Rogue Heresy Death Crusade Skills

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Skill Groups

Skill Descriptions

A note on acquiring skills
Since Rogue Heresy Death Crusade was conceived as a universal system that allows you to customize your characters any way you want, we intentionally place no limits on the skills available for your character.

However, you might find that roleplaying as a believable, not self-contradictory character is significantly more fun. That requires certain caution when choosing skills: while anyone in good health can have high Athletics or Awareness, it makes little sense for character to have Common Lore: Deathwatch unless he's a chapter serf or a marine himself, or Forbidden Lore: Xenos unless he's a Rogue Trader or an adept Inquisitional xenologist. Same reasoning applies for other skills besides the ones already mentioned, such as Ciphers or Linguistics.

Players take care and GMs beware: such rare and hard to access skills require a good explanation in terms of character background and biography to appear in a character sheet.

Acrobatics (Agility)

Acrobatics covers feats of agile movement, graceful motion, and mastery of balance and form. With this Skill characters can leap nimbly across yawing chasms, maintain their balance on the pitching ship deck or fall gracefully to the ground without snapping their limbs. In combat a skilled acrobat can somersault, flip or cartwheel away from foes, twisting his body out of reach of their enemy or slipping past them in a blur of motion.

The GM may call on players to use the Acrobatics Skill when:

• They must avoid falling over on unstable ground.

• They wish to jump down from a height and land well.

• They want to move over or around a foe or obstacle in their path without breaking their stride.

Example Modifiers
+30 Moving in an open environment with Earth-like gravity, or completely unarmoured.
+20 Moving through an open forest or tall grass field, or with hands free of weapons or other objects.
+10 Moving in a low gravity environment, wearing armour only on torso.
+0 Moving across rubble or debris, or in loose and shifting sand.
–10 Moving in obstructed terrain, or in heavy armour.
–20 Moving in zero gravity or with both hands tied behind one’s back.
–30 Moving in an environment with gravity three times Terran standard.

Skill Use: Full Action unless otherwise noted.

Special Uses

Contortionist

A character can use his Acrobatics Skill to escape from bonds or the grip of a foe by twisting and turning his body. As a Full Action a character may make an Acrobatics Skill Test to free themselves from bonds, such as rope, manacles or the like. This test may only be attempted once to escape restraints; if he fails to free themselves the first time then he is simply too tightly bound and unable to contort his way free. The GM may modify this test depending on the quality of the bonds the character is trying to escape from. Characters may also use Acrobatics to escape from a grapple by using their Acrobatics Skill instead of their Agility or Strength when grappling.

Manoeuvring

In combat, a character capable of acrobatics can more easily avoid foes or retreat from combat without harm. The character may make a Disengage Action as a Half Action (rather than a Full Action) if he makes an Acrobatics Skill Test.

Jumping

A well-trained acrobat excels at jumping, leaping, and lessening the effect of falls by folding their body as they hit the ground. When jumping or leaping (see page 40) a character may use his Acrobatics Skill in the place of Agility and Strength tests. When falling a character can make an Acrobatics Skill Test to reduce the distance fallen by a number of metres equal to their Agility Bonus.

Athletics (Strength)

Athletics is the ability to run long distances, climb sheer surfaces ,and swim strongly without tiring or faltering. It encompasses all manner of strength and brawn based tasks that a character may undertake; a skilled athlete can run for miles, heft mighty loads, or cross fast-flowing rivers with relative ease. Athletics also allows a character to push themselves to greater levels of endurance and shrug off the effects of fatigue when running, swimming, or climbing. The GM may call on players to use the Athletics Skill when:

• They must swim across a body of water or try to stay afl oat.

• They wish to push themselves beyond their limits and keep going even when exhausted.

• They want to climb a cliff or cross extremely rough ground.

A character’s background may dispose him more towards certain types of athletics. Not all skilled climbers make excellent swimmers, though both may have similar upper body strength. A GM can keep this in mind when determining the difficulty of a Test. For example, a character from a desert world or one with extensive augmentic parts could be required to make more difficult Athletics Tests to swim across a river than a character who grew up on an aquatic hive world.

Example Modifiers
+30 Climbing a ladder in a hurry or swimming in perfectly calm water.
+20 Climbing across a gantry or swimming with some method of staying afloat.
+10 Climbing the outside of a hive or swimming with specialised gear (i.e. flippers).
+0 Climbing a rough rock wall with protruding stones, or swimming across a deep lake.
–10 Climbing a brick wall or swimming a slow river.
–20 Climbing a ferrocrete wall without climbing aids or swimming against a current.
–30 Climbing up a slick plasteel bulkhead or swimming in a storm.

Skill Use: Full Action unless otherwise noted.

Special uses

Endurance

Trained athletes are extremely fit and can push themselves far beyond the ability of normal people. As a Free Action, a character with the Athletics Skill may make an Athletics Skill Test at –10 whenever they suffer a level of Fatigue as a result of running, swimming, or climbing to ignore its effects. The character may continue to take tests and ignore Fatigue gained in this way indefinitely; however as soon as he fails a test he must rest for at least 4 hours and cannot use his Athletics Skill again during that time.

Heft

Athletes are also known for their strength and can lift great weights for short periods of time. As a Free Action, a character may make an Athletics Skill Test to increase their carrying capability for a single Encounter. For every Degree of Success the character achieves his Strength is increased by 10 for the purposes of how much weight they can carry, lift, or drag to a maximum of modified Strength of 100. Hefting may only be attempted once, and if the character fails the test he may not try again until the next Encounter.

Awareness (Perception)

Awareness is a character’s ability to understand and be aware of his surroundings and is vital to all characters who wish to see danger coming. A character skilled in Awareness is able to notice small details, sounds or smells before others and interpret what they might be and where they might be coming from. Awareness is most often used when trying to spot hidden foes or ambushes, though it can also be used to find hidden objects.

In general, Awareness is used when trying to spot items or individuals that are either hidden or difficult to notice. Scrutiny is used to interpret hidden emotions, motivations, or other undercurrents. So while spotting someone hidden utilises Awareness, telling when someone lies requires Scrutiny.

When Awareness is used against an opponent (such as to spot an ambush) it is an Opposed Test. Awareness opposes and is opposed by Stealth.

The GM may call players to use the Awareness Skill when:

• They are walking into an ambush or being spied upon by a hidden foe.

• They want to search an area for clues or find a hidden item

Example Modifiers
+30 Detecting the approach of a tank, or spotting a jungle clearing containing a Marauder bomber from the air.
+20 Detecting a Hulking creature’s passage or noticing a vehicle behind rubble.
+10 Detecting a small object in the open or spying a camouflaged artillery piece.
+0 Spotting someone in a crowd or searching a room.
–10 Detecting a well-laid ambush or searching a building for a specific document.
–20 Finding a specific spent bolt round on a battlefield.
–30 Noticing an assassin in a darkened room or searching through planetary records for a shipping manifest.

Skill use: Free Action made in reaction to something.

Special uses

Lip Reading

Lip reading allows a character to effectively understand a conversation even though he cannot hear it. The character must have a clear view of the speaker’s mouth and understand the language used by the target. The difficulty of this test is modified by –10 for every 10 metres of distance between the character and the speaker. The GM may assign other penalties for darkness, fog, or other factors affecting vision. However, magnoculars or other vision enhancing devices may offset this penalty or provide a bonus. A successful Awareness Skill Test reveals the general gist of the conversation. Additional Degrees of Success reveal correspondingly more information. One successful Test is enough to follow the conversation for the span of roughly one topic.

Charm (Fellowship)

Charm is the ability to sway the reactions of others or impress people with a smile and kind word. A character with the Charm Skill can turn a hostile situation into a friendly one or ingratiate their way into secure places past suspicious guards. Charm need not be used whenever a character speaks to someone in a pleasant manner, but should be used whenever he wishes to modify a character’s disposition and opinions, or persuade them to do something they may not have any interest or reason to do. When Charm is used against an opponent (such as to change their mood) it is an Opposed Test. Charm is opposed by Willpower.

The GM may call on players to use the Charm Skill when:

• They want to make someone like them.

• They wish to distract someone by drawing their focus away from others

• They are gathering information from locals or strangers

Example Modifiers
+30 Subject is already very friendly or loyal or the character is obviously harmless.
+20 Subject is friendly, or the character adds incentive such as a bribe.
+10 Subject is naturally talkative or the character is of a favoured gender or social class.
+0 Subject is ambivalent to the character, or has no prior reason to do what the character suggests.
–10 Subject doesn’t wants to be bothered, or the character is rude or aggressive.
–20 Subject is suspicious of the character, or the character heavily armed.
–30 Subject is actively hostile, or the character has wronged the subject previously.

Skill Use: One minute or more (the length of a conversation, though brief interactions may provide opportunities as well).

Ciphers (Intelligence)

Many groups and organisations employ ciphers as a secret shorthand code in communicating basic ideas, warnings, or information rapidly. The character can use and understand the signals, physical markings, or other subtle signs employed to express these concepts. Ciphers tend to express simple concepts or messages, such as warning of danger, marking a target, or indicating ownership. Skill Tests are not required to either leave or read basic messages but are necessary to communicate or decipher complicated meanings, similar ciphers, or signs obscured by the passage of time.

Unlike other Skills, Ciphers has multiple Specialisations. Note that each time you acquire the skill with a particular Specialisation, it only applies to a particular entity of the type described, such as Eldar Xenos Markings or Deathwatch Chapter Runes. The example Specialisations for this Skill are as follows:

Xenos Markings: Many aliens, such as Orks, make extensive use of symbolism and icons. Understanding these markings allows a broad understanding of their meaning, such as where a tribe has marked its boundaries or areas they have marked as dangerous.

Chapter Runes: Each Chapter of the Adeptus Astartes has its own form of ciphers used to communicate between its Battle-Brothers. These closely guarded secrets are almost never taught to those outside the Chapter and constitute a reliable way for those within the Chapter to quickly identify each other.

Imperial Codes: Both the Imperial Navy and the Imperial Guard employ a battle language which comprises mostly of numbers and acronyms. Incomprehensible to those who do not know its meaning, it allows them to quickly signal for reinforcements, identify enemies, and call down fire support.

Inquisition: Used to communicate a private and prearranged code between given agents of the Inquisition. Note that these codes are unique to specific Ordos within the Inquisition. This Skill Group applies to all ciphers used by acolytes and throne agents of the Inquisition.

Mercenary Cant: Many mercenary companies operate in the Imperium, and each has an abbreviated, clipped battle language for orders and commands. Though there are some commonalities, each is essentially unique.

Underworld: Crime lords have used ciphers since before the time of the Emperor, and their sophistication has only increased over time. Each organisation uses its own to deter competition.

Example Modifiers
+30 Understanding a closely related cipher, such as deciphering combat cant used by one Forge World Skitarii Regiment when you know the one used by another.
+20 Understanding a cipher's subdialect, such as the one young gangers use in the hive when you know the underworld talk of that hive.
+10 Understanding a related cipher, such as one used by one Ork tribe when you know the markings of another.
+0 Understanding outdated dialects or complex subjects.
–10 Understanding a remotely related cipher, such as one Imperial Guard's regiment's when you know another's.
–20 Understanding a very remotely related cipher, such as one Inquisition Ordos uses when you know the one used by another, or one that particular Adeptus uses when you know the one used by another; or truly ancient dialects; or complicated very specific topics.
–30 Figuring out the gist of meaning written down using a completely unfamiliar symbolic system.

Skill Use: Full Action

Special Uses

Creating or Deciphering a Cipher

New secret languages and cipher systems can be created (and indeed they often are) or deciphered from a certain amount of available examples using the Crafting rules.

Command (Fellowship)

Command is the ability to effectively lead men into combat and direct their actions against the enemy. This Skill allows a character to control the actions of his followers or change their standing orders in a combat situation quickly and accurately without the chance for misinterpretation or mistake. Command can also be used to inspire men to greater feats of courage or bloodthirstiness as well as to counter the effects of fear through the threat of violence.

The GM may call a player to use the Command Skill when:

• They wish to take control of an NPC under their command in combat.

• They need to rally their followers or organise them in the face of a surprise attack.

• They want their followers to execute a battlefield tactic such as “hold,” “attack” or “retreat.”

Example Modifiers
+30 Followers have high morale or commands are very simple to follow.
+20 Followers are performing well known tasks or commands can be followed out quickly.
+10 Followers outnumber their foes or commands are familiar to the followers.
+0 Commands are complex or the commander is newly in charge of the subjects.
–10 Followers are outnumbered by their foes.
–20 Followers are performing unfamiliar tasks or commands need to be interpreted.
–30 Followers have very low morale or commands are very complex or hazardous.

Skill use: Half Action for simple commands, Full Action for more involved direction.

Commerce (Intelligence)

Commerce is an understanding of wealth, value, and exchange and how to use it to either make coin or procure goods and services for the best price possible. This Skill covers everything to do with deal making and business from bartering over chickens in a Feral world market to engineering interstellar trade agreements and ensuring a healthy profit. Commerce also includes an understanding of the value of things and can be used to appraise items or evaluate something potential worth. When Commerce is used against an opponent (such as to broker a trade deal or haggle over a piece of gear) it is always an Opposed Test. Commerce opposes and is opposed by either Commerce or Willpower.

The GM may call a player to use the Commerce Skill when:

• They want to get a good price for something.

• They wish to start a lucrative business venture.

• They are trying to figure out how much an item or raw material might be worth.

Example Modifiers
+30 Dealing with a highly-trusted merchant.
+20 Dealing with a trusted merchant.
+10 Dealing with a merchant who owes the character a favour.
+0 Dealing with an unknown individual.
–10 Dealing with a merchant which is suspicious of the character.
–20 Dealing with an alien merchant.
–30 Dealing with an openly hostile merchant.

Skill use: One minute on average, longer for complex deals.

Special uses

Barter Commerce can be used by a character to barter for personal items and gain a better than normal price. As part of buying an item a character may make a Commerce Skill Test opposed by either the seller’s Commerce or Willpower (whichever is better). For every Degree of Success a character achieves he makes the subsequent Acquisition Test to buy the item one step easier, or reduces the price of the item by 10%. A character may only use barter when they are buying items for themselves face to face with the seller.

Evaluate

A character can use the Commerce Skill to determine the worth of an item or commodity. The GM should make this roll in secret, modifying the result depending on the Availability of the item or commodity in question (see above for example modifiers). A success tells the player the Availability and cost of the item they are evaluating, while a failure tells them nothing. If they fail by more than three Degrees of Failure the GM should give them a false evaluation.

Common Lore (Intelligence)

All Common Lore Skills represent the common knowledge an individual might know about general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. This Skill differs from Scholastic Lore, which represents scholarly learning one might gain through study and research, and Forbidden Lore, which involves hidden or proscribed knowledge. Common Lore deals with basic information gained from prolonged exposure to a culture or area.

Unlike other Skills, Common Lore has multiple Specialisations. Note that each time you acquire the skill with a particular Specialisation, it usually applies to a particular entity of the type described, such as Calixis Sector or Grey Knights Chapter. The example Specialisations for this Skill are as follows:

Adeptus Arbites: Knowledge of the various arms and sub-sects of the Arbites, including details of rank structure, common procedures, and the basic tenets of Imperial Justice.

Adeptus Astartes: An understanding of the role, function, and nature of the famed Imperial Space Marines, as well as a knowledge of the commonly known Chapters and their practices and areas of operation.

Adeptus Astra Telepathica: Knowledge of how psykers are recruited and trained for the Adeptus Terra, including how Astropaths are used throughout the Imperium, and the basics of sending and receiving astro-telepathic messages.

Adeptus Mechanicus: A general understanding of the symbols and practices of the Adeptus Mechanicus. For servants of Chaos, this also includes a general understanding of those who left the hidebound strictures of the Mechanicus to strike out on their own.

Administratum: Broad knowledge of the labyrinthine workings, rules, traditions, and dictates of the Adeptus Administratum.

Chapter: Knowledge of the function and organisation of a particular Space Marine Chapter, including its primary mandates and favoured practices.

Ecclesiarchy: Understanding of the structure of the Adeptus Ministorum and its role in the worship of the Emperor.

Imperial Creed: Knowledge of the rites, practices, and personages of the Imperial Cult, the most common observances, festivals, and holidays in honour of the Emperor.

Imperial Guard: Basic information about the ranking system, logistics, structure, and basic tactical and strategic practices of the Imperial Guard, as well as particularly famed regiments.

Imperial Navy: Basic information about the ranks, customs, uniforms, and particular traditions of the Imperial Navy, as well as famous admirals and ships.

Imperium: Knowledge of the segmenta, sectors, and well known worlds of the Imperium, including the Calixis Sector.

Planet: Knowledge of a particular planet's geography, culture and well-known history, as well as the outstanding current local events.

Sector: Information concerning the basic layout of a particular sector and the events taking place there.

Segmentum: Information concerning the general astrography of the Segmentum, including widely known sectors, famous planets, and legends of what may be found there.

Tech: An understanding of simple litanies and rituals to soothe and appease machine spirits.

War: Knowledge of great battles, notable commanders, heroes, and famous stratagems employed by those who fight for or against the Imperium.

The GM may call a player to use a Common Lore Skill when:

• The GM feels the player’s character may know something about a current situation, location, or individual.

• The character wants to know a specific detail about a common subject.

Example Modifiers (for Common Lore: Sector)
+30 Remembering the name of a broad region.
+20 Remembering generally known facts about a region.
+10 Learning general information about a specific planet.
+0 Remembering specific information about a specific planet or well-known location on a planet.
–10 Learning information about a large city.
–20 Learning information about a town.
–30 Remembering information learned about a specific individual known only to people with a specific set of interests.

Skill Use: Free Action.