Final-Dark Heresy 2e House Rules

October 19, 2017 | Author: Claus Eckberg Oddershede | Category: Ammunition, Cyborg, Shotgun, Shell (Projectile), Nature
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It's an old house rule edition for Dark Heresy 2, Beta 1.x...

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Table of Contents Introduction & How to Use This Document……………………………………………………………………….......3 Ezra Kainus’ Rules Revisions and 2.3 Errata Chapter I: Playing the Game………………………………………………………………………………………..5 Chapter II: Character Creation……………………...…………………………………………………………….6 Chapter III: Skills………………………………………………………………………………………………………10 Chapter IV: Talents and Traits………………………………………………………………………………….11 Chapter V: Armoury………………………………………………………………………………………………….14 Chapter VI: Psychic Powers………………………………………………………………………………………24 Chapter VII: Combat………………………………………………………………………………………………….25 Chapter VIII: Narrative Tools……………………………………………………………………………………29 Chapter XII: NPCs and Adversaries…………………………………………………………………………...30 Chapter XIII: Seeds of Heresy……………………………………………………………………………………31 Appendix I: Advanced Character Creation………………………………………………………………..32 Appendix II: Talent Descriptions (Quizlet)……………………………………………………………….39 New Talent Trees Medicae Talents………………………………………………………………………………………………………..49 Servo-Tech Talent Tree…………………………………………………………………………………………….50 Sorcery Talent Tree………………………………………………………………………………………………….54 Ascension: Influence Talents & Resources…………………………………………………………………………..57 Formation Rules…………………………………………………………………………………………………………………..62 Tables & Charts (From FFG Update 2.3)……………………………………………………………………………….65 Ezra Kainus’ Dark Heresy Character Sheet…………………………………………………………………………..84 Special Thanks: Andy Tarilton, Fantasy Flight Games, Dark Reign. Natalie de Gyarfas, Margaret Ralston, Geoff McGinnis, Zack Zurita Inspiration for Material: Simsum (darkreign.org), Tom Cruise & Nimsim (fantasyflightgames.com) Exterior Art: “Sword Bearer” by Jynx Art & Cosplay (http://www.jynxed.ca/) Character Sheet Design & Reformatting: Fantasy Flight Games, Margaret Ralston (http://99coloredumbrellas.wordpress.com/ ) Writing: & Layout: Jordan Voltz ([email protected]) Playtesting: Acolyte Cell Tribus (Natalie de Gyarfas, Charlotte Meyers-Stanhope, Andy Tarilton) 2

Introduction & How to Use This Document Introduction: The abandonment of the Dark Heresy Beta 2.3 gave immediacy to the project. I had become enamored with the rule set, convinced that 40k RPGs were developing in a more mechanically progressive direction. While I certainly don’t claim to have “finished” the Beta, I would like to think that I’ve made some patches to the rule set, for the time being. This is only version 0.2, and not a full release. The purpose of this document, as it currently exists, is to provide a better structure for running games of my own. However, I would like to share this with the Dark Heresy community as well, in order to show that at least some support is being shown for this under developed system. I’d also like you to understand that the only criticism I have for Fantasy Flight Games is that they listened to their fan community too much. I won’t extrapolate on that here (I did, and it ended up as a five page essay that will likely be published on Dark Reign, for those interested) for the sake of space. I recognize that the company was trying to lead one of their most established lines in a progressive direction and I certainly consider that to be a noble endeavor, regardless of the organization’s current decisions. While I can’t say I’ll be participating in the latest edition of Dark Heresy, I am pleased for the fans who received what they wanted from FFG. As far as I am concerned, however, I paid $20 and received an updated and improved version of Dark Heresy. I have every intention of continuing to support this iteration of the system and I encourage the community to do so as well. For those who cite backwards compatibility as an excuse for discarding this rule set, I would argue that any competent GM could convert the systems implemented in any of the 40kRPGs into this system. Because of that, I will likely shy away from direct conversions of pre-existing projects and will focus on releasing more setting specific content for the Calixis Sector and Scintilla, specifically. I have an alternate “Radical’s Handbook” in the works, that will primarily focus on the Radical’s tendency to sacrifice their humanity in order combat inhuman threats. It is designed to create a higher-power early game for Dark Heresy that leaves characters in absolute shambles after a while, but I feel that it emphasizes the mechanics of being a radical nicely. I do not have an ETA for that supplement, but I will likely release it once I’ve done a more comprehensive revision of the Living 2.3 Beta. I would enjoy any and all feedback on these rules, as they are still in development. Comments and criticisms can either be e-mailed to me at [email protected] or posted on Dark Reign’s Dark Heresy Beta sub-forum ( http://darkreign.org/forum/viewforum.php?f=177 ) for discussion with the community. Dark Heresy Living 2.3 lives on! Thank you, Jordan Voltz

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How to Use This Document: I won’t hide it- this document is essentially a 50 page errata for a system that was never formally published in any print form. My best recommendation is to print them both out at your local print shop for consultation throughout the game. You can save difficulty in running the revision by pasting this document’s updated charts into your physical copy of the Dark Heresy Living 2.3. Players should, at the very least, understand the general function of the rules that apply to them, as well as the core changes to the system. I’m always open to suggestions regarding the format of this document.

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Ezra Kainus’ Rules Revisions and 2.3 Errata Chapter 1: Playing the Game Pg. 13- Test Modifiers +d & -d: Add the following after Test Modifiers,

+d & -d Whenever the character receives a +d or –d to a test, he may roll a number of additional tens dice on this test indicated by the bonus (+2d = 2 additional dice, -d = 1 additional dice) and pick either the most favorable or least favorable result, depending upon the type of bonus given. Whenever a character is given a +d to a test, he may pick the most favorable result. If the character is given a –d to a test, he must take the least favorable result. These bonuses negate each other, so being given a 2d and a +d on a roll effectively means that the character rolls one additional tens dice and must take the least favorable result. Example: Karon is Debilitated and is attempting to make an attack against a Cultist in Point-Blank Range with his Autopistol. Debilitated confers a –d penalty while Point-Blank Range confers a +2d bonus. This essentially means that he rolls one additional tens dice and may pick the most favorable result. He rolls a 40 and 70 on his tens dice, and a 3 on his ones dice.. If he desires, he may take the 40 instead of the 70 for a final result of 43 on his attack test. Pg. 14- Assistance: Delete the last sentence of the Assistance entry and replace it with the following, “For each character the rolling character has assisting him, the test receives a +d modifier. It is up to the GM to determine how many characters are allowed to aid in a given task.”

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Chapter II: Character Creation Stage 1: Choose Home Worlds: Pg.19- Home Worlds and Rank 0 Skills: Add the following as a Sidebar. Rank 0: The designated Skill begins at Rank 0, as opposed to Rank 1 Feral World: Tech-Use Forge World: Acrobatics Highborn: Survival Hive World: Command Shrine World: Commerce Void Born: Athletics Pg. 20-28-Home World Bonus and Fate Threshold: Remove the Home World Bonus Section for all Home Worlds. -Remove Fate Threshold for all Home Worlds. --Each character begins with 3 Fate Points.

Stage 2: Choose Background: Pg. 30- Starting Ammunition: Add the following to the Starting Equipment Entry, “All weapons listed in starting equipment come with two clips of the standard ammunition for that weapon.” Pg. 31- Adeptus Administratum: Add Charm to the Starting Skills. -Add Specialist (Choose One) to the Starting Talents. Pg. 33- Adeptus Arbites: Change the name of this Background to, “Law Enforcement (Arbites, Vigilantes, Enforcers, etc.) Pg. 34- Adeptus Astra Telepathica: Replace the Background Bonus Entry with ‘When any character, friend or foe, within 15 metres triggers psychic phenomenon and must roll on a Perils of the Warp table, this character can spend 1 Fate Point to have the imperiled character roll 1d10 instead of the normal 2d10.” -Characters with this Background may also swap the Psy-Focus for another Requisition at -10 . Pg. 36- Adeptus Mechanicus: Remove Commerce from the Starting Skills. -Remove Micro-bead from Starting Equipment. -Replace the Adeptus Mechanicus Background with: Adeptus Mechanicus characters increase the Availability of all Cybernetics by +10. Pg. 37- Adeptus Ministorum: Replace Monotask Servo-skull (Utility) with Monotask Servo-skull (Laud Hailer) Pg. 40- Outcast: Replace 2 doses of Obscura with, “2 doses of Obscura or 1 Additional Starting Acquisition” -Replace 1 dose of Desoleum Fungus with, “1 dose of Desoleum Fungus or Concealed Holster or 1 Bionic Replacement”

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Stage 3: Choose Role: Pg. 44-57- Characteristic and Skill Costs: Disregard the Characteristic and Skill Cost tables for every role. -During Character Creation, select one Characteristic and two Skills. Gain the Talented (Skill or Characteristic) Traits for the chosen Characteristic and Skills. Pg.43- Assassin: The character may choose either the Maneuvere Action or the One Shot, One Kill Special Rule listed below. -One Shot, One Kill: After making a successful attack test, the character may spend a Fate Point in order to add his Weapon Skill or Ballistic Skill Bonus (depending upon whether or not the attack was Melee or Ranged) to the damage of that weapon for a single hit. Pg.45- Chirurgeon: Delete the current Special Rule. The character can choose either the CrossClass Expertise special rule or the Dedicated Healer special rule listed below: -Dedicated Healer: When a Chirurgeon character fails a Medicae test, he can reroll the test but must accept the result of the second roll. -Cross-Class Expertise: In addition to the normal uses of fate points, Chirurgeons can spend a Fate Point to automatically succeed at a Medicae check with a number of Degrees of Success equal to their Agility, Intelligence, or Perception Bonus. Pg. 47- Desperado: Delete Desperado’s current Special Rule. The character may choose either the Dual Wielder or the Desperado Special Rule listed below: -Dual Wielder: Gain the Dual Wielder Talent, even if you do not meet the Talent’s requirements. -Desperado Special Rule The Desperado may spend a Fate Point to automatically succeed at a Deceive, Pilot, or Evade test with a number of Degrees of Success equal to the character’s Agility Bonus. Pg. 49- Hierophant: This Role is re-named to be “Socialite”. Pg. 56- Warrior: The character may choose either the Expose Action or the A Talent for Violence special rule listed below. A Talent for Violence: When making a successful attack test, the character may spend a fate point and instead substitute his Weapon Skill or Ballistic Skill Bonus (depending on the type of attack test, melee and ranged, respectively) for the Degrees of Success gained on this test.

Stage 4: Spend Experience Points, Acquire Additional Equipment Pg.58- Starting Experience: Replace the first sentence of the Starting Experience section with the following, “Each player character starts with 600 experience points to spend at character creation.” Pg. 59- Stating Equipment Packages: Add the following to pg. 59.

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Starting Equipment Packages If the GM desires it, each Acolyte cell can begin with the following: Cell Starting Equipment: -1 Duffle Bag per Acolyte (Containing): a pair of manacles, a micro-bead, a rebreather, a subdual weapon, and a set of suitable clothing. -An Inquisitorial Warrant (Cadre Insignia, etc.) issued and signed by their Inquisitor (per cell). Furthermore, each Acolyte cell may pick an equipment package, reflecting the nature in which they wish to go about their mission. If the GM wishes, the Inquisitor may instead select a package based on the mission. These are listed below. Choose One: Infiltration: a Disguise Kit or a Comm-Leech, a Forged ID per Acolyte. Informant: a Vox-Caster, a Pict-Recorder (Bionically installed, if the character wishes), a Data-Slate per Acolyte. Psyker Hunting: Monotask Servo-Skull (Auger), a Psy Dampener per Acolyte. Puritan: Sacred Text of His Mental Aegis, Flamer, 2x Psy Dampener. Radical: Forbidden Text of Knowledge (X), Forbidden Text of Sorcery (Any 100XP Psychic Power). Subtle: a pair of Magnoculars, a Multi-key, a Concealed Holster per Acolyte. Social Ingratiation: Regicide Set or Amasec (3), Letter of Introduction or Forged ID per Acolyte, appropriate Clothing (3) per Acolyte. Terrorist: a Demolition Kit, a Stummer, 2 Frag Grenades per Acolyte. Violent: a Melta Bomb, an Excruciator Kit, a Combat Vest per Acolyte. Pg. 59- Acquire Additional Equipment: Add the following, “If the cell possess a Starting Equipment Package, characters begin with 2 Starting Requisitions at -10 Availibility instead of a number of Requisitions equal to their Influence Bonus.

Elite Advances: Pg. 69- Psyker: Add the following to the Instant Changes entry under Psyker rules,  If this Elite Advance is taken during Character Creation, the Psyker chooses to have either the Sanctioned or Unsanctioned Trait. If this Elite Advance is taken after Character Creation, then the Psyker must take the Unsanctioned Trait. With GM permission, the character may opt to become Sanctioned later in his career, but his maximum Psy Rating must remain equal to his Willpower Bonus. -Delete the final bullet point under Instant Changes. Pg. 69- Psyker: Under the Cost section of the Psy Rating Sidebar, replace “250 multiplied by his current Psy Rating value” with “100 multiplied by the desired Psy Rating value”.

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Pg. 70- Untouchable: Replace the entire Elite Advance Entry with the following: Untouchable Experience Cost: Free. Prerequisites: • A Void in the Warp: Characters with the Psyker trait cannot gain the Untouchable elite advance. • GM Guidance: Psychic Untouchables are incredibly rare, and often live lonely and short lives due to the effect they have on all living beings that get near them. This advance should ideally be done as part of character creation, given that it is something the character is born with, but could possibly be something added later once the effects of the genetic curse become impossible to ignore. It is recommended that each play group have only one character with the Untouchable elite advance. Additionally, groups with both an Untouchable and a Psyker can often cause many problems as the Untouchable interferes with the Psyker’s ability. This can be a great opportunity for interesting player interaction, but GMs should be careful to not allow their players to create a hostile play environment. Instant Changes: • Can no longer gain the Psyker trait for any reason. • Gains the Resistance (Psychic Powers) and Soulless talents. • Reduce the character’s Fellowship Bonus by 1. Suffers a –20 penalty to all Fellowship tests involving anyone who has the Psyniscience skill at Rank 1 or higher. • Can never gain nor benefit from the positive or negative effects of Psychic Powers or any other related talents, traits, or abilities that call on the Warp for power. • Automatically ignore any effects resulting from Perils of the Warp. Pg. 70- Untouchable Talents: Replace the following talents with its new description: -Psychic Null: Replace the Effect description with “The characters gains a +20 bonus when making Evade (WP) tests against psychic attacks and when making opposed tests to resist psychic powers. This talent stacks with Resistance (Psychic Powers) and can be purchased multiple times; each time this is done increase the bonus by +10.” -Warp Anathema: Replace the Effect description with “Characters affected by Warp Disruption reduce their Psy Rating by 2, instead of the normal amount. This talent can be purchased multiple times; each time this is done so the reduction in Psy Rating increases by 2. If purchased 3 times, for example, the reduction would be 8.” -Warp Disruption: Replace the Effect description with “All characters with a Psy rating within WPB meters of the character reduce their base Psy rating by 2 while they remain within range. Characters reduced to a Psy rating of 0 cannot use any psychic powers.”

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Chapter III: Skills Pg. 73- Skill Ranks- Rank 0: Add the following as a Sidebar

Rank 0: While a skill at Rank 1 demonstrates a character’s lack of training in a skill, a skill at Rank 0 depicts a character who not only lacks the necessary training, but is also inherently disadvantaged at performing the skill. These likely stem from the environments in which the character was raised- a Feral Worlder with Rank 0 Tech-Use is not an uncommon sight. Characters with Rank 0 in a skill take a -20 penalty to tests using this skill and may not use Specialties with this Skill. It costs 200 XP to upgrade this skill from Rank 0 to Rank 1, regardless of whether or not the character has the Talented (Skill or Characteristic) Trait for the skill. Pg. 80-Evade: Evade has a new Skill Use, Martyr, listed below.

Martyr: Characteristic: Weapon Skill/ Agility Type: Reaction Average Time: 1 AP Use: A character can make an Evade (WS or A) test whenever an unwilling or willing target has a successful attack test made against him. This is done before Hit Locations are determined, but before the target decides to take any Reactions. If the Evade test succeeds, the martyring character is hit with the full force of the attack, and is unable to take the Evade action until the start of his next turn. Apply damage to the Hit Location(s) of the character instead of the target. If the target is unwilling, than it may perform a Disruptive Blow Reaction against the character. Reattempt: This test cannot be re-attempted and the character cannot use the Evade skill until the start of his next turn. Pg. 81- Dodge: Remove “using a ranged weapon” from the first sentence of the Use entry. Pg. 86- First Aid: Replace the Average Time entry with “3 AP.” -Replace the Use entry with “A character can make a Medicae (A) test on a character who has been wounded in the last ten minutes to perform first aid on that character’s wounds, quickly attempting to lessen the immediate damage from a lasgun blast or chainsword cut. If he succeeds, the character can either remove a single wound from the character. This does not remove any wound effects applied by the wound.” -Replace the Re-attempt entry with “First aid cannot be reattempted on the same character unless that character suffers a new wound, and can only be attempted on a character who has suffered a wound in the last ten minutes.” Pg. 89- Psyniscience: Unless the character possesses the Psyker Trait at Character Creation, Psyniscience begins as a Rank 0 skill and cannot be advanced further. Pg. 93- Sleight of Hand: Replace second line with “Average Time: 1 AP.” Pg. 94-Tech Use: Add the following as a third paragraph “A character’s Rank in Tech-Use also determines the weapons that he is proficient with. See Weapon Tiers in the Armory chapter.” 10

Chapter IV: Talents and Traits Pg. 97- Skipping Talents: Add the following sidebar to the Talents and Traits chapter:

Skipping Talents: If the character desires a talent in a Talent Tree, but he does not need/want any of the preceding talents, he may purchase that Talent at its base cost plus 100xp for each talent that is skipped over in the Talent Tree. Keep in mind that this is done only when you can’t to trace a line from the starting talent to the talent you wish your character to possess. This can only be done for Basic Talent Trees (Talent Trees in the Living 2.3 Core Rulebook) Pg. 98-124- Talent Modifications: (See Quizlet Sheet for full modifications, pg 40) -Delete all mention of Weapon Proficiency Talents. -Add the title “Basic Talent Tree” beneath the entry for each Talent Tree Pg. 100- Coordinated Interrogation: Replace the Experience Cost entry with “200xp.” Pg. 102-104- Duelist, Crushing Blow, Combat Master, and Lightning Attack: Switch the position, Prerequisites, and costs of Duelist and Crushing Blow, as well as Combat Master and Lightning Attack. Pg. 105- Bastion of Iron Will: Replace the Prerequisite entry with “Willpower 60.” Pg. 105- Strong Minded: Replace the Prerequisite entry with “Willpower 55.” Pg. 106- Mental Fortitude Tree: Switch the locations of Bastion of Iron Will and Strong Minded. Pg. 116- Charming: In addition to the listed benefits, the character gains the following use of the Charm skill

Galvanize Characteristic: Fellowship Average Time: 3 AP Use: A character must succeed on a Charm (Fel) test. If they do, until the start of the character’s next round, any affected characters do not suffer the effects of the Weakened or Dazed Condition Pg. 116-Commanding: In addition to the listed benefits, the character gains the following use of the Command skill

Inspire Characteristic: Fellowship Average Time: 3 AP Use: A character must succeed on a Command (Fel) test. If they do, until the start of the character’s next round, any affected characters do not suffer the effects of the Debilitated Condition.

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Pg. 116-Deceptive: In addition to the listed benefits, the character gains the following use of the Deceive skill

Feint Characteristic: Fellowship Average Time: 3 AP Use: A character selects a single target within sight. Against this target, the character makes an opposed Deceive (Fel) vs. Willpower +20 test. If they succeed, the target either gains the Stunned (1) or Dazed (2) Condition. Pg. 116-Intimidating: In addition to the listed benefits, the character gains the following use of the Intimidate skill

Daunt Characteristic: Fellowship Average Time: 3 AP Use: A character selects a single target within sight. Against this target, the character makes an opposed Intimidate (Fel) vs. Willpower +20 test. If they succeed, the target gains the Debilitated Condition. . Pg. 119- Technology Talent Tree: Replace Prosanguine xp cost with 600xp. Replace Omnissiah’s *Blessing xp cost with 400xp. Pg. 119- Technology Talents Tree: Luminen Arc should state 400xp, not 600xp. Pg. 119- Technology Talents Tree, Maglev Grace: Replace the tree entry description with “Gain Flyer (2) trait.” Pg. 121- Blade Dancer: Remove the Blade Dancer talent. Pg. 121- Gunslinger: Remove the Gunslinger talent. Pg. 121- Dual Wielder: Add the following General Talent:

Dual Wielder Experience Cost: 600xp Prerequisites: Ballistic Skill 45 or Weapon Skill 45 Effect: When wielding two weapons, the character does not suffer the –20 penalty to his second attack test made in the same turn. Pg. 121- Heightened Senses- Psyniscience: Add the following sense,  “Psyniscience: Gain a +20 bonus to any Psyniscience tests the character would make.” Pg. 122- Peer and Specialist Talents: GM permission is required to purchase these Talents. (Essentially, this means that you need to prove through role-play or actions taken during downtime that you are increasing your reputation with the given faction, or are researching the topic of your interest.) Pg. 124- Weapon Training Talents: Delete the Weapon Training Talent Entry.

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Pg. 124- Exotic Weapon Proficiency: Add the following General Talent,

Exotic Weapon Proficiency (X) Experience Cost: 300xp Prerequisites: Tech Use +20 Effects: The character may use the indicated Exotic Weapon without any penalty. Pg. 126- Daemonic: Replace the last sentence with “This force field is ignored by psychic powers, other creatures with this trait, or activated Force weapons.” Pg. 127- Fear: Add “Fear” trait title above “The galaxy is filled with horrifying entities that constantly test the resolve of those who dare to oppose them.” Pg. 127- Fear: Under “Effect” replace the last sentence in the first paragraph with “For more information on fear, see page 250.” Pg. 128- Overcharge (Characteristic): Add the following new Trait.

Overcharge (Characteristic) Effect: As a Reaction or a Free Action, a character with the Overcharge (Characteristic) Trait may gain up to 4 points of Fatigue (represented by X) in order to gain +X to that characteristic’s bonus for 10 rounds (One minute). This can only be done for characteristics in which the character has the Overcharge ability. Keep in mind that if the character Overcharges Toughness or Willpower, his Fatigue Threshold temporarily increases as well, effectively nullifying any Fatigue that has been gained by Overcharging these characteristics for 10 rounds. If the character has the Overcharge (Strength) Trait, for every Fatigue point the character gains, he may reduce the AP required to use the Brace Heavy Weapon Action by, 1 in lieu of gaining a bonus to Strength. Pg. 128-Resilient (X): Add the following Trait,

Resilient (X) Effect: Characters with this trait are exceptionally harder to kill due to their tough physique, thick chitin, or plot armor. The (X) trait of this talent contributes this number of wounds to the Wound Threshold of the target. This stacks with any Wound Threshold that would be granted from Size. Pg. 129- Sanctioned: Add the following to the Sanctioned Effect: “Any psyker with this Trait may not have their Psy Rating exceed their Willpower Bonus. This character gains +d to any Deny the Witch tests. Pg. 129- Talented (Skill or Characteristic): Add the following Trait:

Talented (Skill or Characteristic) Effect: Whenever a character with this Trait wishes to advance the indicated Skill or Characteristic, the Cost Modifier counts as being 50 XP less. Pg. 129- Unsanctioned: Add the following new Trait:

Unsanctioned Effect: Upon gaining this Trait, the character increases their Corruption Bonus by 1. Do not test for a Malignancy. Whenever a character with this Trait increases their Psy Rating, they gain a number of Corruption equal to their desired Psy Rating. 13

Chapter V: Armoury Pg. 130- Requisition Points Add the following under Acquiring Items:

-Requisition Points:

At the beginning of each session each character gains a number of Requisition Points (RP) equal to their Influence Bonus. At the start of the session, if the character has less RP than his Influence Bonus, his RP is replenished up to his Influence Bonus. However, if the character’s RP equals or exceeds his Influence Bonus, then the character may make an Influence test. If he succeeds, then he gains 2 RP at the start of the session. If he fails, he only gains 1 RP. These Requisition Points can be spent to acquire gear and services without having to make an Influence check to do so. Consult the following chart for the cost/availability of each item. If a character attempts to acquire an item in poor (1) quality, instead of reducing the availability by 10, it costs 1 less RP. Similarly, if a character attempts to acquire an item in best (3) quality, instead of increasing the availability by 10, it costs 1 more RP. A Requisition Point can also be spent to decrease the amount of Influence lost by “Excessive or Reckless Use of Influence” by 1 and up to the entirety of the result. Requisition Points can be further spent in to increase a character’s Influence characteristic by 5 for a single Influence test. Req. Points

Avl.

1

+40

2

+30

3

+20

4

+10

5

+0

7

-10

10

-20

15

-30

22

-40

30

-50

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Pg. 131- Ammunition Acquisition (New System) Add the following after “The Requisition Test”

Ammo Requisition: GM Choose either Simulated or Abstracted systems: Simulated: When acquiring ammunition for a weapon, consult the Weapon’s Tier and the following chart: Ammo Requisition Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 1 RP 3 2 RP 6 2 3 RP 9 4 2 1 4 RP 12 6 4 2 1 -The resulting number is the amount of clips that the character may purchase for his weapon by spending the corresponding amount of Requisition Points. Weapons with a Tier of 0 do not need to pay any RP in order to acquire ammo- it is assumed that they are found or are able to be easily crafted (+20 Tech-Use Repair test per 20). -When making an Acquisition or Requisition test to acquire ammunition, add the Availability modifier of the weapon which the character is acquiring ammunition for to his Influence characteristic. The amount of Degrees of Success gained on this test is equal to the amount of Clips for that weapon which he is able to Requisition. -Autocannons count as Tier 3 Weapons -At the start of every session, it is recommended that players have the opportunity to gain 3-4 additional RP instead of 1-2. -Custom Ammunition: When acquiring custom ammunition, add the first digit of the weapon’s Avl. to the weapon’s Tier. Abstracted: Characters are always counted as having enough ammunition to reload their weapons. They are considered to have replenished their ammunition during their downtime. This system works for games in which ammunition management is considered dramatically minute to the rest of the action. Whenever acquiring Custom Ammunition, the character spends a number of Requisition Points equal to the tens digit of the Ammunition’s Availibility for a single clip.

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Pg. 132-Weapon Tiers: (New System) Add the following before the Weapon Profile section,

Weapon Tiers Weapons are grouped into tiers based upon their relative level of power and rarity, Tier 1 being the most common weapons, while Tier 4 are elusive, powerful instruments of death. These Tiers are used for determining whether or not a character can use a weapon, Ammunition Requisition, and Weapon Variations. The tiers are as follows: Tier 0: Low-Tech (Ranged and Melee) Tier 1: Solid Projectile, Las, Chain Tier 2: Shock, Bolt, Flame, Launcher Tier 3: Power, Force, Melta Tier 4: Plasma, Exotic -Weapons with the Heavy type count as one tier higher than they typically are. -Weapons with the Light type count as one tier lower than they typically are. -A Character is able to use any non-Exotic weapon, provided that his Rank in Tech-Use is equal to or exceeds the weapon’s Tier. If this is not so, the character suffers a -20 penalty to all attack tests to use this weapon. Furthermore, if the character is using an Exotic weapon, they must have the appropriate Exotic Weapon Proficiency Talent or suffer the -20 penalty.

Special Rules: Pg. 134- Felling: Delete the “(X)” from the title. This weapon quality does not scale. Pg. 134- Flame (X): Replace the last sentence with “If the target fails this test, he gains the Burning (3 x X) condition.” Pg. 134- Flexible: Add the following to the end of the Flexible entry “However, Evade (WS) tests cannot be made with this weapon to deflect incoming attacks.” Pg. 136- Melta: Replace the last sentence with “When fired at a target within half the range of the weapon or used in melee, the penetration value of the weapon counts as twice the normal value.” Pg. 136- Overcharge: Add “(X)” to the overcharge title. Replace the second-to-last sentence in Overcharge with “When in standard mode, the weapon uses its normal profile; when in overcharge mode, the weapon deals +X damage but gains the Single-shot quality and expends twice the amount of ammunition it normally expends per shot if the weapon uses ammunition.” Pg. 136- Piercing: Delete the Piercing weapon quality. Pg. 136- Pinning: Add the following new Weapon Quality after the entry for Overheats.

Pinning: Whenever a target is hit by a weapon with the Pinning quality, they must make a -10 Fear (Cowering) test and suffer the effects of the result. Pg. 137- Smoke: Delete the Smoke weapon quality. Pg. 137- Subdual: Add the following new Weapon Quality after the entry for Smoke.

Subdual: . Whenever a target would be dealt a wound by this weapon, he suffers fatigue instead. For each point of damage that exceeds the target’s Defense Value, he suffers a point of fatigue.

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Pg. 137- Vengeful: Add the following new Weapon Quality after the entry for Unreliable:

Vengeful (X): These weapons seemingly embody the Emperor’s wrath, and eagerly strike down any who would stand against His servants. When attacking with this weapon, the attacker triggers righteous fury on any damage die roll with a value of X or higher before any modifiers are applied.

Ranged Weapons: Pg. 138- Alternate Ammunition: Add the following Sidebar:

Alternate Ammunition: Some weapons have Alternate Ammunitions that are specific to that weapon. Whenever a character acquires a clip for that weapon, specify which type of ammunition that the clip contains. For purposes of acquisition, they are considered to be Custom Ammunition. Pg. 139-Bow Alternate Ammunition: After the first paragraph of “Bow” add the following, “--Bow Alternate Ammo: Explosive Arrows: Remove the Silent (Ab) and Accurate Quality, Change the Damage type to (I) .Add the Tearing Quality and +2 to Damage. Avl. -20 Pg. 140-Crossbow Alternate Ammunition: After the first paragraph of “Crossbow”, add the following, “--Crossbow Alternate Ammo: Explosive Crossbow Bolts:- Remove the Accurate Quality. Change the Damage type to (I), Add the Tearing Quality and +2 to Damage. Avl. -20 Pg. 140- Grenade Launcher: Add the following to the Grenade Launcher entry, “This weapon must be wielded with two hands- Recoil Gloves and Custom Grips do not affect this weapon.” Bolt: Pg. 140-Bolt Pistols: Add the Vengeful (9), Quality. Increase Penetration to 3. Pg. 140-Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3. Pg. 140-Heavy Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3. Pg. 140-Storm Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3. Solid Projectile: Pg. 140-Stub Revolver: Increase Rate of Fire to 1. Pg. 140-Hand-Cannon: Add the Vengeful (9), Quality. Increase Clip Size to 5. Pg. 140-Shotgun: Add the Special Quality. Low-Tech (Ranged): Pg. 140-Bow: Change the weapon’s Type to Basic. Increase RoF to ½. Increase Damage to 1d10+2. Add the Accurate Quality. Change the Availibility to +10 Pg. 140-Crossbow: Change the Damage to 1d10+3. Add the Accurate Quality. Pg. 140-Throwing Knife: Change the Penetration to Pb-2 Pg. 142- Hand Cannon: Delete the sentence “Hand cannons kick like a grox, and unless fi red with two hands or a Recoil Glove, it imposes a –10 penalty on Ballistic Skill tests when used.” Pg. 142- Shotgun: Add the following after the first Paragraph, “When within Point Blank Range of a target, the character may substitute the Spray Quality for the Felling and Tearing Qualities.” --Shotgun Alternate Ammo: Solid Slugs: -Remove the Spray Quality and add +2 Pen and +2 Damage. Instead of the Shotgun’s normal effect, when the character is within Point Blank Range, he gains Vengeful (9) instead. Avl. +0 Grenades & Explosives: Pg. 143- Frag Grenades: Add the Pinning quality. 17

Pg. 144- Smoke: Add the following to the end of the Smoke entry “A successful attack with this weapon creates a smokescreen with a diameter of X metres centered at the target location (see page 204 for rules on smoke). The smoke lasts for 1d10+10 rounds, or less in adverse weather conditions.”

Melee Weapons: Chain: Pg. 146-Chainaxe: Increase the damage to 1d10+4 and the Pen to SB+1 Pg. 146-Eviscerator: Increase the RoF to 1/3 and decrease the Damage to 2d10+4. Add the Unbalanced Quality. Low-Tech (Melee) Pg. 146- Axe and Great Weapon: Add the following Weapons under Low-Tech: -Axe – Basic – ½ - 1d10+4+SB (R) – Pen: 1 – Unbalanced – 6kg -+20 -Great Weapon – Heavy – 1/3 – 2d10+SB (I or R) – Pen: 2 – Unbalanced,– 12kg - -10 -Subdual Weapon (Baton, Cosh, etc.) – Light – 1 – 1d5+SB – Pen: 0 – Subdual, Concussive (0) - +40

Weapon Modifications: Pg. 148- Table 5–9: Weapon Modification: Replace the Effect for the Mono upgrade in this table with “Adds Vengeful (9) quality.” Pg. 148- Weapon Modifications: Replace the first and second paragraph of Weapon Modifications with the following “The process of applying the modification is assumed to be covered during the modification’s purchase. If a character desires it, he may install the modification himself (+0 Tech Use test) and gain a +10 to the modification’s Availability when making the Requisition test or spending Requisition Points. If the installation test is failed, the parts are destroyed and the modification is lost.” -Replace the third paragraph of Applying Personal Modifications with the following, “The process of applying the modification is assumed to be part of the acquisition. Each weapon can support a number of modifications on it equal to its status, and cannot have two copies of the same modification at the same time. Once applied, modifications cannot be removed or switched to a new weapon except through use of the Tech-Use skill. If a weapon’s status is ever reduced below the number of modifications on the weapon, modifications currently applied to the weapon in excess of the weapon’ status are lost. Which specific modifications are lost is up to the GM.” Pg. 149- Mono: Replace the effect of mono with “The weapon gains the Vengeful (9) quality. If weapon already had the Vengeful quality, it lowers its X value by 1 instead.” Pg. 150- Telescopic Sight: Replace the Telescopic Sight’s Applies To entry with “Las, Solid Projectile, Bolt, and Plasma Weapons.” Pg. 150- Bleeder Rounds: Replace the Bleeder Round’s Effect entry with “The weapon gains the Sapping (1) quality.” Pg. 150- Dumdum shells: Replace the Dumdum Shells’ Used With entry with “Solid projectile weapons.” Pg. 151- Table 5–11: Custom Ammunition: Replace the Effect for Bleeder Rounds with “Adds Sapping (1)” and replace the Used With for Dumdum shells with “Solid Projectile Weapons.”

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Protective Gear: Pg. 151- Armour: Replace the entry for Max Ab with the following: “Max A: This is the maximum value a character wearing this armour can count his Agility characteristic. If the character’s Agility characteristic is higher than this number, it counts as this number instead.” Pg. 152- Bodyglove: Increase Availibility to +10 Pg. 152- Flak Armour: Decrease Availibility to -20 Pg. 152- Enforcer Armour: Increase Availibility to -10 Pg. 152- Feudal Armour: Increase Availibility to +0 Pg. 152- Armour Quality: -Add the following to the Armoury section in a Sidebar Armour Quality: While armour with an Item Status of 0 is unable to be worn, armour with an Item Status of 1 suffers a -10 penalty to the Max Agility the armour permits the wearer. Consequently, armour with an Item Status of 3 provides a +10 to its Max Agility.

Gear: Pg. 154- Table 5–13: Clothing and Personal Gear: Replace the Availability entry for the Recoil Glove with “–30.” Pg. 154- (Optional Rule (Equipment Damage): Add the following to the Armoury section in a Sidebar: (Optional Rule) Equipment Damage: Whenever a character gains the Unconscious condition and falls Prone as a result of it, reduce the quality of all their items by 1. Pg. 154-Cameleoline Cloak: Instead of the listed effects, a Cameleoline Cloak allows the user to gain a +d whenever using the Stealth skill. Change the Availibility to. -20. Pg. 154-Concealed Holster: Instead of the listed effects, a Concealed Holster forces the inspector to gain a -d whenever they attempt to detect the hidden weapon. Pg. 154- Forbidden Text of Knowledge (X): Add the following to the list of Gear,

Forbidden Text of Knowledge (X)

Availibility: -30

“The character may consult this text in order to count as having access to forbidden lore, calling upon dark knowledge in doing so. The character counts as having the Specialist (X) Talent and gains a +10 bonus to this test. However, upon doing so, he must take a +0 WP test and suffer a number of Corruption equal to his Degrees of Failure. Pg. 154- Forbidden Text of Sorcery (X): Add the following to the list of Gear.

Forbidden Text of Sorcery (X)

Availibility: -30 to -50

“When this book is Readied, the character may attempt to cast a single Psychic Power (X) at their Psy Rating +1. Whenever a Psychic Power is attempted to be invoked from this text, it’s speaker suffers a number of Corruption equal to the one-hundreds digit of the XP cost for the Psychic Power (in addition to any from the Sorcerer talent and etc.). Non-psykers may use this text, counting as having a Psy Rating of 1.”

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Pg. 154- Inquisitorial Warrant: Add the following to the list of Gear,

Inquisitorial Warrant:

Availibility: Unique

“An Inquisitorial Warrant is a document issued by an Inquisitor that states the Acolyte cell’s purpose and mission. This is an objectively verifiable form of the Acolyte’s identity, allowing them to state their allegiance to the Inquisition and their specific Inquisitor. However, any Influence lost by the Acolyte cell, acting under social recognition of their Inquisitorial status, is also lost by their Inquisitor. In events such as these, it is unsurprising when the Inquisitor retracts his Inquisitorial Warrant, forbidding Acolytes from using his Influence.” Pg. 156- Table 5–14: Drugs and Consumables: Add “†” to Lho Sticks to indicate they are Addictive. Pg. 157-Auspex: Instead of the listed effects, an Auspex allows the user to gain a +d whenever using the Observe (Per) skill within 50m. Page 158, Table 5–16: Tools: Add a new row to Table 5–16: Tools with the following “Clip/Drop Harness; Wt: 1kg; Avl: +10.” Pg. 158-Clip/ Drop Harness: Instead of the listed effects, a Clip/ Drop Harness allows the user to gain a +d whenever making a Climb test. Pg. 158-Combi-Tool: Instead of the listed effects, a Combi-Tool allows the user to gain a +d whenever using the Tech-Use skill. Pg. 158-Demolition Kit: Disregard the final paragraph. Pg. 158-Disguise Kit: Disregard the final paragraph. Pg. 158-Excruciator Kit: Instead of the listed effects, an Excruciator Kit allows the user to gain a +d whenever using the Interrogation (Intimidate) skill use. Pg. 158-Magnoculars: Instead of the listed effects, a pair of Magnoculars allows the user to gain a +d whenever using the Observe (Per) skill over 50m away. Pg. 158-Multi-Key: Instead of the listed effects, a Multi-Key allows the user to gain a +d whenever using the Subterfuge (I) skill to open physical locks. Pg. 158-Sacred Text of His Emperor’s Shield: Add the following to the list of Gear,

Sacred Text of His Mental Aegis

Availibility: -10

Whenever this text is read aloud, all characters and allies within ear-shot of the character reduce any Corruption they take by 1 to a minimum of 1. The important excerpts of this text take 5 minutes to recite and confer the aforementioned benefits. This does not affect any characters with a Psy Rating or the Psyker trait. Pg. 158- Stummer: Instead of the listed effects, a Stummer allows the user to gain a +d whenever using the Stealth (A) skill. This item can only function for 20 minutes before needing a recharge (roughly 1 hour). Pg. 160- Psy- Dampener: Add the following entry after Pict Recorder,

Psy Dampener

Availibility: -20

All characters with a Psy Rating who are within 3 metres of a Psy Dampener reduce their Psy Rating by 2 while they remain within Range. This does not stack with the effects of Warp Disruption. Pg. 160- Null Rod: Instead of the listed effects, All characters with a Psy Rating who are within WpB metres of a character with Null Rod reduce their Psy Rating by 5 while they remain within Range. If this is used with the Warp Disruption talent, the character either counts their Warp Disruption Psy Rating reduction as 5 or as 2 higher than usual, whichever is higher. 20

Pg. 160- Untouchable Limiter: Add the following entry after Stummer, Untouchable Limiter Availibility: -30 The Untouchable Limiter may only be worn by a character with the Untouchable Elite advance. It is a Free Action to turn on the Limiter, however it takes an entire round for the effects of the Limiter to activate, doing so at the start of the Untouchable’s turn. While the Limiter is active, the equipped Untouchable loses the Warp Anathema and Psychic Disruption talents, if he possesses them. Furthermore, any effects which would allow the Untouchable to reduce Psy Rating (Null Rod, Psy Dampener, etc.) do not have any effect while the Limiter is active. It is a Free Action to turn off the Limiter and it activates immediately.

Cybernetics: Pg. 162- Installing Cybernetics: Replace the second sentence in the Installing Cybernetics sidebar with “If a character decides to do this, he gains a +10 to the cybernetics Availability when making the Requisition test or spending Requisition Points. This only applies to Basic Cybernetics. When acquiring Bionic Replacements, this modifier is a +20, due to the increased availability of these parts. Any non-Basic Cybernetics must be installed by another party with a Medicae or Tech-Use of at least +10 and do not have a bonus for piecemeal requisition. Pg. 163- The Line- Bionic Augmentations/Implants: Delete the second paragraph of Bionic Augmentations/ Implants. Instead, insert the following beneath the first paragraph:

The Line: If a character’s number of Cybernetics ever exceeds his Toughness Bonus, he immediately incurs 1d10 Insanity due to the difficulty his physical frame encounters in supporting another Cybernetic. This occurs every time the character installs another Cybernetic until the number of Cybernetics he has installed is equal to or less than his Toughness Bonus. Pg. 163-Basic Cybernetics: Change the name of Table 5-20 to “Basic Cybernetics” -Delete the Overcharge ability of Bionic Replacements. Replace it with the following: Pg. 162- Bionic Arm: Delete the second paragraph. Gain the Overcharge (Strength) Trait. Pg.162: Bionic Cogitation: Add the following new Bionic Replacement:

Bionic Cogitation

Availibility-20

Hit Location: Head Gain the Trait: Overcharge (Intelligence). Pg. 162- Bionic Leg: Delete the second paragraph. Gain the Overcharge (Agility) Trait. Pg. 162- Bionic Neurology

Bionic Neurology

Availibility-20

Hit Location: Head Gain the Trait: Overcharge (Willpower). Pg. 162- Bionic Senses: Delete the second paragraph. Gain the Overcharge (Perception) Trait. Pg. 162- Bionic Organs: Delete the second paragraph. Gain the Overcharge (Toughness) Trait. Pg. 164- Utility Mechadendrite: Replace the first sentence in the entry for the Utility Mechadendrite with “The most common type of Mechadendrite, these are tipped with a variety of mechanisms for the repair and succor of blessed technologies, and act as a combi-tool (granting +20 to all Tech-Use tests).” 21

Pg. 164-Potentia Coil: Add in a new Basic Cybernetic after Mechadendrite:

Potentia Coil:

Availibility: -30 The character’s Fatigue Threshold is now Tb+WPb+2. However, the character gains the Addiction: Potentia Coil Trait. When calculating this character’s Toughness Bonus for “The Line”, countthe character’s Toughness Bonus as TB+3.

Vehicles: Pg. 167- Chimera Armoured Transport: Replace the Movement Vectors with 15 Forward, 10 Backward, 0 Side, 0 Vertical and the Armour Facings with 30 Front, 22 Side, and 16 Rear. Pg. 168- Hectin Autocarriage: Replace the Movement Vectors with 20 Forward, 15 Backward, 0 Side, 0 Vertical and the Armour Facings with 15 Front, 10 Side, and 8 Rear.

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Pg. 130-(Optional Rule) Rarity Rating and Time to Acquire: Add the following Optional Rule: Rarity Rating and Time to Acquire: (This system was inspired by Nimsim on the FFG forums) For any Requisitions of +0 or higher, when using Requisition Points, Requisition, or Acquisition, consult the following charts. Consider the sum of the Quantity and Rarity of the equipment when determining the time it takes to acquire the item. Rarity Ratings Availability Rarity Rating +0 1 -10 2 -20 3 -30 4 -40 5 -50 6 Quantity Modifier Table Item Quantity Rarity Rating 1 +0 2 +2 4 +3 8 +4 etc. Table on Time Rarity Rating Time to Acquire 0 Immediately 1 1 Hour 2 1 Day 3 1d5 Days 4 1d5 Days 5 1d10 Days 6 1d10 Days 7 1 Week 8 1d5 Weeks 9+ 1d5 Months

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Chapter VI: Psychic Powers Pg. 172- Step 1-Determinine Psy Level: Delete the first sentence of the second paragraph of Step 1- Determine Psy Level. Replace it with the following, “When the psyker’s Psy Level is beneath his Psy Rating, he gains a bonus of +10 to his Focus Power test.” Pg. 172- Step 2- Make Focus Power: Add the following as a third paragraph, “The character may never spend a Fate Point to re-roll a Focus Power test which triggers Perils of the Warp.” Pg. 172-Pushing: Delete the second paragraph beneath Pushing. Reaplce it with the following, “Whenever the character’s Psy Level exceeds his Psy Rating, he takes a penalty of -10 to his Focus Power test.” Pg. 174- Biomancy Power- Invigourate: Add the following psychic power to the right of Enfeeble on the Biomancy Powers tree,

Invigourate The psyker draws upon the energies of the Warp to galvanise the flesh, a possibly hazardous endeavour but one that can be essential to continue the warband’s efforts. Newly empowered, the Acolytes can continue afresh. Value: 100xp Prerequisites: Toughness 30 Action: Half Action Focus Power: Challenging (+0) Willpower test Range: 1 metre Sustained: No Subtype: Concentration Effect: The psyker can remove a number of levels of Fatigue from himself and allies within range, with the sum of all levels removed from all characters not exceeding his psy rating. This power is very taxing and requires at least 12 hours of recovery before it can be used again. Pg. 182- Fire Shield: Replace the entry for the power’s range with 15m x PL. Pg. 182- Flame Breath: Replace the entry for the power’s range with 5m x PL. Pg. 194- Smite: Replace the entry for the power’s range with 20m x PL. Pg. 211- Table 6–5: Telepathy Perils of the Warp: Change 2d10 result entry 13 (Chorus of the Dying) for result entry 12–13.

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Chapter VII: Combat Pg. 194-227- Critical Wounds: Replace any mention of Critical Wounds with 2 Wounds. Pg. 195- Step 1: Surprise: Add the following after the second sentence “A surprised character must also roll 2d10 when rolling for initiative and use the one dice with the lowest result for his initiative roll.” Pg. 196- Initiative: Add the following after the second sentence of the first paragraph “This roll can be modified by situational factors such as Surprise (see Surprise below).” Pg. 196- Surprise: Add the following after the third sentence of the last paragraph “A surprised character must also roll 2d10 when rolling for initiative and use the one dice with the lowest result for his initiative roll.” Pg. 198-Called Shot: Delete the second sentence in the Use section. Pg. 200- Ready Action: Replace last sentence with “This can also be used to holster a weapon, coat a blade in poison, inject a stimm or other drug, and other minor actions.” Pg. 202- Range Modifiers: Add the following in a Sidebar:

Range Modifiers: -Short Range: If the character are within 10 meters of his target and is attacking with a Ranged Weapon, the character may gain a +d when rolling to hit. -Point-Blank Range: If the character is within 1-3 meters of his target and is attacking with a Ranged Weapon, the character may gain +2d and pick the most favorable result -If the character is within Short or Point Blank range, he can take a –d penalty in order to count as having made a Called Shot action on any Hit Location. The character cannot do this unless he is within Short Range of the target. Pg. 202- Determine Hit Locations: Replace Table 7-2 Hit Locations with the following table 1d10 Roll Location Hit 1 Head 2 Right Arm 3 Left Arm 4-8 Body 9 Right Leg 10 Left Leg Pg. 203- Wound Multiplier: Add the following beneath the Compare Damage and Defence entry under the Step 5- Attack Results section.

Wound Multiplier: Whenever the character deals damage to a target equal to or in excess of their Defence value, they are dealt a wound. Consult the proper wound effect charts (or don’t, if that’s your thing- I like ‘em, personally). Furthermore, if the character deals damage in excess of the target’s Defence value, determine how many times the damage is divisible by the target’s Defence value. This is referred to as a Wound Multiplier and it indicates how many wounds the target suffers from the character’s attack. Whenever a target has 6 Wounds inflicted upon him, he gains the Unconscious and Blood Loss (15) Conditions. 25

For Example: Caradoc Magnus is shooting with his Sniper Rifle at a Heavy with a Heavy Stubber. Caradoc rolls to hit and succeeds! After determining that his shot hits the head of the Heavy (Defence Value of 7), he factors in his Sniper’s Pen Rating of 6, reducing the Heavy Stubber’s Defence Value to 4. He rolls a pair of 7’s for a total of 14 damage. Since the Heavy’s Defence Value factors into Caradoc’s damage 3 times, he suffers 3 Wounds (and then may consult the Wound Condition chart, if they would like to) Note: One of the main reasons for this change is to encourage enemies to seek cover! Pen does not go through Cover! Pg. 203-Wound Threshold: Add the following after the Apply Wound Effects entry,

Wound Threshold: This threshold is the amount of wounds the target can take before giving the +5 bonus on the Wound Condition chart and counting towards the maximum 6 wounds that a target can have. Most people do not have a Wound Threshold- they immediately suffer the effects of any wounds they take. Size gives a character a bonus to his Wound Threshold equal to 2 x the character’s Size Rating. The Resilient (X) Trait also contributes to his Wound Threshold, where the (X) designates the amount of wounds added to his Wound Threshold Pg. 205- Fatigue and Debilitated: Replace the second paragraph under Effects of Fatigue with the following, “Whenever the character has a number of Fatigue equal to half of his Fatigue Threshold, he gains the Debilitated Condition.” Pg. 208- Burning: Replace the last sentence of the Start of Turn entry with “He then doubles X.” -Replace the Putting it Out entry with “A burning character or an ally engaged with the character in melee can attempt to extinguish the flames by spending 2 AP and making a +20 Agility test. The burning character becomes Prone and, if the test succeeds, loses the burning condition.” Pg. 208- Debilitated: Add a new Condition:

Debilitated: Any tests that the character takes while having this condition require him to gain a –d to all tests. The bonuses received from Short Range and Point Blank range can offset this penalty by their given amount. This penalty can be avoided by spending an additional Action Point on every action taken that turn. Pg. 203- Optional Wound Chart Rules: Add the following after the Inflict Conditions entry,

Wound Chart Optional Rules: (Optional Rule: Simplified Wound Charts) Only consult the wound charts after all the wounds except for the last one have been dealt, Factoring in the wounds the target currently has plus the amount of damage he received from the final attack. (Optional Rule: Even Simpler Wound Charts) As above except do not factor in the excess damage and do not wait until before the final wound is dealt. Instead, after all wounds have been dealt, take the amount of wounds the target has and 26

multiply it by 5. Do this only if the target has suffered a Wound. Using this number, consult the Wound Effects chart for the appropriate number. (Optional Rule: No Wound Charts) Simply do not consult the Wound Charts. After a target receives 6 Wounds, they are dead. (Optional Rule: Inquisified Wounds) (This system is inspired by Simsum on the Dark Reign forums.) Whenever a wound would be dealt, note it next to the Hit Location (a tally mark is fine). Consult the following charts instead of the Wound Condition Charts in order to determine the condition that the character gains. When a character suffers a wound to a Hit Location, he suffers the listed effects based upon how many Wounds he has, in total, on that Hit Location. If a target suffers more than one Wound from a single attack, than he suffers the effects of each wound that is dealt to him for the respective Hit Location. -Once a character reaches 6 Wounds, they gain the Unconscious, Blood Loss (1d10+5) Conditions. -Fatigue Thresholds are TB+WPB+2. (Potentia Coil makes this TB+WPB+4) -Elite Targets count Arm Locations and Leg Locations as collective Wound Charts. When dealing with Lost or Crippled Limbs, the chosen limb is always the one that was the target of the attack, -Resilient (X) Trait prevents the first (X) Wounds that a target would suffer. BODY WOUND CHART Wound 1: Fatigue +1 Wound 2: Fatigue +1, Dazed 1 Wound 3: Fatigue +2, Dazed 4, Weakened (1) Wound 4: Fatigue +2, Stunned 2, Crippled (Internal Organ) Wound 5: Fatigue +3, Unconscious, Lost (Internal Organ), Blood Loss (1d10+5) ARM WOUND CHART Wound 1: Fatigue +1, Disarmed (A) +30 Wound 2: Fatigue +2, Disarmed (A) +0, WS & BS Decay (5) Wound 3: Fatigue +2, Disarmed (A) -30, WS & BS Decay (5), Wound 4: Fatigue +3, Disarmed (A) -60, WS & BS Decay (10), Crippled (Limb), Wound 5: Fatigue +4, Unconscious, Lost (Limb), Blood Loss (1d10+5) LEG WOUND CHART Wound 1: Fatigue +1, Prone (A) +30 Wound 2: Fatigue +1, Slowed 2, Prone (A) +0 Wound 3: Fatigue +2, Slowed 3, Prone (A) -30 Weakened (1) Wound 4: Fatigue +3, Immobilized 3, Prone (A) -60, Crippled (Limb) Wound 5: Fatigue +4, Unconscious, Lost (Limb), Blood Loss (1d10+5) , HEAD WOUND CHART Wound 1: Fatigue +1, Dazed 1 Wound 2: Fatigue +2, Dazed 2, Wound 3: Fatigue +3, Stunned 2, Weakened (1), Deafened Wound 4: Fatigue +4, Stunned 4, Weakened (1), Blinded Wound 5: Lost (Head), Instant Death.

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-Righteous Fury: On a Righteous Fury against a non-vehicle target, the character adds an additional Condition to the target based upon the attacking weapon type. The (X) for all of these effects refer to the amount of Degrees of Success the attacker scored on his attack test, after the result of any Evade Actions. Energy: Burning (X) Impact: Crippled (Hit Location) (If the target already has this condition, they gain the Lost (Hit Location) instead.) Rending: Blood Loss (X), Weakened (1) -The Prosanguine talent in the Technology Talent Tree costs 400 XP (Optional) Inquisified Vehicle Wound Rules: HULL WOUND CHART Wound 1: -1 AV Wound 2: -2 AV Wound 3: -3 AV, Crew: 1d5+5 (R) Damage Wound 4: -4 AV, Crew: 1d10+5 (R) Damage, Blind & Deafened 2 Wound 5: Wrecked, Crew: 1d10+8 (R), Stunned 3, Burning 1 MOTIVE SYSTEMS WOUND CHART Wound1: -1 AV, Stalled (5) Wound 2:-1 AV, Stalled (5) Out of Control (1) Wound 3: -1 AV, Stalled (5), Out of Control (3) Wound 4: -2 AV, Stalled (5), Out of Control (5), Crew: Dazed (3) Wound 5: Immobilized, Crew: 1d10+5 (I), Unconscious (A) +0 WEAPON WOUND CHART Wound 1: Weapon: Inaccurate, -1 Quality Wound 2: Weapon: Recharge, -1 Quality, Vehicle: Combusting (1) Wound 3: Weapon: -1 Quality, Vehicle: Combusting (3), Crew: Burning (1) -Righteous Fury: On a Righteous Fury against a vehicle, the vehicle gains the Stalled (X) or Combusting (X) condition (attacker’s choice), where (X) equals the amount of Degrees of Success scored on the attacker’s attack test.

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Chapter VIII: Narrative Tools Pg. 229- Social Encounters: Replace the last sentence with “More details on social encounters can be found on page 240.” Pg. 231- Covertly Using Influence: Add the following beneath the Influence entry,

Covertly Using Influence When using Influence covertly, the character suffers a -20 penalty to his Influence test. If he succeeds, however, his Subtlety rating is unchanged by his use of Influence, as the character has likely accomplished this use of his Influence indirectly, moving through other parties or slightly manipulating a number of other situations. Pg. 241- Aggressive: Replace the “Interrogate” Skill entry in the Aggressive personality table with “Intimidate.” Pg. 242- Clever: Replace the “Interrogate” Skill entry in the Clever personality table with “Intimidate.” Pg. 242- Confident: Replace the “Interrogate” Skill entry in the Confident personality table with “Intimidate.” Pg. 242- Submissive: Replace the “Interrogate” Skill entry in the Submissive personality table with “Intimidate.” Pg. 243- Unhinged: Replace the “Interrogate” Skill entry in the Unhinged personality table with “Intimidate.” Pg. 251- Only the Insane Shall Prosper: Replace the second sentence with the following, “Whenever a character must take a Fear test, subtract his Insanity Bonus from his Degrees of Failure. If the result is 0 or less, the character counts as passing the Fear test with 1 Degree of Success.” Pg. 251, Fear Effects: Replace the second paragraph, second sentence with “On a failed test, the Acolyte suffers the full penalties described, as well as 1 fatigue. -”Replace the third paragraph, first sentence with “The most common effects are described under the Fear trait on page 127” Pg. 252-Mental Traumas: Change the final sentence of the first paragraph to read, “When an Acolyte’s Insanity value increases by 10, he must test for a Mental Trauma.” -Remove the second paragraph, and replace it with the following, “Whenever a character’s Insanity Bonus increases, make a WP test, subtracting his Insanity from his Willpower Total. If he fails this test, roll 2d10 and add his Insanity Bonus to the total before consulting the Mental Trauma chart.” Pg. 255- Malignancies: Change the final sentence of the first paragraph to read, “When an Acolyte’s Corruption value increases by 10, he must test for a Malignancy.” -Remove the second paragraph, and replace it with the following, “Whenever a character’s Corruption Bonus increases, make a WP test, subtracting his Corruption from his Willpower Total. If this test is failed, roll 2d10 and add the character’s Corruption Bonus to the total before consulting the Malignancy chart.”

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Chapter XII: NPCs & Adversaries Pg. 282- Novice: Remove the Reduced Action Points entry. Replace the Spectacular Demise with “Novice characters are instantly killed or incapacitated upon receiving a critical wound or damage greater than twice their defence value.” Pg. 286- Bounty Hunter: Replace “1 clip of manstopper bullets” in the Gear entry with “1 clip of expander rounds.” Pg. 304- Dire Avenger: Replace the Action Points entry of the Bladestorm action with “2 AP.”

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Chapter XIII: Seeds of Heresy Page 326, Rewards: Replace first sentence with “All Acolytes who survive the adventure should earn 500 experience points for each session of play.”

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Appendix I: Advanced Character Creation Rules Included in this document are extended options for Character Creation. These should only be available with the GM’s permission. The Home Worlds and Backgrounds presented in Living 2.3 present an image of the incestuous nature of the Inquisition, as they draw Acolytes from the Imperial organizations they were created to police. This is important for the tone of Living 2.3, however, GMs who wish to expand the focus of their campaign may adopt the use of these Advanced Character Creation Rules.

Home Worlds: Mind Cleansed Home World & Background (Combo Package) Characteristic Modifiers: + Willpower + (Your Choice) -Fellowship Rank 0: Charm Background Bonus: Increase your Insanity Bonus by 1. Whenever the character would fail a test with exactly 1 degree of failure, he may gain 2 Insanity to count as passing that test with 1 degree of success. Also, At the GM’s discretion, certain rare events, individuals and even things like phrases, sights, and smells may trigger “repressed” memories. When this happens, the character must make a Fear (Cowering) test. If he fails, gain a number of Insanity determined by the GM, instead of his Degrees of Failure. Signature Mental Trauma: Split Personality (Likely, whatever she assumes her original personality to be.) Signature Malignancy: Degenerate Mind Starting Skills: Observe, Remembrance, Logic, Tech-Use, Evade, (Choose One) Starting Talents: Cold-Hearted, Specialist (Choose One), Resistance (Fear)

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Schola Progenium Characteristic Modifiers: + Intelligence +Weapon Skill or Ballistic Skill - Toughness Rank 0: Navigate Signature Trauma: Midnight Visitations (Dead mother/father, likely, perhaps expressing disapproval of your actions.) (These following Home Worlds were created by Tom Cruise on the FFG forums.) Agri-World Rules Characters from Agri-worlds apply the following benefits during their creation: Characteristic Modifiers + Fellowship + Toughness – Intelligence Rank 0: Subterfuge Signature Mental Trauma Phobic Flight (see page 253) Death World Rules Characters from death worlds apply the following benefits during their creation: Characteristic Modifiers + Perception + Toughness – Fellowship Rank 0: Tech-Use Signature Mental Trauma Inconsolable Fury (see page 254) Feudal World Rules Characters from feudal worlds apply the following benefits during their creation: Characteristic Modifiers + Weapon Skill + Toughness – Intelligence Rank 0: Tech-Use Signature Mental Trauma Midnight Visitations (see page 253) 33

Fortress World Rules Characters from fortress worlds apply the following benefits during their creation: Characteristic Modifiers + Ballistic Skill + Willpower – Intelligence Rank 0: Remembrance Signature Mental Trauma Dead Comrade (see page 254) Frontier World Rules Characters from frontier worlds apply the following benefits during their creation: Characteristic Modifiers + Strength + Agility – Intelligence Rank 0: Charm Signature Mental Trauma Maniacal Phobia (see page 253) Imperial World Rules Characters from Imperial Worlds apply the following benefits during their creation: Characteristic Modifiers + Willpower + Intelligence – Strength Rank 0: None Signature Mental Trauma Logic of Delusion (see page 254) Penal Colony Rules Characters from penal colonies apply the following benefits during their creation: Characteristic Modifiers + Perception + Toughness – Willpower Rank 0: Linguistics Signature Mental Trauma Wracking Agony (see page 254) 34

Mining Colony Rules Characters from mining worlds apply the following benefits during their creation: Characteristic Modifiers + Agility + Perception – Willpower Rank 0: Deceive Signature Mental Trauma Obsessive Hoarding (see page 253)

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Backgrounds: Artist Skills: Commerce, Linguistics, Logic, Observe, Remembrance, Talents: Heightened Senses (Choose One), Peer (Artists), Specialist (Artists) Bonus: Gain a +20 to any Charm (Blather) test when the character is referring or relating something to his field of artistic expertise. Gear: Hand cannon (1) or Quick-Release Laspistol, Robes or Frock Coat (Hive Leathers), Writing Kit, Artist’s Kit, Amasec (3), Autoquill, Lho (3) or Sack of Recaf (3) or 2 doses of Obscura (1), Signature Malignancy: Sightless Orbs Dilettante Skills: Charm, Commerce, Investigate, Linguistics, Logic, Remembrance, Choose One Talents: Canvassing or Specialist (Choose One) Bonus: Whenever the character would lose Influence, she lose 1 less, to a minimum of 0. Gear: Laspistol, Sword, Frock Coat (Hive Leathers), Amasec (3) or 1 dose of Desoleum Fungus or Chrono (3), Writing Kit. Signature Malignancy: Degenerate Mind Ex-Chaos Cultist Skills: Charm, Linguistics, Logic, Psyniscience, Survival, Subterfuge Talents: Specialist (Choose One Chaos God), Cold-Hearted, Warp Sense Traits: Enemy (Choose One Chaos God) Bonus: The character’s Corruption Bonus starts at 1. Do not roll for Malignancies. Gear: Autopistol or Stub Revolver or Autogun, Staff or Sword, Psy Focus or Forbidden Text of Knowledge (X) or Flak Armour, Pendant w/ Chaos God symbol, Robes. Signature Malignancy: Cannibalistic Urge Extinguished Glory Skills: Charm, Remembrance, Survival, Choose One +10 Talents: Peer (Choose One), Specialist (Choose One) Traits: Enemy (Choose One) Bonus: Whenever the character attempts an Influence test against anyone he has a Peer Talent with, increase his Influence Bonus by 1 for the test. Whenever the character attempts an Influence test against anyone he has an Enemy Trait with, decrease his Influence Bonus by 1 for the test. Gear: 2 Additional Starting Requisitions Signature Malignancy: Deathsight

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Mutant Skills: Deceive, Intimidate, Observe, Survival Talents: Resistance (Choose One), Die Hard Bonus; The character’s Corruption Bonus starts at 2. Roll once on the Malignancy chart at 2d10+2. Select a Malignancy of 22 and below of your choice. Gear: Manufactorum Coveralls, Stub Revolver, Staff or Cosh (Improvised), Concealing Clothing (+10 Subterfuge to hide the character’s hideous visage.) Signature Malignancy: Dark-Hearted One Amongst Billions Skills: Athletics, Commerce, Observe, Tech-Use or Survival Talents: Specialist (Choose an Adepta or Planet), Unremarkable Bonus: Whenever the character must roll to determine whether or not they gain a Mental Trauma or Malignancy, they may count as automatically failing this test in order to gain 200 XP. Gear: Manufactorum Coveralls and Staff or Robes and Compact Stub Revolver, Clothing, Bionic Replacement or Rebreather or Autoquill, Sack of Recaf or Glow Globe/ Lamp Pack, Signature Malignancy: Cannibalistic Urge Penitent: Skills: Athletics, Navigate, Observe, Survival Talents: Jaded, Cold-Hearted, Resistance (Heat or Cold) Bonus: The character’ Insanity Bonus starts at 1. Do not roll for Mental Traumas. Gear: Chainsword, Injector, 2 doses of Frenzon, Reinforced Autogun or Reinforced Lasgun, Manufactorum Coveralls, Explosive Collar Signature Malignancy: Bone Blades Revolutionary Skills: Charm, Logic, Intimidate, Remembrance, Subterfuge, Survival Talents: Peer (Choose One), Public Speaking Traits: Enemy (Government) Bonus: (Chosen at Character Creation) Gain a +10 bonus to any Intimidate (Coerce) tests or Charm (Captivate) tests. Gear: Compact Lasgun or Autogun w/ Suppressor, Manufactorum Coverall or Hive Leathers, Monotask Servo-Skull (Laud Hailer) or Multikey, Writing Kit, Signature Malignancy: Dark-Hearted Rogue Trader Crew Skills: Commerce, Pilot, Navigate, Tech-Use Talents: Specialist (Rogue Trader), Peer (Rogue Trader) or Technical Knock Bonus: Do not count zero gravity as difficult terrain. Gear: Bodyglove, Shotgun w/ Melee Attachment or Quick-Release Laspistol, Grav-Chute or Monotask Servo-Skull (Utility) or Void Suit, Regicide Set or Ration Pack. Signature Malignancy: Phantom Malady 37

Student of the Shadow War Skills: Athletics, Deceive, Investigate, Stealth, Subterfuge Tech-Use Talents: Specialist (Inquisition) Traits: Enemy (Puritans or Radicals) Bonus: At any time, the character may take a +0 WP test to appear functionally dead for 1d10 minutes. Any who attempt to discern the character’s true nature must make a -20 Medicae (Diagnose) test. Gear: Bodyglove (3) and Stummer or Flak Armor (3), Autogun w/ Red-dot & Suppressor or Lasgun w/ Red-dot & Custom Grip, Data-slate, Comm Leech or Disguise Kit, Signature Malignancy: Shadowdweller

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Appendix II: Talent Descriptions The following document consists of a complete revision of Talents. Replace all Talent Effects given in Chapter IV with those given here. http://quizlet.com/33182082/ezra-kainus-dark-heresy-living-23-talents-flash-cards/

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Ezra Kainus' Dark Heresy Living 2.3 Talents Study online at quizlet.com/_jr7gi 53. Adept

Manuevering

93. Armour

Monger

18. Assassin

Strike

The character can now use the Adep Maneuvring action as per below: Adept Maneuvring Type: Reaction, Operate Action Points: 1 Use: After a successful attack test is made against the vehicle the character is operating, but before hit locations are determined, the character makes a Pilot test (based on the type of vehicle being operated). If the Pilot test succeeds, the character can change the facing struck by the attack to a facing of his choice. This does not affect the positioning of the vehicle. The character can use the following action: Armour Monger Type: Utility Action Points: 1 Use: The character increases the armour value of one piece of armour he can currently touch by an amount equal to his Intelligence bonus. This increases the armour value on all hit locations covered by the piece of armour. The effect lasts for one round. This action can only be used once per combat encounter. Once per round, after making a melee attack, the character can make an Acrobatics (A) test. If he succeeds, he may immediately perform the disengage action without spending the required action points.

60. Barrage

After making a successful attack test with a ranged weapon, the character adds 1 degree of success to the total degrees of success gained from the test.

32. Bastion

When defending against psychic powers, the character adds a bonus to his roll equal to 5 multiplied by his psy rating.

10. Blending

When using the Shadowing use of the Stealth skill, the character can use his Fellowship characteristic instead of Perception.

52. Brace

The character can use the following action: Brace for Impact Type: Reaction Action Points: 1 Use: When the vehicle this character is riding in is involved in a crash (see page 224), but before the crash resolves, the character can use this action to reduce any damage he would suffer from breach effects the crash causes by his Agility bonus.

61. Bulging

The character only suffers a -10 penalty to firing an unbraced heavy weapon, instead of the normal -20. In addition, he only needs to spend 1 AP to perform the Brace Heavy Weapon action, instead of the normal 2 AP.

of Iron Will

for Impact

Biceps 11. Canvassing

The character can re-roll a test made to gather information from a group of people. The second result must be used.

42. Catfall

When suffering from the effects of falling, the character's Agility bonus (in metres) reduces the distance fallen for purposes of determining damage.

83. Charming

When using the Charm skill, the character can affect a number of other characters equal to his Fellowship Bonus x10. The character gains the following use of the Charm skill -State Conviction Characteristic: Fellowship Average Time: 3 AP Use: A character must succeed on a Charm (Fel) test. If they do, until the start of the character's next round, any affected characters do not suffer the effects of the Weakened or Dazed Condition The character is immune to all uses of the Charm skill. Additionally, when making an opposed Willpower test, the character adds 1 degree of success to the total degrees of success gained from the test.

33. Cold

Hearted

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43. Combat

The character can choose to use his Intelligence bonus in place of his Agility bonus when rolling initiative.

Formation 19. Combat

Master 44. Combat

When engaged in melee combat, opponents do not gain the bonus for outnumbering when making attack tests against the character. The character can choose to use his Perception bonus in place of his Agility bonus when rolling initiative.

Senses 84. Commanding

When using the Command skill, the character can affect a number of other characters equal to his Fellowship Bonus x10. The character gains the following use of the Command skill -Inspiration Characteristic: Fellowship Average Time: 3 AP Use: A character must succeed on a Command (Fel) test. If they do, until the start of the character's next round, any affected characters do not suffer the effects of the Debilitated Condition.

62. Constant

The character can perform reactions without ending the effects of the Overwatch action.

Vigilance 12. Contact

Network 13. Coordinated

Interrogation 1. Counter-

Attack

The character can use his Fellowship characteristic in place of his Influence when making requisition tests (see page 131). The character gains a +5 bonus to all Intimidate tests made to interrogate a character, and gains an additional +5 for each other character participating in the interrogation who also has Coordinated Interrogation. After using the Evade (WS) skill to successfully cancel all degrees of success of an opponent's attack, thec haracter can make an immediate Disruptive Blow reaction against the opponent (paying normal AP cost) even though the foe has not taken a movement action.

14. Cover-Up

At the GM's discretion, the character can gain Influence Decay (10) Condition. Whenever this is done, the character increases his group's subtlety by 1d5.

63. Crippling

The character can use the following action: Crippling Shot Type: Utility Action Points: 1 Use: On the character's next ranged attack made this turn, his weapon counts as having the Crippling Quality.

Shot

20. Crippling

Strike

21. Crushing

Blow

54. Damage

The character can use the following action: Crippling Strike Type: Utility Action Points: 1 Use: On the character's next melee attack made this turn, his weapon counts as having the Crippling Quality. Before making an attack with a melee weapon, the character can choose to add his Strength bonus to the damage dealt by the weapon for that attack, in addition to the weapon's normal damage. If he does so, the character's RoF may not exceed 1 for the attack. The Character's vehicle counts as having the Resilient (1) Trait.

Control

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85. Deceptive

When using the Deceptive skill, the character can affect a number of other characters equal to his Fellowship Bonus x10. The character gains the following use of the Deceive skill -Feint Characteristic: Fellowship Average Time: 3 AP Use: A character chooses a single target which can hear and see the character and must succeed on a Deceive (Fel) vs. Willpower +20 test. If they do, the target gains either the Stunned (1) or Dazed (3) Condition.

2. Deflect

When the character is armed with a readied melee weapon, he adds his Weapon Skill bonus to his defence value on all hit locations when being hit by thrown weapons or ranged weapons with the Low-Tech quality.

Shot

15. Delicate

Interrogation 74. Die 3.

Hard

Disarm

86. Disturbing

Voice

104. Dual

Whenever the character would decrease his group's subtlety due to an interrogation, the amount of subtlety lost is reduced by one. The character continues to reduce the X value of the Blood Loss condition (see page 207) when unconscious. The character can use the following action: Disarm Type: Utility Action Points: 2 Use: The character makes an opposed Weapon Skill test against a single target with which he is currently engaged in melee. If the character succeeds at the test, his target is disarmed and drops the weapon he was fighting with at his feet. If the character succeeds with three or more degrees of success, he can instead take his enemy's weapon from out of his hands. When making an Intimidate test, the character may roll an additional tens dice and pick the most favorable result. However, when making a Charm or Deceive test, the character must always roll an additional tens dice and take the least favorable result.

Wielder

When wielding two weapons, the character does not suffer the -20 penalty to his second attack test made in the same turn.

Duelist

When the character is engaged in melee with a single enemy, he adds +d to all successful Evasion (WS) tests.

4.

Evasive

Whenever the character succeeds on an Evade test, he adds one to the total degrees of success scored on the test.

64.

Eye of Vengeance

The character can use the following action: Eye of Vengeance Type: Utility Action Points: 1 Use: The character's next Ranged attack cannot exceed a RoF of 1. If your next Ranged attack would have dealt a Wound, it deals an additional Wound.

34.

Favoured by the Warp

When rolling to determine Perils of the Warp, the character can add or subtract his Willpower bonus from the result of the roll.

94.

Ferric Lure

The character can call an unsecured metal object to his hand. He may summon objects of up to 2 kilograms per point of his Willpower bonus and may summon objects from up to 10 metres per point of his Willpower bonus away.

16.

Flash of Insight

When stuck in an investigation, the character can spend one fate point to reveal one of the next clues or leads.

22.

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23.

Furious Assault

This talent comes into play when a character earns multiple hits with a single melee attack test. If two or more hits strike the same location, the character can choose to combine those hits into a single hit. Determine the damage for all of these hits separately, then add the values together to determine the damage value for the single combined hit. The target must consider the combined damage as a single hit for all purposes of reducing damage suffered.

5.

Hard Target

After the character performs the Move action twice in one round, opponents count as Debilitated with all attack tests made wit ranged weapons against the character for one round.

Hardy

When removing wounds during six consecutive hours of rest, the character can remove one additional wound.

75.

105. Hatred

Each time the character selects this talent, he chooses on group or organisation. The character despises the members of that group, and gains a +10 bonus to all Weapon Skill and Ballistic Skill tests made when fighting members of the group. Additionally, the character must make a Willpower test when attempting to flee such combats or surrender. Characters can select the Hatred talent using any of the groups or organisations listed under the Specialist talent.

65. Hawk's

When performing the Overwatch or Brace Heavy Weapon action, the character's field of view encompasses a 90-degree arc in the direction that he is facing, instead of the normal 45-degree arc.

Eye 106. Heightened

Senses

When the character gains this talent, he designates one sense, and gains a +20 bonus to all Perception tests involving that sense. This talent does not enable the character to develop a new sense, but characters with additional senses may take the talent for those as well. Following are the most common senses: • Hearing: The character can screen out background noises while focusing on specific sounds and frequencies, enabling him to pick out a single conversation in a crowded room or hear a specific pattern of footsteps on a manufactorum floor. •Psychic Phenomenon: The character has an affinity for picking out the agency of the warp in his everyday existence. Perhaps he has a keener sense of reality than most, or perhaps he has spent enough time around Psykers to comprehend their dimension defying tendencies. • Sight: The character can train to notice objects at extreme range, detect exceptionally fine details, and even see in conditions of low lighting. Characters with this ability often notice subtle design elements and inconsistencies that others inadvertently ignore. • Smell: Those who possess this talent are capable of detecting and identifying exceptionally diffuse odours. In environments where there are a variety of extremely pungent aromas, the character can recognise specific ones and even trace them back to their source. • Taste: Most common in gourmands, the character recognises different flavouring elements and can associate themwith their sources. Some researchers and investigators also learn to recognise particular chemical substances— including pharmaceuticals and arcane reagents—based upon their taste. Excessive use of this ability can be dangerous as many such substances are also poisonous. • Touch: This talent empowers the character to notice subtle features that might not even be detected through close visual inspection. Some complex textures are indicative of xenotech, while others may provide a discrete way of delivering information.

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46. Light

Sleeper

The character always counts as being awake for the purposes of Observe tests and surprise, even while sleeping.

26.

Lightning Attack

Before making an attack with a Melee weapon, the character can choose to roll an additional tens dice for his attack test. If he does so, then he must subtract the damage dealt by the weapon by 3.

47.

Lightning Reflexes

When making his initiative roll, the character can roll twice and choose the higher of the two rolls.

95.

Luminen Arc

Luminen capacitors implant, Ballistic Skill 35 Effect: The character can choose to use his luminen capacitor implant to discharge a blast around him in combat. This attack uses the following weapon profile: Basic- 160m - RoF: 2 - 1d10+TB - Pen 0 - Sapping (1) If the character rolls a 96 to 100 on the attack test, he gains a point of fatigue.

96.

Luminen Blast

The character can choose to use his luminen capacitor implant as a ranged weapon in combat. It has the following weapon profile: Heavy- 20m - RoF: 2 - 1d10+TB - Pen 0 - Sapping (1), Blast (TB) If the character rolls a 96 to 100 on the attack test, he gains a point of fatigue.

55.

Hotshot Pilot

When the character succeeds at a Pilot test, he gains +2 DoS. When he fails at a Pilot test, he reduces the failure by 2 DoF, to a minimum of 1 DoF.

66.

Independent Targeting

When making an attack with a ranged weapon, if the character scores more than one successful hit, he can choose to move any number of those hits to other opponents within 5 metres of the original target. These hits cannot be allocated to targets who would have been harder to hit than the original target. For the purposes of Evade reactions, each opponent that is allocated a hit in this way counts as having been struck by a ranged attack with a number of degrees of success equal to the number of hits assigned to them. The active character then subtracts a number of degrees of success from the original attack equal to the number of hits re-assigned to new targets.

87.

Intimidating

When using the Intimidate skill, the character can affect a number of other characters equal to his Fellowship Bonus x10. The character gains the following use of the Intimidate skill -Frighten Characteristic: Fellowship Average Time: 3 AP Use: A character chooses a single target which can hear and see the character and must succeed on an opposed Intimidate (Fel) vs. Willpower +20 test. If they do, until the start of the character's next round, the affected character gains the Debilitated Condition for 2 rounds.

88.

Into the Jaws of Hell

The character may spend a Fate Point, as a Reaction, in order to activate this ability. If they do, all friendly characters within 20 metres of the character may roll an additional tens dice when taking Fear tests and pick the most favorable result.

35.

Iron Discipline

When rolling to determine a mental trauma, the character can add or subtract his Willpower bonus from the result of the roll.

76.

Iron Jaw

When suffering from the Stunned condition, the character can make a Toughness test at the beginning of each turn. If he succeeds, he loses the Stunned condition and gains the Dazed condition instead.

Jaded

Whenever the character's insanity is increased, the amount it is increased by is reduced by 1 to a minimum of 0.

Keen Intuition

After failing an Observe test, the character can re-attempt the test at a -20 penalty. However, the GM makes this roll secretly and does not inform the player of their success or failure.

36. 17.

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24.

45. 25.

Killing Strike

When the character succeeds at his attack test with a melee weapon, he can spend one fate point to make the attack unavoidable with the Evade skill.

Leap Up

The character may stand as a free action.

Lethal Blows

When determining the damage of a successful hit scored with a melee weapon, the character may choose to replace the result of a single damage dice of his choice with the number of degrees of success scored on his attack test.

Luminen Shock

The character can choose to use his luminen capacitor implant as a melee weapon in combat. It has the following weapon profile: Light- 20m - RoF: AB-2 - 1d10+TB - Pen 0 - Sapping (1), Blast (TB) If the character rolls a 96 to 100 on the attack test, he gains a point of fatigue

Maglev Grace

The character can gain the Flyer (2) trait for a number of minutes equal to 1d10 + his Toughness bonus.

67.

Marksman

Before making an attack action with a ranged weapon, the character can choose to increase the range of his weapon by fifty percent. If he does so, the attack test suffers a -10 penalty

99.

Mechadendrite Use

Each time the character selects this talent, he chooses one class of mechadendrite. The character is able to control that type of mechadendrite like an extension of his body, and use all of its capabilities. There are two broad classes of mechadendrites, but characters with a particularly unusual mechadendrite must take the Mechadendrite Use (Exotic) talent to control it. Lacking the appropriate talent incurs a -20 penalty to any test using the limb. • Support: These artificial limbs terminate in manipulators or speciality tools, and includes Optical, Medicae, Utility, and other non-combat mechadendrites.

97.

98.

• 77.

89. 37.

78. 6.

Weapon: These have an integral weapon, such as Ballistic mechadendrites.

Meditation

By spending 10 minutes uninterrupted and succeeding at a WP test, the character can reduce his fatigue by 1. This may be done a number of times per day equal to the character's WPb

Mimic

When making a Decieve or Subterfuge test to act and speak as another person, the character can re-roll the test once.

Nerves of Steel

When making a Willpower test to resist becoming Pinned, the character can re-roll the test once. He must use the second result.

Never Die

When a character gains a wound, he can spend a Fate Point as a Reaction to not gain any effects from that wound.

Nimble

When calculating his defence value, the character uses his Agility bonus instead of his Toughness bonus. Anything that would affect the character's Toughness bonus in relation to calculating defence values (such as the Felling weapon quality) affects the character's Agility bonus instead.

100. Omnissiah's

When making a Tech-Use test, the character can spend one fate point to count as having rolled a result of 1.

Blessing 68. Overwatch

The character can use the following action: Overwatch Type: Attack Action Points: Variable Use: The character establishes a kill zone that encompasses a 45-degree arc in the direction that he is facing. He then establishes the conditions under which his Overwatch is triggered. Any time the specified conditions are met by an opponent within the established kill zone, the character can make a ranged attack action against that opponent. The character does not spend action points to use this Ranged Attack action and, instead, the action is executed as if the character had spent a number of action points on it equal to those spent to activate Overwatch. If this attack would occur at the same time as another character's action, the character with the higher Agility value acts first. If both characters have the same Agility, they must make an opposed Agility test to determine who acts first. If the character performs any actions or reaction (other than free actions), or becomes stunned or unconscious while on Overwatch, his Overwatch immediately ends. If Overwatch is used in narrative time, it is treated as if 4 action points were spent to activate it

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107. Peer

27. Precise

Each time the character purchases this talent, he chooses one group or organisation. The character knows how to deal with this group, and gains a +10 bonus to all Fellowship tests made when interacting with members of the group. Additionally, when the character acquires this talent, he increases his influence by 2. Characters can select the Peer talent using any of the groups or organisations listed under the Specialist talent. Blows

48. Preternatural

When the character performs the Called Shot action with a melee weapon, his second hit may be made against the same Hit Location as his first. The character counts his Agility bonus as one higher for the purpose of determining movement distances

Speed 101.

Prosanguine

By spending 10 minutes uninterrupted and succeeding at a Tech-Use test, the character can remove one non-critical wound he is suffering from. If he rolls a 96 or higher on the Tech-Use test, he loses his ability to use his Autosanguinator for one week.

90.

Public Speaking

When using social skills, the character may affect a number of targets equal to his Fellowship Bonus.

56.

Push the Limit

Once per round, when attempting a Pilot test, the character gains +d. However, if his DoF exceeds his Ab, than he automatically suffers a wound to his Motive systems.

Quick Draw

The character can perform the Ready action without spending any AP, instead of the normal 1.

91.

Radiant Presence

All friendly characters within 20 meters count as having the same Peer Talents that this character does.

79.

Rapid Healing

When the character spends a Fate Point to remove a wound, he removes two wounds instead.

50.

Rapid Reaction

When surprised or ambushed, the character makes an Agility test. If he succeeds, he is not surprised and instead acts normally.

69.

Rapid Reload

When performing the Reload action, the character's AP cost is reduced to one less than the weapon's reload value, instead of its normal amount.

57.

Rapid Repositioning

The Embark/Disembark action costs this character 1 action point instead of the usual 2 action points.

58.

Reduce Profile

Any vehicle the character operates counts its Size trait as 1 lower for the purposes of determining modifiers to attacks made against the vehicle. This effect only applies as long as the character is operating the vehicle.

80.

Resistance

49.

Pick a Designator for this skill: gain a +10 Bonus to resist the effects of the given Designator: • Cold: In addition to dealing wounds, extreme cold may also trigger fatigue damage and induce various conditions. Resistance applies to all of these effects. • Fear: Entities exist for the sole purpose of corrupting and devouring humanity, and characters with this resistance havea knack for standing up to them. See page 127 for more on fear. • Heat: Environmental effects as well as Flame weapons can trigger wounds, fatigue, and conditions. The character has developed the ability to persevere through such effects. • Poison: Horrific beasts and sophisticated assassins often rely upon toxins to slay an opponent who might be difficult to attack directly. A character with this resistance has an unusual physiology that is less susceptible to their effects.

7.

Responsive

• Psychic Powers: Those who wield the powers of the Immaterium can often use them to manipulate their environment as well as their foe's minds and bodies. Characters with this resistance are less susceptible to any psychic attacks that target them directly. At the end of his turn, the character gains 1 action point. This action point can only be spent to activate reactions, and is cleared at the start of the character's next turn like normal action points.

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70.

Rite of Clearing

The character does not have to make a Ballistic Skill test when reloading after a weapon jam.

71.

Run and Gun

Once per round, after making an attack with a ranged weapon, the character can immediately perform the Move action without spending the required action points.

59.

Skilled Rider

If the character would be thrown from or within his vehicle, he first makes an Agility test. If he succeeds, he can chose to remain in his original position, or to be thrown from his vehicle, landing on his feet and not suffering the normal penalties for being thrown.

8.

Snap Fire

81.

Sound Constitution

The character can use the following action: Snap Fire Type: Reaction Action Points: 0 Use: If an opponent attempts to become engaged in melee with the character, the character can attack the opponent with a ranged weapon he is currently wielding by making a Ballistic Skill attack test against the approaching attacker. His rate of attack (RoA) is equal to the rate of Fire (RoF) of the ranged weapon being used. If the character spends 1 AP when using this action, he can treat a weapon with a RoF of 1/2 as having a RoF of 1. If the character spends 2 AP when using this action, he can treat a weapon with a RoF of 1/3 as having a RoF of 1. If the attack test succeeds, the character scores a number of hits against the target equal to the degrees of success gained. This number cannot exceed the rate of attack. Only one snap reaction may be made in response to an enemy becoming engaged in melee with the character. The character can spend one Fate Point to recover 2 points of fatigue

108. Specialist

Each time the character selects this talent; he chooses one area of expertise. The character possesses unique knowledge regarding that subject, allowing him to perform specific skill uses he would otherwise be unable to perform.

51.

Sprint

When performing a movement action, the character can choose to suffer one point of fatigue to double his Agility bonus for the purposes of determining the distance moved.

9.

Step Aside

The character can use the following action: Step Aside Type: Reaction Action Points: 1 Use: After a successful attack test is made against the character, but before hit locations are determined, he makes an Evade (A) test. If the test succeeds, the character moves a number of metres up to his Agility bonus. If this movement results in the character no longer being a legal target for the attack, the attack fails. Opponents engaged in melee with the character cannot perform the parting blow reaction in response to this movement.

38.

StrongMinded

When making an opposed test to resist psychic powers, the character can re-roll the test once. He must use the second result.

72.

Suppressive Fire

The character can use the following action: Suppressive Fire Type: Utility Action Points: 1 Use: On the character's next ranged attack made this turn, his weapon counts as having the Pinning Quality.

28. Takedown

73. Target

The character can use the following action: Takedown Type: Utility Action Points: 1 Use: On the character's next melee attack made this turn, his rate of attack cannot exceed 1. The weapon being used to make the attack gains the Concussive (0) quality for that attack, and if the target fails the test imposed by Concussive quality, the target becomes prone in addition to other effects. If the weapon already has the Concussive quality, it increases its Concussive value by 1 for that attack instead. The character ignores all penalties for shooting at targets engaged in melee combat.

Selection

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102. Technical

Knock

When re-attempting the commune and repair uses of the Tech-Use skill, the subsequent attempts take the same amount of time as the first attempt, instead of twice as long.

Thunder Charge

When making a charge action, the character moves a number of metres up to 2 + his Agility bonus in a straight line, instead of the normal amount. When making this movement, the character can move through all other characters as if they are not there, without provoking parting blows. After the charge is complete, all characters that the character passed through, as well as the target of the charge, must succeed at a Strength test or be knocked prone.

True Grit

Gain the Resilient (1) Trait

30.

Unrelenting

All opponents engaged with the character must spend 4 action points to perform the Disengage action instead of the normal 3.

92.

Unremarkable Reduce any Subtlety lost by 1. Any attempts to recall the characters face suffer-d, and, when using Decieve or Subterfuge to appear harmless, the character gains +d to the test.

29.

82.

39. 40.

41.

Warp Conduit

When channelling a psychic power, the character can spend one fate point to count his psy rating as one higher.

Warp Lock

Once per day, when channelling a psychic power, the character counts as channelling the power at the push level for purposes of determining the effects of the power. For determining the psychic phenomenon, though, it counts as being at the regular level."

Warp Sense

The character can perform Psyniscience tests as a free action.

103. Weapon

Tech

31. Whirlwind

The character can use the following action: Weapon Tech Type: Utility Action Points: 1 Use: The character increases the damage of one weapon he holds with by an amount equal to his Intelligence bonus. This action can only be used once per combat encounter, and the effect lasts for one round. The character can use the following action: Whirlwind Type: Utility Action Points: 1 Use: On the character's next melee attack made this turn, his rate of attack cannot exceed 1. Instead of rolling a single attack test, he rolls an attack test for each opponent engaged with him in melee. Each of these attack tests are resolved as a separate attack against their target with all the properties the normal melee attack would have had. Target characters can individually evade the discrete attacks as normal.

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New Talents and Talent Trees The Talents and Talent Trees in this chapter are intended to supplement the already extensive Talent system in Living 2.3.

Medicae Talents Medicae Talents function differently than any other Talents. They are purchased in the same manner as General Talents and are used with the First Aid and Extensive Care uses of the Medicae Skill. Whenever a character uses either the First Aid or Extensive Care uses of the Medicae Skill, the character may heal any conditions on the target that she possesses Medicae Talents for, up the given amount. Medicae Talents may be taken more than once, reducing the conditions gained further. For example, taking Medicae (Fatigue) twice allows the character to reduce the Fatigue Condition of her target by 2. For Conditions which do not stack, multiple purchases of the Medicae Talents for these conditions reduce their durations by an additional 1. Medicae Talents: Medicae (Burning [2]): 200 XP Medicae (Blinded): 400 XP Medicae (Characteristic Decay [5]): 300 XP Medicae (Crippled): 600 XP Medicae (Dazed): 300 XP Medicae (Deafened): 300 XP Medicae (Fatigue [1]): 200 XP Medicae (Immobilized): 400 XP Medicae (Slowed): 200 XP Medicae (Stunned): 400 XP Medicae (Weakened [1]): 500 XP

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Servo-Tech Talent Tree Advanced Talent Tree Servo-Tech: A character with this talent may establish a vox-cogitator link between himself and any nonsentient, Novice NPC Type who is installed with an Integral Micro-bead and Cybernetic Physiology. Hereafter, this NPC is referred to as a Servitor. Establishing a vox-cogitator link requires an hour of calibration between the character’s Interface Port and the Servitor’s Integral Microbead. Characters with this Talent may use the “Issue Protocol” Action listed below in order to directly command his Servitor in the heat of battle. Furthermore, any Servitors under this character’s control gain +5 to their Agy. Issue Protocol Type: Utility Action Points: X Range: 1km Requires: Interface Port, Micro-bead Use: The character relays a series of commands to a single Servitor within range, spending any number of Action Points which the character may use to construct the Servitor’s Protocol. A Protocol is a series of Actions constructed by the character which the Servitor will perform each turn at the end of that character’s turn. The number of Action Points spent using this Action will be the maximum number of Action Points that the character can use to construct his Servitor’s Protocol. (If 3 Action Points are spent on the Issue Protocol Action, then the character can construct a Protocol consisting of up to 3 Action Points.) After the character has spent these Action Points, he constructs the Protocol for his servitor, using the table on page 198 of the 2.3 Living Rulebook. A Servitor’s will perform these actions every turn, at the end of the Character’s turn, until either:  It is unable to perform the protocol any longer. (I.e. Cannot take Move Actions without legs)  the Protocol has been cancelled by the character (Can be done as a Free Action)  The character issues a new protocol. The Servitor is unable to take any Reaction Actions, and cannot take the Delay Action (the character must take the Delay Action himself and the Servitor will continue to act on his Iniative). The Servitor may perform up to a maximum of 3 AP per turn. Remember that the character does not need to specify targets or locations when constructing protocols- it is assumed that the character and the servitor can do this as a Free Action. Note: The GM may advise you to have pre-constructed Protocols before combat begins, in order to keep the game from bogging down during your turn. Constructing a protocol on the fly and remembering it can be very difficult for both players and the GM (who already has enough NPCs to manage). Index cards would work perfectly for this.

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GM’s Note: If you are frightened by the complexity that protocols can generate and want a more structured system, you can allow the character a number of pre-made protocols equal to their Intelligence Bonus. Example Protocol: 3 Action Points Move, Aim, Ranged Attack Marienne is caught in a firefight with an enraged noble and is armed only with her Laspistol! However, her Servitor is in the next room and she can issue a Protocol to it. She wins initiative and spends 1 AP moving into cover behind a decadent couch, spending her other 3 AP on the Issue Protocol Action. Quickly, she barks into her Micro-bead, issuing the sample Protocol above. This is the end of Marienne’s turn and her Servitor may now act. First, the Servitor moves 4 metres into the room using the “Move” Action. He takes the “Aim” Action before making a “Ranged Attack” Action (only spending 1 AP on it) with his Autogun, designating the upset nobleman as his target. He makes his Ballistic Skill check and succeeds, hitting twice for a total of two wounds on the target. On the Nobleman’s turmn one of his bodyguards drops in from the ceiling, and poses another threat. Once it is Marienne’s turn again, she will continue firing on the nobleman, spending 2 AP on aiming and 2 AP on firing her Laspistol (Note that she does not need to issue the Protocol again). She hits and scores two wounds. At the end of her turn, her Servitor continues following out it’s Protocol, however, she decides to have him engage the bodyguard. The Servitor moves 3 metres closer to the bodyguard before aiming and firing upon him as per his Protocol.

Improved Hardware I, II, & III: A character with this Talent permanently increases the statistics of his Servitor by the following amounts, based upon which Talent the character has: I. +5 to all Characteristics, Rank 2 in one Skill. II. +10 to al Characteristics, Rank 3 in one Skill. III. +15 to all Characteristics, Rank 4 in one Skill. Whenever Improved Hardware II or III is purchased, they replace the previous Improved Hardware talent. (I.e. the benefits of Improved Hardware do not “stack”)

Improved Software I, & II: A character with this Talent increases the ratio in which his Action Points are translated into his Servitor’s Protocol. This enables the character to spend less Action Points to create longer Protocols (Still capped at a maximum of 3 AP). The initial 1:1 ratio is modified by the following amounts, based upon which Talent the character has: I. The character : Servitor Action Point Ratio is 1:2 II. The character : Servitor Action Point Ratio is 1:3 Whenever Improved Software II is purchased, they replace the previous Improved Software I talent. (I.e. the benefits of Improved Software do not “stack”)

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Example: Karon has the Improved Software I Talent and can spend 1 Action Point to issue 2 Action Points worth of Protocol to one of his Servitors. To this end, he spends 2 Action Points to issue 4 Action Points of protocol to his Servitor. However, since he has exceeded the maximum amount of Action Points that a Servitor can perfrom (3 AP), the Servitor will instead perform a Protocol with 3 AP worth of Actions. Expert Communicator: A character with this Talent may have a vox-cogitator link to a second Servitor, provided that Servitor follows the same guidelines outlined in the first paragraph of the Servo-Tech Talent. Servo-Master: A character with this Talent may may either have his 2 Servitors count as Elite NPC Types, or he may establish vox-cogitator links with a number of Servitors equal to his Intelligence Bonus. If the latter is chosen, these Servitors must operate as a Formation. Any Protocols that the character issues will affect the entire Formation (meaning that you don’t need to issue a Protocol for each Servitor in the Squad). Servitor Requisition/ Acquisition: Servitor Drone (Unarmed) +0 Servitor Drone (Armed) -10 Combat Servitor (Unarmed) -10 Combat Servitor (Armed) -30 Repair Servitor (Unarmed) +10 Repair Servitor (Armed) -20

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Servo-Tech Talent Tree

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Sorcery Talent Tree Advanced Talent Tree All advances in Psy Rating from this Talent Tree also increase the maximum Willpower Bonus of the Sanctioned Psyker by the bonus given to Psy Rating. This affects the maximum Psy Rating that the Sanctioned Psyker may possess. Childe of the Warp: The character may push up to his Willpower Bonus. Whenever he triggers Perils of the Warp, instead of having the GM decide the character’s fate, you may decide which two dice to use for the character’s Perils of the Warp result. Daemonic Assassin: The character may use the following Psychic Power, Daemonic Assassin Type: Utility Time: 4 AP Focus Power: -20 Willpower test Range: 10m x PL Use: Designate a single character within range as the target of this power. A Chaos Fury emerges from the Warp at least 3 metres away from the target and will stop at nothing to kill him. He will act, and continue to act at the end of the character’s turn, until the target is dead. Once the target is dead, the psyker must make an opposed Willpower test with the Chaos Fury. If the Psyker is successful, the fury is banished back to the warp. If he is unsuccessful, it will attack the group, starting with the Psyker. Any character within the range suffers 3 Corruption. Fuelled by Flesh: Whenever the character fails to cast a Psychic Power he may inflict one Wound upon himself and suffer a Corruption in order to re-roll the Focus Power test. You still cannot re-roll a Focus Power test that triggers Perils of the Warp. Malefic Curse: The character may use the following Psychic Power, Malefic Curse Type: Attack Time: 3 AP Focus Power: Opposed Willpower test Range: 20m x PL Use: Designate a single character within range as the target of this power. That target suffers 2 of the following conditions for a number of rounds equal to the PL of this power. Both the psyker and the target suffer a Corruption. Malefic Curse Conditions: Blood Loss (PL), Burning (PL), Crippled (Body Part), Immobilised, Weakened (1), Dazed. 54

Master Sorcerer: Immediately increase the character’s Psy Rating by ½ of his Corruption Bonus (rounded down). Gain the Psyker trait, if the character does not already have it. Instead of gaining 2 Corruption after failing to cast a Psychic Power (as per Sorcerer), gain 1d5 Corruption whenever the character attempts to cast a Psychic Power. Psy Drain: Gain access to the Psy Drain action on pg. 303. In addition, this power may be used on an unwilling target provided that the Psyker succeeds on an Opposed Toughness test with the target. Psychic Vampire: Whenever the character inflicts a wound upon a target via Psy Drain or as the result of an attack Psychic Power, he may gain a Corruption in order to remove 1 wound from himself. This ability is Addictive. Tainted Psyker: The character may Push up to 4, instead of the normal 2. Whenever he triggers Perils of the Warp, he must roll an additional dice. The GM decides which 2 results are used. Sorcerer: The character immediately increases his Psy Rating by 2. Do not gain the Psyker Trait (Without the Psyker Trait, you are not allowed to purchase advances to the character’s Psy Rating). If the character has the Psyker Trait, he suffers no penalties to his Focus Power test whenever his Psy Level exceeds his Psy Rating. Whenever the character fails to cast a Psychic Power, he gains 2 Corruption. Warp Dabbler: The character immediately gains Psy Rating 1, but he does not gain the Psyker Trait. (Without the Psyker Trait, you are not allowed to purchase advances to the character’s Psy Rating.) Immediately increase the character’s Corruption Bonus by 1.

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Sorcery Talent Tree

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Ascension: Influence Talents and Resources When the Acolyte cell either receives independence from their Inquisitor, graduating into more direct Inquisitorial service, they will need to supply themselves with Influence and Resources independent of their Inquisitor. In Ezra Kainus’ Dark Heresy, this is represented by Influence Talents and Resources.

Influence Talents: Influence Talents represent a character’s social standing within the Imperium and beyond, and are crucial in defining the relationship between the character and the myriad of organizations he must interact with. There are 3 different types of Influence Talents: Reputation Talents, Identity talents, and Membership Talents. Reputation Talents: Reputation Talents are representative of the character’s social standing with certain organizations, granting the character a +d whenever he makes an Influence test against the organization and choosing the highest result. The names of these Talents are irrelevant, so it is encouraged to modify them in order to reflect the achievements of the character. In order to purchase a Reputation Talent, a character must have Peer Talents for all of the organizations listed under the Reputation Talent. A single Reputation Talent may be purchased for each Rank your character possesses beyond Rank 5 (starting at Rank 6) for 600 XP each.                   

Marquis of Violence: Officio Assassinorum, Assassin Temples Crimelord: Underworld, Recidivists Oath-Bonded to the Angels of Death: Adeptus Astartes Pious Observation: Adeptus Ministorum, Adepta Sororitas Renowned Warrior: Imperial Guard, Imperial Navy, Planetary Defence Force Voice of the Masses: Citizens, Planetary Defence Force or Mutants Upholder of the Law: Adeptus Arbites, Enforcers Void Profiteer: Chartist Captains, Rogue Traders Psyker Sympathizer: Navigators, Adeptus Astra Telepathica, Psykers Lord Dragon Mechanicus: Collegia Titanicus, Adeptus Mechanicus Lord Magistrate Administratum: Departmento Munitorum, Adeptus Administratum, (Xenos) Conciliator: (Choose One Xenos) Disciple of (Chaos God): (Choose One Chaos God) Followers Oath Bonded to the Fallen Angels: Chaos Space Marines Patron of the Arts & Academics: Artists, Academics, Schola Progenium Renowned in the (X) Sub-Sector: (Choose One Sub-Sector) Government Friend of the Family (X); House (Choose One Noble Family) Worthy of the Calixian Elite: (Requirements: Inf 100+,) Nobility, Calixis Sector Government Hidden Cultist of (X): Followers of (Choose One Heretical Cult)

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Identity Talents: Identity Talents represent the constructed identity of the cell, providing a rough outline of their philosophical and political values. As such, any Identity Talents which the cell selects must be approved by the majority of the cell, since these talents affect the entire cell. An Inquisitor counts as 2 votes for the purposes of this calculation, as it is she who is concerned the most about her appearance to other members of the Inquisition. However, since she is also defined by those who she surrounds herself with, it is not uncommon for an Inquisitor to unwittingly earn a misaligned reputation. Identity Talents are free, and may be selected whenever the GM decides the cell has earned the ability to take a specific Identity Talent. Identity Talents are constructed to represent the dichotomous nature of the Inquisition and a cell may only have one of a set of listed Identity Talents. Identity Talents for a specific cell can be made aware to anyone who succeeds on a +0 Remembrance (Int) test with the Inquisition Specialty. Identity Talent Pairings: Each cell may only have one of the following Identity Talents from each given pair.    

Warmonger or Shadow Lord Committed (Inquisitorial Faction) – Radical or Committed (Inquisitorial Faction) – Puritan Revolutionary or Conciliator Watched on From High or Legendary

Identity Talents and Descriptions: 











Warmonger: When using the character’s Influence to overtly acquire military supplies & forces, the character gains +d to his Influence test. Whenever this character uses his Influence covertly, he takes a -40 penalty to his Influence test instead of -20. Shadow Lord: Whenever the character uses his Influence covertly, he suffers a -10 penalty to his Influence test. You may only discover if someone is a Shadow Lord with 5 Degrees of Success on the Remembrance (Int) test used to identify a cell’s Identity talents. Committed (Inquisitorial Faction) – Radical: The character gains a +d to any Influence test whenever he is interacting with others who are committed members of the chosen Radical faction. Furthermore, the character gains –d to any Influence tests made against Puritans. Committed (Inquisitorial Faction) – Puritans: The character gains a +d to any Influence test whenever he is interacting with others who are committed members of the chosen Puritan faction. Furthermore, the character gains –d to any Influence tests made against Radicals. Revolutionary: The character gains a –d penalty when making Influence tests with the following organizations: Adeptus Administratum, Ecclesiarchy, Adeptus Arbites, Committed (Amalathian) – Puritans, Imperial Navy, Calixis Sector Government. However, he has managed to appeal to small interest groups within a number of organizations equal to the cell’s highest Fellowship Bonus. Gain +d to Influence tests with these organizations. Conciliator: Gain a +d bonus when overtly making Influence tests with the following organizations: Adeptus Administratum, Ecclesiarchy, Adeptus Arbites, Committed (Amalathian) – Puritans, Imperial Navy, Calixis Sector Government. 58





Watched on From High: (Requires: Influence < 75, Peer [X]. X = Character with 200+ Influence): Whenever the character gains Influence, make an Influence check. If he is successful, he may gain an additional point of Influence. Legendary (Requires: Influence 250+): Gain the Fear -10 (Cower) Trait against anyone who knows of this character and has right to fear the Imperium of Man. In addition, whenever the character succeeds on any Influence test, he counts as scoring 2 Degrees of Success higher.

Membership Talents: Membership Talents represent the organizations that servants of the Inquisition are a part of. These Talents are taken by individual characters and are free, provided that the character fulfills the Requirements. 









Member of the (X): (Requires: GM permission, organization's acknowledgment. X = organization) The character can gain access to the Organization's Headquarters without needing to make an Influence test. Furthermore, he gains +d to Influence tests made against those within the organization. Authority of the (X): (Requires: Member of the (X) for desired organization, organization's acknowledgment) The character can gain access to certain off-limit areas of the organization without needing to make an Influence test. The character gains +2d to Influence tests made against those within the organization. This Talent replaces the Member of the (X) Talent. Leader of the (X): (Requires: Authority of the (X) for the desired organization, organization's acknowledgment) The character make an opposed Influence test in order to gain access to any of the organization’s Member’s Resources. He is able to move throughout the organization without having to make an Influence test. The character gains +3d to any Influence tests made against those within the organization. This Talent replaces the Authority of (X) Talent. Excommunicate Traitoris: (Requires: Denounced as a heretic by the Inquisition) This Talent is awarded by the GM and may not be freely selected by the character. Gain the Enemy (Imperium) Trait. The GM must also decide which organizations and characters turn their backs on the character once he receives his Denunciation. When making an Influence test against these individuals and organizations, the denounced suffers -2d to his test. If the character ever gains more Degrees of Success on an Influence test (even when making a covert Influence test) than the first digit of his Subtlety score, he is noticed by the Imperium and his enemies will soon be on his trail. Denouncer of (X): (Requires: Attempted Denunciation of X. X = member of the Inquisition) For as long as the Denunciation is sustained, the character gains +2d when overtly and aggressively using Influence to act against (X). With (X) and those who disagree with the character’s denunciation, suffer a -d penalty to all Influence tests. They may choose whether or not to gain the Hatred talent for the character at no cost. If the Denunciation is rejected by the Inquisition, suffer a -d to any Influence tests with other members of the Inquisition. Gain the Enemy (X) Trait. (X) may decide whether or not to gain the Hatred talent for your character at no cost.

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Resources: Resources are people, places, or things that your character has either complete control over, or shares ownership with someone else. Resources are powerful things, representing in physical terms the powerbase of your character. You may only gain access to Resources once you have advanced beyond being an Acolyte to your Inquisitor and are either completely or mostly autonomous of him. It is always up to an Inquisitor when he will release you from servitude- as previous Acolytes could either be a great boon or a severe hindrance to the desires of an Inquisitor. Resource Points: Once you can access Resources, you immediately gain a number of Resource Points equal to your Influence Bonus. These Resource Points can be spent on a number of things that represent assets possessed by your character. In addition, each unspent Resource Points awards you 1 additional Requisition Point at the start of each session. Purchasing and Sharing Resources: Whenever you wish to purchase a Resource, make sure that you have your GM’s permission first. When you do so, subtract the number from your Resource Points that you wish to invest into a Resource. At any point, you may sell a Resource to another character and regain the amount of Resource Points spent on the Resource. Resources do not need to be yours alone, as some of the largest domains or voidcraft are owned by multiple people. At any point, provided you have the permission of a character that possesses a Resource, you may offer any number of points you have into that Resource. However, your Resource Points may be rejected by the organization. Resources:    

Personal Subordinate Network Domain (X) Sleeper Agent (X) Personal Transportation

Personal Subordinate Network: Creating a Personal Subordinate Network allows you to have up to 10 individuals under your direct command. These individuals are created normally, but are not allowed to choose a role. Their starting Rank is equal to two times the amount of Resource Points spent on the Network and they have the lowest possible Experience Points for that Rank. This Network is able to be directly accessed by the Inquisitor and does not require any Influence tests to requisition or use. It is a good idea to give each Network their own designator in order to keep track of them. Concepts for Personal Subordinate Network could be, (Acolyte Cells Primus & Secundus) (Psychic Research Team) (Personal Bodyguard) (Guardsmen Squad) (Noble House Court). Characters in a Personal Subordinate Network must always be at least one Rank lower than the character who owns this Resource.

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Domain (X): Each Domain purchased by a character must have a suitable designator and a Domain Point Threshold. Whenever the character takes a test in the Domain and its designator applies to her test, she may expend one of the facility’s Domain Points in order to count as having used a Fate Point for that test. At the end of a session in which the character has remaining Fate Points, she may replenish the Domain’s Domain Points by spending a number of Fate Points in order to give the Domain an equal number of Domain Points. The number of Domain Points may not exceed the Domain’s Domain Point Threshold. The Designator should describe the function of the facility as accurately as possible. Try not to use any size descriptors in your Designator, as that will also be determined largely with the Domain Point Total. However, the GM may just allow the name of the Domain to develop as more Resource Points are invested into it, and accommodate for increased infrastructure in that manner. Designator examples are, (Secret Sanctuary) (Fortified Headquarters) (Psychic Research Facility) (Heretical Cult Cathedral) (Acolyte Training Facility) (Koushon Radical Schola Progenium) etc. During a significant amount of downtime, a character may redistribute Domain Points or increase the Domain Point Threshold of a Domain. A character may also have other designators within Domains, however these require their own amount of Resource Points to create and function like a separate Domain. Sleeper Agent (X): Within (X) organization, a character has a Sleeper Agent that can be activated whenever he makes an Influence test against that organization. When doing so, he gains no penalties from using Influence covertly. Once the Sleeper Agent is used for this test, the character is refunded for this Sleeper Agent and the Sleeper Agent is lost. The character may not use a Sleeper Agent more than once on an organization within a year. A Sleeper Agent costs 1 Resource Point each. Personal Transportation: In a galaxy so closed off from itself, it is incredibly useful for a character to have own ability to maneuver within it without relying on others. Through this Resource, a character can acquire his own methods of transportation, ranging from civilian transport to a warp-capable vessel. When a character invests Resource Points into this Resource, he receives a vehicle of equal reward:       

1 RP - 3 Basic Land craft (Autocarriage, etc.) 1 RP – Specialty Land Vehicle (Chimera, etc.) 2 RP – Aeronautica capable craft. (Aerocraft, etc.) 3 RP – Specialty Aeronautica capable craft (Imperial Valkyrie, etc.) 3 RP – Orbit capable craft. (Aquilla Lander, etc.) 4 RP – Specialty Orbit capable craft. (Gun-Cutter, etc.) 10 RP – Void-capable craft. (Imperial Cruiser, etc.)

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Formation Rules Formations: Formations consist of 5-20 minions of the same profile and may have 1 Elite or Master character in the formation, hereafter referred to as the Formation Leader. During Combat, a Formation functions as a single character, with certain exceptions for a Formation Leader. Magnitude: Each Formation has a Magnitude equal to the number of minions within the Formation. Magnitude is intended to serve as an abstraction representing the general physical and mental health of the unit and does not necessarily indicate the number of minions remaining in the unit. Whenever a Formation is reduced to 0 Magnitude, the Formation is destroyed. Magnitude is also necessary for the calculation of any damage dealt to the formation, as well as any damage dealt by the Formation. Taking Actions: At the beginning of its turn, the entirety of the Formation gains 4 Action Points that may be spent as if it were a single character. Whenever the Formation performs an Action, designate which characters in the Formation will perform the Action. Since Formations spend Action Points as a single character, the AP is deducted from the Formation’s total and individual minions which did not perform the Action do not retain any AP from not performing the given Action (I.e. Formations spend Action Points and take Actions as a single character). Moving with a Formation: Whenever a Formation moves, minions must remain within 1 metre of another minion. Formations may also use the Movement Action to split up into a smaller Formation provided they have at least 5 members in this new Formation. Attacking with a Formation: When the Formation makes an Attack Action, the Formation must decide two things: the weapons being used for the attack, and the number of attacking Magnitude using the weapon. A Formation may attack with more than 1 weapon during their Attack Action, provided the Formation has spent enough Action Points on the Attack Action to allow the weapon’s RoF to equal 1 or higher. This Attack Action is resolved using a single attack roll, regardless of the number of attacking weapons. If the Formation wishes to attack more than 1 target, the Formation must make the Called Shot Action before designating which weapons are attacking which target. The target(s) may Evade as usual and any Successful hits are resolved against the Body Location of the target. -If the target is another Formation, multiply the number of wounding hits by ½ of the attacking Magnitude (rounded up) for each weapon. Subtract the resulting number from the opposing Formation’s Magnitude. -If the target is not another Formation, add 2x the attacking Magnitude to the damage of the attack.

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Non-Formations Attacking Formations: Whenever a Non-Formation attacks a Formation, they simply count their attacking Magnitude as 1 for the purposes of Magnitude Damage. 







Cover: If a Formation makes a Ranged Attack Action against another Formation in Cover, the attacking Formation does not reduce their damage by the Cover’s AP value. Instead, for the purposes of calculating damage, the attacking Formation only multiplies his number of wounding hits by ¼ of the attacking Magnitude instead of 1/2. This only occurs if the target did not attempt an Evade Action. If they did, the attacking Formation multiplies their wounding hits by ½ for the purposes of calculating damage as usual. I o If a Formation attacks a non-Formation in cover, resolve cover and Hit Locations against the Body Hit Location. Outnumbering in Melee Combat: In Melee Combat, if a Formation outnumbers its target(s) by less than 10, gain a +d to any attack rolls and pick the most favorable result. If the Formation outnumbers its target(s) by more than 10, the attacking Formation gains +2d to their attack test. Called Shots and Formations: Any Called Shots against a Formation allows the attacker to target individuals within the Formation. This can be the Formation Leader, a minion carrying a deadly weapon, or any other target within the Formation. A Called shot is the only way to target specific enemies within a Formation during a Ranged Attack. In Melee Combat, the attacker may direct his attacks against whoever he wishes. Blast and Spray Weapons: Whenever a Formation is attacked with a Blast weapon, it adds its Blast value to any Magnitude damage sustained, if Magnitude damage would be dealt. Whenever a Formation is attacked with a Spray weapon, the attacker counts his attacking Magnitude as equal to ½ of the target Formation’s Magnitude, unless it would initially be higher..

Morale: A Morale test is a +0 Willpower test that is taken when a Formation is reduced to less than 50% of their original Magnitude and every reduction in Magnitude thereafter. Succeeding on this test indicates that the Formation holds its ground and continues to act as normal. Failure by 3 Degrees of Failure or less grants the Formation the Debilitated Condition. Failure by more than 3 Degrees of Failure grants the Formation the Weakened(1) and Dazed Conditions. Furthermore, the Formation must move as quickly as possible away from the battle. At the start of the Formation’s turn, a fleeing Formation may make a +0 Willpower test to rally themselves, and no longer need to move away from the battle. Formation Leaders: Formation Leaders act independently of their Formations and typically either lend a significant amount of firepower to the unit or are concerned with keeping group Morale in check.

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Formation Leaders may take Actions independently of their Formation, but must remain within 1m in order to remain a Formation Leader. They do not need to take a Called Shot Action in order to select a separate target from the rest of the Formation. However, he must still take a Called Shot Action if he wishes to make a ranged attack a specific target within a Formation, as usual. 

Formation Leaders and Morale: Whenever a Formation Fails a Morale test, the Formation Leader may make a +0 Command test & subtract his Degrees of Success from the Formation’s Degrees of Failure on their Morale test. If this equals 0 or less, the Formation counts as passing their Morale test.

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Charts and Tables from Update #3 The following pages consist of the chart and table updates from Update #3 of Living 2.3. These are taken directly from the update of the same designation from Fantasy Flight Games and are reprinted here in their entirety. These charts DO NOT contain the modifications made in Ezra Kainus’ Dark Heresy, but are reprinted here for the convenience of no longer needing to consult any of the FFG updates. If you have the necessary software, I would greatly appreciate it if they could be updated to include Ezra Kainus’ modifications.

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Ezra Kainus’ Dark Heresy Character Sheets

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