scope of the Imperium that it takes an innumerable legion of scribes, officials, and bureaucrats to maintain it. Connected across the stars on a web of scribbled notes and secret data caches, the Administratum is a lumbering behemoth, churning at a speed only slightly higher than deathly rest as it ensures that every planet has paid its due and contributed to the Imperium’s continuation. Without the Administratum, the Imperium would dissolve into madness and mayhem. It would be cut off not only from those hidden hands that guide its wealth and resources, but also from its history and the centuries of secrets kept deep within the data vaults of the Imperium’s largest organisation.
Starting Talents
- Weapon Training (Las or Solid Projectile) (+15 to Ballistic Skill when using a weapon of a certain type)
- Imperial Knowledge, (+20 to any Intelligence checks when recalling lore on the imperium.)
- Lore on the Forbidden/Heretic/Xeno (+10 to Intelligence checks when recalling lore on the warp, Chaos, or Xenos. You must pick one.)
- Commerce (+10 to Fellowship or Influence rolls when haggling or bartering for a higher price to sell or lower price when buying)
- Medicae (+15 to checks to save or heal a wound or injury.)
- Linguistics (High Gothic)
Starting Equipment:
Laspistol or stub automatic, Imperial robes, autoquill, chrono, writing kit and 3 candles, medi-kit, several rolls of paper
Class Bonus
Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).
Keepers of the Imperium's laws, who see that the rule of the Emperor is brought to His worlds; they are judge, jury, and executioner against any—high or low–that would break the Imperial rule of law.
“Of course I know who you are. You were the governor here, until you turned your back on your rightful ruler. Now, you’re dead.”–Marshall Ranx Wayner
Only through constant vigilance and the execution of brutal law can the Imperium survive, and the Adeptus Arbites carries out this function. While the armies of the Imperial Guard struggle to hold back the aggression of alien empires and protect worlds from without, the Adeptus Arbites roots out rebels, recidivists, and threats to the stability of the Imperium from within. Its agents, collectively known as Arbitrators, operate as they best see fit, using their greater training and weaponry to tackle foes that might be beyond the scope of local agencies, or in many cases to deal with a government which has itself become corrupted. Remorseless and single-minded, they do not forgive or forget any crime, and pursue their quarry relentlessly until the Emperor’s Justice has been served.
Starting Talents
- Weapon Training (Shock or Solid Projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Common Lore (Adeptus Arbites, Underworld) (+10 to Intelligence checks when recalling lore on the Adeptus Arbites or the Underworld)
- Inquirer (+10 to Fellowship tests to find information from people, subtly) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
- Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way)
Starting Equipment:
Shotgun or Shock Maul, Enforcer light carapace armour or carapace breastplate, 3 doses of stimm, manacles, 12 lho sticks
Class Bonus
The Face of the Law: An Arbitrator can re-roll any Intimidation or Interrogation check.
The ancient and sacred organisation vital to the survival of the Imperium and Mankind; guiding ships and transmitting information across millions of scattered worlds, they bind the Imperium with their web of minds.
“My eyes were a small price to pay for what I can now see.”–Astropath Leto Loi
Psykers are a vital part of the Imperium, linking its worlds together, aiding its soldiers in battle, and guiding its ships across the stars. They are also dangerous, for the very gift that allows them to draw power from the Warp, that otherworldly realm that exists beneath reality, can also make them conduits for its unholy power and gateways for Daemons. An untrained psyker can bring doom upon an entire world if his abilities are not kept in check. The Imperium has a rigid structure in place to watch for any who display even a hint of psychic talent and remove them from society, usually through force. Once in custody, they are trained to serve the Emperor or, if they prove too unstable, destroyed for the good of Mankind. The Adeptus Astra Telepathica oversees psykers within the Imperium, scouring the galaxy for new psykers and then examining and training their catches. Those that are not worthy to live must instead serve the Emperor directly, their life energies sustaining His continued existence for one more day.
Starting Talents:
- Weapon Training (Las and Low-tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Common Lore (Adeptus Astra Telepathica) (+10 to Intelligence checks when recalling lore on the Adeptus Astra Telepathica)
- Deceiver (+10 to Fellowship tests when a lie is involved) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
- Lore of the Forbidden (+10 to Intelligence checks when recalling lore on the warp.)
- Pysker, this character is a pysker and so can cast pyshic powers.
Starting Equipment:
Laspistol, staff or whip, light flak cloak or flak vest, micro bead, data-slate, psy focus
Class Bonuses
The Constant Threat: When the character rolls on the physic phenomena table, they roll twice and pick the result they wish. A character of the Adeptus Astra Telepathica can also use their willpower to roll for Deceive or Interrogator checks.
Keepers of the ancient secrets of technology and the Imperium's most venerable and treasured artefacts; they serve the Machine God in the quest for lost knowledge.
“Your assertion is flawed. It is you who venerate the Omnissiah, only you do so in His guise as the Emperor.”–Magos Tonnus Mu Kepplar
Much of Mankind’s mastery over technology has been forgotten, and what remains are closely guarded secrets, held in jealous hands of the Adeptus Mechanicus. Wrapped up in superstitious beliefs and rites, the knowledge of how to operate the Imperium’s most advanced devices falls to these followers of the Machine God. The Adeptus Mechanicus guards and oversees the ancient knowledge and the mysteries of making technology function, for even its dogmatic and superstitious understandings are far beyond those of anyone else in the Imperium. They embrace technology to such a degree that they try to transcend the flesh of their bodies with the purity of metal. To those outside the Mechanicum, they can appear unfeeling and emotionless, more akin to their blessed machines than to other humans, and most would welcome such views.
Starting Talents
- Weapon Training (Solid Projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Mechadendrite use (Utility) (+20 to checks when using a Utility Mechadendrite)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) OR Tech-Use (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery)
- Common Lore (Adeptus Mechanicus) (+10 to Intelligence checks when recalling lore on the Adeptus Mechanicus)
- Security Specialist (+15 to Intelligence checks when bypassing or accessing automated security)
Starting Equipment:
Autogun or hand cannon, monotask servo-skull (utility) OR optical mechadendrite, Imperial robes, 2 vials of sacred unguents
Class Bonus
Replace the Weak Flesh An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
The great religious agency of the Emperor of Mankind; with shrines and cathedrals on a million worlds, they are dedicated to spreading and teaching the word of the Emperor so all might bask within His light and fear His wrath.
“So as you love and fear the Emperor, so must you love and fear those that carry His divine word.”–Cardinal Erasmus Pontium
The Adeptus Ministorum, also known as the Ecclesiarchy, is the religion that venerates the Emperor of Mankind. Powerful and ancient, it embodies the Imperial Creed, the myriad systems of belief that bind humanity together, gives it purpose, and keeps it safe from soul-imperilling threats both within and without. Its members are devoted servants of the Emperor, dedicated to bringing His word to the faithful, and rooting out any which would stand against Him. Whether with words or deeds, a member of the Adeptus Ministorum never forgets his earlier service. Even should he fall from grace, the teachings of the church remain branded upon his soul, and the fire of the Emperor’s faith still burns strong in his belly.
Starting Talents
- Weapon Training (Flame) OR Weapon Training (Low-tech and Solid projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Charming (+15 to Fellowship tests when talking to people that can feel)
- Commanding (+10 to Fellowship or Influence tests when trying to command a person to perform a task or command)
- Common Lore (Adeptus Ministorum) (+10 to Intelligence checks when recalling lore on the Adeptus Ministorum)
- Linguistics (High Gothic)
- Zealous (+15 to Willpower checks when resisting the affects of the Warp and physic attacks)
Starting Equipment:
Hand flamer (or warhammer and stub revolver), Imperial robes or flak vest, monotask servo-skull (laud hailer), Book of holy text, 4 candles and a writing kit
Class Bonus
Faith is All: An Adeptus Ministorum character can re-roll any fellowship or Influence tests considered a Commanding or Charming check. And may also find it easier to gain the trust of fellow members of the Ecclesiarchy.
Vast armies drawn from countless worlds; skilled warriors and hardened veterans of mankind's many brutal and bloody wars, they are all that stands between the Imperium and its innumerable foes.
“Let the Hammer of the Emperor fall upon this world.”–Lord General Hanto Rhem
To protect the Imperium from its many enemies, the Imperium maintains a massive fighting force known as the Imperial Guard. Tithed from the worlds across the galaxy, the Imperial Guard is an immense force of countless billions, always at constant war, and always recruiting more soldiers to replace the fallen. No accurate records exist as to its exact size and strength, and such is its nature that it is in constant flux, troops moving from system to system or scattered across the stars fighting wars long forgotten. Many Guardsmen do not live even a full day after entering battle, but those who survive become hardened combat veterans skilled in the bringing of death and facing the worst foes the galaxy has to offer. Scarred and broken, such veterans can hope for little comfort beyond the battlefield, but may find service in other parts of the Imperial war machine or more secretive duties in less overt wars.
Starting Talents
- Weapon Training (Las and Low-tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Athletic (+15 to Strength, Agility or Toughness tests when athleticism is involved{
- Common Lore (Imperial Guard) (+10 to Intelligence checks when recalling lore on the Imperial Guard)
- Medicae (+15 to checks to save or heal a wound or injury.) OR Tech-Use (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery)
- Driver (Land Vehicle) (+20 to rolls when driving a certain vehicle)
Starting Equipment:
Lasgun (or laspistol and sword), Combat Knife, combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars, Imperial Infantryman's Uplifting Primer
Class Bonus
The Hammer of the Emperor: The Guardsmen re-rolls a 1 or 2 on damage dice when attacking a target that has been attacked by an ally since his last turn.
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.
“You’re asking too many questions. That makes it cost extra.”–Rikko Delarn, previously known as Ricard Al’Delaroique IV
Even within the Imperium, where most are born into the same position for life, there are those that work their way free to make a life on their own terms. Some may have deliberately forsaken the role they were given, or slipped between the cracks of their ossified civilisation. They exist as criminals, vagabonds, and renegades on the fringes of Imperial life. These Outcasts live in the shadows of society, living by their wits and charm. They are able thieves, assassins, and bounty hunters; suspicion and fear often dogs their steps, as others know that where they tread, crime follows. Despite the epithet, Outcasts can be connected to all levels of Imperial life, and while their concerns are primarily for themselves, they can be enlisted to larger pursuits. They have connections, knowledge, and skills unheard of for proper Imperial citizens, and the willingness to use them through bribery, coercion, or other base appeals often more effective than simple calls to Imperial duty. They can also retain associations and bonds with their previous lives and organisations that allow them to operate across many strata of Imperial life.
Starting Talents
- Weapon Training (Chain, las or solid projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping) OR Slight of Hand (+15 to Agility checks when being fast with ones hands, pick-pocketing etc)
- Common Lore (Underworld) (+10 to Intelligence checks when recalling lore on the Underworld)
- Deceiver (+10 to Fellowship tests when a lie is involved)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection)
Starting Equipment:
Autopistol or laspistol, chainsword, armoured bodyglove or flak vest, injector, 2 doses of obscura
Class Bonus
Never Quit: An Outcast character when brought down to 0 Wounds rolls a d6, on 1-2 the character gains 1 wound and can fight, on 4-6 the character is knocked unconscious
"We do not determine the guilty; we do not decide the punishment; we are merely the cold instruments of the Emperor's vengeance. There is no form of death unknown to us; there is no form of terror beyond our means; there is no enemy outside our reach. We are the blade that hovers over the throat of the traitor; we are the bullet that awaits the heretic's skull; we are the poison in the throat of the alien."— Decree Assassinorum
The Vindicare Temple, one temple of many in the Officio Assassinorum. For even the Imperium requires assassins in it's war against heretics, xenos and within. Those of the Vindicare Temple are cold and calculating, eliminating their targets with contemptuous ease. Their aim, to bring an inglorious death to the enemies of the Emperor with a Sniper's bullet, and have elevated the skill of marksmanship to an art-form. The Vindicare Temple teaches it's assassins in stealth, subtly, subterfuge and marksmanship. One of the temple's maxims is that a clean kill can only be made from an excellent firing position, and Vindicare Assassins have been known to occupy a given location for solar weeks, waiting for their quarry to reveal himself before finally taking the perfect shot. The Vindicare can be likened to a spider or mantis, waiting motionless as stone before springing into action at the critical moment.
Starting Talents
- Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection
- Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum)
Starting Equipment:
Hunting rifle, Sword, Armoured body glove, Micro bead, magnoculars
Class Bonus
Total focus: The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage
“With Faith and Fire.”— First Maxim of the Sororitas.
To be a sister of the Adepta Sororitas is to have a holy and divinely ordained calling to do the Emperor’s will, to lead the faithful by example and to punish and destroy the heretic wherever and whenever it is found. The Orders Militant of the Adepta Sororitas (or the Daughters of the Emperor to give them their archaic title), are a powerful and largely independent collection of religious orders that form the militant wing of the Imperial Ecclesiarchy, protecting its domains, enforcing its will, destroying its enemies and defending the faithful. Each member of this all-female sisterhood is sworn to the Imperial Creed, relentlessly trained to excel and is utterly devoted to her Order, her work and the Imperial faith. Adepta Sororitas are courageous, pious, self-sacrificing, chaste and faithful. They are fanatics, bound by harsh and restrictive religious oaths and ingrained zealotry. As a Sororitas, the simple fact of who and what you are dictates many of your character’s actions and responses.
Starting Talents
- Weapon Training (Low-tech, Solid Projectile OR Las OR Flame) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Commanding (+10 to Fellowship or Influence tests when trying to command a person to perform a task or command) OR Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way)
- Common Lore (Imperial Creed and Adepta Sororitas) (+10 to Intelligence checks when recalling lore on the Imperial Creed and the Adepta Sororitas)
- Zealous (+15 to Willpower checks when resisting the affects of the Warp and physic attacks)
- Linguistics (High Gothic)
Starting Equipment:
Sword or truncheon, Hand flamer or Hand cannon or Laspistol, Carapace Breastplate, Writing kit and 4 candles, chaplet Ecclesiasticus (a devotional icon amulet)
Class Bonus
Shield Of Faith: An Adepta Soroitias when attacked resulting in a loss of wounds, rolls a d10, on a 1 the sister takes no damage.
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Adeptus Adminstratum
The great bureaucracy of tithes and tallies that holds the Imperium together and keeps it running; they keep the lore, histories, and secrets of a million worlds so that the Imperium might prosper.
“Our records show that datum is located in the tertiary infocrypt of the fifth vault-level. I can arrange for an expedition to retrieve it, however.”–Honsa Illum, Data Warden of the Primary Tier
Such is the size and scope of the Imperium that it takes an innumerable legion of scribes, officials, and bureaucrats to maintain it. Connected across the stars on a web of scribbled notes and secret data caches, the Administratum is a lumbering behemoth, churning at a speed only slightly higher than deathly rest as it ensures that every planet has paid its due and contributed to the Imperium’s continuation. Without the Administratum, the Imperium would dissolve into madness and mayhem. It would be cut off not only from those hidden hands that guide its wealth and resources, but also from its history and the centuries of secrets kept deep within the data vaults of the Imperium’s largest organisation.
Starting Talents
- Weapon Training (Las or Solid Projectile) (+15 to Ballistic Skill when using a weapon of a certain type)
- Imperial Knowledge, (+20 to any Intelligence checks when recalling lore on the imperium.)
- Lore on the Forbidden/Heretic/Xeno (+10 to Intelligence checks when recalling lore on the warp, Chaos, or Xenos. You must pick one.)
- Commerce (+10 to Fellowship or Influence rolls when haggling or bartering for a higher price to sell or lower price when buying)
- Medicae (+15 to checks to save or heal a wound or injury.)
- Linguistics (High Gothic)
Starting Equipment:
Laspistol or stub automatic, Imperial robes, autoquill, chrono, writing kit and 3 candles, medi-kit, several rolls of paper
Class Bonus
Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).
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Adeptus Arbites
Keepers of the Imperium's laws, who see that the rule of the Emperor is brought to His worlds; they are judge, jury, and executioner against any—high or low–that would break the Imperial rule of law.
“Of course I know who you are. You were the governor here, until you turned your back on your rightful ruler. Now, you’re dead.”–Marshall Ranx Wayner
Only through constant vigilance and the execution of brutal law can the Imperium survive, and the Adeptus Arbites carries out this function. While the armies of the Imperial Guard struggle to hold back the aggression of alien empires and protect worlds from without, the Adeptus Arbites roots out rebels, recidivists, and threats to the stability of the Imperium from within. Its agents, collectively known as Arbitrators, operate as they best see fit, using their greater training and weaponry to tackle foes that might be beyond the scope of local agencies, or in many cases to deal with a government which has itself become corrupted. Remorseless and single-minded, they do not forgive or forget any crime, and pursue their quarry relentlessly until the Emperor’s Justice has been served.
Starting Talents
- Weapon Training (Shock or Solid Projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Common Lore (Adeptus Arbites, Underworld) (+10 to Intelligence checks when recalling lore on the Adeptus Arbites or the Underworld)
- Inquirer (+10 to Fellowship tests to find information from people, subtly) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
- Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way)
Starting Equipment:
Shotgun or Shock Maul, Enforcer light carapace armour or carapace breastplate, 3 doses of stimm, manacles, 12 lho sticks
Class Bonus
The Face of the Law: An Arbitrator can re-roll any Intimidation or Interrogation check.
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Adeptus Astra Telepathica
The ancient and sacred organisation vital to the survival of the Imperium and Mankind; guiding ships and transmitting information across millions of scattered worlds, they bind the Imperium with their web of minds.
“My eyes were a small price to pay for what I can now see.”–Astropath Leto Loi
Psykers are a vital part of the Imperium, linking its worlds together, aiding its soldiers in battle, and guiding its ships across the stars. They are also dangerous, for the very gift that allows them to draw power from the Warp, that otherworldly realm that exists beneath reality, can also make them conduits for its unholy power and gateways for Daemons. An untrained psyker can bring doom upon an entire world if his abilities are not kept in check. The Imperium has a rigid structure in place to watch for any who display even a hint of psychic talent and remove them from society, usually through force. Once in custody, they are trained to serve the Emperor or, if they prove too unstable, destroyed for the good of Mankind. The Adeptus Astra Telepathica oversees psykers within the Imperium, scouring the galaxy for new psykers and then examining and training their catches. Those that are not worthy to live must instead serve the Emperor directly, their life energies sustaining His continued existence for one more day.
Starting Talents:
- Weapon Training (Las and Low-tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Common Lore (Adeptus Astra Telepathica) (+10 to Intelligence checks when recalling lore on the Adeptus Astra Telepathica)
- Deceiver (+10 to Fellowship tests when a lie is involved) OR Interrogator (+10 to Strength or Fellowship tests to force information from people by breaking them with threats and violence)
- Lore of the Forbidden (+10 to Intelligence checks when recalling lore on the warp.)
- Pysker, this character is a pysker and so can cast pyshic powers.
Starting Equipment:
Laspistol, staff or whip, light flak cloak or flak vest, micro bead, data-slate, psy focus
Class Bonuses
The Constant Threat: When the character rolls on the physic phenomena table, they roll twice and pick the result they wish. A character of the Adeptus Astra Telepathica can also use their willpower to roll for Deceive or Interrogator checks.
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Adeptus Mechanicus
Keepers of the ancient secrets of technology and the Imperium's most venerable and treasured artefacts; they serve the Machine God in the quest for lost knowledge.
“Your assertion is flawed. It is you who venerate the Omnissiah, only you do so in His guise as the Emperor.”–Magos Tonnus Mu Kepplar
Much of Mankind’s mastery over technology has been forgotten, and what remains are closely guarded secrets, held in jealous hands of the Adeptus Mechanicus. Wrapped up in superstitious beliefs and rites, the knowledge of how to operate the Imperium’s most advanced devices falls to these followers of the Machine God. The Adeptus Mechanicus guards and oversees the ancient knowledge and the mysteries of making technology function, for even its dogmatic and superstitious understandings are far beyond those of anyone else in the Imperium. They embrace technology to such a degree that they try to transcend the flesh of their bodies with the purity of metal. To those outside the Mechanicum, they can appear unfeeling and emotionless, more akin to their blessed machines than to other humans, and most would welcome such views.
Starting Talents
- Weapon Training (Solid Projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Mechadendrite use (Utility) (+20 to checks when using a Utility Mechadendrite)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.) OR Tech-Use (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery)
- Common Lore (Adeptus Mechanicus) (+10 to Intelligence checks when recalling lore on the Adeptus Mechanicus)
- Security Specialist (+15 to Intelligence checks when bypassing or accessing automated security)
Starting Equipment:
Autogun or hand cannon, monotask servo-skull (utility) OR optical mechadendrite, Imperial robes, 2 vials of sacred unguents
Class Bonus
Replace the Weak Flesh An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).
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Adeptus Ministorum
The great religious agency of the Emperor of Mankind; with shrines and cathedrals on a million worlds, they are dedicated to spreading and teaching the word of the Emperor so all might bask within His light and fear His wrath.
“So as you love and fear the Emperor, so must you love and fear those that carry His divine word.”–Cardinal Erasmus Pontium
The Adeptus Ministorum, also known as the Ecclesiarchy, is the religion that venerates the Emperor of Mankind. Powerful and ancient, it embodies the Imperial Creed, the myriad systems of belief that bind humanity together, gives it purpose, and keeps it safe from soul-imperilling threats both within and without. Its members are devoted servants of the Emperor, dedicated to bringing His word to the faithful, and rooting out any which would stand against Him. Whether with words or deeds, a member of the Adeptus Ministorum never forgets his earlier service. Even should he fall from grace, the teachings of the church remain branded upon his soul, and the fire of the Emperor’s faith still burns strong in his belly.
Starting Talents
- Weapon Training (Flame) OR Weapon Training (Low-tech and Solid projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Charming (+15 to Fellowship tests when talking to people that can feel)
- Commanding (+10 to Fellowship or Influence tests when trying to command a person to perform a task or command)
- Common Lore (Adeptus Ministorum) (+10 to Intelligence checks when recalling lore on the Adeptus Ministorum)
- Linguistics (High Gothic)
- Zealous (+15 to Willpower checks when resisting the affects of the Warp and physic attacks)
Starting Equipment:
Hand flamer (or warhammer and stub revolver), Imperial robes or flak vest, monotask servo-skull (laud hailer), Book of holy text, 4 candles and a writing kit
Class Bonus
Faith is All: An Adeptus Ministorum character can re-roll any fellowship or Influence tests considered a Commanding or Charming check. And may also find it easier to gain the trust of fellow members of the Ecclesiarchy.
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Imperial Guard
Vast armies drawn from countless worlds; skilled warriors and hardened veterans of mankind's many brutal and bloody wars, they are all that stands between the Imperium and its innumerable foes.
“Let the Hammer of the Emperor fall upon this world.”–Lord General Hanto Rhem
To protect the Imperium from its many enemies, the Imperium maintains a massive fighting force known as the Imperial Guard. Tithed from the worlds across the galaxy, the Imperial Guard is an immense force of countless billions, always at constant war, and always recruiting more soldiers to replace the fallen. No accurate records exist as to its exact size and strength, and such is its nature that it is in constant flux, troops moving from system to system or scattered across the stars fighting wars long forgotten. Many Guardsmen do not live even a full day after entering battle, but those who survive become hardened combat veterans skilled in the bringing of death and facing the worst foes the galaxy has to offer. Scarred and broken, such veterans can hope for little comfort beyond the battlefield, but may find service in other parts of the Imperial war machine or more secretive duties in less overt wars.
Starting Talents
- Weapon Training (Las and Low-tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Athletic (+15 to Strength, Agility or Toughness tests when athleticism is involved{
- Common Lore (Imperial Guard) (+10 to Intelligence checks when recalling lore on the Imperial Guard)
- Medicae (+15 to checks to save or heal a wound or injury.) OR Tech-Use (+15 to Intelligence rolls when operating Imperial machinery, +5 to Intelligence rolls when operating xeno machinery)
- Driver (Land Vehicle) (+20 to rolls when driving a certain vehicle)
Starting Equipment:
Lasgun (or laspistol and sword), Combat Knife, combat vest, Imperial Guard flak armour, grapnel and line, 12 lho sticks, magnoculars, Imperial Infantryman's Uplifting Primer
Class Bonus
The Hammer of the Emperor: The Guardsmen re-rolls a 1 or 2 on damage dice when attacking a target that has been attacked by an ally since his last turn.
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Outcast
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.
“You’re asking too many questions. That makes it cost extra.”–Rikko Delarn, previously known as Ricard Al’Delaroique IV
Even within the Imperium, where most are born into the same position for life, there are those that work their way free to make a life on their own terms. Some may have deliberately forsaken the role they were given, or slipped between the cracks of their ossified civilisation. They exist as criminals, vagabonds, and renegades on the fringes of Imperial life. These Outcasts live in the shadows of society, living by their wits and charm. They are able thieves, assassins, and bounty hunters; suspicion and fear often dogs their steps, as others know that where they tread, crime follows. Despite the epithet, Outcasts can be connected to all levels of Imperial life, and while their concerns are primarily for themselves, they can be enlisted to larger pursuits. They have connections, knowledge, and skills unheard of for proper Imperial citizens, and the willingness to use them through bribery, coercion, or other base appeals often more effective than simple calls to Imperial duty. They can also retain associations and bonds with their previous lives and organisations that allow them to operate across many strata of Imperial life.
Starting Talents
- Weapon Training (Chain, las or solid projectile) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping) OR Slight of Hand (+15 to Agility checks when being fast with ones hands, pick-pocketing etc)
- Common Lore (Underworld) (+10 to Intelligence checks when recalling lore on the Underworld)
- Deceiver (+10 to Fellowship tests when a lie is involved)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection)
Starting Equipment:
Autopistol or laspistol, chainsword, armoured bodyglove or flak vest, injector, 2 doses of obscura
Class Bonus
Never Quit: An Outcast character when brought down to 0 Wounds rolls a d6, on 1-2 the character gains 1 wound and can fight, on 4-6 the character is knocked unconscious
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Vindicare Assassin [Class for Pripovednik]
"We do not determine the guilty; we do not decide the punishment; we are merely the cold instruments of the Emperor's vengeance. There is no form of death unknown to us; there is no form of terror beyond our means; there is no enemy outside our reach. We are the blade that hovers over the throat of the traitor; we are the bullet that awaits the heretic's skull; we are the poison in the throat of the alien."— Decree Assassinorum
The Vindicare Temple, one temple of many in the Officio Assassinorum. For even the Imperium requires assassins in it's war against heretics, xenos and within. Those of the Vindicare Temple are cold and calculating, eliminating their targets with contemptuous ease. Their aim, to bring an inglorious death to the enemies of the Emperor with a Sniper's bullet, and have elevated the skill of marksmanship to an art-form. The Vindicare Temple teaches it's assassins in stealth, subtly, subterfuge and marksmanship. One of the temple's maxims is that a clean kill can only be made from an excellent firing position, and Vindicare Assassins have been known to occupy a given location for solar weeks, waiting for their quarry to reveal himself before finally taking the perfect shot. The Vindicare can be likened to a spider or mantis, waiting motionless as stone before springing into action at the critical moment.
Starting Talents
- Weapon Training (Solid Projectile and Low tech) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Acrobatic (+15 to Agility or Strength checks when Acrobatics is involved. eg, climbing a roof, flipping)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Stealthy (+15 to Agility tests when being stealthy, avoiding detection
- Common Lore (Officio Assassinorum) (+10 to Intelligence checks when recalling lore on the Officio Assassinorum)
Starting Equipment:
Hunting rifle, Sword, Armoured body glove, Micro bead, magnoculars
Class Bonus
Total focus: The Vindicare Assassin can spend a turn focusing on his target. The next turn the Vindicare's attack has +20 to Weapon Skill and deals +2d6 extra damage
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Adepta Soroitas [Class for TauGirl]
“With Faith and Fire.”— First Maxim of the Sororitas.
To be a sister of the Adepta Sororitas is to have a holy and divinely ordained calling to do the Emperor’s will, to lead the faithful by example and to punish and destroy the heretic wherever and whenever it is found. The Orders Militant of the Adepta Sororitas (or the Daughters of the Emperor to give them their archaic title), are a powerful and largely independent collection of religious orders that form the militant wing of the Imperial Ecclesiarchy, protecting its domains, enforcing its will, destroying its enemies and defending the faithful. Each member of this all-female sisterhood is sworn to the Imperial Creed, relentlessly trained to excel and is utterly devoted to her Order, her work and the Imperial faith. Adepta Sororitas are courageous, pious, self-sacrificing, chaste and faithful. They are fanatics, bound by harsh and restrictive religious oaths and ingrained zealotry. As a Sororitas, the simple fact of who and what you are dictates many of your character’s actions and responses.
Starting Talents
- Weapon Training (Low-tech, Solid Projectile OR Las OR Flame) (+15 to Ballistic Skill or Weapon Skill when using a weapon of a certain type)
- Awareness (+15 to Perception checks when searching for hidden things, and passive perception.)
- Commanding (+10 to Fellowship or Influence tests when trying to command a person to perform a task or command) OR Intimidating (+15 to Strength or Toughness checks to intimidate people and project strength. For example, intimidating an enforcer step out of your way)
- Common Lore (Imperial Creed and Adepta Sororitas) (+10 to Intelligence checks when recalling lore on the Imperial Creed and the Adepta Sororitas)
- Zealous (+15 to Willpower checks when resisting the affects of the Warp and physic attacks)
- Linguistics (High Gothic)
Starting Equipment:
Sword or truncheon, Hand flamer or Hand cannon or Laspistol, Carapace Breastplate, Writing kit and 4 candles, chaplet Ecclesiasticus (a devotional icon amulet)
Class Bonus
Shield Of Faith: An Adepta Soroitias when attacked resulting in a loss of wounds, rolls a d10, on a 1 the sister takes no damage.
“Ah, I haven’t had anyone asking for one of those since… well, since the last time you were here. It’s going to be bad again, isn’t it?”–Bonded Weaponsmith Septimo Mach, before the Culling of Othim IV
The equipment listed below is what's available to you at your current rank and influence. The much rarer (and better) stuff will become available when your influence grows. Some lucky classes may already have access to some of it.
Craftsmanship: The items given to you at the start are of Common craftsmanship, granting no bonuses but taking none either. Equipment can come in 4 levels depending on the craftsmanship, Bad, Common, Good and the Best.
Primitive - A weapon with this trait deals half damage to those wearing any armour not in the basic armour section.
Tearing - Weapons with this quality have a tendency to gouge, rend and shred, when rolling for Damage with a weapon with this quality, roll an extra 1d10 and pick the highest result of the two dice rolled.
Flame - Weapons with this trait cause anything within range on 1-5 on a 1d10 to catch flame.
Blast - Weapons with this trait cause damage to an area, including objects within it.
Spray - Weapons with this trait cause damage to a smaller area in-front of the character, dealing half damage to anyone or thing stood next to the original target.
Shocking - Weapons with this trait on a hit that causes a loss of wounds, cause the damaged being to roll against their toughness, on a fail they are rendered prone and writhing on the ground.
Smoke - A weapon with this trait creates a smokescreen, anyone stood in or between the screen is impossible to see unless one rolls a perception test even then any attacks on a smoked target has -30 BS.
Concussion - A weapon with this trait renders anyone hit as stunned for 1d3 turns and unable to act for that duration.
Flame Weapons
Hand Flamer - 1 handed - 10m range - 1d10+4 energy damage - Penetrates 2 armour - Spray, flame - Availability: Rare - Cost: 200 Throne
Las Weapons
Laspistol - 1 handed - 30m range - 1d10+2 energy damage - Availability: Common - Cost: 50 Throne
Lasgun - 2 handed - 100m range - 1d10+3 energy damage - Availability: Common - Cost: 75 Throne
Low-Tech Weapons
Bolas - Thrown/one handed - 10m range - Snares target - Primitive - Availability: Average - Cost: 7 Throne
Bow - 2 handed - 30m range - 1d10+SB rending damage - Primitive - Availability: Common - Cost: 10 Throne
Composite Bow - 2 handed -35m - 1d10+2+SB rending damage - Primitive - Availability: Common - Cost: 25 Throne
Crossbow - 2 handed - 40m range - 1d10 rending damage - Primitive - Availability: Common - Cost: 10 Throne
Heavy Crossbow - 2 handed - 80m range - 1d10+4 rending damage - Penetrates 2 armour - Primitive - Availability: Rare - Cost: 75 Throne
Solid Projectile Weapons
Autopistol - 1 handed - 30m range - 1d10+2 impact damage - Availability: Average - Cost: 75 Throne
Autogun - 2 handed - 100m range - 1d10+3 impact damage - Availability: Average - Cost: 100 Throne
Hand cannon - 2 handed - 35m range - 1d10+4 impact damage - Penetrates 2 armour - Availability: Scarce - Cost: 65
Shotgun - 2 handed - 30m range - 1d10+4 impact damage - Spread - Availability: Average - Cost: 60 Throne
Hunting Rifle - 2 handed - 150m range - 1d10+3 impact damage - Availability: Scarce - Cost: 100 Throne
Sniper Rifle - 2 handed - 200m range - 1d10+4 impact damage - Penetrates 3 armour - Availability: Scarce - Cost: 300 Throne
Stub Automatic - 1 handed - 30m range - 1d10+3 impact damage - Availability: Average - Cost: 40 Thrnes
Stub Revolver - 1 handed - 30m range - 1d10+3 impact damage - Availability: Plentiful - Cost: 50 Thrones
Grenades
Frag Grenade - Thrown/1 handed - Strength in m - 2d10 explosive damage - Blast - Availability: Common - Cost 10 Throne
Smoke Grenade - thrown/1 handed - strength in m - Smoke, blast - Availability: Common - Cost: 15 Thrones
Stun Grenade - Thrown/1 handed - Strength in m - Concussive, blast - Availability: Scarce - Cost: 40 Thrones
Explosives
Fire bomb- Thrown/1 handed - Strength in m - 1d10+2 fire damage - Penetrates 2 armour - Flame, blast - Availability: Plentiful - Cost: 5 Throne
Chain Weapons
Chainsword - 1 handed - Melee - 1d10+2+SB rending damage - Penetrates 2 armour - Tearing - Availability: Average - Cost: 275 Thrones
Low-tech weapons
Improvised Melee - Melee - 1d10–2+SB impact damage - Primitive
Great Weapon - 2 handed - Melee - 2d10+SB rending damage - Primitive - Cost: 70 Throne
Combat Knife - 1 handed - Melee - 1d5+3+SB rending damage - Primitive - Availability: Average - Cost: 40 Throne
Knife - 1 handed - Melee/Thrown - Strength in meters(When thrown) - 1d5+SB rending damage - Primitive - Availability: Plentiful - Cost: 5 Throne
Shield - 1 handed - Melee - 1d5+SB impact damage - Grants 2 armour to user - Primitive - Availability: Common - Cost: 25 Throne
Spear - 2 handed - Melee - 1d10+SB rending damage - Primitive - Availability: Common - Cost: 15 Thrones
Staff - 2 handed- Melee - 1d10+SB impact damage - Primitive - Availability: Plentiful - Cost: 10 Thrones
Sword - 1 handed - Melee - 1d10+SB rending damage - Primitive - Availability: Common - Cost: 15 Thrones
Axe - 1 handed - Melee - 1d10+1+SB rending damage - Primitive - Availability: Average - Cost: 10 Thrones
Truncheon - 1 handed - Melee - 1d10+SB impact damage - Primitive - Availability: Plentiful - Cost: 5 Thrones
Warhammer - 2 handed - Melee - 1d10+3+SB impact damage - Primitive - Availability: Scarce - Cost: 25 Thrones
Whip - 1 handed - Melee - 3m - 1d10 rending damage - Primitive - Availability: Average - Cost: 10 Thrones
Shock Weapons
Shock Maul - 1 handed - Melee - 1d10+3+SB impact damage - Shocking - Availability: Scarce - Cost: 150 Throne
“Emperor protect my soul, flak protect the rest.”–Common saying amongst the Havarth Heavy Infantry
Basic Armour
Heavy Leathers - 1 Armour - No Agility restriction - Availability: Common - Cost: 100 Thrones
Imperial Robes - 1 Armour - No Agility restriction - Availability: Average - Cost: 10 Thrones
Armoured Body Glove - 2 Armour - No Agility restriction - Availability: Rare - Cost: 300 Thrones
Chain coat - 2 Armour - Agility restricted to 45 - Availability: Average - Cost: 50 Thrones
Chainmail suit - 3 Armour - Agility restricted to 35 - Availability: Common - Cost: 80 Thrones
Feudal World plate - 5 Armour - Agility restricted to 25 - Availability: Scarce - Cost: 150 Thrones
Xenos Hide Vest - 6 Armour - Agility restricted 50 - Availability: Very rare - Cost: 500 Thrones
Flak Armour
Light Flak Cloak - 2 Armour - Agility restricted to 75 - Availability: Scarce - Cost: 50 Thrones
Flak Vest - 3 Armour - Agility restricted to 60 - Availability: Average - Cost: 80 Thrones
Flak Cloak - 3 - Agility restricted to 55 - Availability: Scarce - Cost: 80 Thrones
Flak Coat - 3 Armour - Agility restricted to 50 - Availability: Average - Cost: 50
Imperial Guard Flak Armour - 4 Armour - Agility restricted to 50 - Availability: Scarce - Cost: 275 Thrones
Carapace Armour
Enforcer Light Carapace - 5 Armour - Agility restricted to 45 - Availability: Rare - Cost: 575 Thrones
Carapace Breastplate - 6 Armour - Agility restricted to 40 - Availability: Rare - Cost: 600 Thrones
“Pack it all. Once we’re stuck in, there won’t be time to get more.”–Yanto Ka’Wie, preparing for an assault on the Order of Purity
backpack - Cost: 30 Throne -These personal carrying items can range from containers of heavy cloth to elaborate, body-conforming devices with internal bracing for comfort. Only one backpack or combat vest can be worn at a time.
Chrono - Cost: 25 Throne - Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy.
Clothing - Clothing styles vary greatly across the Imperium, some as basic protection with no thought to aesthetics, some purely ornamental with no concern for environmental or other lesser worries. For some, clothing styles are set at birth or through factory dictates. Others adopt the styles of their gang, sect, house, or other affiliation. While basic clothing common to a setting should be simple to acquire, more elaborate garb of either higher status or specialised function should be more difficult, with the GM acting as final arbiter on Availability or creation.
Combat Vest - Cost: 30 Throne - While this outerwear vest offers no additional protection, it does include numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy reach. Common styles include hip packs, holsters, bandoliers, and vests. Allowing for much quicker drawing of a weapon. [No effect in-game, but you can describe it as such]
Concealed holster - Cost: 40 Throne - These conformal pouches can hold a small pistol such as an autopistol or stub automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a –20 penalty.
Respirator/Gas mask - Cost: 50 Throne - A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration plugs. A character wearing a respirator gains a +30 bonus to a Toughness test made to resist the effects of gas and can re-roll the test if failed. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after 10 hours of usage as the filter becomes clogged and unusable.
Survival Suit - Cost: 100 Throne - When working in harsh and extreme conditions (especially when it is not known in advance what they will be), survival suits are a must. No matter if it is too hot or too cold, the suit can maintain proper body temperature and hydration via excellent insulation capabilities. Using the differential between body temperature and outside temperature to drive thermoelectric power cells, it also has reclamation systems for turning sweat into drinking water. Most suits come complete with a hood, as well as goggles to protect the head and face. While it does not protect forever, for medium duration emergencies it can help sustain life until a rescue. The suit grants a +20 bonus to any tests to withstand the effects of extreme environments. Good and Best craftsmanship suits grant a +25 and +30 bonus, respectively, while Poor outfits only last three days before their internal mechanisms falter and need removal from the extreme temperatures to recharge.
You'll have to find certain traders to find most of these.
Ration Packs - Cost: 5 Throne per - These small pouches contain concentrated or dehydrated foodstuffs suitable for one complete meal, and also include vitamin supplements, water puri-tabs, a protein bar, and heating pellets. Well-made packs are actually quite palatable, but even a master Ratling chef would have difficulty with the poor ingredients used in cheaper packs. Besides the benefits of holding off starvation, ration packs can help to keep an Acolyte effective in the field.
Recaf - These common beverages offer a mild stimulant effect as well as pleasing taste. Hot recaf starts many days across the sector, from Imperial Guardsmen fighting on combat lines against the xenos threat to Acolytes striving to stay alert on an all-night vigil near a suspected cult hideout.
Sacred Unguents - Holy lubricating oils that have received the blessings of the Omnissiah, these liquids are highly sought after for their calming effect on recalcitrant machine spirits. If applied to a weapon— which requires a Full Action—the weapon becomes immune to jamming for the rest of the combat. If the unguent is applied to an already jammed weapon, the jam immediately clears, but there is no further effect.
Lho-sticks - A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items.
Obscura - Though often illegal, obscura is popular in many fighting units where combatants are eager for respite from constant battle, as well as among civilians seeking relief from the drudgeries of harsh life. Obscura-users enter a dream-like state for 1d5 hours (if required to engage in combat, consider them under the effects of a hallucinogen grenade). For 1d10 hours after the effects wear off, they enter a deep depression, unless another dose of obscura is taken. Obscura is Addictive.
Stimm - A dose of stimm is enough to energise the weary and mask pain with short-term vitality, often enough to finally bring a protracted combat to a successful conclusion. Each dose lasts for 3d10 rounds. During this time, a character ignores any negative effects to his characteristics from damage, Critical damage, and Fatigue, and cannot be Stunned. When the stimm wears off, the character suffers a –20 penalty to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. Stimm is Addictive.
Tranq - The drug tranq covers an array of artificial, alcoholic chemdistillates brewed by underhive scum, criminals, and even Guardsmen desperate for respite from their wretched lots. It numbs the body and mind, which provides a very different feeling than being drunk on amasec, rotgut, or other spirits. Though similar in the end result, the effects of tranq are unpleasant, depressive, and require an acquired taste.
Auspex/Scanner
These standard Imperial detection devices are used to reveal energy emissions, motion, life-signs, and other information. A character using an auspex gains a +20 bonus to perception tests. Once per round, as a Free Action, a character with one, may make an intelligence test to use the device to spot things not normally visible to human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range is 50m, though walls more than 50cm thick and certain shielding materials can block a scanner. Good craftsmanship models increase the bonus to +30, but Poor models an only penetrate 20cm of material.
Auto Quill
Often elaborate devices of ink-stained brass and vat-grown or artificial quills, these devices allow a user to copy text or transcribe speech with impressive speed and accuracy. Many scribes carry portable units, suitable for recording interrogation sessions or xenos translations. A character with a relevant Trade skill can use it to gain a +10 to his tests involving this skill when recording data.
Combi-tool
Most combi-tools are small, compact devices filled with foldout and extending probes, blades, hooks, and socket-plugs. They are ideal for coaxing operation from recalcitrant machinery, repairing damaged devices, and in general bending errant machine spirits to the will of the user. A character using a combi-tool gains a +10 bonus to Tech-Use tests.
Dataslate
These devices are common across the Imperium, and are the primary means of storing and reading printed text and other forms of data such as pict or audio recordings. Wellcrafted dataslates can also rerecord new information, or transmit and receive data from other devices.
Demolition Kit
Some investigations end with explosive results, and these kits are essential for such a conclusion. They contain the tools for a character to more easily set up sophisticated detonation devices and explosives. Each kit includes the following:
• Five demolition charges: These detonate with the same profile as krak grenades (see page 157).
• 100 metres of det-cord: This thin rope can be lit with any fire source or detonator, and burns at a rate of 10 seconds per metre, useful for setting a delay on an explosive or activating it at a distance.
• Five pressure-release detonators: These can be used to light a det-cord line or trigger explosives directly.
Diagnostor
The diagnostor is a sophisticated medical device used across the galaxy. It can detect and diagnose almost every ailment known to the Imperium, and can be incorporated into medical kits, servoskulls, and other dedicated servitors. Any individual trained in medical knowledge in the Imperial Guard understands its use. A diagnostor provides +20 to Medicae or Perception tests to determine an ailment; success indicates the proper treatment to be used.
Excruciator Kit
While all such kits are used in the gathering of information from the unwilling and unrepentant, each is as unique as its user. Most contain a wide range of blades, needles, chemicals, drugs, barbed hooks, neural probes, thermal prods, and other essential tools needed to extract the truth. Employing an excruciator kit grants the user a +20 bonus to Interrogation tests
Field Suture
Common implements found on battlefields across the Imperium, field sutures are used to quickly sew shut wounds to prevent blood loss. They can vary in form, from a simple needle and thread to archaic devices which staple shut the injury. Field sutures provide a +30 bonus for Medicae tests used to staunch Blood Loss.
Glow-globe/stablight
Just as the Inquisition acts as a light against soul-devouring darkness, so these small portable lamps act against the physical darkness of night. Glow-globes are roughly the size of a clenched fist, and can illuminate an area a dozen or so metres in radius, while cylindrical stablights can project a narrower, conical beam but at twice that distance. Both last roughly five hours before their power packs need recharging or replacing.
Grapnel & line
A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 100m away. Once the grapnel attaches to the desired spot such as a rooftop, a user can manually climb the line or activate a powered winch that can lift the user roughly 5m per round.
hand-held targeter
A hand-held targeter is a small device used in most forces of the Imperium. It is capable of detecting ranges to targets using optical sights for zooming, prediction systems for firing, and so on. It is commonly used by spotters assisting with artillery fire. An Acolyte with a hand-held targeter may spend a Half Action to grant another character +20 bonus to his next Ballistic Skill test.
inhaler/Injector
Many drugs require a device to administer a dose such as a syringe, spray-injector, or gas flask. Each can hold one dose of any drug, which a character may administer as a Half Action.
laud Hailer
Whether belting orders over the ferocious roar of combat or addressing a crowd of thousands of the faithful, Imperial officials often require great volume, and a laud hailer is the perfect tool. Each can amplify normal speech levels such that an entire crowd can hear the speaker’s words clearly.
Magnoculars
These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
Manacles
No bounty hunter or Enforcer would be without several sets of these solid restraints, though they are often used to ensure sacrificial offerings do not stray from a cult’s altar or for other, darker purposes.
Medi-kits
Medi-kits contain synth-skin patches, antiseptics, self-sealing bandages, pressure tourniquets, and other medical aids. A standard kit grants a +10 bonus to Medicae tests so long as the user possesses the Medicae talent. Advanced versions also contain tox wands, synth-skin spray, diagnostic cogitators, and additional high-quality supplies. These grant a +20 bonus to Medicae tests (whether or not the user possesses the Medicae skill) but weight an extra 3kg and are of Rare Availability instead of Common.
Micro-bead
Also known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 kilometre (depending on weather conditions and intervening terrain). Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
monotask servo-skull
Servo-skulls represent the honoured remains of valued Imperial servants and Tech-Priests who continue their service even after death. The skull is carefully cleansed and engraved, then fitted with a machine spirit to guide its actions, and tiny grav platings to sustain it in flight. Monotask models are dedicated to a single, basic function and are a common sight on many worlds. Each responds to basic verbal commands, and unless otherwise commanded, always hovers near its master. The types below represent only a fraction of the countless patterns found across the sector.
• Augur: The skull carries a scanner and vox-data systems to relay its findings. The character gains the benefits of an auspex as long as the servo-skull is within 10 metres and active.
• Illumination: The skull is fitted with a glow-globe or burning brazier to light an area 20 metres in radius.
• Laud Hailer: The servo-skull incorporates a laud-hailer, which can play recorded speech or amplify its master’s speech as directed.
• Medicae: The skull is fitted with a medicae scanner and tools. The character gains the benefits of a standard medi-kit as long as the servo-skull is within 2 metres and active.
• Utility: The skull is equipped with probes, plugs, and tools to aid in technical tasks. The character gains the benefits of a combi-tool as long as the servo-skull is nearby and active.
Pict Recorder
A relatively simple recording device, pict recorders—or picters— can capture audiovisual media. Most models can also display recorded data on integrated screens, with advanced models using holographic imagery. Specialised pict-servitors are essentially ambulatory recorders, brought on hazardous events or missions to autonomously capture occurrences for later codifying.
Psy Focus
Many psykers use these small, personalised items to steady themselves before accessing the terrible powers of the Warp. Each is different; some might be no more than a carved finger bone or pressed flower, while others could be a softly glowing crystal or void-iron glyph. All, however, are specially attuned to their bearers through long meditation or ritual, allowing them greater control over their abilities. When a psyker with a psy focus makes a physic test, they gain a +10 bonus.
Screamer
These proximity alarms set off a piercing wail when they detect intruders. Screamers can detect sound, movement, and even odours. To activate, the player must succeed on a Challenging (+0) Tech-Use test, but the GM rolls this test in secret; players will not know how well the device is working until later on. Once set, a screamer has a Perception of 75 for the purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to one kilometre. Doors, walls, and other barriers reduce the alarm’s range. Poor craftsmanship models only detect loud noises or fast movements nearby. Good versions can detect specific sounds, movement, or even odour ranges, and can also have more subtle warning methods (such as screaming only into vox channels).
Vox-Caster
A standard Imperial long-distance communications device, voxcasters can transmit and receive to other units within 100km, and can reach most orbiting vessels overhead. Higher craftsmanship models have increased ranges, and can include encryption and other security settings.
Writing kit
Simple and basic, standard writing kits contain parchment, inks, and quills for Acolytes to transcribe confessions, diagram important finds, and leave messages for fellow Acolytes
The equipment listed below is what's available to you at your current rank and influence. The much rarer (and better) stuff will become available when your influence grows. Some lucky classes may already have access to some of it.
Craftsmanship: The items given to you at the start are of Common craftsmanship, granting no bonuses but taking none either. Equipment can come in 4 levels depending on the craftsmanship, Bad, Common, Good and the Best.
Weapons
Primitive - A weapon with this trait deals half damage to those wearing any armour not in the basic armour section.
Tearing - Weapons with this quality have a tendency to gouge, rend and shred, when rolling for Damage with a weapon with this quality, roll an extra 1d10 and pick the highest result of the two dice rolled.
Flame - Weapons with this trait cause anything within range on 1-5 on a 1d10 to catch flame.
Blast - Weapons with this trait cause damage to an area, including objects within it.
Spray - Weapons with this trait cause damage to a smaller area in-front of the character, dealing half damage to anyone or thing stood next to the original target.
Shocking - Weapons with this trait on a hit that causes a loss of wounds, cause the damaged being to roll against their toughness, on a fail they are rendered prone and writhing on the ground.
Smoke - A weapon with this trait creates a smokescreen, anyone stood in or between the screen is impossible to see unless one rolls a perception test even then any attacks on a smoked target has -30 BS.
Concussion - A weapon with this trait renders anyone hit as stunned for 1d3 turns and unable to act for that duration.
Ranged Weapons
Flame Weapons
Hand Flamer - 1 handed - 10m range - 1d10+4 energy damage - Penetrates 2 armour - Spray, flame - Availability: Rare - Cost: 200 Throne
Las Weapons
Laspistol - 1 handed - 30m range - 1d10+2 energy damage - Availability: Common - Cost: 50 Throne
Lasgun - 2 handed - 100m range - 1d10+3 energy damage - Availability: Common - Cost: 75 Throne
Low-Tech Weapons
Bolas - Thrown/one handed - 10m range - Snares target - Primitive - Availability: Average - Cost: 7 Throne
Bow - 2 handed - 30m range - 1d10+SB rending damage - Primitive - Availability: Common - Cost: 10 Throne
Composite Bow - 2 handed -35m - 1d10+2+SB rending damage - Primitive - Availability: Common - Cost: 25 Throne
Crossbow - 2 handed - 40m range - 1d10 rending damage - Primitive - Availability: Common - Cost: 10 Throne
Heavy Crossbow - 2 handed - 80m range - 1d10+4 rending damage - Penetrates 2 armour - Primitive - Availability: Rare - Cost: 75 Throne
Solid Projectile Weapons
Autopistol - 1 handed - 30m range - 1d10+2 impact damage - Availability: Average - Cost: 75 Throne
Autogun - 2 handed - 100m range - 1d10+3 impact damage - Availability: Average - Cost: 100 Throne
Hand cannon - 2 handed - 35m range - 1d10+4 impact damage - Penetrates 2 armour - Availability: Scarce - Cost: 65
Shotgun - 2 handed - 30m range - 1d10+4 impact damage - Spread - Availability: Average - Cost: 60 Throne
Hunting Rifle - 2 handed - 150m range - 1d10+3 impact damage - Availability: Scarce - Cost: 100 Throne
Sniper Rifle - 2 handed - 200m range - 1d10+4 impact damage - Penetrates 3 armour - Availability: Scarce - Cost: 300 Throne
Stub Automatic - 1 handed - 30m range - 1d10+3 impact damage - Availability: Average - Cost: 40 Thrnes
Stub Revolver - 1 handed - 30m range - 1d10+3 impact damage - Availability: Plentiful - Cost: 50 Thrones
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Grenades and Explosives
Grenades
Frag Grenade - Thrown/1 handed - Strength in m - 2d10 explosive damage - Blast - Availability: Common - Cost 10 Throne
Smoke Grenade - thrown/1 handed - strength in m - Smoke, blast - Availability: Common - Cost: 15 Thrones
Stun Grenade - Thrown/1 handed - Strength in m - Concussive, blast - Availability: Scarce - Cost: 40 Thrones
Explosives
Fire bomb- Thrown/1 handed - Strength in m - 1d10+2 fire damage - Penetrates 2 armour - Flame, blast - Availability: Plentiful - Cost: 5 Throne
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Melee Weapons
Chain Weapons
Chainsword - 1 handed - Melee - 1d10+2+SB rending damage - Penetrates 2 armour - Tearing - Availability: Average - Cost: 275 Thrones
Low-tech weapons
Improvised Melee - Melee - 1d10–2+SB impact damage - Primitive
Great Weapon - 2 handed - Melee - 2d10+SB rending damage - Primitive - Cost: 70 Throne
Combat Knife - 1 handed - Melee - 1d5+3+SB rending damage - Primitive - Availability: Average - Cost: 40 Throne
Knife - 1 handed - Melee/Thrown - Strength in meters(When thrown) - 1d5+SB rending damage - Primitive - Availability: Plentiful - Cost: 5 Throne
Shield - 1 handed - Melee - 1d5+SB impact damage - Grants 2 armour to user - Primitive - Availability: Common - Cost: 25 Throne
Spear - 2 handed - Melee - 1d10+SB rending damage - Primitive - Availability: Common - Cost: 15 Thrones
Staff - 2 handed- Melee - 1d10+SB impact damage - Primitive - Availability: Plentiful - Cost: 10 Thrones
Sword - 1 handed - Melee - 1d10+SB rending damage - Primitive - Availability: Common - Cost: 15 Thrones
Axe - 1 handed - Melee - 1d10+1+SB rending damage - Primitive - Availability: Average - Cost: 10 Thrones
Truncheon - 1 handed - Melee - 1d10+SB impact damage - Primitive - Availability: Plentiful - Cost: 5 Thrones
Warhammer - 2 handed - Melee - 1d10+3+SB impact damage - Primitive - Availability: Scarce - Cost: 25 Thrones
Whip - 1 handed - Melee - 3m - 1d10 rending damage - Primitive - Availability: Average - Cost: 10 Thrones
Shock Weapons
Shock Maul - 1 handed - Melee - 1d10+3+SB impact damage - Shocking - Availability: Scarce - Cost: 150 Throne
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Protective Gear
“Emperor protect my soul, flak protect the rest.”–Common saying amongst the Havarth Heavy Infantry
Armour
Basic Armour
Heavy Leathers - 1 Armour - No Agility restriction - Availability: Common - Cost: 100 Thrones
Imperial Robes - 1 Armour - No Agility restriction - Availability: Average - Cost: 10 Thrones
Armoured Body Glove - 2 Armour - No Agility restriction - Availability: Rare - Cost: 300 Thrones
Chain coat - 2 Armour - Agility restricted to 45 - Availability: Average - Cost: 50 Thrones
Chainmail suit - 3 Armour - Agility restricted to 35 - Availability: Common - Cost: 80 Thrones
Feudal World plate - 5 Armour - Agility restricted to 25 - Availability: Scarce - Cost: 150 Thrones
Xenos Hide Vest - 6 Armour - Agility restricted 50 - Availability: Very rare - Cost: 500 Thrones
Flak Armour
Light Flak Cloak - 2 Armour - Agility restricted to 75 - Availability: Scarce - Cost: 50 Thrones
Flak Vest - 3 Armour - Agility restricted to 60 - Availability: Average - Cost: 80 Thrones
Flak Cloak - 3 - Agility restricted to 55 - Availability: Scarce - Cost: 80 Thrones
Flak Coat - 3 Armour - Agility restricted to 50 - Availability: Average - Cost: 50
Imperial Guard Flak Armour - 4 Armour - Agility restricted to 50 - Availability: Scarce - Cost: 275 Thrones
Carapace Armour
Enforcer Light Carapace - 5 Armour - Agility restricted to 45 - Availability: Rare - Cost: 575 Thrones
Carapace Breastplate - 6 Armour - Agility restricted to 40 - Availability: Rare - Cost: 600 Thrones
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Gear
“Pack it all. Once we’re stuck in, there won’t be time to get more.”–Yanto Ka’Wie, preparing for an assault on the Order of Purity
Clothing and Personal Gear
backpack - Cost: 30 Throne -These personal carrying items can range from containers of heavy cloth to elaborate, body-conforming devices with internal bracing for comfort. Only one backpack or combat vest can be worn at a time.
Chrono - Cost: 25 Throne - Chronos are small timepieces, and are essential for Acolytes to properly time their actions. Basic versions simply indicate local time and require manual setting, but finer models can synch to external datastreams for the greatest possible accuracy.
Clothing - Clothing styles vary greatly across the Imperium, some as basic protection with no thought to aesthetics, some purely ornamental with no concern for environmental or other lesser worries. For some, clothing styles are set at birth or through factory dictates. Others adopt the styles of their gang, sect, house, or other affiliation. While basic clothing common to a setting should be simple to acquire, more elaborate garb of either higher status or specialised function should be more difficult, with the GM acting as final arbiter on Availability or creation.
Combat Vest - Cost: 30 Throne - While this outerwear vest offers no additional protection, it does include numerous pouches and straps to keep extra weapon clips, sidearms, and grenades within easy reach. Common styles include hip packs, holsters, bandoliers, and vests. Allowing for much quicker drawing of a weapon. [No effect in-game, but you can describe it as such]
Concealed holster - Cost: 40 Throne - These conformal pouches can hold a small pistol such as an autopistol or stub automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a –20 penalty.
Respirator/Gas mask - Cost: 50 Throne - A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration plugs. A character wearing a respirator gains a +30 bonus to a Toughness test made to resist the effects of gas and can re-roll the test if failed. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after 10 hours of usage as the filter becomes clogged and unusable.
Survival Suit - Cost: 100 Throne - When working in harsh and extreme conditions (especially when it is not known in advance what they will be), survival suits are a must. No matter if it is too hot or too cold, the suit can maintain proper body temperature and hydration via excellent insulation capabilities. Using the differential between body temperature and outside temperature to drive thermoelectric power cells, it also has reclamation systems for turning sweat into drinking water. Most suits come complete with a hood, as well as goggles to protect the head and face. While it does not protect forever, for medium duration emergencies it can help sustain life until a rescue. The suit grants a +20 bonus to any tests to withstand the effects of extreme environments. Good and Best craftsmanship suits grant a +25 and +30 bonus, respectively, while Poor outfits only last three days before their internal mechanisms falter and need removal from the extreme temperatures to recharge.
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Drugs and Consumables
You'll have to find certain traders to find most of these.
Ration Packs - Cost: 5 Throne per - These small pouches contain concentrated or dehydrated foodstuffs suitable for one complete meal, and also include vitamin supplements, water puri-tabs, a protein bar, and heating pellets. Well-made packs are actually quite palatable, but even a master Ratling chef would have difficulty with the poor ingredients used in cheaper packs. Besides the benefits of holding off starvation, ration packs can help to keep an Acolyte effective in the field.
Recaf - These common beverages offer a mild stimulant effect as well as pleasing taste. Hot recaf starts many days across the sector, from Imperial Guardsmen fighting on combat lines against the xenos threat to Acolytes striving to stay alert on an all-night vigil near a suspected cult hideout.
Sacred Unguents - Holy lubricating oils that have received the blessings of the Omnissiah, these liquids are highly sought after for their calming effect on recalcitrant machine spirits. If applied to a weapon— which requires a Full Action—the weapon becomes immune to jamming for the rest of the combat. If the unguent is applied to an already jammed weapon, the jam immediately clears, but there is no further effect.
Lho-sticks - A mild narcotic, each stick contains dried and cured plant leaves that release a scented, stimulating smoke when ignited and inhaled through a cheap tube that burns away with the drug. As the leaves vary with the planet, lho-sticks can vary from world to world as well, often making them useful trade items.
Obscura - Though often illegal, obscura is popular in many fighting units where combatants are eager for respite from constant battle, as well as among civilians seeking relief from the drudgeries of harsh life. Obscura-users enter a dream-like state for 1d5 hours (if required to engage in combat, consider them under the effects of a hallucinogen grenade). For 1d10 hours after the effects wear off, they enter a deep depression, unless another dose of obscura is taken. Obscura is Addictive.
Stimm - A dose of stimm is enough to energise the weary and mask pain with short-term vitality, often enough to finally bring a protracted combat to a successful conclusion. Each dose lasts for 3d10 rounds. During this time, a character ignores any negative effects to his characteristics from damage, Critical damage, and Fatigue, and cannot be Stunned. When the stimm wears off, the character suffers a –20 penalty to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. Stimm is Addictive.
Tranq - The drug tranq covers an array of artificial, alcoholic chemdistillates brewed by underhive scum, criminals, and even Guardsmen desperate for respite from their wretched lots. It numbs the body and mind, which provides a very different feeling than being drunk on amasec, rotgut, or other spirits. Though similar in the end result, the effects of tranq are unpleasant, depressive, and require an acquired taste.
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Tools
Auspex/Scanner
These standard Imperial detection devices are used to reveal energy emissions, motion, life-signs, and other information. A character using an auspex gains a +20 bonus to perception tests. Once per round, as a Free Action, a character with one, may make an intelligence test to use the device to spot things not normally visible to human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range is 50m, though walls more than 50cm thick and certain shielding materials can block a scanner. Good craftsmanship models increase the bonus to +30, but Poor models an only penetrate 20cm of material.
Auto Quill
Often elaborate devices of ink-stained brass and vat-grown or artificial quills, these devices allow a user to copy text or transcribe speech with impressive speed and accuracy. Many scribes carry portable units, suitable for recording interrogation sessions or xenos translations. A character with a relevant Trade skill can use it to gain a +10 to his tests involving this skill when recording data.
Combi-tool
Most combi-tools are small, compact devices filled with foldout and extending probes, blades, hooks, and socket-plugs. They are ideal for coaxing operation from recalcitrant machinery, repairing damaged devices, and in general bending errant machine spirits to the will of the user. A character using a combi-tool gains a +10 bonus to Tech-Use tests.
Dataslate
These devices are common across the Imperium, and are the primary means of storing and reading printed text and other forms of data such as pict or audio recordings. Wellcrafted dataslates can also rerecord new information, or transmit and receive data from other devices.
Demolition Kit
Some investigations end with explosive results, and these kits are essential for such a conclusion. They contain the tools for a character to more easily set up sophisticated detonation devices and explosives. Each kit includes the following:
• Five demolition charges: These detonate with the same profile as krak grenades (see page 157).
• 100 metres of det-cord: This thin rope can be lit with any fire source or detonator, and burns at a rate of 10 seconds per metre, useful for setting a delay on an explosive or activating it at a distance.
• Five pressure-release detonators: These can be used to light a det-cord line or trigger explosives directly.
Diagnostor
The diagnostor is a sophisticated medical device used across the galaxy. It can detect and diagnose almost every ailment known to the Imperium, and can be incorporated into medical kits, servoskulls, and other dedicated servitors. Any individual trained in medical knowledge in the Imperial Guard understands its use. A diagnostor provides +20 to Medicae or Perception tests to determine an ailment; success indicates the proper treatment to be used.
Excruciator Kit
While all such kits are used in the gathering of information from the unwilling and unrepentant, each is as unique as its user. Most contain a wide range of blades, needles, chemicals, drugs, barbed hooks, neural probes, thermal prods, and other essential tools needed to extract the truth. Employing an excruciator kit grants the user a +20 bonus to Interrogation tests
Field Suture
Common implements found on battlefields across the Imperium, field sutures are used to quickly sew shut wounds to prevent blood loss. They can vary in form, from a simple needle and thread to archaic devices which staple shut the injury. Field sutures provide a +30 bonus for Medicae tests used to staunch Blood Loss.
Glow-globe/stablight
Just as the Inquisition acts as a light against soul-devouring darkness, so these small portable lamps act against the physical darkness of night. Glow-globes are roughly the size of a clenched fist, and can illuminate an area a dozen or so metres in radius, while cylindrical stablights can project a narrower, conical beam but at twice that distance. Both last roughly five hours before their power packs need recharging or replacing.
Grapnel & line
A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 100m away. Once the grapnel attaches to the desired spot such as a rooftop, a user can manually climb the line or activate a powered winch that can lift the user roughly 5m per round.
hand-held targeter
A hand-held targeter is a small device used in most forces of the Imperium. It is capable of detecting ranges to targets using optical sights for zooming, prediction systems for firing, and so on. It is commonly used by spotters assisting with artillery fire. An Acolyte with a hand-held targeter may spend a Half Action to grant another character +20 bonus to his next Ballistic Skill test.
inhaler/Injector
Many drugs require a device to administer a dose such as a syringe, spray-injector, or gas flask. Each can hold one dose of any drug, which a character may administer as a Half Action.
laud Hailer
Whether belting orders over the ferocious roar of combat or addressing a crowd of thousands of the faithful, Imperial officials often require great volume, and a laud hailer is the perfect tool. Each can amplify normal speech levels such that an entire crowd can hear the speaker’s words clearly.
Magnoculars
These powerful vision aids can magnify distant items into clear focus, helping ensure no heresy goes unspotted. More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis.
Manacles
No bounty hunter or Enforcer would be without several sets of these solid restraints, though they are often used to ensure sacrificial offerings do not stray from a cult’s altar or for other, darker purposes.
Medi-kits
Medi-kits contain synth-skin patches, antiseptics, self-sealing bandages, pressure tourniquets, and other medical aids. A standard kit grants a +10 bonus to Medicae tests so long as the user possesses the Medicae talent. Advanced versions also contain tox wands, synth-skin spray, diagnostic cogitators, and additional high-quality supplies. These grant a +20 bonus to Medicae tests (whether or not the user possesses the Medicae skill) but weight an extra 3kg and are of Rare Availability instead of Common.
Micro-bead
Also known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 kilometre (depending on weather conditions and intervening terrain). Each fits discreetly in the ear, with higher Craftsmanship models nearly undetectable in casual inspection.
monotask servo-skull
Servo-skulls represent the honoured remains of valued Imperial servants and Tech-Priests who continue their service even after death. The skull is carefully cleansed and engraved, then fitted with a machine spirit to guide its actions, and tiny grav platings to sustain it in flight. Monotask models are dedicated to a single, basic function and are a common sight on many worlds. Each responds to basic verbal commands, and unless otherwise commanded, always hovers near its master. The types below represent only a fraction of the countless patterns found across the sector.
• Augur: The skull carries a scanner and vox-data systems to relay its findings. The character gains the benefits of an auspex as long as the servo-skull is within 10 metres and active.
• Illumination: The skull is fitted with a glow-globe or burning brazier to light an area 20 metres in radius.
• Laud Hailer: The servo-skull incorporates a laud-hailer, which can play recorded speech or amplify its master’s speech as directed.
• Medicae: The skull is fitted with a medicae scanner and tools. The character gains the benefits of a standard medi-kit as long as the servo-skull is within 2 metres and active.
• Utility: The skull is equipped with probes, plugs, and tools to aid in technical tasks. The character gains the benefits of a combi-tool as long as the servo-skull is nearby and active.
Pict Recorder
A relatively simple recording device, pict recorders—or picters— can capture audiovisual media. Most models can also display recorded data on integrated screens, with advanced models using holographic imagery. Specialised pict-servitors are essentially ambulatory recorders, brought on hazardous events or missions to autonomously capture occurrences for later codifying.
Psy Focus
Many psykers use these small, personalised items to steady themselves before accessing the terrible powers of the Warp. Each is different; some might be no more than a carved finger bone or pressed flower, while others could be a softly glowing crystal or void-iron glyph. All, however, are specially attuned to their bearers through long meditation or ritual, allowing them greater control over their abilities. When a psyker with a psy focus makes a physic test, they gain a +10 bonus.
Screamer
These proximity alarms set off a piercing wail when they detect intruders. Screamers can detect sound, movement, and even odours. To activate, the player must succeed on a Challenging (+0) Tech-Use test, but the GM rolls this test in secret; players will not know how well the device is working until later on. Once set, a screamer has a Perception of 75 for the purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to one kilometre. Doors, walls, and other barriers reduce the alarm’s range. Poor craftsmanship models only detect loud noises or fast movements nearby. Good versions can detect specific sounds, movement, or even odour ranges, and can also have more subtle warning methods (such as screaming only into vox channels).
Vox-Caster
A standard Imperial long-distance communications device, voxcasters can transmit and receive to other units within 100km, and can reach most orbiting vessels overhead. Higher craftsmanship models have increased ranges, and can include encryption and other security settings.
Writing kit
Simple and basic, standard writing kits contain parchment, inks, and quills for Acolytes to transcribe confessions, diagram important finds, and leave messages for fellow Acolytes
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Inquisitor Lucius Hadrax
A Radical Inquisitor of the Ordo Hereticus
A Radical Inquisitor of the Ordo Hereticus
Where did the Inquisitor come from? The Inquisitor was an Administratum clerk before encountering a conspiracy to hide forbidden lore within the hallowed datastacks and archives surrounding him. His past experiences lead him to thoroughly examine even the most minute details for signs of hidden heresy. Despite his meticulous care, he does not hesitate to shake up the established order of the Imperium to purge unworthy elements.
What drives the Inquisitor? Long ago his home world nearly fell to a xenos invasion, but the true culprits of the deaths of millions were the incompetent and unprepared leaders of the local troops and defences. After seeing the price of failure firsthand, and realising the rarity of those capable of success, the future Inquisitor swore never to stand idle where he could avert catastrophe.
What would he sacrifice to accomplish his goals? The Inquisitor is well-aware of the rarity of planets worth inhabiting, and refuses to sanction any action that would ruin a world. However, he might be willing to sacrifice the world’s population if it could later be re-colonised.
How does the Inquisitor use his Acolytes? The Inquisitor works closely with the Acolytes, travelling with them to whatever secure holding he possesses nearest their sphere of operations and assisting them in planning sessions, though he does not take to the field lightly.
How did he become an Inquisitor? Serving as an Acolyte for many years, the Inquisitor had no ambitions to succeed his master. When his elderly Inquisitor became victim of foul play, though, he was forced to claim his mentor’s authority in search of justice for a great man.
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Game Mechanics
In this RP we will be using rules slightly different than the ones used in Dark Heresy. When you make a check based on a characteristic, you will be rolling a d100 or 2d10s (They're the same) and aiming to get below the related characteristic, doing so will be a success. Rolling over is considered a fail. In this, Talents only serve to increase the amount you need to roll below (Making it easier) for certain situations detailed by the talent.
Example: Jarres wants to swim across the canal. This could be considered a Strength check, Jarres has 32 Strength, so he must roll equal to or less than 32 to pass the Test.
There are also certain modifiers I as the GM can place on your rolls, based on the difficulty of the task at hand. For example if what you're trying to do is easy, I'll add more to the number you need to beat, but if the task is more difficult than normal, for example climbing a wall covered in a slippery substance I'd take off from the total amount you need to beat.
Criticals and Fumbles
When you roll 10% of the number you're trying to beat, for example a 6 on a roll where you needed 60. That would be a critical, which is immediately a success but you do so in spectacular fashion. Also, there's a table for critical hits in combat, and it is glorious. Holy fucking hell, did boiling bone marrow just turn my femur into a frag grenade? Like-wise a fumble is when you roll a 100 (or 00 on 2d10s) and 99 on a roll, which results in a fumble, which you fail in spectacular fashion. This can mean you drop a grenade when about to throw it or your gun jamming and you have to spend a turn unjamming it. This can also result in a physic phenomena or peril of the warp.
Combat
When in combat, players have only one action to spend and should only post once between my own posts.
Actions in combat:
Attack (Fire your gun, throw your grenade, swing your sword, at the moment regardless of weapon you only roll one attack.)
Movement (All players can move a little for free, however any big actions such as jumping over a gap, or climbing a wall takes up the entire players turn.)
Specific actions (Some classes might have specific actions that take up a turn.)
Pysker powers (Using pysker powers takes up the players turn.)
Drawing your weapon (If it is not on your person but near by it will take up your turn to ready it, if it is on your person then you can draw for free)
Switching weapons (Changing one weapon for another takes a turn)
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