The Heroes

Attributes, skills & other components of character sheet

Courage is not having the strength to go on; it is going on when you don’t have the strength.”

– Horus Lupercaul, primarch of the XVIth Legion

Unimaginable horrors dwell in endless darkness of the void. Challenges, foes, technologies and forces beyond mortal comprehension bar the door to humanity’s greatness and survival. Thus, transhuman super-warriors led by their demigod commanders are needed to enforce Emperor’s vision. Still, powerful as they are, their numbers are limited, unlike theatres of war and threats to mankind.

While superheroes can only do so much, regular heroes are tasked with the most irregular duties. Carrying enormous fleets towards countless stars and planets for over two centuries, purging recently discovered worlds from xeno species, defending their own homelands from mindless greenskins, maintaining lines of supply, handling warp travels, delivering astrotelepathic communication, providing resources essential to the Imperium, developing marvellous technology, crucial for the greatness of the Crusade, upgrading logistics of life and service on giant, void-faring cities…

Quite a lot of heroic achievements for those, who are but men. Even though your accomplishments can pass without remark when compared to those of Astartes, your participation in the Crusade proves above all else, that you are everything but unremarkable. Unique set of skills, knowledge, talents and competences forged you into a valuable asset, powerful ally or a deadly weapon, wielded by mankind and aimed at the darkest depths of the void. Focus on those skills, improve upon them and even when faced with most vile spawns of the galaxy, you shall know no fear.

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Attributes & Skills

Each character in the game is described by several sets of skills (primary – available to all and secondary, individually acquired) and specifications. To take part in the Great Crusade, you need to decide, which of those suit you the most.

ATTRIBUTES

Universal to all characters, these 8 features represent your physical, intellectual, social and emotional competences. Each Skill in the game is linked to an Attribute and may be supported by it during tests.

The Attributes in question are:

INTELLIGENCE (Int) – computing power of your brain, capacity for processing of data, emotional balance, instinctive evaluation of others.

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STRENGTH (Str) – physical might, destructive capabilities, visceral familiarity with weapon-handling, psychic manifestation of your inner mind power and ability to withstand the toll of the Warp.

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DEXTERITY (Dex) – agility, readiness for unarmed combat, the quality of performing simultaneous activities and control over your body and mind whenever precision is required.

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PRESENCE (Pre) – the way you display your personality to others, be it by astonishing or discouraging looks, subtleties of diplomacy or by respect you invoke due to well-deserved renown and individual charisma.

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ENDURANCE (End) – general toughness of your body, withstanding pain, injury, even death itself. Furthermore, the potential to become more with every piece of technology attuned to your flesh.

The value of your Endurance determines the amount of Damage you can stand before dying. Each character can take specific number of Damage from the same level before the wounds deepens to the higher one (and, eventually, to death). Levels and ranges of Damage in relation to Endurance are:

ENDScratchLightSevereDeadly
104442
9-73331
6-42221
3-11110
Damage level progression – table A

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SPEED (Spd) – clarity of mind and sharpness of reactions, displayed by avoiding unexpected danger as well as sidestepping upcoming harm in combat. In that regard, constant readiness to draw your weapon first and ability to push your advantage are even more important.

During combat, Speed also determines number of Action you can take in a single turn. An Action is loosely understood as a coherent move aimed at clearly defined objective, performed within a second – movement, attack, block, parrying, taking aim, using simple device or tool, jumping etc. These are obviously modified by various factors, increasing or decreasing the number of Actions required to perform them (ex. each weapon has its own “cost” of Actions needed to attack with it). Each character regains full amount of Action points (unless severely wounded or otherwise hindered) at the beginning of each turn of combat. The numbers of Actions in relations to Speed are:

SPEED levelNumber of Actions
104
9-73
6-42
3-11
Actions per turn – table B

During tactical combat, your character may move up to X squares on a battle map in a single Action, where X = character’s Speed. If you wish to move further and faster, you need to perform a Sprinting action (witch doubles your maximum movement range) and perform test of Quickness.

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WILLPOWER (Wlp) – facing untold horrors of the Universe requires courage and skill to invoke it in others, either by example, convincing argument or steering them toward your (collective or own) goal.

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PERCEPTION (Per) – keenness of the senses (all 5 or maybe more), fluent shifting from being on edge, to full attention paid to a single activity and general effectiveness of your scrutiny.

Basic value of an Attribute for an unaugmented human cannot exceed 10.

If you fell short of beating TN of a Skill test, you can add the value of an Attribute related to that Skill to final count of your test roll. If you do, all Extra successes presented by 6 on your d6 are ignored (they still count as 6 against TN, yet you reach only basic level of success, should you beat TN of that test).

In rare circumstances (for example, when an action does not match the description of any particular Skill) Attribute can be tested as a Skill. If so, you roll only Fate Die (d12) and add the full value of tested Attribute to the result. No Extra successes nor Upgrade Points can be gained in such test (yet Astronomicon Points still can).

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PRIMARY SKILLS

Each one of these 32 abilities is – to a degree – familiar to each character in the game. They are attached by 4 to each of 8 Attributes, creating groups in which you can gain Upgrade Points after especially successful actions.

Everyone has at least instinctive understanding of Primary Skills. If you gather enough Upgrade Points for a group, you can upgrade any Primary Skill in it, without requirement of using them previously or finding a trainer / knowledge source for those you wish to develop from level 0.

Special Skills* are even more potent than others. Each group has one, each one is twice as costly to upgrade as regular ones. All Skills of an unaugmented human can reach maximum value of 5.

Here are the Primary Skills, groups alongside their respective Attributes:

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(INT)

EMPATHY – the way you perceive emotions of others, reacting beforehand to first sparks of adversity, even to a point of predicting one’s future behaviour.

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INSIGHT – instinctive assessment of hidden intentions, trustworthiness, first impression of someone’s (or something’s) nature or potential.

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MEMORY – accessibility of your memories and knowledge, both in short and long-term use. Also, how accurately can you remind needed data, how fast can you do it and how many new ones can you digest at the same time.

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ANALYSIS* – how effective is your natural cogitator – the brain – and how well can it connect all the dots to present desired, complete picture. Analysis allows you to process data in correct context or to cast entirely new light on those already discarded.

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(STR)

ATHLETICS – all static activities related to raw strength and non-damaging actions. Lifting heavy objects, armwrestling, barring the doors etc.

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DESTRUCTION – whenever physical might can be related to total amount of damage you inflict (melee or unarmed combat), your destructive potential reveals itself. The same goes for blocking upcoming blows, fast and decisive dismantling inanimate objects – breaking down doors, gates, walls and covers, simple mechanical structures when detailed knowledge isn’t necessary etc., all of this without harming or hindering yourself.

In melee or unarmed combat, each level of Success in test of Destruction adds 1 level of Damage (see table A) to target of your attack. In case of blocking, you subtract 1 level of Damage from your opponent’s total attack value for each level of Success in your test of Destruction.

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WEAPONGENCE – combination of weaponry and intelligence, describing visceral, reflex actions related to proper usage of particular weapon. In the end, it is about using your gear safely for you and dangerously for your foe, not the other way around.

In ranged combat, you need to test your Weapongence against TN of a weapon you are willing to use. This describes if you are able to fire it at all, safely and in a controlled manner. Only then you can test Precision for proper aim.

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PSYCHE* – Psyche describes ability to manipulate, tame and withstand unfathomable powers of the Warp. Surprising as it can be in the Strength group, this Skill is much more of another dimension of individual power and might, than representation of uncanny wisdom or towering intellect. Greenskeens are only one example of that, just as any other primitive but psychically potent xeno species. On the other hand, Primarchs themselves represent indomitable psychic potential, while (in majority), lacking any conscious training in that field, only due to sheer strength and uniqueness of their physical forms.

That intricate and dangerous process is described in separate section for Psychers only, yet Psyche is always relevant for any character. Firstly, each living being has some (lvl 1) psychic potential, at least for emergency test (characters with no points in Psyche may, occasionally, roll the test as if they had 1 point in it. They can’t, however, use any Psychic Powers and they need to pay Advancement Points to buy their 1st true point of Psyche, should they ever want to upgrade this Skill). Secondly, from players perspective, the level of Psyche equals the number of Astronomicon Points and Warp Power cards a player can store between sessions. For more details about Psychic Powers see “The Great Ocean” chapter.

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(DEX)

ACROBATICS – sometimes everyone finds themselves in need of displaying some agility, be it while falling from height, moving around or over an obstacle, jumping out of running vehicle or performing incredible spin-kick in close combat.

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BRAWL – there is no problem in the Universe that could not be solved with violence. In that regard, hand-to-hand combat is the most direct application of problem-solving possible. That Skill determines how fast, hard and accurate your strikes are.

When you engage in unarmed combat, you test Brawl instead of Weapongence and Precision. The damage inflicted in that combat always equals 1 Scratch + 1 Damage level for each Extra success in Brawl test (unless modified by a Talent or Augmentation), optionally increased by Destruction test.

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PRECISION – not only the accuracy of your shots in ranged combat, but also your control over careful, precise movements and actions, like using fragile pieces of equipment or nanotech, gauging opponent’s eye out with a single strike, throwing grenade directly into narrow window of a bunker etc.

In armed combat, after successful Weapongence test, you need to roll for Precision to determine, if you hit the intended target. Each weapon has its own modifier for that test, alongside Damage increase (Edge) for each Extra level of success in it.

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MULTITASKING* – performing several tasks at once, even if thematically related, is no mere feat for anyone, especially when high efficiency is demanded under serious pressure of time or imminent demise. Using a couple of cogitators at once, correcting several flight coordinates while manoeuvring between asteroid field, scrutinising the crime scene while listening to witness and behaving in accordance to etiquette due to presence of planetary governor etc.

Whenever you wish to start more than one action that requires a Skill test at the same time, you test Multitasking. Basic level of success results in rising TN of the newest task in the queue +2. Each Extra success lowers that number by 1. Only non-combat actions can be subjected to Multitasking.

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(PRE)

INSPIRE – one of the key features of each competent political leader, frontline officer or skilled Iterator. Individuals and crowds alike can be swayed to your cause if you use proper tools at the right time. Pressure isn’t always applicable (definitely not to those much stronger than you), but good motivation can move even the heaviest of mountains.

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INTIMIDATE – enforcing influence under “or else” condition isn’t always about power or strength contest. That being said, you need to choose wisely whom and with what are you threatening, using proper conditions and alternatives. Comparable to two sides of one coin, Inspiration usually serves better in evoking desirable behaviour, while Intimidation used to be more successful in suppressing the unwanted one.

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DIPLOMACY – artful usage of compliments, promises, facts, lies and everything in between, while minding manners, traditions, coded of honour and meanings hidden in someone else’s art. Often crucial just before the guns start to sing, but also right after they cease. Very demanding mix of intuition and specialist knowledge.

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GLORY* – for many, renown and respect waiting for those most daring and accomplished in their service for the Imperium, are the most valuable treasures the stars have to offer. The doors open, the heads bow, the banners and hands shake vigorously. Your name, your face, your armour and deeds recognised and praised by superiors, equals, crowd. Your sheer presence evokes silence, cheerfulness or dutifulness, whichever is more necessary at the moment. Is there anything better to live – or die – for…?

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(END)

RESIST PAIN – there are places and moments in which suffering is ever-present, just like air or gravity. If you don’t want to get stunned each single time you harden your resolve to be able to to maintain your action, consciousness or sanity.

Each time you suffer from physical harm which inflicts level of Damage higher than Scratch, you test Rest Pain. Failure causes you to shiver, stumble, cry out, fall unconscious or even to loose your mind (in case of prolonged torture). Either way, your current action stops immediately and you skip your next turn of action (if in combat).

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REGENERATION – all bodies have different potential for restoring health lost due to wounds and severe exhaustion. Either you need to recover from stunning bash to the head, poisonous fumes clouding your sight, catching your breath after hardcore sprint or to stand up after receiving an injury with scarce medical supply, your Regeneration comes into play.

Whenever you wish to downgrade your Damage level by 1 during Tactical Phase, you need to test Regeneration. For unaugmented characters, Extra success doesn’t count for additional level of Damage healed, only for swifter, more complete recovery. Debilitating effects (unconsciousness, poisoning, mild, external bleeding, hypoxia etc.) also can be shaken off after successful Regeneration test (1/turn). Damage of Severe or Deadly level are not subject of Regeneration without special treatment, implant or Talent.

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IMPLANTS – in 30th millennium enhancing your body or mind is not only common, but often expected from anyone who tries to ascend within ranks of his society or Imperial faction. Unlike permanent augmentations, implants can be removed, exchanged and adjusted to one’s temporal needs, improving any Attribute, Skill or ensuring unique ability.

Maximum number of implants available to a character equals his Implants skill level. Each time you wish to install, remove or use an implant, you need to beat TN in roll for Implants.

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VITALITY* – ability to withstand the harshest trials, to endure mortal injuries and to exceed limitations of a human body. Permanent augmentations (additional or modified internal organs, bio-mechanical replacements etc.) are usually meant for gene-enhanced flesh, so they can be easily rejected by regular, mortal organism (or even deadly to it).

Whenever you suffer a Deadly wound or whenever you wish to introduce permanent augmentation to your body, Vitality test determines your survival. Untreated Deadly or Severe wounds also cause Vitality test in each full round of action, progressing to higher Damage level if the test is failed. Maximum number of augmentations a body can endure equals this skill level.

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(SPD)

INITIATIVE – the value of drawing a weapon before your opponent does the same is quite self-explanatory. Whether you decide to act first is something else entirely, but being or not being able to do so could be the difference between life and death.

At the beginning of combat (or while trying to engage in mutual activity requiring order of action) Initiative test is performed by each participant for TN = 20 – Speed value (+/- modifiers from gear, Talent etc.). The higher the level of Success – the higher the place in action queue. Should any characters be tied in their score, higher Initiative level decides, who goes first. If characters are still tied, Speed values are compared. Still tied? Reroll your Initiative test only for tied characters and repeat the process.

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QUICKNESS – your capability to move fast, both in sprinting with maximum speed and in dodging already expected blows from opponent in close combat.

To dodge upcoming strike, you need to spend 1 Action and pass Quickness test with the level of Success >/= attacker’s Precision test.

Sprinting exhausts 3 Actions (if you don’t have that much for one turn – spend them collectively) doubles your maximum range of squares trough which you can move on a battle map during combat and allows you to reach the highest number of km/h available for you. The top speed you can reach while sprinting = Speed x5. The Quickness test shows how many Actions can you save from your Action pool before reaching that top speed. Each level of Success in that test = –1 Action spent for sprinting. The number of turns you are able to maintain sprinting = Endurance.

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REFLEX – instinctive reactions to unexpected events, surprising obstacles and hidden dangers, deciding if you will be able to react before it’s too late.

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MOMENTUM* – the power of your drive towards the goal, the way you maintain the tempo, force and direction of your movement, exceeding the limits of what you should be capable of in a single turn.

Whenever you pass a test of any physical activity with at least one Extra Success, you may test your Momentum, to gain 1 additional Action this turn.

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(WLP)

PERSUASION – unlike Intimidation or Inspire, which are related to emotions evoked by your Presence and various physical qualities, persuasive skills are rooted in reason and – if applied correctly – bring much more long-lasting results. Persuasion is best suited for individual discussions, where various arguments are exchanged between equally competent interlocutors. Polishing these arguments, selecting facts, views and highlighting the gravity of one over another are key aspects of Persuasion.

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LEADERSHIP – while it’s relatively easy to inspire an individual or a group to alter their behaviour only by the temporal charm of vigorous speech, inducing true authority, understanding of orders and dutifulness is more difficult. Organisation, delegation and supervision of duties and evaluation of your subordinate’s potential are crucial for all true leaders, be it infantry sergeant, starship commander or administrative high officer.

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COURAGE – needles to say, facing the horrors of the galaxy is often too much for ordinary men. Only Astartes are incapable of feeling any fear at all, while for all others it can be the deadliest of enemies.

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MANIPULATION* – making others do what you wish in a way unbeknownst to them is extremely intricate art, so subtle, complex and potent, that it’s nearly equivalent of psychic ability. Not only weaker minds are subject to your back-seat guidance, although the stronger one’s will – the more effort you need to put into making them work towards your own goals. Should you succeed, your influence won’t probably noted at all, but only time will tell how close to your original intent final results of manipulation will be. Should you fail, the attitude of those ineffectively manipulated towards you can deteriorate drastically and irreversibly.

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(PER)

OBSERVATION – all of your senses can be tools for discovering valuable information. Observation refers not only to your sight, but to each spectrum of your perceptual sensibility. This skill is tested whenever you try to percept something consciously and purposefully, looking for things you know are out there somewhere, matching specific quality etc.

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ALERTNESS – unlike Observation, your alertness comes into play whenever you are not prepared to perceive something, registering things around you only subconsciously. Hearing careful steps approaching, noticing silhouette hidden in shadows, waking up to the stench of poisonous gas drifting toward your camp – all of “red alerts” that can light up in your mind, allowing your body to react with proper reflexes.

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CONCENTRATION – as simply as possible – your focus on a task at hand, determination and dedication to it despite all distractions, expected or not, allowing you to maintain current activity despite interruption.

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6TH SENSE* – sometimes there is no explanation to why or how are you able to foresee upcoming danger or event. Sometimes, you just know something is going to happen, even if it’s not clear to you, what would it be exactly. Whenever your 5 common senses are falling short of noticing anything significant in their spectrums, the 6th one makes all the difference.

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SECONDARY SKILLS

As unique competences fitting specific roles and tasks, these skills always require a teacher or a source of knowledge to acquire them. To develop them further, you also need to use them more often. Just as he Primary Skills, the Secondary ones can be boosted by proper Attribute if you need it to support you skill test result.

You can’t spend Upgrade Points to advance a Secondary Skill to the next level if you haven’t used it during previous session. If you did, underline the skill until next Tactical Phase.

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ADAPTATION (End) – environmental conditions on various planets are always unpredictable, often harsh and sometimes deadly. Extreme gravity, pressure, temperatures, supersonic winds, toxic atmosphere, radiation, exhausting day and night cycles – all of those and many more will tax your body and mind, hindering your abilities. The faster you adjust to hostile surroundings, the better your performance and chances for surviving will be.

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ADMINISTRATION (Pre) – while seemingly unexciting, the art of moving in the labyrinths of data and ensuring, that important things are getting done by the most competent people, can make you an invaluable asset to your faction, Legion of even the entire Crusade.

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ASTRONAVIGATION (Int) – if the dark void of Space is to be described as an endless ocean, all who whish to sail it need to know their craft: finding proper course, avoiding most dangerous routes and currents, being mindful of the limits of their ship, resources needed for cruises or voyages, keeping ETA in check, the crew sharp on their stations etc.

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ASTROPHYSICS (Int) – even though this branch of science used to be exceedingly obscure and elite back in the days of the ancient Terra, nowadays it’s almost common knowledge (at least at the most basic level) for all involved in any Space-related activities. Either that or sudden death in unexpected shower of micro-meteors. Or much slower one, somewhere beyond the event horizon of a black whole. Or…

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AUGMENTATIONS* (End) – reaching far beyond the original draft of human body, its limited abilities and mortal anatomy, is a dream very few can ever pursue and even fewer endure. Those exceptional ones who can do both, enhance themselves permanently, without necessity for temporary solutions, like implants.

Each time you try to augment your body, you need to test your Vitality to survive the procedure. If you do, you are forevermore empowered by the new internal organs, bio-mechanical limb replacements, upgraded cognitive capabilities etc. Maximum number of augmentations available to a character equals his Augmentations skill level (adding +2 to your Transhumanism for each one you posses).

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BATTLE (Per) – mixture of instinct and experience granting you unique, lightning-fast overview of the battlefield. You know which position is the most advantageous regarding particular type of combat and troop deployment, which place could be the best for an ambush or which tactical approach to upcoming clash is optimal for the battleground.

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CONSTRUCTION (Int) – understanding of mechanical principles, creating devices and putting their parts together according to drafts, blueprints, schematics and – should the Omnissiah and Mechanicum creed allow – individual invention or… rediscovered, ancient technology.

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CRAFT (?) – though the term is often associated with arts, there are plenty of specialised disciplines valued by forces of the Great Crusade. Whether you are an artful poet – a Remembrancer tasked with commemorating great deeds of Legionnaires – or a smith engineer devoted to singular branch of knowledge, your craft may be appreciated by the Imperium.

The Attribute related to Craft is set individually for each chosen discipline. Likewise, points spent for upgrading skill level of Sculpting are unrelated to one’s skill level of Blacksmithing.

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CRYPTOSEMIOTICS (Int) – intricate and mysterious art of receiving and understanding astropathic codes, images and metaphorical meanings of messages sent across the galaxy. Such communication always consists of puns, riddles, mixture of emotions and symbols. Deciphering them correctly is vital to proper execution of orders from other ships, fleet commanders or distant planets and solar systems.

Before using Cryptosemiotics to interpret the true contents of a message, an Astropath needs to test his Psyche first to determine if he received the entirety of the message in its original form.

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DATABASES (Per) – infinite information are spread in myriad of forms across the Imperium and its factions. Finding proper ones, using them swiftly and purposefully, extracting the most important pieces from countless terabytes of data isn’t easy, especially under pressure of time or enemy fire.

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EXPERTISE (Per) – recognising the true value of an object is the key to success of every vendor, collector or appraiser. However, in the vast Universe of 30th millennium, value often means much more than just the money. What exactly – that’s for the expert to assess.

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EXPLORATION (Per) – discovering alien environments on unknown planets can be tedious and hazardous job. Knowing the patterns to look for in the landscape while searching for the best hideout, lookout, venturing into ruins of some xenos stronghold etc. is clearly an asset among so many hindrances and natural threats.

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FIELD AID (Dex) – combat wounds are deadly only if you die. To not die, you usually need someone, who knows how to keep your guts inside your belly or to stop the entirety of your blood from spilling out of that gaping whole in your chest. In battlefield conditions, you rarely can find a surgeon with proper equipment (and if you really need one – you’re probably dying already anyway). In that case, skilled field medic is truly the best you can hope for.

Success in Field Aid test stops current Damage level from upgrading, so the injured does not need to perform a Vitality test in case of receiving a Severe or a Deadly wound (at least for reasonably extended time). Each Extra level of success reduces the ST of eventual Regeneration test by 2 (in case of Scratches and Light Damage). Severe and Deadly Damage treated by Field Aid still require Science (Medicine) for complete healing and recovery.

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FORBIDDEN LORE* (Wlp) – there are secrets, facts and truths that nobody should know about if they want to avoid captivity, insanity, death or the fate of servitor. True reasons, contents or results of high priority orders, forgotten history of a Legion, xeno race extinguished by Imperium, technology banned by Mechanicum, tales and stories from the ancient Terra or the Old Night etc.

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HOPLOLOGY (Per) – the study, analysis and philosophy of combat, history of warfare, cultural differences displayed in fighting, alongside practical knowledge about weapons, operational patterns, relationships and significances of combative behaviour. In short – everything you should know about the opponent to understand him better before you decide to wage war.

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INFOSPHERE* (Per) – the closest thing to psychic powers Mechanicum adepts possess. Exclusive, nearly telepathic channel of communication, exchange of data in all possible formats, forms and capacity, from debates contained in binary code to non-verbal, intimate discussions. At the highest levels, weeks worth of debates can be talked through over the course of days, including unparalleled amounts of data, arguments and ideas, hidden in plain sight from the crowd of non-Mechanicum audience.

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INVESTIGATION (Per) – power of observation, unravelling conundrums, finding hidden clues and connecting seemingly unimportant pieces into coherent whole.

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LANGUAGES (Per) – not everyone knows Imperial Gothic (even without delving into specific dialects), especially if they never were a part of the Imperium. So many planets were lost to humanity during the Old Night, so many cultures were developed, that ability to understand another human is now also a commodity.

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LOGISTICS (Int) – expeditionary fleets cannot conquer the galaxy without fuel. Soldiers cannot wage war without bullets. Even servitors cannot maintain their duties without sustenance. Planning, establishing and overseeing supply chains, extraction of strategic resources, evacuating population of a city or entire planet – that’s what logistics are about.

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LORE (Int) – there are secrets, facts and truths that everybody should know about if they want to avoid captivity, insanity, death or the fate of servitor. Which laws and habits are promoted (or prohibited) across the Imperium? How many Legions are there? How and why their members differ from one another? How to address an Astartes properly and safely? Which planets are famous for their craft, resources, warriors or general welfare? What dangers await for those who wish to conduct their business on Nostromo? How long does it take to fly from Macragge to Terra? Or – most importantly – which questions should never be asked?

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MEDITATION (Wlp) – finding inner calm, strengthening concentration on future tasks, recovering from emotional distress or preparation for exercising psychic powers.

Each Extra level of success in Meditation (gained purposefully no longer than 1 hour before using psychic powers) adds 1d6 to your Psyche test.

Corruption & Illumination points can be removed once per Phase, 1 point for each Extra level of success in Meditation test.

Single Meditation test = 1 hour of undisturbed focus in properly arranged space, without undertaking any other activities.

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MECHATUALISM* (Wlp) – essential part of the belief structure of Mechanicum. Understanding and awareness of spiritual aspect of each advanced and consecrated machine, the relationship between mechanism and soul, the functionality and personality of it. Adepts or Magos with highly developed empathy for inner spirits of the machine can utilise their potential better, fill the gaps of rational knowledge and gain favours of the Omnissiah, whether his will manifests in chimes of warp engine or in the battle horn of a Titan.

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PARRYING (Spd) – instinct, timing and skill to deflect upcoming blows and to turn them against the attacker. However, if not executed perfectly, parrying can cost you dearly by loosing your weapon, giving the upper hand (or your entire hand) to the opponent or suffering even worse damage than while blocking or dodging.

Parrying upcoming and foreseen attack requires comparative Weapongence test first, between you and the attacker. If you win, you may then test Parrying and cancel 1 Action the opponent has left this turn for each level of Success you’ve gained. The attack is then also treated as a miss, like you’ve just dodge it, not necessarily by changing your position (if you don’t wish to do so).

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PERFORMANCE (Pre) – Iterator convincing the crowd about merits of joining the Imperium, an artist-Remembrancer displaying newest work, commemorating latest victory, to the Legion of abhuman heroes and xenobiologist confronting controversial theory with the private council of a Primarch have one thing in common: they need to impress their audience. Sometimes that impression is more important than the subjec itself. The truth, skills, arguments – all lose their value if you cannot present them properly, especially to the bigger group.

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PILOTING (Spd) – leading air- and spacecrafts safely to their destination. Maintaining course, executing planned and rapid manoeuvres etc.

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POLITICS (Pre) – on the basic level, awareness of local conflicts, alliances and governmental structures. On the highest – knowledge about machinations of Imperial factions, individual goals of Primarchs, dependencies between specific planets and Legions or the newest gains (or losses) of the Great Crusade.

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POWER-TECH PROWESS (Str) – you find abandoned Power-armour in the middle of assaulted bunker – you hop in, ’cause what can possibly go wrong, right? Right?

Wrong. Apart from Astartes battle suits (which unaugmented human couldn’t use anyway), devices such as those cherished by Knight Houses are incredibly complex, ancient artefacts, often originating even from the Golden Age of Technology. To even move competently in one of those, let alone to engage in true battle, requires knowledge, coordination and indomitable physique.

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PSYCHIC PROWESS* (Str) – channelling raw power of the Warp isn’t as difficult for an untrained Psyche as it is dangerous. To harness it, to tame its destructive force and to bend it to one’s will requires lifetime of practice, training and discipline. Prowess reduces the risk of being overwhelmed by your own psychic potential, while enabling much more precise and conscious manipulation of the Warp.

After you successfully tested your Psyche and described desired effect (when all cards all revealed), before Control Phase of your psychic action, you may test your Psychic Prowess. Each level of success = 1 action in Control Phase you can choose from the list of changes in the cards setup (see more in “The Great Ocean” chapter) before final result of your psychic action takes place. Remember to add +1 to the result of your Psychic Prowess test for each dot on cards you chose for your effect.

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RHETORIC (Pre) – expressing your thoughts logically and convincingly, with imposing style evoking desired emotions, be it with spoken or written words. Rhetoric strengthens other persuasive techniques, depending on their situational context and the quality of given arguments. While blunt force of a conception can be expressed through Persuasion or Intimidation, giving it proper form through skilful application of grammar and dialectic, can make all the difference in winning the discourse and the audience.

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REPAIRS (Dex) – reassembling parts back into functional device, replacing broken pieces, finding temporary substitutes, utilising tools in the best and fastest way possible, finding and fixing critical flaws in often insanely complicated structure.

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SCIENCE (Int) – specific branch of academic knowledge, from biology or chemistry to medicine or psychology. Just as with Craft, each type of Science needs to be learned separately.

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STEALTH (Dex) – remaining unseen, unheard and unnoticed while sneaking, tiptoeing or hiding, overcoming opposite Alertness.

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STRATEGY* (Int) – the grand scheme of military things, constructed with overwhelming amounts of data, understanding of the enemy and ever-changing battle conditions, coordination of tactics, resources and minor objectives into one, coherent long-term vision of final victory.

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SUBTERFUGE (Wlp) – trademark of all spies, intelligence agents and… liars. How well can you conceal your true identity, how aptly have you prepared it? How many shady characters with useful skills or connections do you know (and if you don’t – can you find them and gain their trust)? Can you tell what will impede enemy’s plans the most or what will cause the greatest damage to their stronghold or morale? Finally, how believable is your bullshit story invented on a fly, when you are caught red-handed and no reasonable explanation can help saving your ass?

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SURVIVAL (End) – your perseverance against forces of nature, limited resources and various unexpected handicaps. Finding shelters, food, recognising environmental hazards as well as any resemblance of safety in lowest districts of hive city or a death world, when technology have failed you and only your wits and simple tools can stop your imminent demise.

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VEHICLES (Dex) – quite similar to piloting crafts, anything mechanical that rides on the ground demands this ability from its operator to get to intended destination without crushing (at least unintended) beforehand.

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WARP TRAVEL (End) – even in 30th Millennium there’s hardly anything as alien, unnatural and corruptive to human body and mind as the Warp. Expanding knowledge and understanding of its elusive laws and qualities can diminish potential harm (physical or psychological) caused by dilatation of time, excessive forces compressing the starship or various psychic phenomenon, occasionally suffered by everyone, from navigators and Astropaths to the lowest ranks of the crew.

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Talents, Implants & Augmentations

There are many ways to modify your Attributes or Skills and to gain unique abilities. Precious few are innate, other can be learned, some are gifts granted by bio-mechanical genius and marvellous technology. Whichever you’ll consider the most suitable for your personality or profession, they all come at a cost – paying high (material or immaterial) price, stepping further away from humanity or risking rapid, painful ending of your life, instead of elevating it above natural boundaries.

Below you can find the list of 15 (5 for each group) exemplary boosts all characters can obtain, if circumstances, Abilities or Skills allow them.

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Altered vision (Implant) – various tactical modes of sight, to be turned on and off depending on conditions and surroundings, often in connection with specific type of weapon, supporting shooter’s Precision.

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Attribute boost (Augmentation) – permanent increase in chosen Attribute, equal to Augmentation skill level.

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Autistic savant (Talent) – cannot be chosen at any point beyond character creation. Choose either Intelligence or Perception and then one Primary Skill related to the Attribute. Remove the star marker (if it has one) from the Skill and add it to the other 3 Primary Skills in the group. You no longer have a limit of maximum 5 points in chosen Skill. You count your d6 results in tests as Extra on 5 and 6. All other Primary Skills in the group will permanently have their TN of all tests increased +2.

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Eidetic memory (A) – you never forget anything. Ever. You still need to test actual Memory to check, how swiftly will you get to the data hidden in your brain, but you know it is there and you will eventually find it. Actual Memory skill also serves you in filtering irrelevant data while you focus on the crucial one. Therefore, your learning curve also improves – any Advancement Points you’ve gained due to failures in Primary Skills tests do not vanish between game sessions.

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Enhanced organs (A) – hallmarks of transhumanism and perfection of Astartes: secondary heart, third lung, liver capable of neutralising nearly any toxin, improved muscle structure etc. Each of these enhancements need to be adapted separately, permanently influencing specific Attributes and / or Skills.

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Homeworld virtue (T) – cannot be chosen at any point beyond character creation. If you are truly attached to the world of your origin, you take what’s the best and the worst from it. This also means that events occurring on or related to your planet will always be of utmost importance to you. Choose your homeworld’s distinctive features (check “The Galaxy” chapter for it) and add +1 to your Humanity.

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Hypercorticotophic (I) – bio-engineered temporal boost to your combat capabilities. At the beginning of your turn, you may test Implants and gain number of Actions = level of success. You always need to make a 1-turn break in using this implant or you will start each new one with 1 less Action for each previous turn of using it in a row.

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Interskill (I) – you can transfer skill points between Primary Skills in the same group for a number of turns = Success level of Implants test. Before completing the transfer, you are fully incapacitated for 1 turn.

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Longevity (A) – ageing is no longer a concern. The body stays captured in a moment of augmentation, however, unlike with stasis field, it can be developed further, to even higher greatness. How long will it last? There are no guarantees, each case and organism are singular cases. Still, even for regular humans at least several unaugmented lifetimes will be outlived before the end of a duty.

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Mechadendrite (A) – term used for a large assortment of bionic tentacle-like and robotic arm limb prosthetics used by the Tech-priests of the Adeptus Mechanicus and the Techmarines of the Adeptus Astartes. A Mechadendrite is used for micro-construction and repair, maintenance tasks, scientific research and even defensive firepower. Most Mechadendrites contain a number of tools, devices or weapons that are intended to serve the specific functions required by their use. It is hard-wired into the central nervous system and surgically attached to the spine, so that it is controlled by its user’s mind using neural impulses just like a biological limb.

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Psychic mastery (T) – once per each test of Psyche you may reroll any number of dices, no matter the result.

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Psychic null (T) – impossibly rare mutation which blocks out Warp energy around the person. This anomaly makes all living beings instinctively distrustful, unfriendly or even hostile towards the null. Psychers can’t stand mere presence of a null in proximity, let alone any physical contact with them. Nulls can never use any psychic powers. Everyone else gets their TN for psychic tests increased +2 for each level of Psyche a null has. Each null gets their TN for all Presence-related skill tests increased +2 for each level of Psyche.

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Skill group boost (I) – +1 level to all Primary Skills in chosen group. This bonus can be stacked by using multiple implants of this kind.

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Vocalizer (I) – voice modulator allowing to speak binary language of the Mechanicum, with all its encrypted safety and unparalleled richness of data.

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Weapon mastery (T) – once per each test of Weapongence you may reroll any number of dices, no matter the result.

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Should you ever need to add a new idea to this list, either to better represent your character or to try some new, more attractive merits, feel free to do so. Simply consult it with your GM and try to keep in mind following differences between the groups:

TALENTS

  • Never require a test before being used
  • New ones always require a teacher, extensive training or a source of knowledge (just like Secondary Skills)
  • Storywise, should always have relevant reason to be gained by a character and / or reasonable latency between choosing new Talent in Tactical Phase and using it in the nearest Action Phase
  • Maximum number of Talents possessed by a character = Humanity level (if Humanity < number of Talents, x number of latter are “unusable” until the level of Humanity increases again)

IMPLANTS

  • Always require a test before being used, installed or removed
  • Always require paying extensive price, reaching proper rank within a faction or making a favour to obtain a new one (at least if you wish to be 100% sure of Implant’s quality)
  • Maximum number of Implants character can utilise at the same time = Implants skill level
  • Add +1 to Transhumanism for each device currently installed in character’s body
  • Can be inserted or removed instantly at any time (at the cost of 1 Action)
  • Are instantly destroyed if hit directly, when the host suffers Damage level > Scratch

AUGMENTATIONS

  • Never require a test before being used
  • Always require Vitality test vs death before being adapted
  • Always require reaching higher rank within a faction or highest renown and appraisal for spectacular achievements
  • Never can be bought (at least through reliable, legal channels) or removed
  • Maximum number of Augmentations character’s body can adapt = Augmentations skill level
  • Add +2 to Transhumanism for each adapted one

Dichotomy

Variables of personality, reflections of individual actions, dreams and beliefs, opposed ideas and characteristics describing one’s position in their group or faction. Most importantly – the way they perceive the world around them, events they take part in and information they receive.

Everything changes you, not always in the way you would like. Dichotomies shown below have different modifiers, some very strict and clear (like those granted by Augmentations), others are subject to GM’s decisions made after significant plot twists and player’s successes (or failures).

Dichotomy never requires any tests, yet it impacts the gameplay in many ways – information is given to player in different manner or quantity, NPC’s attitude towards character is preset because of it, it’s also a hint about the style in which a player should roleplay a character in particular situation. Two opposed dichotomies can coexist for a time, being added from two different sides of the statistic bar. If at any point one dichotomy should be marked at a slot already taken by the other one, it cancels it and takes its place.

EXAMPLE

See the example for “Technocult – Innovation”, dichotomy exclusive for Mechanicum adepts, but working exactly like any other.

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TECHNOCULT (5) (4) INNOVATION

You are a Necromechanic and you’ve just discovered a piece of an ancient tech, probably originating from the Golden Age of Technology. You crave to analyse it and maybe, just maybe, be able to restore at least some of its functionalities, but you need both special equipment and your superior’s blessing to do so. Your previous achievements and service to your Artisan faction granted you renown for your respect and practical application of Mechanicum creed and rules (Technocult = 5). The Magos look kindly on you, you know the promotion is at hand, so you have to constrict your hidden passion for change and experiment a little bit outside the rules and supervision. This chance is too important, so you joyfully and humbly agree to all conditions your superior sets before allowing necessary equipment and authorisations.

xxxxxxxooo
TECHNOCULT (7) (3) INNOVATION

After agreeing to direct supervision and having all hypothesis and discoveries transferred immediately to the Infosphere, you win even more of the Magos favour. You focus on living up to the expectations, showing dedication and skills any elite Mechanicum adept should display (Technocult +2 = 7/10). You analyse the artefact for days, meticulously measuring all its qualities and features, listing out all its possible uses, estimate age and components (successful test of Construction, Investigation and Analysis).

Nevertheless, the most essential part stays hidden, elusive. Your knowledge, perception and intellect, set so firmly on fulfilling your master’s wishes and granting their appraisal, are unable to unravel or even notice unusual junction patterns on device’s internal structure (Innovation is automatically reduced by 1 due to Technocult growing by 2, to 7 out of 10 points in this dichotomy), which could be otherwise recognised as forgotten runic language of ancient inhabitants of the planet, where the ancient-tech was found. You’ve never seen anything like this before, no wonder you couldn’t consider it important from dogmatic point of view. However, should be a little bit more innovative, an idea of restarting the device by trial, error and unconventional dissection of the artefact could pop-up in your head. You win your promotion to the higher rank by exemplary display of necro-tech study. Yet you could have won so much more…

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There are 6 dichotomies in total, 5 of which are shared between all characters. Neither of them is inherently good or bad, beneficial or detrimental by definition, no matter their levels and balance between them. Each spectrum of a dichotomy can reach up to 10 points, reducing the opposite one in the process.

AMBITION vs DUTY

Everyone wants to prove themselves, either by following orders and doing the right thing or by stepping out of the line and showing the very best they have, even if only for their own sake.

CONVICTION vs FAITH

Do you live by the Imperial Truth in this age, galaxy and empire of reason? Are the ideals of the Great Crusade truly your own? Or do your spiritual needs more attuned and eager for the unexplainable, supernatural and religious?

HUMANITY vs TRANSHUMANISM

The changes wrote upon your body, mind and values by technological wonders (Implants, Augmentations) as well as your own take on what does it mean to be human in the Imperium of Man.

BROTHERHOOD vs RIVALRY

Do the members of your group, nation or faction look up to you with love or with envy? Can you count on their helping hand, or rather on a blade in your back if only you’ll allow yourself to stumble?

CORRUPTION vs ILLUMINATION

Mysterious forces of the Warp can be equally devastating and enlightening, depending on your attitude and strength, physical and psychological alike. Even without the waves of the Great Ocean, there are many wonders, secrets and terrors in dark depths of the Universe, that can lead your mind towards light or shadow.

TECHNOCULT vs INNOVATION

Unique testimony of Adeptus Mechanicus faith, their philosophy, interpretation of faction’s creed, goals and morality. The choice between following guidelines, procedures and modus operandi approved and verified thousandfold and risking mistake, failure or even proving senior members of the Omnissiah cult wrong.

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