Dark Heresy - I.4pcdn

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Dark HeresyVersion 0.0(Test PDF)

Table of ContentsChapter I - Character Creation Step I - Character Concept Step II - Home Worlds Death World Feral World Feudal World Forge World Fortress World Frontier World Highborn Hive World Penal Colony Schola Progenium Shrine World Voidborn Step III - Career Adept Arbitrator Assassin Cleric Guardsman Mystic Scum Tech-Priest 44455667788991010111111111212131313Chapter II - Skills Driving 141414151616161718Forbidden Lore - Chaos (Intellect) Forbidden Lore - Warp (Intellect) Forbidden Lore - Xenos (Intellect) Melee (Light) Scholastic Lore (Galaxy) Scholastic Lore (Imperium) Tech Use (Intellect)2

Chapter III - Talents 19Chapter IV - Armoury Imperial Economics Ranged Weapons Special Ammunition 20202125272831323435353639Ranged Weapon Attachments Melee Weapons Melee Weapon Attachments Armour Armour Attachments Cybernetics Bionic Replacements Bionic Augmentations Mechadendrites Chapter V - Corruption and Damnation Corruption Threshold Corrupting Influences Malignancy and Mutation Recovering from Corruption Falling to Chaos Malignancy Table Mutation Table 41414142434344453

Chapter I - Character CreationChapter I - Character CreationCharacter creation in Dark Heresy is a process quite similar to the process presented in theGenesys Rulebook, with a few alterations. The following chapter outlines everything you needto know to create an Acolyte in service of The Emperor’s Holy Inquisition.Step I - Character ConceptComing Soon Step II - Home WorldsTaking the place of Archetypes and Species as presented in the Genesys Rulebook, in DarkHeresy the second step of character creation is to select your Home World. Your charactermay work for the Inquisition now, but that was not always the case, and your selection of aHome World informs who your character was in the past, before beginning their service to theThrone.While they are called home worlds, your character’s home world choice doesn’t have to reflectwhere they were born; just the kind of world which was most crucial to their development intothe person they are today.Home Worlds are mechanically identical to Archetypes, determining your startingarray of characteristics, wound threshold, strain threshold,starting experience, and a small selection ofspecial benefits unique to your home world.Select your Home World from theoptions provided on the following pages.4

Death WorldDeath worlds represent the harshest environments the Imperium has to offer thatnevertheless require human occupation. Though the kinds of threats to the natives vary greatly,all of these planets share one important characteristic: human life is often short. Those wholive on and survive these planets are some of the grittiest and, in some cases, battle-hardenedcitizens of the Imperium.2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 13 BrawnStrain Threshold: 11 WillpowerStarting Experience: 100 XPSurvivalists: Death Worlders begin the game with one rank in both Survival andResilience. They still may not train these skills above rank 2 during character creation. Survivor’s Paranoia: When rolling for Initiative, Death Worlders may always useVigilance.Feral WorldFeral worlds are planets where the dominant culture is trapped in a primitive state, oftenmuch lower technologically than that of other Imperial worlds. This can range from nomadichuman tribes, with little more than spears and a mastery over fire, to once-advanced planetsnow reduced to barbarism from environmental catastrophes, xenos predations, or other worldshattering events.3Brawn 2Agility1Intellect2Cunning2Willpower2PresenceWound Threshold: 13 BrawnStrain Threshold: 10 WillpowerStarting Experience: 95 XPSavage: Feral Worlders begin the game with one rank in either Melee or Survival. They stillmay not train these skills above rank 2 during character creation. Vicious Warriors: When attacking with a melee weapon from the Low-Tech category, FeralWorlders add Pierce 1. Primitive: When making a Charm check in formal or upper-class settings, Feral Worldersupgrade the difficulty once.5

Chapter I - Character CreationFeudal WorldFeudal Worlders live on planets defined by two pronounced aspects, the first and mostdominant being a technological level suspended far below many other Imperial societies. Onmany of these worlds, gunpowder-based devices represent the extent of advancement. The otherdefining aspect of feudal worlds is how their natives live, all part of networks of obligationsand allegiances throughout a tribe or other societal grouping. These ties remain throughoutgenerations, all members born, raised, and dying within their fixed stations.2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 11 BrawnStrain Threshold: 10 WillpowerStarting Experience: 110 XPThe Old Ways: Feudal Worlders begin the game with one rank in either Melee or Athletics.They still may not train these skills above rank 2 during character creation. At Home in Armour: Feudal Worlders reduce the encumbrance of worn armour by 2, to aminimum of 0.Forge WorldForge Worlds are the beating iron heart of the Imperium and the sovereign domains of thePriesthood of Mars. They are given over to the demands of vast industrialisation and eternallyhungry for new resources to consume. A forge world’s wheels never cease to turn and dayin-day-out for millennia, the reactors blaze and the foundries thunder, turning out refinedmaterials and high technology to meet the Imperium’s unending needs.2Brawn 2Agility3IntellectWound Threshold: 10 BrawnStrain Threshold: 10 WillpowerStarting Experience: 95 XPAccustomed to Machines: Forge Worldersbegin the game with one rank in Mechanics.They still may not train Mechanics above rank2 during character creation. The Flesh is Weak: A Forge Worlder beginsplay with one cybernetic, costing up to XXthrones. Forge Worlders can install a numberof cybernetics equal to their Brawn plus 2before reducing their strain threshold.62Cunning2Willpower1Presence

Fortress WorldFortress Worlds are highly fortified, militarised worlds serving as a bastion against somegreat threat to the Imperium. These worlds are often in a constant state of warfare, locked in abitter conflict to protect the wider Imperium from heretics, xenos and things much worse. Mostindividuals born to a Fortress World are pressed into military service as soon as they come ofage, with a disproportionate number of citizens serving in the Planetary Defense Forces, orthose of the Astra Militarum.2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 11 BrawnStrain Threshold: 10 WillpowerStarting Experience: 110 XPBred for War: Fortress Worlders begin the game with one rank in Ranged (Heavy). Theystill may not train Ranged (Heavy) above rank 2 during character creation. Stalwart Defenders: When making use of cover, Fortress Worlders gain an additional 1Ranged Defence.Frontier WorldFrontier worlds occupy the desperate, lawless fringes of the Imperium. Inhabitants quicklylearn self-reliance by necessity, knowing that they cannot expect outside aid against maraudinghumans or ravenous aliens. As always, where there is little Imperial attention, heresy andmutation festers unchecked. Frontier worlds swarm with the violent dregs of humanity, withpirates, bandits, outlaws, and worse ruling many areas. These planets easily become breedinggrounds for rogue psykers, misguided heresies, and vile cults, and can threaten Mankind acrossthe wider Imperium should their contagion spread .2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 12 BrawnStrain Threshold: 11 WillpowerStarting Experience: 100 XPSurvival Instinct: Frontier Worlders begin the game with one rank in Survival orPerception. They still may not train these skills above rank 2 during character creation. Rely on None But Yourself: When making Mechanics checks to repair or modify personalequipment, Frontier Worlders decrease the difficulty once.7

Chapter I - Character CreationHighbornFrom almost their first breath, those born to the high nobility are schooled in the role theymust play and how they must play it. Their fine education covers not only the ins and outs ofhistory, commerce and power-politics, but an education in the fine-points of taste and etiquette:how to wear a mask of one’s own choosing, how to give an intended slight, how to curry andmete favour and the defence of honour are all lessons deeply ingrained.1Brawn 2Agility2Intellect2Cunning2Willpower3PresenceWound Threshold: 9 BrawnStrain Threshold: 12 WillpowerStarting Experience: 100 XPSilver Tongue: Nobles begin the game with one rank in either Charm or Deception. Theystill may not train this skill above rank 2 during character creation. Etiquette: When making Charm, Deception or Negotiation rolls in formal situations, orwhen interacting with high authority, add b to the check. When making such rolls tointeract with members of the lower class of society, add b instead.Hive WorldHive worlds are home to countless teeming millions. The population is so dense that frequently the entire surface of the world is covered with enormous cities stretching from horizonto horizon. Many hivers labour in thankless obscurity, manning huge factories that churn outendless streams of weapons, chemicals or other vital goods. Others run with violent gangs inthe dark of the underhives, living off their wits, guts and firepower.2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 10 BrawnStrain Threshold: 10 WillpowerStarting Experience: 100 XPVigilant: Hive Worlders begin the game with one rank in Perception or Streetwise. Theystill may not train these skills above rank 2 during character creation. Accustomed to Crowds: Hive Worlders suffer no penalty for moving through dense crowdsor cramped alleyways. Wary: When rolling for initiative, Hive Worlders add s to the roll.8

Penal ColonyWhere most world classifications stem from the types of terrain or lifeforms found there,penal colonies are defined by strict Imperial Law. In every expansion, there are recidivists,looters, murderers, and thieves who appear in its wake. The most violent or persistent offenders,if not granted summary execution at the time of apprehension, may be shipped off-world tofacilities designed to house them permanently.2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 11 BrawnStrain Threshold: 10 WillpowerStarting Experience: 110 XPRecidivist: Penal Colonists begin the game with one rank in either Skulduggery orDeception. They still may not train these skills above rank 2 during character creation. Connected: When making a Streetwise check to find equipment on the black market, ormake contact with criminal organisations, Penal Colonists remove up to b b from theroll.Schola ProgeniumThe Schola Progenium takes children whose parents have perished in the service of theEmperor, from daughters of Imperial Guard Officers killed on the battlefield, to sons ofadministrators lost in the far reaches of the Imperial space, and trains them to become thebackbone of Imperial society. The fundamental part of life in the Schola Progenium is harshdiscipline. From the day they first don their grey garb, the progena learn that the God-Emperorhas no use for infirmity of purpose or weakness, and pain is merely an illusion of an untrainedmind.2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 12 BrawnStrain Threshold: 12 WillpowerStarting Experience: 95 XPSchola Education: Progena begin the game with one rank in two different career skills oftheir choice. They still may not train these skills above rank 2 at character creation. Tempered Will: Progena remove b caused by Critical Injuries, the disoriented condition,and fear from all checks they make.9

Chapter I - Character CreationShrine WorldShrine Worlds are strongholds of the Adeptus Ministorum, entire planets dedicated toexalting the glory of the God-Emperor. They are mighty engines of faith that pulse with thefervid devotions of supplicants, pilgrims and clergy alike. While all citizens of the Imperiumare taught to venerate the glory of the Emperor in one form or another, it is the shrine worlderswho perhaps have the greatest understanding and reverence of the teachings of the ImperialCult.2Brawn 2Agility2Intellect1Cunning3Willpower2PresenceWound Threshold: 10 BrawnStrain Threshold: 12 WillpowerStarting Experience: 100 XPStudent of the Creed: Shrine Worlders begin the game with one rank in Knowledge(Imperium). They still may not train Knowledge (Imperium) above rank 2 during charactercreation. Strength of Faith: When making a Fear check, Shrine Worlders add aa.VoidbornBorn out in the darkness between the stars, the void born are an odd collection of misfits,strangers and ill-omened folk. Perhaps birthed in the belly of a pilgrimage ship, or aboard anancient orbital satellite, these people are often considered to be somehow touched by the taint ofthe warp.2Brawn 2Agility2Intellect2Cunning2Willpower2PresenceWound Threshold: 9 BrawnStrain Threshold: 12 WillpowerStarting Experience: 110 XPChild of the Dark: When making skill checks to resist the effects of mind altering psychicpowers or warp phenomena, Voidborn add s. Void Accustomed: When making skill checks, Voidborn remove b b imposed byenvironmental conditions related to reduced gravity or other ship-based phenomena.10

Step III - CareerYour character’s career determines their array of career skills, shaping the kind of characterthey will become. While they are called careers, the career options provided below are intendedto be open ended, able to apply to a wide variety of professions and backgrounds.In Dark Heresy, your career only determines half of your career skills. The remaining fourare selected freely from the remaining avaliable skills. This allows players a greater deal offlexibility to represent the incredibly varied nature of the individuals which the Inquisitionrecruits.AdeptConsidered by many to be the pencil pushers of the galaxy, adepts keep the Imperium ofMan running like a well oiled machine. With access to a tremendous wealth of knowledge,and blessed with the mental acuity to take advantage of it, adepts are a valuable member of anyAcolyte cell, lending a critical eye and an encyclopedic knowledge of the galaxy.The Adept career might represent a member of the Adeptus Administratum, a talentedcivilian remembrancer, a member of staff for a Planetary Governor, or simply a well-learnedsage.The Adept counts the following skills as career skills: Negotiation, Perception, ScholasticLore (Galaxy) and Scholastic Lore (Imperium). In addition, the Adept may select four otherskills, and also counts those as career skills. Before spending experience during charactercreation, an Adept may choose four of their career skills and gain one rank in each of them.ArbitratorWith many cities reaching populations of billions, civil disobedience and lawbreaking arean everyday reality in the 41st Millennium. Arbitrators act as the bulwark against disorder,upholding the Emperor’s law in some of the darkest alleys of the galaxy’s hives.The Arbitrator career might represent a member of the Adeptus Arbites, an Enforcer, amember of a private security force, a bounty hunter, or any other individual who keeps law andorder in the galaxy.The Arbitrator counts the following skills as career skills: Coercion, Melee (Light), Ranged(Heavy) and Streetwise. In addition, the Arbitrator may select four other skills, and also countsthose as career skills. Before spending experience during character creation, an Arbitrator maychoose four of their career skills and gain one rank in each of them.AssassinIn the Imperium, assassination is a valued tool used by all, from the agencies of the Adepta11

Chapter I - Character Creationdown to petty crime lords of the underhives. A professional killer is always in demand.The Assassin career might represent a member of one of the galaxy’s terrifying death cults, amember of a more formal assassin’s guild, or simply a talented freelancer.The Assassin counts the following skills as career skills: Coordination, Melee (Light),Ranged (Light) and Stealth. In addition, the Assassin may select four other skills, and alsocounts those as career skills. Before spending experience during character creation, an Assassinmay choose four of their career skills and gain one rank in each of them.ClericClerics, preachers and confessors are found on every world the Imperium of Man hasconquered, preaching the holy truth of the Emperor. They are a more powerful force than theirstation would suggest, able to whip an entire crowd up into a furious frenzy.The Cleric career might represent a blessed representative of the Adeptus Ministorum, a localchapel’s preacher, a member of the non-militant orders of the Adepta Sororitas, or anyone elsewith a strong religious fervor and a talent for working with the unwashed masses.The Cleric counts the following skills as career skills: Charm, Discipline, Leadership andScholastic Lore (Imperium). In addition, the Cleric may select four other skills, and also countsthose as career skills. Before spending experience during character creation, a Cleric maychoose four of their career skills and gain one rank in each of them.GuardsmanThere is one truth in the world of the 41st Millenium; there is only war.To that end, the Imperium of Man has trillions of soldiers, spread acrossmore warfronts than can be counted. Handy with a rifle, and with a knackfor staying alive, Guardsmen make excellent recruits for The Inquisition.The Guardsman career might represent an imperial guardsman of theAstra Militarum, a fleet officer within the Imperial Navy, amember of a local Planetary Defence Force, or a mercenary withno true allegiance to any military.The Guardsman counts the following skills as career skills:Athletics, Melee (Light), Ranged (Heavy) and Survival. Inaddition, the Guardsman may select four otherskills, and also counts those as career skills. Beforespending experience during character creation, aGuardsman may choose four of their career skills12and gain one rank in each of them.

MysticThe eldritch energies of The Warp permeate all of the galaxy, meaning that wherever humansmight be found, psykers, witches and other wretched mutants are sure to be lurking. Mysticscan drawn on the powerful energies of the warp, reshaping reality with a thought. This makesthem valuable, but dangerous assets to The Inquisition.The Mystic career might represent a sanctioned Psyker under the control of the AdeptusAstra Telepathica, an unsanctioned local mystic, a Chaos-worshipping witch, or anyone elsewho can draw on the foul energies of The Warp.The Mystic counts the following skills as career skills: Discipline, Forbidden Lore (Warp),Perception and Vigilance. In addition, the Mystic may select four other skills, and also countsthose as career skills. Before spending experience during character creation, a Mystic maychoose four of their career skills and gain one rank in each of them.ScumAs has always been the case, the flotsam and jetsam of humanity seems to attract each otherand thrives in the darkest of places. The Imperium is a vast and unforgivably hard regime tosubsist in, and so the unwanted and uncared for fester and even flourish in the most unlikelyand inhospitable placesThe Scum career might represent a member of a the cutthroat hive gang, a skilled con artist,a mutant languishing in the underhives, or any other lawless dreg of society.The Scum counts the following skills as career skills: Deception, Ranged (Light), Stealth andStreetwise. In addition, the Scum may select four other skills, and also counts those as careerskills. Before spending experience during character creation, the Scum may choose four of theircareer skills and gain one rank in each of them.Tech-PriestThe Imperium has a strong, religious respect for technology, and those that can work withmachines are held in high regard. Tech-priests keep the Imperium of Man running, tending tothe various marvels of technology that allow humanity to flourish.The Tech-Priest career might represent an anointed member of the Machine Cult, a selftaught technician, or a foul heretek.The Tech-priest counts the following skills as career skills: Cool, Perception, Scholastic Lore(Imperium) and Tech-Use. In addition, the Tech-Priest may select four other skills, and alsocounts those as career skills. Before spending experience during character creation, the TechPriest may choose four of their career skills and gain one rank in each of them.13

Chapter II - SkillsChapter II - SkillsThe following table outlines the skills available in Dark Heresy. The majority of the skills inthis list are taken directly from the Genesys Core Rulebook, but some are new. The new skillshave received full writeups on the following pages. For existing skills, refer to the Genesys CoreRulebook.SkillGeneral SkillsCharacteristic seSurvivalTech-UseVigilanceCombat SkillsGunneryMelee (Light)Melee (Heavy)Ranged (Light)Ranged (Heavy)Knowledge SkillsForbidden Lore (Chaos)Forbidden Lore (Warp)Forbidden Lore (Xenos)Scholastic Lore (Galaxy)Scholastic Lore (Imperium)Social erGenesys Core Rulebook (Page 58).Genesys Core Rulebook (Page 59).Genesys Core Rulebook (Page 59).Genesys Core Rulebook (Page 60).Genesys Core Rulebook (Page 60). See description for changes.Genesys Core Rulebook (Page 61).Genesys Core Rulebook (Page 62).Genesys Core Rulebook (Page 63).Genesys Core Rulebook (Page 64).Genesys Core Rulebook (Page 64).Genesys Core Rulebook (Page 65).Genesys Core Rulebook (Page 65).See description.Genesys Core Rulebook (Page 65).AgilityBrawnBrawnAgilityAgilityGenesys Core Rulebook (Page 69).Genesys Core Rulebook (Page 68). See description for changes.Genesys Core Rulebook (Page 68).Genesys Core Rulebook (Page 68).Genesys Core Rulebook (Page ee description.See description.See description.See description.See ceGenesys Core Rulebook (Page 55).Genesys Core Rulebook (Page 55).Genesys Core Rulebook (Page 56).Genesys Core Rulebook (Page 56).Genesys Core Rulebook (Page 56).DrivingDriving operates as described on page 60 of the Genesys Core Rulebook. The only differenceis that in Dark Heresy, Driving may be used to operate flying vehicles as well, as would usuallybe governed by Piloting (page 62 of the Genesys Core Rulebook). This skill does not govern thecontrol of large vehicles such as starships - that is outside the scope of Dark Heresy entirely.Forbidden Lore - Chaos (Intellect)The unnatural realm of the Warp is home to the four great Chaos Gods, who rule this terribledomain even as they vie with each other to dominate all of existence. Acolytes in service of TheInquisition frequently come into contact with the servants of these gods, in the form of cultists,14daemons and even the fabled Chaos Space Marines, Adeptus Astartes who fell from grace and

betrayed The Emperor. The Forbidden Lore (Chaos) skill determines an Acolyte’s knowledgeof the Chaos Gods, their servants, their rituals, their cults, and anything else pertaining to thefoul worship of Chaos.Your character should use this skill if Your character tries to recall a specific piece of lore about a Chaos God Your character tries to identify useful facts about a particular Chaos Daemon. Your character tries to remember what Chaos Cults have been known to operate in acertain area. Your character tries to identify how to successfully disrupt a Chaos ritual.Your character not should use this skill if Your character wants to know something about the Warp which isn’t directly relatedto the worship of Chaos, such as the effects psychic powers might have on reality.Forbidden Lore (Warp) would be the appropriate skill for this. Your character tries to identify facts about religious practices that aren’t related tothe Chaos Gods, such as those of a Xenos race, or a heretical group which does notworship Chaos. Forbidden Lore (Xenos) or Scholastic Lore (Galaxy) may be moreappropriate skills.Forbidden Lore - Warp (Intellect)The Warp is a powerful force, granting The Imperium many advances. Without the powerof the Warp, communication between systems would be impossible, and faster than light travelwould be a pipedream. The immaterium is a hostile place, however, and it can have powerful,corrupting effects on reality if left unchecked. Forbidden Lore (Warp) governs an Acolyte’sunderstanding of the Warp and how it operates. It allows Acolytes to identify warp phenomena,understand the terrifying powers of Psykers and Witches, and know the telltale signs of whenthe immaterium is leaking through to reality.Your character should use this skill if Your character notices strange phenomena in their environment and tries to identifyif they are caused by the Warp. Your character attempts to estimate the truepotential of a psyker or witch after observingtheir powers. Your character tries to estimate how longa trip between two systems might take viawarp travel.15

Chapter II - SkillsYour character not should use this skill if Your character wishes to learn something about the Chaos Gods that dwell in thewarp. Knowledge of Chaos is governed by Forbidden Lore (Chaos).Forbidden Lore - Xenos (Intellect)Since Mankind first travelled to the stars, he has faced the threat of the alien. Myriadxenos races populate the galaxy, some old beyond comprehension, others even younger thanhumanity. Most of these have proved hostile to Mankind and its divine right to rule the galaxy.The Forbidden Lore (Xenos) skill determines an Acolyte’s understanding of the various xenosraces which populate the galaxy, including their technology, their culture, their appearance andtheir behaviour.Your character should use this skill if Your character wants to identify a strange xenos creature they have spotted. Your character attempts to translate the alien script of a xenos race. Your character finds a xenos weapon on the black market and tries to determine itsorigins. Your character tries to research the cultural practices of a particular xenos race.Your character not should use this skill if Your character tries to learn information which is trivial. Members of The Inquisitionwill usually have a basic understanding of the common Xenos races; they probablyalready know what an Ork is without needing to roll a check.Melee (Light)Melee (Light) operates as described on page 68 of the Genesys Core Rulebook. The onlydifference is that in Dark Heresy, Melee (Light) also governs unarmed brawling attacks,replacing the Brawl skill from page 67 of the Genesys Core Rulebook.Scholastic Lore (Galaxy)The Imperium of Man stretches across the entire galaxy, its reach extending far into the stars.The galaxy is a tremendously large place, and each world has a crucial role to play in the fate ofthe Imperium. The Scholastic Lore (Galaxy) skill governs an Acolyte’s knowledge of the galaxy.An Acolyte talented in this skill has a strong knowledge of the important planets in a sector;their geography, their politics, their population, their history; all facts which can be crucial in asuccessful investigation.Your character should use this skill if Your character tries to recall what resources a specific planet tithes to the Imperium. Your character wants to know what the environment of a specific planet is like.16 Your character attempts to recall the name of a planetary governor.

Your character wishes to know the details of commonly occuring crime in a specifichive city.Your character not should use this skill if Your character tries to learn information about the internal politics of Imperialorganisations such as the Adeptus Arbites. This is covered by Scholastic Lore(Imperium). Your character attempts to learn something which should be common knowledge.An Acolyte can be expected to already know that the capital of the galaxy is Terra, forexample.Scholastic Lore (Imperium)The Imperium of Man stretches across the entire galaxy, its reach extending far into the stars.The galaxy is a tremendously large place, andeach world has a crucial role to play in the fateof the Imperium. The Scholastic Lore (Galaxy)skill governs an Acolyte’s knowledge of thegalaxy. An Acolyte talented in this skill has astrong knowledge of the important planets ina sector; their geography, their politics, theirpopulation, their history; all facts which canbe crucial in a successful investigation.Your character should use this skill if Your character tries to recall thename of the High Marshal of aspecific Adeptus Arbites precinct. Your character attempts to discernif the suspicious practices of a localpreacher constitute a hereticalbreach of the Imperial Creed. Your character needs to knowthe official process for accessingspecific records through the AdeptusAdministratum. Your character wishes to know thedetails of the relationship betweenthe Adeptus Mechanicus and theAdeptus Ministorum in the currentsub-sector.17

Chapter II - SkillsYour character not should use this skill if Your character tries to learn general information about the state of a specific planet.This is covered by Scholastic Lore (Galaxy). Your character attempts to negotiate something with an Adeptus Adminisitratumclerk. This would be covered by the appropriate social skill, such as Charm orNegotiate.Tech Use (Intellect)Technology in The Imperium of Man is a venerated, holy thing. Sacred rites are performedbefore a simple field stripping of a rifle, and

Brawn Agility Intellect Cunning Willpower Presence Wound Threshold: 12 Brawn Strain Threshold: 11 Willpower Starting Experience: 100 XP Survival Instinct: Frontier Worlders begin the game with one rank in Survival or Perception. They still may not train these skills above rank 2 during character creation.