Afraid of pig like creatures
Vicious Warriors: When attacking with a melee weapon from the Low-Tech category, Feral Worlders add +1 damage.
Savage: Feral Worlders begin the game with one rank in either Melee (Heavy) or Surviv- al. They still may not train these skills above rank 2 during character creation.
Primitive: When making a Charm check in formal or upper-class settings, Feral Worlders upgrade the difficulty once.
grit toughened
big guns Your character’s encumbrance threshold is 10 plus their Brawn, instead of 5 plus their Brawn. Your character reduces the Cumbersome rating of any weapon they carry by 1, to a minimum of 3.
Name | Skill | Damage | Crit | Range | Qualities | ||
---|---|---|---|---|---|---|---|
Warhammer | Melee-Heavy | 10 | 3 | Engaged | Vicious Warriors | ||
Melee-Heavy 10 3 Engaged 9151 120 5 5 3 Qualities
Cumbersome 4, Disorient 4, Knock- down 0 0 0 Modifiers
| |||||||
Stub Revolver | Ranged-Light | 7 | 3 | Medium | |||
Ranged-Light 7 3 Medium 5870 0 2 2 3 QualitiesReliable, Scarce Ammo | |||||||
Riot Shield | Melee-Light | 5 | 6 | Engaged | Vicious Warriors, Deflection, Defense , Inaccurate | ||
Melee-Light 5 6 Engaged 6381 0 4 4 3 Qualities
Defensive 1, Deflection 2, Inaccurate 1, Knockdown | |||||||
hunting lance | Melee-Heavy | 14 | 2 | Engaged | |||
Melee-Heavy 14 2 Engaged 0 5 5 2 Qualitiesbreach disorient 5 limited ammo special |
Name | D100 | Severity | Result | |
---|---|---|---|---|
Discouraging Wound | 28 | Move one player pool story point to the game master pool (reverse if NPC) | ||
28 Move one player pool story point to the game master pool (reverse if NPC) | ||||
Bowled Over | 43 | The target is knocked prone and suffers 1 strain | ||
43 The target is knocked prone and suffers 1 strain |
Talent Pyramid | ||
Incidental Close Combatant When you purchase this talent, your character gains Melee (Light) or Melee (Heavy) as a career skill. In addition, once per session your charac- ter may use this talent to remove from a melee combat check they make. 5 XP Incidental Close Combatant When you purchase this talent, your character gains Melee (Light) or Melee (Heavy) as a career skill. In addition, once per session your charac- ter may use this talent to remove from a melee combat check they make. 5 XP Action Iron Jaw On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw ac- tion (this action may be specifically performed even though you are normally barred from per- forming actions when staggered). Make a Daunt- ing ( ) Discipline check. If you succeed, your character is no longer staggered or disorient- ed. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy ( ). Ranked 5 XP Action Iron Jaw On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw ac- tion (this action may be specifically performed even though you are normally barred from per- forming actions when staggered). Make a Daunt- ing ( ) Discipline check. If you succeed, your character is no longer staggered or disorient- ed. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy ( ). Ranked 5 XP Action Iron Jaw On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw ac- tion (this action may be specifically performed even though you are normally barred from per- forming actions when staggered). Make a Daunt- ing ( ) Discipline check. If you succeed, your character is no longer staggered or disorient- ed. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy ( ). Ranked 10 XP Action Iron Jaw On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw ac- tion (this action may be specifically performed even though you are normally barred from per- forming actions when staggered). Make a Daunt- ing ( ) Discipline check. If you succeed, your character is no longer staggered or disorient- ed. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy ( ). Ranked 10 XP Passive Disturbing Voice You have a sinister and upsetting voice. This may be due to infrasonic cadences produced by a vox synthesiser, interrogation training, or just an inborn air of malice. Your character adds to all Coercion checks when using their voice, but adds to all other social interaction checks when dealing with persons likely to be put off by the character’s disturbing cadence. 5 XP Passive Disturbing Voice You have a sinister and upsetting voice. This may be due to infrasonic cadences produced by a vox synthesiser, interrogation training, or just an inborn air of malice. Your character adds to all Coercion checks when using their voice, but adds to all other social interaction checks when dealing with persons likely to be put off by the character’s disturbing cadence. 5 XP Incidental Emperor’s Blessing Once per session, your character may add to any one skill check. 10 XP Incidental Emperor’s Blessing Once per session, your character may add to any one skill check. 10 XP Action Iron jaw (Improved) Your character may use this talent to recover from being inca- pacitated due to exceeding their strain threshold. On your next turn after being incapacitated, you may make a Formidable ( ) Discipline check as an action (this action may be specifically performed even though you are normally barred from performing actions). If you succeed, your character reduces their strain to one below their strain threshold. The difficulty of this check de- creases by one per rank of Iron Jaw, to a minimum of Easy ( ). Ranked 15 XP Action Iron jaw (Improved) Your character may use this talent to recover from being inca- pacitated due to exceeding their strain threshold. On your next turn after being incapacitated, you may make a Formidable ( ) Discipline check as an action (this action may be specifically performed even though you are normally barred from performing actions). If you succeed, your character reduces their strain to one below their strain threshold. The difficulty of this check de- creases by one per rank of Iron Jaw, to a minimum of Easy ( ). Ranked 15 XP Incidental Painful Blow When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter. 5 XP Incidental Painful Blow When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter. 5 XP Maneuver Side-Step Once per round, your character may suffer a number of strain no greater than their ranks in Side-Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered. Ranked 10 XP Maneuver Side-Step Once per round, your character may suffer a number of strain no greater than their ranks in Side-Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered. Ranked 10 XP Incidental Dodge When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered. Ranked 15 XP Incidental Dodge When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered. Ranked 15 XP Incidental Dodge When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered. Ranked 20 XP Incidental Dodge When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered. Ranked 20 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 5 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 5 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 10 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 10 XP Maneuver Side-step Once per round, your character may suffer a number of strain no greater than their ranks in Side-Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered. Ranked 15 XP Maneuver Side-step Once per round, your character may suffer a number of strain no greater than their ranks in Side-Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered. Ranked 15 XP Passive Death Rage Your character adds +2 damage to melee attacks for each Critical Injury they are currently suffering. (Your GM may also impose additional penalties on social skill checks your character makes while enraged due to Critical Injuries they are suffering.) 20 XP Passive Death Rage Your character adds +2 damage to melee attacks for each Critical Injury they are currently suffering. (Your GM may also impose additional penalties on social skill checks your character makes while enraged due to Critical Injuries they are suffering.) 20 XP Passive Dedication Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice. Ranked 25 XP Passive Dedication Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice. Ranked 25 XP Incidental Parry When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. Ranked 5 XP Incidental Parry When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. Ranked 5 XP Incidental Parry When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. Ranked 10 XP Incidental Parry When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. Ranked 10 XP Incidental Armour of Faith Immediately after being hit by a successful combat check but before damage is applied, you may spend a Story Point to increase your character’s soak by an amount equal to their ranks in Discipline. This may be done once per encounter, plus an addition- al time for each rank of Armour of Faith. Ranked 15 XP Incidental Armour of Faith Immediately after being hit by a successful combat check but before damage is applied, you may spend a Story Point to increase your character’s soak by an amount equal to their ranks in Discipline. This may be done once per encounter, plus an addition- al time for each rank of Armour of Faith. Ranked 15 XP Passive Enduring Each rank of Enduring increases your character’s soak value by one Ranked 20 XP Passive Enduring Each rank of Enduring increases your character’s soak value by one Ranked 20 XP Passive Zealous Fire Each time your GM spends a Story Point, your character heals 2 strain. 25 XP Passive Zealous Fire Each time your GM spends a Story Point, your character heals 2 strain. 25 XP Passive Durable Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. Ranked 5 XP Passive Durable Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. Ranked 5 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 10 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 10 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 15 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 15 XP Passive Armour Monger If your character spends at least an uninterrupt- ed hour each day blessing and preparing their armour, they increase the soak provided by the armour by 1. This bonus only applies to armour worn by your character. 20 XP Passive Armour Monger If your character spends at least an uninterrupt- ed hour each day blessing and preparing their armour, they increase the soak provided by the armour by 1. This bonus only applies to armour worn by your character. 20 XP Passive Enduring Each rank of Enduring increases your character’s soak value by one Ranked 25 XP Passive Enduring Each rank of Enduring increases your character’s soak value by one Ranked 25 XP Passive Armor Master When wearing armor, Increase total soak value by 1. 5 XP Passive Armor Master When wearing armor, Increase total soak value by 1. 5 XP Passive grit Each rank of Grit increases your character’s strain threshold by one. Ranked 10 XP Passive grit Each rank of Grit increases your character’s strain threshold by one. Ranked 10 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 15 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 15 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 20 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. Ranked 20 XP Passive dodge When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered. Ranked 25 XP Passive dodge When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered. Ranked 25 XP Maneuver Calm and Collected When you purchase this talent, your character gains Cool or Discipline as a career skill. In addi- tion, once per session your character may spend on a successful skill check to negate the on- going negative effects of a fear check. This talent can’t be used to negate mental traumas. 5 XP Maneuver Calm and Collected When you purchase this talent, your character gains Cool or Discipline as a career skill. In addi- tion, once per session your character may spend on a successful skill check to negate the on- going negative effects of a fear check. This talent can’t be used to negate mental traumas. 5 XP Incidental Durable Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. 10 XP Incidental Durable Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. 10 XP Passive Hardy Reduce the difficulty of Medicae or Biomancy checks made to heal your character by one, to a minimum of Easy ( ). 15 XP Passive Hardy Reduce the difficulty of Medicae or Biomancy checks made to heal your character by one, to a minimum of Easy ( ). 15 XP Passive Deny the Witch When targeted by the effects of a Psychic Power, you may add one to the pool for each rank your character has in Discipline. 20 XP Passive Deny the Witch When targeted by the effects of a Psychic Power, you may add one to the pool for each rank your character has in Discipline. 20 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. 25 XP Incidental Second Wind Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. 25 XP Passive Observant When you purchase this talent, your character gains Perception or Vigilance as a career skill. In addition, once per session your character may use this talent to add to the results of an initiative check. This talent must be used before any dice are rolled. 5 XP Passive Observant When you purchase this talent, your character gains Perception or Vigilance as a career skill. In addition, once per session your character may use this talent to add to the results of an initiative check. This talent must be used before any dice are rolled. 5 XP Incidental Block Your character must have purchased the Parry talent to benefit from this talent. While wielding a shield, your character may use the Parry talent to reduce damage from ranged attacks as well as melee attacks targeting your character. 10 XP Incidental Block Your character must have purchased the Parry talent to benefit from this talent. While wielding a shield, your character may use the Parry talent to reduce damage from ranged attacks as well as melee attacks targeting your character. 10 XP Passive grit Each rank of Grit increases your character’s strain threshold by one. Ranked 15 XP Passive grit Each rank of Grit increases your character’s strain threshold by one. Ranked 15 XP Passive Deny the Witch (Improved) Your character must have purchased the Deny the Witch talent to benefit from this talent. When you successfully resist a Psychic Power using the Deny the Witch talent, the psyker that targeted you suf- fers one point of strain for each rank you have in Discipline. 20 XP Passive Deny the Witch (Improved) Your character must have purchased the Deny the Witch talent to benefit from this talent. When you successfully resist a Psychic Power using the Deny the Witch talent, the psyker that targeted you suf- fers one point of strain for each rank you have in Discipline. 20 XP Passive Dedication Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice. 25 XP Passive Dedication Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice. 25 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 20 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 20 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 25 XP Passive Toughened Each rank of Toughened increases your character’s wound threshold by two. Ranked 25 XP Passive Parry When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. Ranked 15 XP Passive Parry When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. Ranked 15 XP Incidental grit Each rank of Grit increases your character’s strain threshold by one. Ranked 20 XP Incidental grit Each rank of Grit increases your character’s strain threshold by one. Ranked 20 XP Passive grit Each rank of Grit increases your character’s strain threshold by one. Ranked 25 XP Passive grit Each rank of Grit increases your character’s strain threshold by one. Ranked 25 XP Incidental Fearsome When an adversary becomes engaged with your character, you may force them to make a fear check, with difficulty equal to your character’s ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circum- stances. Ranked 5 XP Incidental Fearsome When an adversary becomes engaged with your character, you may force them to make a fear check, with difficulty equal to your character’s ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circum- stances. Ranked 5 XP Action Purge the Unclean As an action, you may spend a Story Point to in- tone holy words and repel a warp entity within short range. Make an opposed Discipline vs Dis- cipline check against the warp entity. If the check succeeds, the creature is repelled, unable to ap- proach to engaged range until the end of their next turn. can be spent to inflict 1 wound on the entity, ignoring soak (this can be done multiple times). may be spent to inflict 1 strain on your character (this can also be done multiple times). 15 XP Action Purge the Unclean As an action, you may spend a Story Point to in- tone holy words and repel a warp entity within short range. Make an opposed Discipline vs Dis- cipline check against the warp entity. If the check succeeds, the creature is repelled, unable to ap- proach to engaged range until the end of their next turn. can be spent to inflict 1 wound on the entity, ignoring soak (this can be done multiple times). may be spent to inflict 1 strain on your character (this can also be done multiple times). 15 XP Incidental Strength Through Conviction The first time your character would develop a mental trauma during a session, you may spend a Story Point to make a Daunting ( ) Disci- pline check. If you succeed, the trauma is ignored. 20 XP Incidental Strength Through Conviction The first time your character would develop a mental trauma during a session, you may spend a Story Point to make a Daunting ( ) Disci- pline check. If you succeed, the trauma is ignored. 20 XP Incidental Quick Draw Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. 5 XP Incidental Quick Draw Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. 5 XP Action Martial Weapons Master While armed with a Melee weapon, your character may use this talent to make an Average ( ) light Melee check. If successful, your character may force one engaged target to either drop one weapon they are holding or move up to one range band in a direction of your choosing. If your character forces a named rival or nemesis into dangerous terrain (or off a ledge or cliff) using this talent, your GM can spend a Story Point to allow them to catch themselves at the edge and fall prone instead. 15 XP Action Martial Weapons Master While armed with a Melee weapon, your character may use this talent to make an Average ( ) light Melee check. If successful, your character may force one engaged target to either drop one weapon they are holding or move up to one range band in a direction of your choosing. If your character forces a named rival or nemesis into dangerous terrain (or off a ledge or cliff) using this talent, your GM can spend a Story Point to allow them to catch themselves at the edge and fall prone instead. 15 XP Incidental Battle Hymn <br> 10 XP Incidental Battle Hymn <br> 10 XP Passive Lethal Blows Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. Ranked 15 XP Passive Lethal Blows Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. Ranked 15 XP Passive Impaling Strike When your character inflicts a Critical Injury with a melee weapon, you may use this talent to immo- bilize the target (in addition to the other effects of the Critical Injury). This effect lasts until the end of the target’s next turn. 10 XP Passive Impaling Strike When your character inflicts a Critical Injury with a melee weapon, you may use this talent to immo- bilize the target (in addition to the other effects of the Critical Injury). This effect lasts until the end of the target’s next turn. 10 XP Passive Marskman’s Satisfaction Once per encounter, your character makes a Ranged (Light) or Ranged (Heavy) attack against a target and if the attack hits, they may heal Strain equal to half the damage taken by the opponent, rounded up. The character must activate this tal- ent before making the check. 20 XP Passive Marskman’s Satisfaction Once per encounter, your character makes a Ranged (Light) or Ranged (Heavy) attack against a target and if the attack hits, they may heal Strain equal to half the damage taken by the opponent, rounded up. The character must activate this tal- ent before making the check. 20 XP Passive Marksman When you purchase this talent, your character gains Gunnery, Ranged (Light) or Ranged (Heavy) as a career skill. In addition, once per session your character may use this talent to perform an aim maneuver as an incidental. 5 XP Passive Marksman When you purchase this talent, your character gains Gunnery, Ranged (Light) or Ranged (Heavy) as a career skill. In addition, once per session your character may use this talent to perform an aim maneuver as an incidental. 5 XP Passive Honed Senses (sight) When you gain this Talent, select one of the five senses. Add b to all Perception and Vigilance checks involving this sense. Each additional time you purchase this talent for your character, select another sense. Ranked 10 XP Passive Honed Senses (sight) When you gain this Talent, select one of the five senses. Add b to all Perception and Vigilance checks involving this sense. Each additional time you purchase this talent for your character, select another sense. Ranked 10 XP Incidental Wrath of the Righteous When you succeed on a Fear check, aaa may be spent to bless your strikes with the Emperor’s light. All attacks you make are considered holy, ig- noring the defensive properties of Daemons and other warp entities. This effect lasts for a number of rounds equal to your Willpower. Ranked 15 XP Incidental Wrath of the Righteous When you succeed on a Fear check, aaa may be spent to bless your strikes with the Emperor’s light. All attacks you make are considered holy, ig- noring the defensive properties of Daemons and other warp entities. This effect lasts for a number of rounds equal to your Willpower. Ranked 15 XP Passive Duty Until Death Once per encounter, when your character would become incapacitated due to suffering excess wounds, you may spend a story point. If you do so, your character does not become incapacitated until the end of their next turn, and they ignore the effects of any critical injuries they have suf- fered except that those which relate to lost limbs, eyes or other body parts. 20 XP Passive Duty Until Death Once per encounter, when your character would become incapacitated due to suffering excess wounds, you may spend a story point. If you do so, your character does not become incapacitated until the end of their next turn, and they ignore the effects of any critical injuries they have suf- fered except that those which relate to lost limbs, eyes or other body parts. 20 XP Passive Hatred When you gain this talent, select a target for your character’s hatred. This must be a specific group, such as gangers, daemons or psykers. When mak- ing attacks against a target that belongs to this group, add to the roll. To retreat or surrender when fighting a foe that belongs to this group, your character must first pass an Average ( ) Cool check. Each additional time you purchase this talent for your character, select two additional targets for your character’s hatred. 5 XP Passive Hatred When you gain this talent, select a target for your character’s hatred. This must be a specific group, such as gangers, daemons or psykers. When mak- ing attacks against a target that belongs to this group, add to the roll. To retreat or surrender when fighting a foe that belongs to this group, your character must first pass an Average ( ) Cool check. Each additional time you purchase this talent for your character, select two additional targets for your character’s hatred. 5 XP Passive Durable Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. 15 XP Passive Durable Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01. 15 XP Action Iron Jaw (Supreme) Your character must have purchased the Iron Jaw (Improved) talent to benefit from this talent. Once per encounter, your character may use Iron Jaw to recover from being incapacitated due to exceeding their wound threshold. On their next turn after having become incapacitated, they may make a Formidable (ddddd) Discipline check, even though an incapacitated character is normally un- able to perform actions. If they succeed, decrease their wounds to one less than their wound thresh- old. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy (d). 20 XP Action Iron Jaw (Supreme) Your character must have purchased the Iron Jaw (Improved) talent to benefit from this talent. Once per encounter, your character may use Iron Jaw to recover from being incapacitated due to exceeding their wound threshold. On their next turn after having become incapacitated, they may make a Formidable (ddddd) Discipline check, even though an incapacitated character is normally un- able to perform actions. If they succeed, decrease their wounds to one less than their wound thresh- old. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy (d). 20 XP Passive Enforcer When you purchase this talent, your character gains Coercion or Resilience as a career skill. In addition, once per session your character may use this talent to add to a melee combat check or social skill check targeting an opponent with a lower Brawn score than your character. 5 XP Passive Enforcer When you purchase this talent, your character gains Coercion or Resilience as a career skill. In addition, once per session your character may use this talent to add to a melee combat check or social skill check targeting an opponent with a lower Brawn score than your character. 5 XP Passive Torment If their target is disoriented, staggered, or prone, your character may add to social skill checks they make to inflict strain, and combat checks. 5 XP Passive Torment If their target is disoriented, staggered, or prone, your character may add to social skill checks they make to inflict strain, and combat checks. 5 XP Passive parry (improved) Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend or from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them. 15 XP Passive parry (improved) Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend or from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them. 15 XP Passive body guard 15 XP Passive body guard 15 XP Passive Dirty Tricks After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check. 10 XP Passive Dirty Tricks After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check. 10 XP Incidental Menacing When making a Coercion check, your character may use this talent to use Brawn instead of Will- power. 10 XP Incidental Menacing When making a Coercion check, your character may use this talent to use Brawn instead of Will- power. 10 XP Passive Autodidact 5 XP Passive Autodidact 5 XP Passive Swift Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). 5 XP Passive Swift Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers). 5 XP Incidental Berserk Charge When making a melee attack after moving straight towards your target, you may suffer a number of strain up to ranks in Berserk Charge to increase the damage by 2, plus 1 for each point of strain suffered. 10 XP Incidental Berserk Charge When making a melee attack after moving straight towards your target, you may suffer a number of strain up to ranks in Berserk Charge to increase the damage by 2, plus 1 for each point of strain suffered. 10 XP Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 |
Name | Soak | Defense | Qualities | ||
---|---|---|---|---|---|
Light Flak Coat | 2 | 1 | damage 2 steps | ||
4547 0 4 3 2 2 1 Qualities
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Name | Quantity | Encum | Rarity | Price | ||
---|---|---|---|---|---|---|
Backpack | 1 | 0 | 1 | 50 | ||
1 1855 50 1 0 Qualitiesadds 4 encumbrance | ||||||
Auto-Quill | 1 | 0 | 5 | 55 | ||
1 1180 55 5 0 QualitiesAuto-Quill: Often elaborate devices of ink-stained brass and vat-grown or artificial quills, these de- vices allow a user to copy text or transcribe speech with impressive speed and accuracy. Many scribes carry portable units, suitable for recording inter- rogation sessions or xenos translations. | ||||||
Micro-bead | 1 | 0 | 4 | 20 | ||
1 5191 20 4 0 QualitiesAlso known as a bead-comm, these small devices are worn in the ear and allow for short-range communications out to roughly 1 ki- lometre (depending on weather conditions and in- tervening terrain). | ||||||
reload | 1 | 0 | 0 | 0 | ||
1 1099 0 0 0 Qualities | ||||||
medi-kit, | 1 | 2 | 3 | 150 | ||
1 7638 150 3 2 Qualities | ||||||
laud hailer | 1 | 3 | 5 | 50 | ||
1 9019 50 5 3 QualitiesWhether belting orders over the fe- rocious roar of combat or addressing a crowd of thousands of the faithful, Imperial officials often require great volume, and a laud hailer is the per- fect tool. Each can amplify normal speech levels such that an entire crowd can hear the speaker’s words clearly. | ||||||
spur | 0 | 0 | 0 | 0 | ||
0 5588 0 0 0 QualitiesTaking a dose of spur renders a character immune to becoming disoriented. In addition, any time the character would suffer strain (voluntarily or involuntarily), they halve the amount of strain suffered, rounding down. These effects last until the end of the encounter. For an hour following, the character is afflicted with a depressive crash and severe lethargy; they upgrade the difficulty of all Brawn and Agility based checks once, and any time they would suffer strain, they double the amount suffered. [7:36 PM] This combat drug (also known as onslaught) is frequently taken to heighten awareness and improve reaction time. It literally speeds up the user, but causes neural and physiological damage with prolonged application. |
Background | ||
Motivation | ||
Desire, Fear, Strength, Flaw | ||
General | ||