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 a 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:

Chaos Marks: There are countless symbols and signs used by followers of the various Dark Powers, each with its own subtle meaning or specific purpose.

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.

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.

The GM may call on a player to use the Navigate (Warp) Skill when:

• They want to understand the markings left behind by a marauding ork gang.

• They wish to decipher the writings on the crystal walls of the abandoned cities of a civilization long dead.

• They want to correctly decode an Inquisitional order garbled during astropathic transmission.

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

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.

Deceive (Fellowship)

Deceive is the art of lying or fooling others into believing something which is not true. A character skilled in Deceive is adept at convincing others of falsehoods, hiding their true intent from those around them or concealing some of the truth. Deceive can also be used to create a disguise, given the proper time and materials, which can be used to either hide their own appearance or even impersonate the appearance of another. When Deceive is used against an opponent (such as to convince someone of a lie or fool them with a disguise) it is always an Opposed Test. Deceive opposes and is opposed by Awareness.

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

• They want to tell a convincing lie.

• They wish to distract someone with rambling nonsense.

• They are trying to disguise themselves.

Example Modifiers
+30 Telling a lie that is supported by what a person can see, creating a simple disguise meant to fool a stranger.
+20 Telling a lie which is partially true or only very slightly false.
+10 Telling a lie to someone who wants to believe it.
+0 Telling a lie to someone unknown to the character or creating a complex disguise with aid of props or kits.
–10 Telling a lie to someone who is already suspicious of the character.
–20 Telling a lie to someone who has been deceived by the character before.
–30 Telling a lie that contradicts what a person can see or disguising oneself as a close friend or loved one.

Skill use: One minute, longer for complex deceptions.

Special use

Disguise

A character with the Deception Skill can create a disguise for themselves, given enough time and a few raw materials. The time taken depends greatly on the complexity of the disguise; simply putting on an enemy’s uniform or covering the character’s face with filth may take minutes, while trying to change gender, race, or mimic a specific individual may take hours, days, or longer. The GM decides how long formulating a disguise takes and if the character has the materials at hand. Once the disguise is donned the GM then secretly tests for the player (using his Deception Skill and any appropriate modifiers) whenever the disguise comes under scrutiny (an opposed test against the Awareness of whoever is trying to see through the disguise). If a disguise passes this first test then it need not test again unless something changes (suspicion is cast on the character or a more observant NPC arrives).

Dodge (Agility)

Dodge is the ability to avoid blows in melee, duck incoming fire or leap out of the way of falling debris. It combines nimbleness of movement with trained refl exes and an awareness of all kinds of danger. A character can use his Dodge Skill to dodge either melee attacks or ranged attacks. Dodging attacks is a made in response to a foe’s successful attack. A success indicates that the attack has been avoided and it does not hit the character. In the case of attacks which cause multiple hits (such as automatic fire) each Degree of Success a character achieves on his Dodge Test discounts one hit from the attack. Any excess hits not discounted by dodging are then applied to the character as normal.

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

• They are attacked in melee.

• They are attacked with a ranged weapon.

• They need to avoid hazards such as falling wreckage or leap from a collapsing bridge.

Example Modifiers
+30 Character can easily detect the attack and has at least a round to avoid it.
+20 Character has full cover between him and an attack.
+10 Character has half cover between him and an attack.
+0 Character is avoiding an attack in the open. This is the default modifier for Dodge in combat.
–10 Character is on loose ground, mud, or knee-deep water.
–20 Character is in waist-deep water.
–30 Character is unable to see the source of the attack.

Skill Use: Reaction.

Forbidden Lore (Intelligence)

All Forbidden Lore Skills represent knowledge forbidden or hidden to the average citizen of the Imperium of Man. In many cases, it is a heinous crime to even possess such knowledge. More often than not, such knowledge is forbidden for a reason, and is often highly dangerous. In other cases, those within the group in question wish to keep such knowledge secret, and may go great lengths to ensure this.

Forbidden Lore has several different Specialisations. The example Specialisations are as follows:

Adeptus Astartes: Knowledge of the practices, organisation, and homeworlds of the Imperial Space Marines and their Chapters including blasphemous knowledge of their rites, rituals, and beliefs.

Adeptus Mechanicus: An in-depth understanding of followers of the Machine God, including such things as their rituals, observances, common beliefs, core philosophies, and specific knowledge of the Universal Laws.

Archeotech: Knowledge of the great, lost tech devices of past times and clues to their mysterious functions and purposes.

The Black Library: Secret knowledge concerning the Black Library, its forbidden contents, horrific guardians, and the unspeakable xenos that toil within its confines.

Chapter: Knowledge of the deepest, darkest secrets of a Space Marine Chapter, such as the real history of the Destruction of Caliban.

Codex Astartes: Understanding and interpreting the Codex Astartes and how it relates to the organisation, deployment, and tactics of the Space Marine Chapters.

Cults: Knowledge of the most notorious Imperial Cults and some of their sub-sects and splinter cabals.

Daemonology: Lore about some of the most infamous warp entities and their twisted physical manifestations.

Heresy: Wisdom concerning acts and practices deemed heretical by the Imperium, the most contemptible heretics of history, and their acts.

The Horus Heresy and Long War: The origins and history of the 10,000-year-long war between the forces of the Ruinous Powers and the Imperium of Man.

The Inquisition: Understanding the secretive organisation of the Imperium, its common tenets, and famous Inquisitors.

Mutants: The study of stable and unstable mutations within humanity, their cancerous influence and mutagenic development over time, and some of the studies and books on the topic.

Navigators: Secret knowledge about the Navis Nobilite families, their breeding programs, common mutations, and prominent patriarchs.

Ordos: Specialised knowledge of a particular Inquisitional Ordo’s practices, deeds and stories.

Pirates: Knowledge of the scourge of the warp lanes, their tactics, infamous vessels, and inhuman captains.

Psykers: Skill in identifying psykers, the physical effects of their powers, the danger they cause, and the general extent of their capabilities.

The Traitor Legions: The secrets of the lost Space Marine Legions, their names, sad tales of their fall from grace, and their current status.

The Warp: An understanding of the energy of the warp, its interaction and interrelation with realspace, and how its tides and eddies affect travel between the stars.

Xenos: Knowledge of the minor and major alien species known to the Imperium, the threat they pose, and their general appearance.

A successful Forbidden Lore Test imparts information from the GM to the player. The GM may impart more information if the Test scores additional Degrees of Success.

The GM can require a player to make a Forbidden Lore Test when he:

• Seeks information about potential cults active on an Imperial world.

• Wishes to learn about the dangers the Inquisition may pose to a heretical undertaking.

• Wishes to learn more about the mysterious monoliths on a desert world.

• Seeks information on the operations of the dreaded Eldar or their dark kin.

• Desires to learn the True Name of a powerful daemon.

• Seeks the proper procedure to summon a warp-spawn.

• Wishes to know more about psykers and psychic abilities, or the powers they can bring to bear.

• Must recall information about the Traitor Legions and their ongoing war against the Imperium.

Example Modifiers
+30 Learning of the existence of xenos races such as the Orks or Tyranids.
+20 Learning of the warp and what it is.
+10 Remembering the existence of a heretical sect.
+0 Learning of the nature and events of the Horus Heresy.
–10 Remembering obscure xenos races in local regions of space such as the Rak’Gol.
–20 Understanding details of the nature and motives of Daemons and warp entities.
–30 Learning a Daemon’s True Name.

Skill use: Free Action; but consequences of such knowledge may last a lifetime.

Inquiry (Fellowship)

Inquiry is used to gain information by asking questions, stimulating conversation, or simply eavesdropping. Unlike Charm or Intimidate, which focus on changing a character’s disposition or influencing specific individuals, Inquiry focuses on gaining information from large groups, and may involve a great deal of time and effort. One or two Degrees of Success may reveal basic information about an area, population group, or individuals, while additional Degrees of Success on a successful Inquiry Test may allow the GM to impart more valuable or secretive information to his players.

The GM can require a player to make an Inquiry Test when he:

• Is trying to track down a local crime lord in a hive.

• Attempts to learn the attitudes of the local populace towards their leaders.

• Seeks a specific type of location such as a shop or tavern.

Example Modifiers
+30 Subject is already very friendly or loyal or answering the questions works towards the subject’s best interests.
+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 interact with the character.
–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 is inquiring about information the subject wants secret.
–30 Subject is actively hostile or answering questions likely results in serious problems for the subject.

Skill use: One hour or more, depending on the nature of the inquiries, the size of the group targeted, and information sought.

Interrogation (Willpower)

Interrogation allows a character to extract information from an unwilling subject. The application differs from torture, where a subject often says anything to stop the ordeal. Rather, it represents skilled application of psychology, various devices, serums, and other techniques. The GM may modify the difficulty of the test according to the availability of tools, facilities, and other conditions.

Interrogation is always an Opposed Test, pitting the character’s Intimidation Skill against an opponent’s Willpower. If the character wins the Opposed Test, he gets one answer for each Degree of Success. If his opponent wins the Opposed Test, he gets nothing of worth. Two or more Degrees of Failure inflict 1d10 plus the character’s Willpower Bonus in Damage to the subject, and prevents any further interrogation for 1d5 days. If the character suffers four or more Degrees of Failure, he deals the same Damage and the subject gains a +30 bonus to Willpower Tests made to resist Interrogation at the character’s hands or his allies. Each Interrogation Test inflicts one level of fatigue on the target.

The GM can require a player to make an Interrogation Test when he:

• Attempts to force an Imperial Adept to reveal information about his superiors.

• Is attempting to learn about battle plans from an Traitor Guard captain.

Example Modifiers
+30 Subject has no reason to resist the interrogator, and actively cooperates.
+20 Subject is terrified of interrogator.
+10 Subject is frightened of the interrogator.
+0 Subject has a good reason to resist, or sees himself as the interrogator’s equal.
–10 Subject feels he is the interrogator’s better.
–20 Subject is confident in an impending rescue.
–30 Subject would suffer far worse fate than what the interrogator would do if he answered questions.

Skill use: One hour or more, depending on the invasiveness of the interrogation and the subject.

Intimidate (Strength)

Intimidate is a character’s ability to frighten others into either doing what he tells them or giving up information. A character skilled in Intimidation can bully their way past guards, terrify locals into giving up their secrets, or even force foes to back down from a fi ght for fear of the consequences. When Intimidation is used against an opponent (such as to scare them into doing the character’s bidding or make them back down from a fight) it is an Opposed Test. Intimidation is opposed by Willpower.

Intimidate is a Skill that is particularly likely to benefit from the use of Alternate Characteristics, as characters may use many creative means to scare their opponents. For example, a character may threaten an individual with his powerful allies or dire retribution, which may allow him to use Intelligence to see how inventive the character can be with his threats, or Fellowship to see how convincing he can be.

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

• They want someone to get out of their way.

• They wish to extract information from a hostile or resisting NPC.

• They are trying to make an opponent back down from a fight.

Example Modifiers
+30 Opponent is obviously inferior to the character (i.e. grot, slave, etc.).
+20 Opponent is at a disadvantage to the character, such as being outnumbered or wounded.
+10 Opponent is weaker than the character (either in physical stature or social status).
+0 Opponent is the physical or social equal of the character.
–10 Opponent is stronger than the character (either in physical stature or social status).
–20 Opponent has an obvious advantage over the character, such as better weapons or more men.
–30 Opponent is considerably more powerful than the character, such as a planetary ruler or warlord.

Skill use: Full Action

Linguistics (Intelligence)

Linguistics covers all kinds of spoken and written languages. A character with the Linguistics Skill has learnt to speak, read, and write (if it has a written form) a particular language. No test is normally required to use Linguistics as it pertains to normal speaking, reading, or writing. Any character who has Linguistics as a Skill knows how to read and write in a language, unless specifically stated to be illiterate for some reason, like coming from a primitive world where literacy is unknown.

Linguistics is a Specialist Skill and requires a player to choose a speciality when first taken (for most humans it is Low Gothic). The Linguistics Skill may be taken more than once, each time with a new speciality. The example Specialisations for this Skill are as follows:

Eldar: Though no human can hope to capture the subtle nuances and sub-tones of this extremely complex and ancient language, it is enough to make one’s meaning clear.

High Gothic: The official language of the Imperium, used by Imperial officials, nobility, members of the Ecclesiarchy, and those involved in high-level negotiations.

Kroot: The native chirping language of the Kroot is almost impossible for a human to emulate, however with training and a good ear it can be understood.

Low Gothic: The common tongue of the Vortex (and most places humans are found), used by countless humans.

Ork: More grunts and physical violence than an actual language, it is possible for humans to speak and understand it, though it is doubtful they would be able to survive a conversation.

Planetary Dialect: One of the multitude of the languages the worlds of humans use, either descended from Low Gothic and changed over millenia of isolation, or completely unrelated to it.

Techna-Lingua: The offi cial language of the Adeptus Mechanicus (and its dark counterpart), this binary language has been optimised for rapid communication of technical data and servitor commands.

Tau: The language of the Tau Empire, spoken by the Tau themselves and shared by their multitude of alien subjects.

The GM may call on players to use the Linguistics Skill when: • They must decipher an old or archaic version of their language.

• They wish to write a moving or particularly disturbing piece of prose.

• They are trying to convey a message using subtext or a limited vocabulary.

Example Modifiers
+30 Deciphering a language with the aid of a lexicon.
+20 Deciphering a primitive language based on a known language.
+10 Deciphering a code in Low Gothic.
+0 Deciphering a code in High Gothic.
–10 Deciphering a code in a local language.
–20 Deciphering an ancient or forgotten language (i.e. ancient Terran)/Understanding a language unknown to the character, but based on human language.
–30 Deciphering a completely alien language (i.e. Eldar)/Understanding a language both unknown to the character and without any relationship to known languages.

Skill use: Free Action

Logic (Intelligence)

Logic is the ability to think logically, solve puzzles and dissect information rationally and quickly. A character skilled in Logic can detect patterns where others cannot, see how each piece fits together into a whole and gather meaning from chaos. In addition to finding clues, solving riddles, or completing puzzles, Logic can also be used to help a character in games and endeavours where chance plays a large part such as gambling.

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

• They must solve a riddle or puzzle.

• They are looking for clue in a vast amount of unrelated information.

• They are trying to win at a game of chance.

Example Modifiers
+30 Puzzle or riddle is very basic with few possible solutions.
+20 Puzzle or riddle is already partially complete.
+10 Puzzle or riddle is similar to one the character has solved before.
+0 A straightforward but new puzzle.
–10 Puzzle or riddle is long or buried in excessive meaningless information.
–20 Puzzle or riddle is incomplete and requires the character to fill in the blanks.
–30 Puzzle or riddle is of alien origin or created by a completely inhuman mind.

Skill use: One minute, or longer for particularly complex problems.

Special uses

Gambling A character can use Logic when participating in games of chance rather than simply relying on blind luck. Each participant wagers an amount, though these are typically the same, and makes an Opposed Test with the Logic Skill. The character with the most Degrees of Success or fewest Degrees of Failure wins the pot. However, this only covers Gambling if the character is attempting to win by playing the game correctly— analysing the odds and playing intelligently. Gamblers often can use bluffing, deception, and outright cheating in order to win. In this case, Deceive may be used to bluff or trick an opponent, while Sleight of Hand may be used to palm cards or alter results. These would be opposed by Scrutiny and Awareness, respectively.

Creating or Deciphering a Cipher New secret languages and cipher systems can be created (and indeed they often are) with Logic using the Crafting rules.

A character can also use the Logic Skill to decode ciphers and codes. This usually takes a great deal of time (days or weeks of prolonged work) and the difficulty depends greatly on whether the character has a key or the number of examples of the cipher available. In general, these Tests should be Difficult (–0) at the easiest, unless the cipher is already partially decoded or the character has a key available.

Medicae (Intelligence)

Medicae is an understanding of the biologis sciences and how to set broken bones, heal wounds, or even perform complicated surgery such as attaching a bionic limb. A character with the Medicae Skill can apply first aid to his comrades, diagnose an illness, or remove an organ (and keep the patient alive given the right equipment). The Medicae Skill also relies heavily on certain tools for more complex procedures, and even a simple medikit can make a significant difference to the effects of this Skill.

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

• They want to apply first aid to a wounded comrade.

• They wish to diagnose an affliction and work out a suitable treatment.

• They are trying to perform a surgical procedure such as the removal of a limb or organ.

Example Modifiers
+30 Healing a critical wound in a fully-stocked facility with the aid of medical servitors.
+20 Healing a critical wound in a hive med-lab with well-trained assistants.
+10 Healing a critical wound in a field hospital with trained assistants.
+0 Healing a non-critical injury in the field.
–10 Healing a critical wound without assistance.
–20 Healing a critical wound exposed to the elements.
–30 Healing a critical wound in the midst of a combat or battle.

Skill use: Full Action.

Special uses

First Aid

Heretics can use the Medicae Skill to perform first aid for the injured, removing a small amount of Damage by suturing lacerations, bandaging abrasions, and plugging punctures. A successful Medicae Test removes Damage equal to your Intelligence Bonus on Lightly Damaged Characters or one Damage Point from Heavily or Critically Damaged Characters (unless you or the character healed possess the talents to change that).

Extended Care

Using the Medicae Skill for extended care speeds the healing process. A character can properly treat a number of patients equal to their Intelligence Bonus. For every assistant the character has add an additional one to this number or the character’s Intelligence Bonus again if the assistant also have the Medicae Skill (regardless of their ability). Each additional patient imposes a cumulative –10 penalty to the character’s Medicae Tests to provide extended care. For Lightly Damaged patients, make one test at the end of each day. For heavily or Critically Damaged patients, test once at the end of each week. Success allows a patient to remove twice the normal Damage—removing Critical Damage first—plus one point for each Degree of Success. Failure does not adversely affect patients, who heal at the normal rate. Two or three Degrees of Failure indicates that all Lightly and Heavily Damaged patients take one Damage each, using sudden death to resolve any Critical Damage. Four or more Degrees of Failure indicates all patients take 1d10 Damage, using sudden death to resolve Critical Damage.

Diagnose

The Medicae Skill can also be used to diagnose disease and other ailments, both on one’s fellow characters and also on large groups. On individuals, a successful Skill test yields the name of the ailment and basic treatments. When used on groups, a successful Skill test can prevents the spread of disease or mitigate the effects of malnutrition as determined by the GM and dependant on the nature (and virulence) of the disease.

Chem Use The Medicae Skill can be used to cover a character’s understanding of drugs, poisons, chemicals, and toxins. A skilled chymist can both create and identify such compounds as well as know how best to use them either for medicinal effects or in combat against their enemies. Chem-Use is also useful in diagnosing those suffering from toxins and poisons or finding antidotes to treat them.

Applying Poisons and Chemicals: Particularly virulent or dangerous chemicals may require a Medicae Test to administer or apply to a weapon. This Test is usually Challenging, and failure by four or more degrees may indicate that something has gone seriously wrong with the dosage or application and the applicant suffers the adverse affects of the chemical or poison.

Crafting: Medicae can be used to make all kinds of drugs and poisons from animal venom and healing unguents to Stimm and Spook. The time, difficulty, and materials it takes to create these items is greatly dependant on their complexity, the kind of lab the character has and their access to recipes or assistance.

Antidotes: A chymist may manufacture an antidote if they can identify the poison or toxin and have the right material to hand. To create an antidote the character must have a sample of the poison in question or a sample of blood from the person he is trying to treat. The character must also have at least a basic medkit. He then makes an Extended Test requiring a number of Degrees of Success set by the GM depending on the strength of the poison; as a guideline this can be four for weak poisons, seven for average poisons and 10 for strong poisons. Success nets 2d10 doses of antidote for that specific poison. Creating an antidote takes 1d10 hours. The GM can modify these tests depending on the materials available (granting bonuses for labs and assistants).

Navigate (Surface) (Intelligence)

Navigate is the ability to plot a course from one point to another, either on the surface of a planet or across the stars. A character with the Navigate Skill is able to find their way quickly and efficiently even when far from familiar landmarks. Navigate (Surface) covers the ability to Navigate across terrestrial environments from frozen tundra to sweltering jungles as well as navigating man made environments such as hive cities or subterranean complexes.

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

• They want to make a journey across unfamiliar terrain.

• They become lost or wake up in a strange place and need to get their bearings.

• To find the quickest route from one point to another.

Example Modifiers
+30 Navigating familiar or well travelled routes.
+20 Navigating with the aid of extensive charts or a guide.
+10 Navigating open terrain (i.e. lunar deserts or ash plains) with clear landmarks.
+0 Navigating in a forest during the day.
–10 Navigating at night or during bad weather.
–20 Navigating without the aid of any equipment or maps.
–30 Navigating a constantly-changing environment, such as shifting sand dunes.

Skill use: One minute for simple location; 1d5 hours for plotting courses or routes.

Navigate (Stellar) (Intelligence)

Navigate is the ability to plot a course from one point to another, either on the surface of a planet or across the stars. A character with the Navigate Skill is able to find their way quickly and efficiently even when far from familiar landmarks. Navigate (Stellar) is the ability to plot a course across real space using stars, planets and other celestial phenomena. This ability is primarily used aboard voidships by pilots.

The GM may call on a player to use the Navigate Stellar Skill when:

• They want to make a journey across a star system.

• They find their ship stranded in an unknown region of space.

• They wish to find the quickest route from one point to another.

Example Modifiers
+30 Navigating familiar or well travelled routes in one star system.
+20 Navigating between star systems with the aid of extensive charts or a guide.
+10 Navigating between two planets in an open star system.
+0 Navigating between star systems without a guide.
–10 Navigating around stellar anomalies such as a pulsar.
–20 Navigating through an asteroid field or ice field.
–30 Navigating in a hazardous environment, such as a binary star system with a black hole and fractured planets.

Skill use: One half hour for simple location; 1d5 hours for plotting courses or routes.

Navigate (Warp) (Intelligence)

Navigate is the ability to plot a course from one point to another, either on the surface of a planet or across the stars. A character with the Navigate Skill is able to find their way quickly and efficiently even when far from familiar landmarks. Navigate (Warp) is the rare ability to navigate not reality, but the shifting and ever-changing vista of the warp. This is most commonly used by those who must guide voidships with a warp engine through the Immaterium, such as the voidships' Navigators.

The GM may call on a player to use the Navigate (Warp) Skill when:

• They must guide a starship through the warp.

Example Modifiers
+30 Navigating familiar or well travelled routes.
+20 Navigating with the aid of extensive charts or the Astronomicon.
+10 Navigating established warp routes.
+0 Navigating between two nearby systems in the warp.
–10 Navigating off established warp routes.
–20 Navigating without the aid of any equipment or maps.
–30 Navigating in a warp storm.

Skill use: 1d5 hours for plotting courses or routes.