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The document provides descriptions of different homeworlds and factions in the Imperium along with special abilities and recommended backgrounds for various character types.

Some of the homeworlds described include Agri-World, Death World, Feral World, Forge World, Hive World, and Penal Colony.

A Blackborn character gains the Polyglot Talent, as well as bonuses to tech-use tests involving personal modifications to human technology and dealing with Xenos technology.

Homeworlds Hive World variants

House of the Iron Spires


Core provides:
Replace Home World Bonus w ith:
 Agri-World
Troubled Caves of Steel: A hive w orld character begins with
 Daemon World
one rank in the Tech-Use skill, and gains a +1 bonus to
 Death World
Initiative rolls.
 Feral World
 Feudal World
Pending
 Forge World
Born Survivor: A character begins with either Light Sleeper
 Frontier World
or Jaded talent. He also gains a +10 bonus w hen caught
 Garden World
Surprised.
 Highborn
 Hive World Highborn Variants
 Penal Colony
 Quarantine World Merchant House
 Research Station Replace Home World Bonus w ith:
 Shrine World Legacy of Wealth: A Merchant House character begins with
 Voidborn an additional +10 Influence.

Factions: The Black Run Penal Colony Variants

Blackborn Black Port (Need Better Nam e?)


Characteristic modifiers + Intelligence, + Willpow er, – Syndicate Resources: A character begins with the Peer
Strength (Underw orld) talent, and additionally is able to make items
Fate Threshold: 3 (Emperor’s Blessing 5+) one level more common (to a minimum of Abundant).
The Last Frontier: A Blackborn character gains the Polyglot
Talent, as w ell as a +20 bonus to Tech-Use tests w hen Tithed
applying personal modifications to human technology, and a Characteristic Modifiers: +Intelligence, +Perception, -
+10 bonus w hen dealing w ith Xenos derived technology. Willpow er
Home World Aptitude Intelligence or Ballistic Skill Fate Threshold: 3 (Emperor’s Blessing 7+)
Wounds A Blackborn character starts with 7+1d5 w ounds. Human Fuel: A Tithed character begins with one rank in
Recommended Backgrounds Adeptus Astra Telepathica, Common Lore (Any One), Linguistics (High Gothic), and
Outcast either Operate (Any One) or Medicae skills.
Home World Aptitude: Intelligence
Volume I: The M andragora Sector Wounds: A Tithed character starts with 7+1d5 w ounds
Recommended Background: Adeptus Administratum,
Im perial World Imperial Navy, Imperial Guard, Adeptus Mechanicus
Characteristic Modifiers: + Willpow er, +Perception, -
Intelligence
Fate Threshold: 3 (Emperor’s Blessing 10+)
Blessed Ignorance: Any time an Imperial World character
w ould gain Corruption from Moral Threats, he reduces it by 1
less (to a minimum of 1)
Home World Aptitude: Willpow er
Wounds: 8+1d5
Recommended Backgrounds: Adeptus Administratum,
Adeptus Astra Telepathica, Adeptus Arbites, Adeptus
Ministorum, Imperial Guard, Outcast

Imperial World variants

Civilized World
Imperial Familiarity: An Imperial World character begins w ith
one rank in Common Lore (Imperial Creed), Common Lore
(Imperium) and Linguistics (High Gothic) skills.

Decayed Society
Replace Home World Bonus w ith:
Moral Rot: A Decayed Society begins w ith one rank in the
Deceive, Common Lore (Underw orld) and Forbidden Lore
(Heresy) skills.
Volume II: The Astra Navis Mandragora Life on the Verge: A Frontier World character gains either
the Combat Sense or Quick Draw Talent.
Mining Colony
Characteristic Modifiers: +Perception, +Toughness, - Distrustful of Authority: A Frontier World character suffers a -
Intelligence 20 penalty to Interaction Skill tests made w ith unfamiliar
Fate Threshold: 2 (Emperor’s Blessing 9+) figures of authority (such as members of the Adeptus Terra),
Acclimated to Twisting Warrens: Mining Colony characters and impose the same penalties on Interaction Skill tests
start w ith either the Resistance (Cold), Resistance (Heat), or made on them by those people.
Resistance (Poisons) talent. Additionally, Mining Colony
characters gain a +10 to Aw areness and Navigation Tenacious Survivalist: A Frontier world character may re-roll
(Surface) tests when underground. any Initiative Roll they make, though they must accept the
Home World Aptitude: Perception results of the second roll.
Wounds: A Mining Colony character starts with 8+1d5
w ounds Xenos Interactions: A Frontier World character is immune to
Recommended Backgrounds: Imperial Guard, Frateris Fear w hen caused by a Xenos w ith a Fear (2) or Fear (1)
Militia, Adeptus Mechanicus, Adeptus Administratum, Void trait. If the Fear test difficulty is 3 or higher, how ever, it
Commercia affects the character as normal.

Feral World (Alternate) Port of Call: A Frontier World character begins w ith either the
Characteristic Modifiers: +Agility, +Strength, -Fellow ship Polyglot or Peer (choose one: Astropaths, Underworld, Void
Fate Threshold: 3 (Emperor’s Blessing 8+) Born, Workers) talent.
Violence Answers All: A Feral World native starts w ith either
the Ambush or Frenzy talent. Imperial Navy Variants
Home World Aptitude: Agility
Wounds: A Feral World character starts with 8+1d5 w ounds Astra Navis Militares
Recommended Backgrounds: Imperial Guard, Astra Replace Home World bonus w ith:
Militarum Auxiliaries, Militant Warclan Naval Lineage: A character begins w ith one rank in
Linguistics (Imperial Codes) and Common Lore (Tech) skills.
Orbital Dockyards
Characteristic Modifiers: +Agility, +Perception, -Toughness Void World Variants
Fate Threshold: 3 (Emperor’s Blessing 10+)
Shipw ise: An Orbital Dockyards character begins with one Void Clan
rank in the Navigation (Stellar) and Operate (Voidship) skills,
and in addition, starts w ith the Peer (Imperial Navy or Void Accustomed: Zero- or low -gravity environments are not
Chartist Captains) talent. considered Difficult Terrain for x characters.
Home World Aptitude: Agility
Wounds: An Orbital Dockyards character starts with 7+1d5 Charmed: Whenever a x character spends a Fate Point
(though not if he burns one), roll a 1d10. On the roll of a
w ounds
natural 9, the Fate Point is not lost.
Recommended Backgrounds: Imperial Navy, Chartist Fleet,
Basilikon Astra, Explorator Fleet,

Barren World
Characteristic Modifiers: +Willpow er, +Intelligence, -
Perception
Fate Threshold: 2 (Emperor’s Blessing 8+)
Marked by Famine: A Barren World character begins w ith
either the Resistance (Cold) or Resistance (Heat) talent.
Additionally, he reduces his Toughness by -5 and increases
his Willpow er by +5.
Home World Aptitude: Willpow er
Wounds: A Barren World character starts with 6+1d5
w ounds
Recommended Backgrounds: Voidsman, Armsman, Seeker,
Trader

Frontier World Variants

Independent Operation: A Frontier World character gains a


+5 to Agility and Ballistic Skill based tests w hen they are
more than 10 meters aw ay from any allied character,
including Player Characters.
Volume III: The Dreadspace Scrolls Wounds: A Mechanicus Orbital Station character starts with
8+1d5 w ounds
Knight World Recommended Backgrounds: Adeptus Mechanicus, Adeptus
Characteristic Modifiers: +Strength, +Weapon Skill, - Titanicus, Legionnes Skitari, Heretek
Willpow er
Fate Threshold: 3 (Emperor’s Blessing 9+) Mechanicus Demesne
Close and Personal: A Knight World character gains the Characteristic Modifiers: +Intelligence, +Willpow er, -
Vengeful (9) quality to his ranged attacks at Point-Blank Fellow ship
Range, or to his melee attacks w ith a Called Shot action. Fate Threshold: 3 (Emperor’s Blessing 8+)
Homew orld Aptitude: Weapon Skill The Weak Perish, the Superior Survive: A Mechanicus
Wounds: A Knight World character starts with 8+1d5 w ounds Demesne character gains either the Technical Knock or
Recommended Backgrounds: Questoris Familia, Adeptus talent
Mechanicus, Adeptus Titanicus, Legionnes Skitarius Home World Aptitude: Intelligence
Wounds: A Forge World character starts with 8+1d5 w ounds
Industrial World Recommended Backgrounds: Adeptus Mechanicus, Adeptus
Characteristic modifiers: +Strength, +Toughness, - Titanicus, Legionnes Skitari, Heretek
Intelligence
Fate Threshold: 2 (Emperor’s Blessing 10+) Ash Wastes
Accustomed to Labor: An Industrial World character ignores Characteristic modifiers: +Perception, +Toughness, -
any effects from his first level of Fatigue, and counts his Fellow ship
Toughness bonus as one higher for the purposes of Fate Threshold: 2 (Emperor’s Blessing 8+)
determining his carrying, lifting and pushing w eight Iron Stomach: An Ash Wastes character gains a +10 bonus
limitations. to any test to resist the effects of ingested toxins, poison or
Home World Aptitude: Toughness tainted how ever. He also begins w ith 1d5+5 Corruption
Wounds: An Industrial World character starts with 10+1d5 Points.
w ounds Home World Aptitude: Perception
Recommended Backgrounds: Adeptus Mechanicus, Adeptus Wounds: An Ash Wastes character starts with 6+1d5
Administratum, Imperial Guard, Hive Militia w ounds
Recommended Backgrounds: Adeptus Mechanicus, Imperial
Greater Forge World Guard, Mutant, Outcast
Characteristic Modifiers: +Intelligence, +Toughness, -
Fellow ship Mind Cleansed
Fate Threshold: 3 (Emperor’s Blessing 8+) Characteristic modifiers: + Toughness, + Willpow er, –
Soul of Iron: A Greater Forge World character gains one Fellow ship
bonus degree of success on Tech-Use tests, and in addition Fate threshold: 4 (Emperor’s Blessing 10+)
gains +10 to any Opposed tests involving Tech-Use. Altered Mind: A Mind-Cleansed character gains the Jaded
Home World Aptitude: Intelligence talent and a +10 bonus on tests made to resist attempts to
Wounds: A Forge World character starts with 8+1d5 w ounds control or possess his mind, w hether by psychic, chemical or
Recommended Backgrounds: Adeptus Mechanicus, Adeptus other means.
Titanicus, Legionnes Skitari, Heretek Home World Aptitude: Willpow er
Wounds: A Mind Cleansed character starts with 8+1d5
Minor Forge World (Alternate) w ounds.
Characteristic Modifiers: +Intelligence, +Perception, - Recommended Backgrounds: Adeptus Mechanicus, Adeptus
Fellow ship Administratum, Adeptus Astra Telepathica, Imperial Guard,
Fate Threshold: 3 (Emperor’s Blessing 8+) Outcast.
Vassal of the Greater Foundries: A Minor Forge World
character gains either the Peer (Adeptus Mechanicus) or
Resistance (Any one) talent
Home World Aptitude: Intelligence
Wounds: A Forge World character starts with 7+1d5 w ounds
Recommended Backgrounds: Adeptus Mechanicus, Adeptus
Titanicus, Legionnes Skitari, Heretek

Mechanicus Orbital Station


Characteristic Modifiers: +Intelligence, +Perception, -
Fellow ship
Fate Threshold: 3 (Emperor’s Blessing 8+)
Rites of Rew iring: A Minor Forge World character gains
either the Peer (Adeptus Mechanicus) or Resistance (Any
one) talent
Home World Aptitude: Know ledge
Volume IX: Psykana Mandragora Throne World
Characteristic Modifiers: + Intelligence, + Toughness, –
Black Ship Perception
Characteristic Modifiers: + Willpow er, + Perception, – Fate Threshold: 4 (Emperor’s Blessing 6+)
Fellow ship Enlightened by the Homeworld: A Thronew orld character
Fate Threshold: 2 (Emperor’s Blessing 9+) increases his Influence gains by 1. Additionally, the
Inured to Insanity: A character from a Black Ship gains the character benefits from a +20 bonus to Scholastic Lore tests
Jaded talent, and benefits from a +20 bonus against psychic- in regard to facets of the Adeptus Terra.
based Fear Tests. Home World Aptitude: Intelligence
Preternaturally Gifted: If the character takes the Psyker elite Wounds: A Thronew orld character starts with 8+1d5
advance during character creation, he may gain an w ounds.
additional starting level in Psy Rating instead of Inured to Recommended Backgrounds: Adeptus Astra Telepathica,
Insanity. Adeptus Astronomica, Adeptus Administratum, Adeptus
Home World Aptitude: Willpow er Arbites, Adeptus Mechanicus, Adeptus Ministorum,
Wounds: A Black Ship character starts with 5+1d5 w ounds. Departmento Investigates, Outcast
Recommended Backgrounds: Adeptus Astra Telepathica,
Adeptus Administratum, Departmento Investigates, Imperial
Navy, Outcast

Astropathicus Enclave
Characteristic Modifiers: +Perception, +Willpow er, -
Toughness
Fate Threshold: 3 (Emperor’s Blessing 10+)
Service to the Choir: An Astropathicus Enclave character
increases his psy rating for Astro-Telepathy equal to half his
Willpow er Bonus, rounding dow n. This increase counts as
his normal psy rating, and can only be used w hen sending or
receiving astropathic messages as part of a choir.
Home World Aptitude: Willpow er
Wounds: An Astropathicus Enclave character starts with
6+1d5 w ounds
Recommended Backgrounds: Adeptus Astra Telepathica,
Scholastica Psykana Coven, Witch-kin Coven

Shroud World
Characteristic Modifiers: + Toughness, + Intelligence, –
Willpow er
Fate Threshold: 3 (Emperor’s Blessing 8+)
Whispers Unheard: The Warp flow s and echoes in the mind
of this character, and sometimes thoughts, feelings, and
fears wash up on the shores of his psyche. As a Half Action,
the character may make an Intelligence Test to attempt to
access these stranded, tattered memories. If he passes the
Test and his roll is also low er than or equal to his total
Insanity Points, he gains the follow ing benefits and
consequences until the end of his next Turn: he may treat
any Skill based on Intelligence as a Basic Skill, adds a
bonus equal to his half of his Insanity Points (rounded up) to
any Intelligence-based Tests he makes, and gains 1d5–2 (to
a minimum of 0) Insanity Points for each successful
Intelligence-based Test he makes during that time.
Home World Aptitude: Intelligence
Wounds: A Shroud World character starts with 6+1d5
w ounds.
Recommended Backgrounds: Adeptus Astra Telepathica,
Adeptus Administratum, Adeptus Mechanicus, Outcast,
Witch-kin Coven
Volume X: Arcana Mandragora Additionally, the character rolls once on Table: Mutation, re-
rolling any results of 75 or higher.
Hell-Forge Home World Aptitude: Perception
Characteristic Modifiers: +Intelligence, +Willpow er, - Wounds: A Waste World character starts with 7+1d5 w ounds
Fellow ship Recommended Backgrounds: Militarum Auxilla Variatus,
Fate threshold: 2 (Emperor’s Blessing 10+) Mutant, Outcast, Militant Warclan
Omnissiah’s Forsaken: A Hell-Forge character starts with
either the Weapon-Tech or Warp Sense talent. Feral World Variants
Home World Aptitude: Intelligence
Wounds: A Hell-Forge character starts with 8+1d5 Dark Tales: A character begins with one rank in Forbidden
Recommended Backgrounds: Dark Mechanicus, Exorcised, Lore (Daemonology) and Scholastic Lore (Occult) skills.
Mutant, Adeptus Mechanicus
Name
Pleasure World Bad Blood: A character begins w ith 1d5 Insanity Points and
Characteristic modifiers: + Fellow ship, + Perception, – 1d5 Corruption Points. He also benefits a +5 increase to
Willpow er both Perception and Willpow er Characteristics.
Fate threshold: 2 (Emperor’s Blessing 6+)
Everything in Excess: If this character uses more than one Schola Progenium Variant:
dose of a given drug in a 24 hour period they must make an
Ordinary (+10) Toughness test as per the rules for excessive Blighted Schola
drug use, how ever this character never receives the normal Replace Home World bonus w ith:
cumulative -10 penalty for each additional dose. If the test is Tutored in the Profane: A Blighted Schola character begins
failed the drug still has no useful effect for the next 24 hours. w ith one rank in Forbidden Lore (Heresy, Daemonology,
Home World Aptitude: Fellow ship Cults, Psykers, and Warp) Skills and starts with 1d5+5
Wounds: A Pleasure World character starts with 8+1d5 Corruption Points.
w ounds.
Recommended Backgrounds: Adeptus Administratum, Conditioned Mind: A x character begins w ith either the
Adeptus Arbites, Adeptus Mechanicus, Outcast Resistance (Psychic Pow ers) or Strong Minded talent, and
increases his Intelligence by +5. Additionally, he also gains
Genestealer Cult 1d10 Insanity Points.
Characteristic Modifiers: +Toughness, +Perception, -
Willpow er Void World Variants
Fate Threshold: 2 (Emperor’s Blessing 10+)
Return to the Shadows: A Genestealer Cult character Darkholder Clan
ignores crowds for purposes of movement, treating them as Replace Characteristic Modifiers w ith:
open terrain. When outside the immediate vicinity of a Characteristic Modifiers: +Toughness, +Willpow er, -
target’s active attention (equal to 2 x Perception Bonus in Fellow ship
meters), he also gains a +20 bonus to Stealth tests. Replace Home World Bonus w ith:
Home World Aptitude: Toughness Ghilliam Blood: A Darkholder Clan character beings with the
Wounds: A Genestealer Cult character with 7+1d5 Jaded talent. Additionally, he gains a +1 to his Initiative rolls
Recommended Backgrounds: Adeptus Administratum, and gains 1d5+1 Corruption Points.
Planetary Defense Force, Mutant, Outcast, Witch Coven
Highborn Variants
Desecrated World
Characteristic Modifiers: +Willpow er, +Agility, -Influence Tainted Bloodline
Fate Threshold: 2 (Emperor’s Blessing 10+) Replace Home World Bonus w ith:
Little Left to Fear: A Desecrated World character reduces the Monstrous Lineage: A Tainted Bloodline character increases
effects of Fear by one degree (reducing Fear 3 to Fear 2, his Intelligence by +10, begins w ith the Resistance (Fear)
etc.). Essentially this also means that he suffers no effects talent, and gains 1d10 Corruption Points and 2d10 Insanity
from creatures or phenomena w ith a Fear Rating of 1. Points.
Home World Aptitude: Willpow er
Wounds: A Desecrated World character starts with 6+1d5
w ounds
Recommended Backgrounds: Dark Mechanicus, Witch-Kin
Coven, Genestealer Cult

Waste World
Characteristic Modifiers: +Perception, +Agility, -Toughness
Fate Threshold: 2 (Emperor’s Blessing 10+)
Contaminated: A Waste World character begins w ith the
Peer (Mutants) and Resistance (Poisons) talents.
Volume XI: Credo Mandragora Creed, Administratum, War) and Scholastic Lore
(Philosophy) skills.
Cardinal World
Characteristic Modifiers: + Fellow ship, +Willpow er, - Cem etery World
Perception Note: Repurposed Ossuar home world
Fate Threshold: 3 (Emperor’s Blessing 6+) Characteristic modifiers: +Fellow ship, +Willpow er, -
Sacred Upbringings: A Cardinal World character begins w ith Perception
one rank in the Common Lore (Ecclesiarchy) and Common Fate Threshold: 3 (Emperor’s Blessing 6+)
Lore (Adepta Sororitas) skills, and in addition, starts w ith the Absolute Faith in the Past: In addition to the normal uses of
Peer (Adeptus Sororitas) talent. Fate points, once per encounter a Cemetery World character
may spend a Fate point after he fails a Fear test to count as
Home World Aptitude: Willpow er
having passed it w ith 1 degree of success, but also gains 1
Wounds: A Cardinal World character starts with 7+1d5
Insanity point.
w ounds
Home World Aptitude: Willpow er
Recommended Backgrounds: Adeptus Administratum,
Wounds: A Cemetery World character starts with 7+1d5
Adeptus Arbites, Adeptus Ministorum, Adeptus Sororitas
w ounds
Recommended Backgrounds: Adeptus Ministorum, Adepta
Monastic Upbringing
Sororitas, Adeptus Administratum, Outcast
Characteristic Modifiers: +Intelligence, +Weapon Skill, -
Fellow ship
Shrine World variants:
Fate Threshold: 3 (Emperor’s Blessing 9+)
Beloved of the God-Emperor: After determining the Monastic
The Power of Hate: A x character begins w ith either the
Upbringing character’s Fate Threshold, increase it by 1.
Hatred (Heretics) or Insanely Faithful talent.
Home World Aptitude: Intelligence
Wounds: A Monastic Upbringing character starts with 8+1d5
Fear the Unhallowed: A x character suffers a -10 penalty on
w ounds
Forbidden Lore tests, but reduces all Corruption Points
Recommended Backgrounds: Adeptus Ministorum, Adepta
gained from forbidden texts and similar sources by his
Sororita, Missionaria Galaxia, Death Cult
Willpow er Bonus.
Monastic Upbringing variants

Mendicantine Missionary
Replace home w orld bonus with:
Reliance on Providence: A Mendicantine Missionary
character begins w ith one rank in Common Lore (Imperium),
Navigate (Surface), Scholastic Lore (Legends) and the
Survival skills. How ever, they reduce their starting Influence
by -10.

Schola Progenium
Characteristic modifiers: + Influence, + Intelligence, –
Perception
Fate threshold: 3 (Emperor’s Blessing 5+)
Tempered Will: Whenever a Schola Progenium character
takes a Willpow er test, he never suffers a penalty of more
then -20 to the roll. This does not apply to focus power tests.
Home World Aptitude: Intelligence
Wounds: A Schola Progenium character starts with 8+1d5
w ounds.
Recommended Backgrounds: Adeptus Administratum,
Adeptus Arbites, Adeptus Ministorum, Departmento
Munitorum, Imperial Guard

Schola Progenium Variants

Skill At Arms: A Schola Progenium character begins w ith


either Weapon Training (Las) or Weapon Training (Solid
Projectile)

Schola Education: A Schola Progenium character begins


w ith one rank in the Common Lore (Ecclesiarchy, Imperial
Volume XII: Pax M andragora Replace Home World Bonus With;
Born of the Frozen Wastes: An Ice World character gains the
Fortress World Resistance (Cold) talent, and benefits from a +10 to Survival
Characteristic modifiers: + Ballistic Skill, + Willpow er, – Skill Tests w hen in freezing environments.
Intelligence
Fate threshold: 2 (Emperor’s Blessing 8+) Jungle World
Bred for War: A fortress world character starts with either the Replace Home World Bonus With;
Marksman or Weapon Training (Pick One) Talent. Jungle Pathfinder: A Jungle w orld character ignores forests,
Home World Aptitude: Ballistic Skill jungles and all other appropriate w oodland areas for
Wounds: A fortress world character starts with 8+1d5 purposes of movement, treating them as open terrain.
w ounds. When in such spaces, he also gains a +20 bonus to
Recommended Backgrounds: Imperial Guard Navigate (Surface) tests.

Arm ory World Ocean World


Characteristic modifiers: +Intelligence, +Perception, - Replace Home World Bonus With:
Toughness Seafarer: An Ocean World character doubles his TB w hen
Fate Threshold: 3 (Emperor’s Blessing 10+ determining how long the character can hold his breath
Unforgotten Weapons: An Armory World character gains a w hen suffering from the Suffocation condition. When making
+10 bonus to any tests related to identifying, modifying or tests to sw im or traverse water, he also gains a +20 bonus
repairing Imperial vehicles, w eapons and gear. Athletics tests.
Home World Aptitude: Tech
Wounds: An Armory World character starts with 6+1d5
w ounds
Recommended Backgrounds: Departmento Munitorum,
Imperial Guard, Adeptus Administratum, Astra Militarum
Auxilia

War World
Characteristic modifiers: +Agility, +Perception, -Influence
Fate Threshold: 3 (Emperor’s Blessing 10+)
Survival of the Deadliest: When making a standard attack, a
War World character may modify his Hit Location result by
increasing or decreasing the attack result up to his Agility
Bonus.
Home World Aptitude: Perception
Wounds: A War World character starts with 8+1d5 Wounds
Recommended Backgrounds: Imperial Guard, Astra
Militarum Auxilia, Adeptus Titanicus, Militant Warclan

Death World (Alternate)


Characteristic modifiers: + Toughness, + Perception, –
Fellow ship
Fate threshold: 3 (Emperor’s Blessing 10+)
Bitter Survivor: A Death World character starts with either
the Resistance (Pick One) or Sound Constitution Talent.
Home World Aptitude: Toughness
Wounds: A death w orld character starts with 9+1d5 wounds.
Recommended Backgrounds: Imperial Guard, Outcast

Death World variants

Desert World
Replace Home World Bonus With;
Under the Scorching Sun: A Desert World character gains
the Resistance (Heat) Talent, and benefits from a +10 to
Survival Skill Tests w hen in desert environments.
Replace Wounds With: A desert w orld character starts with
8+1d5 w ounds.

Ice World
Replace Fate threshold With; 2 (Emperor’s Blessing 3+)
Backgrounds Background Aptitude: Offense or Weapon Skill
Recommended Roles: Enforcer, Warrior, Politico, Handler
Core provides:
Planetary Security Forces
 Adepta Sororitas
Starting Skills: Inquiry, Intimidate or Interrogate, Forbidden
 Adeptus Administratum
Lore (Mutants), Navigate (Surface) or Survival, Stealth
 Adeptus Arbites
Starting Talents: Weapon Training (Low Tech, Shock)
 Adeptus Astra Telepathica
Starting Equipment: Shotgun or shock maul, enforcer light
 Adeptus Mechanicus
carapace armor or carapace chestplate, manacles,
 Adeptus Ministorum
respirator or cyber-mastiff
 Exorcized
Master of Mutants: A Planetary Security Force character
 Heretek
gains a bonus of +20 to Intimidate or Interrogate tests
 Imperial Guard
against mutants. Additionally, mutants that are also Imperial
 Imperial Navy
Citizens suffer a further -10 against the character.
 Mutant
Background Aptitude: Offense or Strength
 Outcast
Recommended Roles: Enforcer, Warrior, Seeker, Handler
 Rogue Trader Fleet
Mercantile Guild
Volume I: The M andragora Sector
Starting Skills: Trade (Any One), Common Lore (Imperium,
Underw orld), Scrutiny or Tech-use, Charm or Deceive
Officio Medicae
Starting Talents: Weapon Training (Las)
Starting Skills: Common Lore (Adeptus Administratum),
Starting Equipment: Laspistol or stub pistol, armored
Linguistics (High Gothic), Logic, Medicae, Scholastic Lore
bodyglove or light flak cloak, stablight, micro-bead or
(Bureaucracy or Chymistry
dataslate
Starting Talents: Weapon Training (Low Tech or Las)
Guildmasters: A Commercia Guild character reduces the
Starting Equipment: Laspistol or knife, Imperial robes,
time for crafting items by half, and gain a +10 bonus to
autoquill, chrono, dataslate, advanced medi-kit
Commercia tests w hen attempting to barter or trade these
Medicae Imperialis: An Off icio Medicae character counts the
items.
state of damage a character is considered as one degree
Background Aptitude: Tech or Social
more or less severe (Critically Damaged count as Heavily
Recommended Roles: Trader, Politico, Seneschal,
Damaged, Heavily Damaged count as Lightly Damaged,
Emissary, Artisan
etc.).
Background Aptitude: Know ledge or Fieldcraft
Hegem onic Corporation
Recommend Roles: Assassin, Chirurgeon, Sage or Seeker
Starting Skills: Commerce, Inquiry, Common Lore
(Imperium, Mandragora Sector), Scholastic Lore
Planetary Defense Force
(Bureaucracy), Security or Tech-Use
Starting Skills: Athletics, Command, Common Lore
Starting Talents: Weapon Training (Shock, Solid Projectiles)
(Planetary Defense Forces), Medicae or Operate (Surface),
Starting Equipment: Mercantile body glove or imperial robes,
Navigate (Surface)
shock maul or stub revolver, data-slate, chrono, glowglobe
Starting Talents: Weapon Training (SP, Low -Tech)
or micro-bead
Starting Equipment: Autogun or Autopistol and sw ord,
Provender of the Imperium: An Hegemonic Corporation
planetary trappings, flak armor, grapnel and line, 2 doses of
character increases Influence gains by +2, and reduce
obscura, magnoculars
Influence losses by -1.
Granted Authority: Once per round, the Planetary Defense
Background Aptitude: Tech or Social
Force character may use his Influence in place of another
Recommended Roles: Emissary, Enforcer, Seneschal,
characteristic for a single test. If used in narrative time, the
Menial, Operator
effects of this last for one hour
Background Aptitude: Defense or FIeldcraft
Great House
Recommend Roles: Assassin, Emissary, Desperado,
Starting Skills: Awareness, Common Lore (Imperium,
Politico, Warrior
Mandragora Sector), Scholastic Lore (Heraldry,
Bureaucracy), Parry or Scrutiny
Enforcer Guild
Starting Talents: Weapon Training (Low Tech or Chain)
Starting Skills: Intimidate or Inquiry, Common Lore
Starting Equipment: Mono-sw ord or chainsword, las pistol,
(Imperium, Underw orld), Command, Deceive, Scrutiny
noble attire, family crest or signet ring, imperial robes or
Starting Talents: Weapon Training (Low -tech) or Weapon
armored body glove, retainer or mono-tasked servo-skull
Training (Solid Projectile)
(utility)
Starting Equipment: Shotgun or handcannon, Enforcer light
Imperial Etiquette: A Great House character gains a +10
carapace armor, 3 doses of stimm, manacles, 12 lho sticks
bonus to Charm, Deceive and Scrutiny tests w hen dealing
Enforcer of the Law: When dealing w ith a know n criminal,
w ith high authority and in formal situations.
the Enforcer gains Proven (3) to his attacks, or increases the
Background Aptitude: Fellow ship or Influence
Proven value by 1. The Enforcer gains a +10 bonus to
Intimidation and Interrogation tests.
Recommended Roles: Aristocrat, Emissary, Politico, rolled a 01 on this test.
Seneschal, Artisan Background Aptitude: Tech or Social
Recommended Roles: Recidivist, Operator, Slicer,
Gang Transporter, Aristocrat, Performancer
Starting Skills: Intimidate, Common Lore (Underw orld),
Forbidden Lore (Criminal Cartels and Syndicates), Deceive,
Athletics or Acrobatics, Scrutiny
Starting Talents: Weapon Training (Low Tech, Solid
Projectiles)
Starting Equipment: Stub pistol or chainsword, knife or
improvised w eapon, flak vest, 2 doses of stimm or obscura
Signature Weapon: A Gang character chooses one specific
w eapon. The character gains a +10 bonus to hit and a +2 to
damage w hen using a w eapon of his choice in combat.
Background Aptitude: Fieldcraft or Offense
Recommended Roles: Warrior, Ganger, Assassin, Trader,
Reclaimator

Corpus Im perialis
Starting Skills: Trade (Any One), Aw areness, Athletics or
Sleight of Hand, Common Lore (Imperium), Operate (Any
One), Trade (Technomat)
Starting Talents: Weapon Training (Low Tech)
Starting Equipment: Tools or improvised w eapon, drive
nailer or impaler, cognomen, chem lamp
Comfort in the Familiar: A Corpus Imperialis character gains
a +10 bonus to his selected Trade skill tests w hen crafting or
repairing items related to their craft.
Background Aptitude: Toughness or Fieldcraft
Recommended Roles: Engineer, Transporter, Operator,
Menial

Universariat
Starting Skills: Common Lore (Imperium), Scholastic Lore
(Philosophy, Any One), Inquiry or Scrutiny, Linguistics (High
Gothic), Medicae
Starting Talents: Keen Intuition, Peer (Academic)
Starting Equipment: Imperial robes, data-slate, chrono,
backpack, auto-quill
Knowledge is Power: Once per session, a Universariat
character may automatically pass an Intelligence test or skill
test based on Intelligence. This automatic pass is only
considered a standard success and does not grant any
additional degrees of success.
Background Aptitude: Know ledge or Social
Recommended Roles: Churigeon, Scholariate, Sage,
Seeker, Aristocrat, Performancer

Crim inal Syndicate


Starting Skills: Intimidate, Common Lore (Underw orld),
Forbidden Lore (Criminal Syndicates and Cartels), Sleight of
Hand or Scrutiny, Security, Stealth or Tech-Use
Starting Talents: Weapon Training (Low Tech, Solid
Projectiles)
Starting Equipment: Autogun or autopistol, improvised
w eapon or knife, flak vest, forged documents or cognomen,
stablight or micro-bead
Master of Locks and Tricks: Once per game session, a
Criminal Syndicate character can automatically pass a
Security, Stealth or Sleight of Hand test. Should degrees of
success be a factor, then the character is considered to have
Volume II: The Astra Na vis Mandragora Chartist Fleet
Starting Skills: Commerce, Common Lore (Chartist Captains,
Navis Nobilite Rogue Traders), Linguistics (High Gothic), Trade (Voidfarer),
Starting Skills Charm or Scrutiny, Common Lore (Navis Operate (Void or Aeronautica)
Nobilite), Forbidden Lore (Navigators) or Forbidden Lore Starting Talents: Weapon Training (Las)
(Warp), Navigation (Stellar) or Navigation (Warp), Starting Equipment: Laspistol, mercantile bodyglove or void
Psyniscience suit, data-slate, chrono, mono-tasked servo skull or micro-
Starting Talents Air of Authority or Weapon Training (Bolt), bead
Weapon Training (Las, Low -tech) Accustomed to travel: A Chartist Fleet character counts the
Starting Equipment Laspistol or Handcannon, Metal Staff, availability of services and finding a ship as one level more
Emperor's Tarot deck, Nobilite Robes or Void-Suit, Micro- available than it w ould usually be w hen requisitioning (e.g. a
bead service of Average availability counts as Common).
The Constant Vigil: The character may sacrifice all of his Background Aptitude: Social or Know ledge
Actions for the next Round to sw itch places with an ally Recommended Roles: Trader, Seneschal, Politico,
w ithin 2 meters (as long as there is no obstruction in the Emissary, Sage
w ay). This may be done at any time, even interrupting
another action. The character becomes the target of any Void Commercia
attacks previously targeting the ally or vice versa. This may Starting Skill: Commerce, Common Lore (Imperium,
not be used more than once per combat. Underw orld), Navigate (Stellar) or Operate (Void), Scrutiny,
Warp Eye: If the character takes the Navigator elite advance Trade (Voidfarer)
during character creation, he may either select one Starting Talents: Weapon Training (Solid Projectile)
additional pow er or improve an existing pow er Starting Equipment: Shotgun or handcannon, void suit or
Background Aptitude: Know ledge or Social mesh vest, concealed holster, micro-bead
Recommended Roles: Assassin, Chirurgeon, Sage, Seeker, Master of Negotiation: A Void Commercia character starts at
Trader rank 1 (Know n) in the Commerce skill, and can use his
Strength or Willpow er characteristic instead of Intelligence
Astra Navis Mandragora w hen making Commerce tests.
Starting Skills: Athletics, Common Lore (Imperial Navy), Background Aptitude: Social or Tech
Navigate (Stellar, Warp), Command, Operate (Aeronautica Recommended Roles: Trader, Seneschal, Emissary, Sage,
or Void-Ship) Politico
Starting Talents: Weapon Training (Low Tech, Solid
Projectile) Press-Ganged Crew/Human Fuel
Starting Equipment: Laspistol or sw ord, imperial navy flak Starting Skills: Common Lore (Imperium),
armor or officer’s uniform, void suit or rebreather, void Starting Talents: Weapon Training (Low Tech or Solid
charms Projectile)
Officer on Deck: An Astra Navis Mandragora character gains Starting Equipment: Improvised w eapon or stub revolver,
a +10 bonus on all Command Tests w hile aboard a voidship knife, void suit or armored body glove, respirator or grapnel
or similar star vessel. He also gains a +5 bonus on all and line.
Interaction tests made to interact w ith Void Born. Jealous Freedom: A Press-Ganged Crew character reacts
Background Aptitude: Finesse or Leadership violently tow ards the prospect of imprisonment or loss of
Recommended Roles: Ace, Voidsman, Armsman, freedom. When threatened as such, he gains a +10 bonus to
Chirurgeon, Engineer any tests that w ould prevent his imprisonment.
Background Aptitude: Fieldcraft or Toughness
Dynasty Scion Recommended Roles: Trader, Warrior, Stubjack, Voidsman,
Starting Skills Awareness or Scrutiny, Common Lore (Rogue Armsman
Traders), Scholastic Lore (Astromancy)
Starting Talents Air of Authority or Decadence, Light Sleeper Dark Voyage
or Resistance (Cold), Weapon Training (Las, Low -tech) Starting Skills: Survival, Stealth, Forbidden Lore (Any One),
Starting Equipment Laspistol or Handcannon, Heirloom Item Aw areness, Tech-Use, Deceive
or Staff, Micro-bead, void suit or set of fine clothing Starting Talents: Resistance (Fear), Weapon Training (Las)
Exceptional Leader: As a free action once per round, the Starting Equipment: Laspistol or shotgun, void suit or flak
character may grant an ally that he can see and w ho can vest, grapnel and line, mag boots, void charms or Aquila
hear him a +10 bonus to any one test necklace.
Dynastic Warrant: If the character takes the Warrant of Things Man Was Not Meant to Know: A Dark Voyage
Trade elite advance during character creation, he adds an character begins w ith 1d5 Insanity Points; how ever, he is
extra +3 Ship Points to those already generated w hen innured and marked by darkness. He reduces all Insanity
building the group’s ship. Points gains by his Willpow er Bonus.
Background Aptitude Leadership or Intelligence Background Aptitude: Fieldcraft or Tech
Recommended Roles Desperado, Seeker, Sage, Trader Recommended Roles: Armsman, Voidsman, Lord-Captain,
Trader, Mystic
Wolf Pack Raiders
Starting Skills: Commerce, Forbidden Lore (Pirates),
Navigate (Stellar), Deceive or Intimidate, Linguistics
(Underw orld), Operate (Aeronautica or Voidship)
Starting Talents: Weapon Training (Low Tech, Chain)
Starting Equipment: Light flak coat or void suit, rebreather or
respirator, lasgun or stub automatic, knife, trinket or votive
item
Expert Boarders: A Wolf Pack Raider character adds +5 to
his Strength Characteristic. Additionally, w hen engaged in
melee combat w ithin confined space, such as a narrow
corridor, he gains a +5 to his Weapon Skill tests.
Background Aptitude: Offense or Strength
Recommended Roles: Armsman, Lord-Captain, Voidsmen,
Fanatic, Warrior

High Vendetta
“You murdered my father, prepare to die!”
Starting Skills: Inquiry or Interrogate, Scrutiny, Common Lore
(Mandragora Sector), Command, Deceive, Navigate (Stellar)
Starting Talents: Die Hard, Weapon Training (Chain)
Brook No Insult: A High Vendetta character allows no
serious offense to his honor or person under his protection to
pass unchallenged. When such an offense is made, the
character gains a +10 bonus to his Weapon Skill or Ballistic
Skill tests for the duration of an encounter.
Background Aptitude: Weapon Skill or Ballistic Skill
Recommended Roles: Warrior, Lord-Captain, Seeker,
Fanatic, Crusader

Ship-Lorn
Starting Skills: Charm or Deceive, Dodge, Common Lore
(Imperium), Navigate (Stellar), Operate (Aeronautica or
Voidship), Forbidden Lore (Pirates)
Starting Talents: Dark Soul, Weapon Training (Chain, Solid
Projectile)
Starting Equipment: Chainsw ord or autogun, three knives,
void suit or captains uniform, aged amasec, void charms or
curios
Against All Odds: A Ship-Lorn character reduces his Fate
Points permanently by -1. How ever, whenever he spends a
Fate Point to recover Wounds, he may re-roll the dice and
choose the highest result.
Background Aptitude: Perception or Fieldcraft
Recommended Roles: Lord-Captain, Warrior, Recidivist,
Armsman, Voidsman
Volume III: The Dreadspace Scrolls damage from w eapons with the Blast quality.
Background Aptitude: Tech or Defense
Legionnes Skitarii Recommend Roles: Ace, Secutor, Fanatic, Crusader, Sage
Starting Skills Athletics, Awareness, Common Lore (Adeptus
Mechanicus), Dodge, Linguistics (Techna-Lingua) Basilikon Astra
Starting Talents Weapon Training (Low -Tech, Solid Starting Skills: Trade (Voidfarer, Technomat), Tech-Use,
Projectile) Navigate (Stellar), Operate (Aeronautica or Void), Logic
Starting Traits Mechanicus Implants Starting Talents: Weapon Training (Las, Solid Projectile)
Starting Equipment Mechanicus Robes, Autogun (or Sw ord Starting Traits: Mechanicus Implants
and Autopistol), Good Craftsmanship Bionic Replacement Starting Equipment: Autopistol or autogun, void suit or
Eternal Vigilance: When attacking, the Skitarii Character can mechanicus robes, mono-tasked servo-skull (utility), data-
replace any results of 1 or 2 on damage rolls w ith his slate, mag-boots
Intelligence Bonus instead. Calculated Voidfarers: A Basilikon Astra character may take
Background Aptitude Offence or Finesse Operate tests w ith his Intelligence characteristic instead of
Recommended Roles Assassin, Warrior, Militant, Operator, Agility.
Skirmisher, Secutor Background Aptitude: Intelligence or Tech
Recommended Roles: Ace, Operator, Menial, Engineer,
Questoris Fam ilia Seeker
Starting Skills Common Lore (War), Dodge or Parry,
Scholastic Lore (Questoris Familia, Heraldry), Operate Tech Guard
(Walkers) Starting Skills: Parry, Aw areness, Inquiry, Common Lore
Starting Talents Ambidextrous, Weapon Training (Las, Chain (Tech, Adeptus Mechanicus), Linguistics (Techna-Lingua),
or Pow er) Starting Talents: Weapon Training (Low Tech, Las or solid
Starting Equipment Las Pistol, Noble Attire, Sw ord and projectile)
decorative sheath, Mind Impulse Unit Starting Traits: Mechanicus Implants
Rite of Becoming: A Questoris Familia character may make Starting Equipment: Mechanicus robes or carapace
an additional Standard Attack w ith a w eapon mounted w ith a chestplate, devotional icon or charm, Integrated lasrifle or
MIU Interface as a Free Action. gun mechadendrite, axe or staff
Background Aptitude: Offense or Defense Forge Training: A Tech Guard character gains a +10 bonus
Recommended Roles Ace, Fanatic, Aristocrat, Crusader, to tests to unjam w eapons, as well as tests to repair
Warrior w eapons and armor.
Background Aptitude: Weapon Skill or Ballistic Skill
False Man Recommended Roles: Warrior, Sharpshooter, Sentry,
Starting Skills: Tech-Use, Logic, Security, Common Lore Breacher, Pilot, Commander
(Tech), Scholastic Lore (Tech), Forbidden Lore (Tech) or
Operate (Any One) Explorator Fleet
Starting Talents: Weapon Training (Low Tech) Starting Skills: Common Lore (Tech), Logic, Survival,
Starting Traits: Mechanicus Implants, Machine (2) Forbidden Lore (Archeotech), Navigate (Stellar or Warp),
Starting Equipment: Staff or autogun, gun or optical Operate (Voidship)
mechadendrite, mechanicus robes, data-slate Starting Talents: Mechadendrite Use (Explorator), Weapon
Inhuman Reasoning: A False Man character is immune to Training (Solid Projectiles)
Insanity Points, but receives extra Corruption Points any Starting Traits: Mechanicus Implants
time he is exposed to something that w ould normally cause Starting Equipment: Autogun or hand cannon, explorator
Insanity. mechadendrite or mono-tasked servo-skull (utility),
Background Aptitude: Tech or Know ledge mechanicus robes, 2 vials of sacred unguents
Recommended Roles: Engineer, Warrior, Sage, Seeker, Fit for Purpose: A character from an Explorator Fleet treats
Slicer, Reclaimator his Carrying, Lifting, and Pushing thresholds as if his sum of
SB and TB w ere two higher to determine his maximum
Adeptus Titanicus w eight values.
Starting Skills: Awareness or Command, Common Lore Background Aptitude: Fieldcraft or Tech
(Adeptus Titanicus), Navigate (Surface), Operate (Surface), Recommended Roles: Lord-Captain, Engineer, Sage,
Linguistics (Techna-Lingua), Logic Explorator, Secutor
Starting Talents: Weapon Training (Solid Projectile),
Mechadendrite Use (Utility)
Starting Traits: Mechanicus Implants
Starting Equipment: Autogun or hand cannon, Mechancius
robes, Monotask servo-skull (utility) or optical
mechadendrite, 2 vials of sacred unguents
Guardian of the Colossus: An Adeptus Titanicus character
reduces the penalties inflicted by concussive weapons by
half. He also treats his Toughness Bonus as doubled against
Volume IX: Psykana Mandragora Distaff
Starting Skills: Common Lore (Imperium), Forbidden Lore
Adeptus Astronomica (Psykers), Inquiry or Interrogation, Logic, Scholastic Lore
Lore note: Meant for the Instructors, High Instructors, and (Bureaucracy or Occult)
their bodyguards/militant protectors, and not the chosen – Starting Talents: Resistance (Psychic Pow ers)
whose sole responsibility is to prepare for their sacrifice to Starting Equipment: Laspistol or stub automatic, Imperial
the holy astronomican. Robes, autoqull, chrono, dataslate, Null-Limiter
Starting Skills: Awareness, Common Lore (Adeptus Astra Psychic Blank: A Distaff character cannot be detected by
Telepathica), Linguistics (Imperial Codes, High Gothic), means of Psyniscience, psychic powers, or similar abilities.
Scholastic Lore (Occult), Logic Psychic pow ers targeting the character suffer from a penalty
Starting Talents: Psychic Communion or Body Guard equal to -5 x WPB of the Distaff Character. A Distaff
Starting Equipment: Las pistol, ceremonial staff or sword, Character cannot take the Psyker Elite Advance, gain the
Imperial Robes, psychic focus or carapace chestplate, Psyker trait or aptitude.
ceremonial vestments Anti-Psyker: If a Distaff Character takes the Untouchable
Service to the Hollow Mountain: An Adeptus Astronomica Elite advance during character creation, he gains the
character gains the Sanctified quality to his attacks w ith low - Psychic Null talent or increases it’s bonus by +5.
tech w eapons or psychic powers. Background Aptitude: Fieldcraft or Defense
Background Aptitude: Know ledge or Willpow er Recommended Roles: Chirurgeon, Sage, Seeker, Blank,
Recommended Roles: Mystic, Seeker, Sage, Warden Warrior

Scholastica Psykana Coven Adeptus Astra Telepathica variants


Starting Skills: Awareness, Common Lore (Adeptus Astra
Telepathica or War), Forbidden Lore (Psykers, the Warp), Sanction Wardens
Psyniscience, Command or Charm Replace Background Bonus w ith:
Starting Talents: Weapon Training (Las, Low -tech) Suffer the Witch: If an Imperial Psyker rolls on the Perils of
Starting Equipment: Las pistol, ceremonial staff or sword, the Warp table, a Sanction Warden character may make a
scholastic psykana mercy blade, sanctioning brand, imperial single Standard Attack against him as an immediate reaction
robes, psy focus or sanctioned familiar before the effect is rolled. If at least 1 w ound is dealt to the
Discipline Mastery: The character chooses one psychic psyker, the Perils of the Warp effect is not rolled and psychic
discipline; the character focuses on the arts of this discipline pow er fails to activate.
above all others. As a result, the Focus Pow er tests for this Replace Recommended Roles w ith:
chosen discipline are treated as one degree easier (making Recommended Roles: Warden, Psi-Hound, Assassin,
a Challenging test into an Ordinary test, etc), w hile making Warrior, Sentry
the Focus Pow er tests of other disciplines one degree harder
(making a Challenging test into a Difficult test, etc).
Sanctionite: If the character takes the Psyker elite advance
during character creation, he also gains the Sanctioned trait.
Background Aptitude: Social or Know ledge
Recommended Roles: Chirurgeon, Mystic, Sage, Seeker,
Warrior

Departmento Investigates
Lore Note: Meant for Sisters of Silence, but can also be the
investigators/enforcers in their employ, or black sentinels of
the Adeptus Astra Telepathica
Starting Skills: Awareness, Common Lore (Adeptus Astra
Telepathica, Underw orld), Linguistics (High Gothic),
Interrogate, Logic or Scrutiny
Starting Talents: Weapon Training (Bolt, Low -tech)
Starting Equipment: Bolt pistol or ceremonial staff, sword,
carapace chestplate or body glove, manacles, 3 doses of
torpor
Fear not the Warp: A Departmento Investigates character
gains immunity to fear from psychic, warp, and daemon
related fear tests. Bestial, Xenos, Mechanical, and other
sources of fear still affect the character as usual.
Background Aptitude: Weapon Skill or Ballistic Skill
Recommended Roles: Chirurgeon, Psi-Hound, Seeker,
Warden, Warrior
Volume X: Arcana Mandragora Projectile)
Starting Equipment: Staff or ceremonial knife, occult robes,
Witch-kin Coven occult trappings, pentagrammatic w ards, 4 black w ax
Starting Skills: Common Lore (Underw orld), Forbidden Lore candles
(Criminal Cartels and Syndicates), Forbidden Lore Blasphemous Knowledge: A Heretical Cabal character treats
(Daemonology, Mutants, or the Warp), Intimidate or Deceive, Forbidden Lore (Heresy) as a Basic Skill and impose a -10
Psyniscience penalty on any Deceive Test that includes him as a target
Starting Talents: Weapon Training (Solid Projectile, Low - Background Aptitude: Know ledge or Fellow ship
tech) Recommended Roles: Heirophant, Mystic, Magus, Seeker,
Starting Equipment: Staff, make-shift knife, las pistol or Sage, Warrior
autopistol, occult trappings, pentagrammatic w ardings or
runic dice, bestial familiar or half -formed haemonculus Beast House
Profane Knowledge: When spending Fate Point to gain a Starting Skills: Athletics or Acrobatics, Forbidden Lore
+10 bonus to any Lore test, a Witch-kin Coven character (Mutants), Scholastic Lore (Beasts), Survival, Navigate
gains a +20 bonus instead. (Surface)
Secrets of the Coven: If the character takes the Sorcerer Starting Talents: Weapon Training (Low Tech, Solid
elite advance during character creation, he gains an Projectile)
additional +1 to his Sorcery Rating. Starting Equipment: Flak vest or survival suit, autogun,
Background Aptitude: Fellow ship or Know ledge w rangling staff, axe or spear, grisly trophies or money pouch
Recommended Roles: Penitent, Mystic, Psi Hound, Magus Familiar with Xenos: A Beast House character treats
Forbidden Lore (Xenos) as a Basic Skill and gains a +10
Dark Mechanicus bonus to Tech-Use Tests to identify alien technology.
Starting Skills: Psyniscience or Operate (Pick One), Background Aptitude: Fieldcraft or Perception
Forbidden Lore (Tech), Logic, Security, Tech-Use Recommended Roles: Skirmisher, Handler, Warrior, Fanatic,
Starting Talents: Mechadendrite Use (Utility), Weapon Seeker
Training (Solid Projectile)
Starting Trait: Mechanicus Implants Sorcerous Cabal
Starting Equipment: Autogun or hand cannon, monotask Starting Skills: Awareness, Intimidate, Forbidden Lore
servo-skull (utility) or psy focus, optical mechadendrite, (Daemonology),
mechanicus robes Starting Talents: Resistance (Psychic Pow ers)
Malefic Incarna: A Dark Mechanicus character always treats Starting Equipment: Occult robes, ritual knife or sw ord,
Daemonic Mastery tests as having a base difficulty of pentagrammatic or hexagrammatic w ards, malefic codex
Difficult (-10), rather than the normal Very Hard (-30). Power of the Daemon: A Sorcerous Cabal character has the
Background Aptitude: Psyker or Tech effects of one boon of a Dark Pact chosen from Enemies:
Recommended Roles: Chirurgeon, Magus, Sage, Engineer, Beyond. He may also attempt to call into his presence the
Reclaimator daemon of w hich he knows a fragment of its name. This
w orks in exactly the same w ay as Summoning a Daemon.
Witch-Born Additionally, he gains 1d10 Insanity Points and 1d5+5
Starting Skills: Psyniscience, Forbidden Lore (Psykers, Corruption Points.
Warp), Scholastic Lore (Numerology, Occult), Deceive or Background Aptitude: Know ledge or Intelligence
Intimidate, Survival Recommended Roles: Magus, Mystic, Ritualist, Diabolist,
Starting Talents: Weapon Training (Low Tech, Solid Arcanist
Projectile)
Starting Equipment: Staff or ceremonial sw ord, stub revolver,
occult trappings or tw isted heraldry, 3 doses of obscura
Witch-Knowledge: A Witch-Born character treats Forbidden
Lore (Daemonology) as a Basic Skill and gains a +10 bonus
against Fear tests caused by daemons.
Perilous Choice: A Witch-born character gains +1 to either
his Psy Rating or +1 to his Sorcery Rating and gains 1d5
Corruption Points. If he does not possess either Psy Rating
or Sorcery Rating, he gains the Resistance (Psychic
Pow ers) talent instead (w ith not Corruption).
Background Aptitude: Psyker or Willpow er
Recommended Roles: Mystic, Magus, Penitent, Sage,
Seeker

Heretical Sect
Starting Skills: Scholastic Lore (Occult), Deceive, Intimidate,
Forbidden Lore (Cults, Heresy), Awareness or Scrutiny
Starting Talents: Weapon Training (Low Tech, Solid
Volume XI: Credo Mandragora Imperial Decorum: A Famulous Protégé character gains a
+10 bonus on Charm, Deceive and Scrutiny Tests w hen
Death Cult dealing w ith high authority and in formal situations.
Starting Skills: Dodge or Parry, Athletics, Acrobatics or Background Aptitude: Social or Leadership
Stealth, Common Lore (Ecclesiarchy), Sleight of Hand, Recommended Roles: Politico, Warrior, Aristocrat, Emissary,
Linguistics (High Gothic or Chaos Marks) Chirugeon
Starting Talents: Jaded, Weapon Training (Low Tech)
Starting Equipment: Mono-sw ord or six knives, grapnel and Creed Temporal
line, equipment harness, 3 doses of stimm, armored Starting Skills: Common Lore (Ecclesiarchy, Imperial Creed),
bodyglove Linguistics (High Gothic), Scholastic Lore (Bureaucracy),
Preternatural Speed: Once per combat, a Death Cult Charm or Intimidate, Deceive
character may use a Sw ift Attack or Lightning Attack actions Starting Talents: Weapon Training (Las)
as part of a Charge. Starting Equipment: Laspistol or ceremonial knife, imperial
Background Aptitude: Agility or Finesse robes, mono-tasked servo skull (laud hailer), data-slate
Recommend Roles: Assassin, Seeker, Warrior, Fanatic, Master of Coin: Whenever a Creed Temporal character, or a
Penitent group being headed by him, makes a Requisition or
Influence test to acquire goods or services when dealing w ith
Death Cult Variants: the faithful of the Emperor, add +10 to the roll.
Background Aptitude: Social or Influence
Cult of Pain Recommend Roles: Politico, Heirophant, Emissary,
Replace Background Bonus w ith: Seneschal
The Ecstasy of Pain: Once per combat, a Cult of Pain
character may ignore all w ounds from a single hit, including Missionaria Galaxia
any special effects or damage it w ould have caused. In Starting Skills: Charm, Common Lore (Ecclesiarchy, Imperial
addition, all critical hits on the character are reduced by 1 Creed), Deceive, Intimidate, Command
point (this does not stack w ith the True Grit talent). Starting Talents: Weapon Training (Chain)
Starting Equipment: Stub revolver, excruciator kit, Aquila
Cult of Blood necklace, ecclesiarchal charm, 4 candles, backpack, shield
Replace background Bonus w ith: robes, lecticio divinatus
Sanguinary Rites: Once per combat, the Cult of Blood Words of the Emperor: A Missionaria Galaxia character
character can inflict the Blood Loss condition on his targets scores an extra degree of success on successful Charm and
w ith a melee w eapon. In addition, the Penetration of his Deceive tests.
melee w eapons are increased by 1. Background Aptitude: Leadership or Social
Recommend Roles: Heirophant, Emissary, Seeker, Sage,
Cult of Death Chirugeon
Replace background Bonus w ith:
Executioners: Once per combat, a Death Cult character may The Red Redemption
achieve Righteous Fury on any melee w eapon’s damage Starting Skills: Awareness, Athletics, Interrogate or
dice result of a 7 or higher during one Round. Additionally, Intimidate, Common Lore (Imperial Creed), Dodge, Scrutiny
he gains a +20 bonus to hit any target that has already taken Starting Talents: Hatred (Anyone), Weapon Training (Chain
Critical Damage during an encounter. or Flame)
Starting Equipment: Chainsw ord or flamer, shield robes
Frateris Militia Zealous Fury: In addition to the normal uses of Fate Points,
Starting Skills: Awareness, Common Lore (Imperial Creed), a Frateris Militia character may spend a Fate Point to grant
Athletics or Dodge, Intimidate, Trade (Any One) his attacks w ith chain and flame w eapons the Vengeance (8)
Starting Talents: Weapon Training (Las or Low Tech) quality for the duration of an encounter. ckground Bonus:
Starting Equipment: Las carbine or hunting rifle, aquila Background Aptitude: Offense or Weapon Skill
necklace, ecclesiarchal charm, knife, backpack, flak vest. Recommend Roles: Fanatic, Penitent, Warrior, Crusader
Fury of the Faithful: A Frateris Militia character w hose attack
incurs a Righteous Fury, deals an additional w ound which Adeptus Ministorum Variants:
ignores Armor and Toughness Bonus for every Fate Point
spent during an encounter. Convert
Background Aptitude: Offense or Fieldcraft Replace home w orld bonus with:
Recommend Roles: Fanatic, Penitent, Warrior, Crusader Former Heathen: A convert character begins with the
Common Lore (Imperial Creed) and the Survival skills at
Fam ulous Protégé rank 1.
Starting Skills: Charm, Deceive, Common lore (Imperial
Creed), Linguistics (High Gothic), Parry or Command, Pilgrimage
Scholastic Lore (Any One), Replace Home World Bonus w ith:
Starting Talents: Peer (Ecclesiarchy), Peer (Any One) Seasoned Traveler: A Pilgrimage character begins with the
Starting Equipment: Mono-sw ord, imperial robes, Common Lore (Ecclesiarcy) and Survival skill at rank 1, and
gain the Hardy Talent.
Replace Starting equipment w ith: Stub revolver or
w arhammer, single devotional trinket, travelling clothes.
Volume XII: Pax M andragora Recommend Roles: Militant, Warrior, Assassin, Seeker,
Desperado
Departmento Munitorum
Starting Skills: Command, Common Lore (War, Officio Tactica
Administratum), Deceive or Charm, Scholastic Lore Starting Skills: Command, Common Lore (Imperial Guard,
(Bureaucracy), Operate (Surface or Aeronautica) Administratum, War), Inquiry or Charm, Scholastic Lore
Starting Talents: Weapon Training (Las or Solid Projectiles) (Tactica Imperialis), Linguistics (Imperial Codes)
Starting Equipment: Stub revolver las pistol, imperial robes, Starting Talents: Weapon Training (Pow er or Las)
data-slate, chrono, auto-quill or mono-tasked servo-skull Starting Equipment: Pow er sword or mono-sword, laspistol,
(utility) carapace chestplate, data-slate, mono-tasked servo-skull
Master of Logistics: A Departmento Munitorum character (utility)
counts the Availability of all Weapons and Armor as tw o Field Commander: Once per encounter, any characters
levels more available (Rare items count as Average, Very w ithin communications range (including player characters)
Rare items count as Scarce, etc.). may take all Skill tests in a single Skill of the Officio Tactica
Background Aptitude: Social or Know ledge character’s choosing as if they had his Skill Training. Once
Recommend Roles: Sage, Seeker, Politico, Operator, Menial activated, this effect lasts until the end of the encounter, or
ten minutes in narrative time.
Aeronautica Imperialis Background: Know ledge or Leadership
Starting Skills: Command, Common Lore (Aeronautica Recommended Roles: Militant, Warrior, Seeker, Politico
Imperialis, War), Operate (Aeronautica), Navigate (Surface),
Linguistics (Imperial Codes) Astra Militarum Auxiliaries
Starting Talents: Hot Shot, Weapon Training (Las) Lore Note: Conscripts, Hive Militia, etc.
Starting Equipment: Laspistol or autopistol, survival suit, Starting Skills: Awareness or Scrutiny, Common Lore
chrono, armored body glove, rebreather or grav chute, (Imperium), Trade (Any One), Navigate (Surface),
micro-bead Starting Talents: Weapon Training (Low Tech)
Best of the Best: Whenever making an Opposed Operate Starting Equipment: Lasgun or autogun, knife or improvised
test, the Aeronautica Imperialis character gains an additional w eapon, flak vest or combat vest, ration pack
Degree of Success. Additionally, he makes the same Indentured Laborers: An Astra Militarum Auxilia character
number of degrees of success as his opponent, he counts as gains a +10 bonus Trade (Technomat) skill tests relating to
w inning the test. equipment dealing w ith his former occupation. Additionally,
Background Aptitude: Intelligence or Fieldcraft he gains a +10 bonus to any Social Interaction tests w ith
Recommended Roles: Ace, Warrior, characters from the same or similar home-w orld.
Background Aptitude: Defense or Fieldcraft
Officio Prefectus Recommend Roles: Warrior, Militant, Seeker, Penitent,
Starting Skills: Command, Intimidate, Common Lore Fanatic
(Imperial Guard or Imperial Navy, War), Scholastic Lore
(Tactica Imperialis), Dodge or Parry Militarum Tempestus
Starting Talents: Weapon Training (Bolt, Chain) Starting Skills: Awareness, Dodge or Parry, Intimidate,
Starting Equipment: Chainsw ord, bolt pistol, Commissar’s Security, Scholastic Lore (Tactica Imperialis), Stealth
uniform Starting Talents:Weapon Training (Las, Low Tech)
Galvanizing Presence: When employing the Terrify special Starting Equipment: Hot-shot lasgun or mono-sw ord and hot-
use of the Command Skill, an Officio Prefectus character shot laspistol, militarum tempestus carapace armor
gains a +20 bonus instead of the normal +10. Additionally, Expert Operator: A Militarum Tempestus character gains a
he counts as having Fear (2) for the purposes of all Terrify +10 bonus to all skill tests made to operate military ground
tests. vehicles, w alkers, skimmers or flyers.
Background Aptitude: Leadership or Finesse Background Aptitude: Finesse or Fieldcraft
Recommend Roles: Assassin, Warrior, Heirophant, Militant, Recommended Roles: Militant, Warrior, Assassin, Seeker
Seeker
Arena Pit-Fighters
Militant Warclan Starting Skills: Athletics, Acrobatics or Awareness, Charm,
Starting Skills: Awareness, Athletics or Survival, Dodge, Common Lore (War), Dodge, Parry
Common Lore (War), Linguistics (Mercenary Cant), Navigate Starting Talents: Weapon Training (Low Tech, Chain)
(Surface) Starting Equipment: Axe or sw ord or staff, set of throwing
Starting Talents: Weapon Training (Any two) knives, combat vest, frag or krak grenade, grisly trophies or
Starting Equipment: Lasgun or autogun, flak cloak or mesh lavish gifts, scented oils
vest, backpack, 1 frag grenade, 1 krak grenade, combat vest
Fire Control: A Militant Warclan character may make tw o Background Aptitude: Offense or Defense
Standard Attack actions w ith a single w eapon. These attacks Recommended Roles: Warrior, Militant, Braw ler, Grappler,
suffer a -10 penalty to hit and gain the Inaccurate quality. Ganger
Background Aptitude: Fieldcraft or Offense
Militarum Auxilla Variatus
Starting Skills: Survival, Stealth, Parry or Dodge, Common
Lore (Imperial Creed, War), Navigate (Surface)
Starting Talents: Die Hard, Weapon Training (Low tech)
Starting Equipment: Axe or sw ord, shield or combat vest,
purity seals, grisly trophies
Beastman Physiology: A Militarum Auxilla Variatus character
gains the Bestial trait and may choose three of the follow ing
additional traits: Increase or decrease Size by 1, Dark Sight,
Unnatural Senses (30m), Brutal Charge, Deadly Natural
Weapons, Auto-Stabilized.
Background Aptitude: Strength or Toughness
Recommended Roles: Braw ler, Warrior, Fanatic, Crusader

Militarum Auxilla Gigantus


Ogryns, Homo Sapiens Gigantus
Starting Skills: Intimidate, Survival
Starting Talents: Die Hard or Iron Jaw , Weapon Training
(Solid Projectiles)
Starting Traits: Ogryn Physiology
Starting Equipment: Ripper gun, 1d5 frag grenades
Fiercely Loyal: Ogryns become very attached to those
around them, and can gain strong connections to their
companions. If the Ogryn’s is not w ithin 10 meters of another
Player Character and engaged in melee w ith an enemy, the
Ogryn becomes Frenzied and gains an additional +10
Strength and +10 Toughness until his companions are either
safe or dead. If his companions die, the Ogryn character
becomes inconsolable for hours.
Background Aptitude: Offense or Defense
Recommended Roles: Warrior, Enforcer

Trait: Ogryn Physiology


Add +10 Strength, +10 Toughness, -15 Intelligence, -10
Agility, +20 w ounds
Includes: Auto-stablized, But it Dark in Dere, Clumsy, Size
(Hulking), Sturdy, Unnatural Strength (2), Unnatural
Toughness (2)

Militarum Auxilla Minimus


Ratlings, Homo Sapiens Minimus
Starting Skills: Awareness or Stealth, Common Lore (War),
Deceive, Sleight of Hand, Trade (Cook), Inquiry
Starting Talents: Weapon Training (Las, Solid Projectile)
Starting Traits: Size (3) Weedy, Unnatural Senses (20m)
Starting Equipment: Long las or sniper rifle w ith telescopic
sight, chameleoline cloak, field rations or liberated
paraphernalia, canteen or rebreather
Ratling Snipers: When a Militarum Auxilla Minimus character
makes an attack against a Surprised target, his Ranged
Attacks are unavoidable and cannot be dodged for the
Surprise Round. Additionally, he gains a +10 bonus to the
Gambling special use of the Logic skill.
Background Aptitude: Fieldcraft or Social
Recommended Roles: Assassin, Warrior, Scout, Seeker
Factions II: Ordos M andragora ignores the effects of Baleful Presence, and is immune to
gaining Corruption Points from Warp Shock.
Ordo Malleus Background Aptitude: Willpow er or Finesse
Starting Skills: Awareness, Scholastic Lore (Numerology, Recommended Roles: Mystic, Magus, Seeker, Castigator,
Occult), Forbidden Lore (Daemonology, the Warp), Dodge or Banisher
Parry
Starting Talents: Weapon Training (Las, Pow er or Chain)
Starting Equipment: Enforcer carapace armor or carapace
chestplate, hexagrammatic w ards, power sword or chain
sw ord, las pistol, mono-tasked servo-skull (utility)
Purity is the Only Defense: An Ordo Malleus character
reduces all Corruption Points he gains by half (rounding
dow n).
The Blasphemer’s Gift: If an Ordo Malleus character takes
the Sorcerer elite advance at character generation, he gains
+1 to his Sorcery Rating.
Background Aptitude: Willpow er or Defense
Recommended Roles: Interrogator, Investigator, Mystic,
Magus, Warrior

Ordo Hereticus
Starting Skills: Intimidate, Scrutiny, Scholastic Lore (Occult),
Forbidden Lore (Heretics, Mutants), Interrogation
Starting Talents: Weapon Training (Flame, Bolt)
Starting Equipment: Mesh cloak or carapace chestplate,
hexagrammatic w ards, hand flamer or crossbow impaler,
mono-tasked servo-skull (laud hailer)
Conviction is Strength: An Ordo Hereticus character reduces
all Insanity Poitns he gains by half (rounding dow n).
The Psyker’s Gift: If an Ordo Hereticus character takes the
Psyker elite advance at character generation, he gains +1 to
his Psy Rating.
Background Aptitude: Willpow er or Offense
Recommended Roles: Interrogator, Investigator, Mystic, Psi-
Hound, Warrior, Fanatic, Warden

Ordo Xenos
Starting Skills: Intimidate or Scrutiny, Common Lore
(Imperium), Forbidden Lore (Any 2 Xenos), Linguistics (1
Xenos), Interrogation
Starting Talents: Weapon Training (1 exotic, Solid
Projectiles)
Starting Equipment: Carapace chestplate or void suit,
autogun or bolt pistol, rebreather, stablight
Suffer not the Alien to Live: An Ordo Xenos character counts
the level of Fear of a Xenos adversary as two steps lower. If
this reduces the Fear trait to 0, the character does not need
to test for Fear.
Background Aptitude: Willpow er or Fieldcraft
Recommended Roles: Interrogator, Investigator, Desperado,
Seeker, Warrior

Ordo Bestilius
Starting Skills: Interrogate, Scholastic Lore (Mandragora
Sector, Occult, Numerology), Forbidden Lore (Daemonology,
Tech), Scrutiny
Starting Talents: Weapon Training (Bolt, Chain)
Starting Equipment: Imperial robes, mono-sw ord or
chainsw ord, bolt pistol, pentagrammatic w ards, malefic
codex or profane paraphernalia
Ordo Bestilius Conditioning: An Ordo Malleus character
Roles Role Talent: Die Hard or Jaded
Evasive: Once per round, after performing a ranged
Standard Attack, a Ganger character may perform a single
Core provides:
Dive for Cover action as a Free Action.
 Ace
 Assassin
Juve [Utility]
 Chiurgeon
Role Aptitudes: Strength, Toughness, Weapon Skill or
 Crusader
Ballistic Skill, Agility, Fieldcraft
 Desperado
Role Talent: Catfall or Leap Up
 Fanatic
Quick to learn: In addition to the normal use of Fate Points, a
 Hierophant
Juve character may spend a Fate Point to treat a single skill
 Mystic
as Rank 1 (Know n) for the duration of an encounter. In
 Penitent
narrative time, this lasts for 10 minutes.
 Sage
 Seeker
FAQ: This allow s a ganger to shoot than jump into cover.
 Warrior
This still uses the characters ‘reaction’.

Volume I: The M andragora Sector Scholariate [Lore]


Role Aptitudes: Know ledge, Intelligence, Social, Influence,
Em issary [Social]
Perception
Role Aptitudes: Fellow ship, Fieldcraft, Perception, Social,
Role Talent: Clues from the Crow ds or Jaded
Willpow er
Unfazeable: In addition to the normal uses of Fate Points, a
Role Talent: Contact Netw ork or Keen Intuition
Scholariate character may spend a Fate Point to negate
Master Ambassador: In addition to the normal uses of Fate
Insanity Points or Corruption Points from profane sources or
Points, an Emissary character may spend a Fate point to
lore.
automatically succeed at a Skill Test w hen determining a
Body of Argument (see page 55) w ith a number of Degrees
Enforcer [Combat]
of Success equal to his Influence bonus.
Role Aptitudes: Strength, Toughness, Weapon Skill, Ballistic
Skill, Offense
Politico [Social]
Role Talent: Quick Draw or Disarm
Role Aptitudes: Fellow ship, Finesse, Willpow er, Social,
De-escalation Expert: In addition to the normal uses of Fate
Intelligence
Points, an Enforcer character may spend a Fate Point to
Role Talent: Archivator or Lexographer
automatically pass a Disarm, Double Team or Takedow n
Scandalous Socialite: In addition to the normal uses of Fate
action, w ith a number of degrees of success equal to his
Points, a Politico character may spend a Fate point to
Weapon Skill Bonus.
reduce or increase a target's Influence Characteristic or
Disposition score by 50 percent. This effect lasts for one
Handler [Combat/Utility]
Skill Test made by the target. Note this Role Bonus cannot
Role Aptitudes: Agility, Intelligence, Offense, Defense,
be used for Requisition tests.
Perception
Role Talent: Double Team or Takedow n
Seneschal [Social]
Cyber-Handler: In addition to the normal use of Fate Ponits,
Role Aptitudes: Social or Know ledge, Fellow ship,
after failing a test to command a cyber-construct, a Handler
Perception, Intelligence, Finesse
character may spend a Fate Point to automatically succeed
Role Talent: Ambassador Imperialis or Contact Netw ork
at the test instead w ith a number of degrees of success
Master of Ceremonies: In addition to the normal use of Fate
equal to his Intelligence bonus.
Points, a Seneschal character may spend a Fate point to
automatically succeed at a Linguistics, Commerce or any
Grappler [Combat]
Trade skill test w ith a number of degrees of success equal
Role Aptitudes: Strength, Toughness, Offense, Defense,
to his Intelligence.
Willpow er
Role Talent: Takedow n or Disarm
Artisan [Utility]
Pugilist: In addition to the normal use of Fate Points, a
Role Aptitudes: Agility, Perception, Fieldcraft, Tech,
Grappler character may spend a Fate Point to automatically
Intelligence
pass a Grappling test or sub-test w ith a number of degrees
Role Talent: Resistance (Pick One) or Technical Knock
of success equal to his Strength Bonus.
Master of Crafts: In addition to the normal use of Fate
Points, an Artisan character may spend a Fate point to
automatically succeed at a Crafting test, adding a number of
Degrees of Success equal to his Intelligence Bonus.
Stubjack [Combat/Utility]
Role Aptitudes: Agility, Fieldcraft, Tech, Perception, Social
Ganger [Combat]
Role Talent: Quick Draw or Disarm
Role Aptitudes: Strength, Toughness, Weapon Skill, Ballistic
Role Talent:
Skill, Fieldcraft
Born to Violence: In addition to the normal use of Fate w ith a number of a degrees of success equal to his
Points, a Stubjack character may spend a Fate Point to characteristic bonus.
make a Maneuver, Ready, or Use Skill action into a Free
Action, rather than a Half Action. Note: This includes movement such as jumping, abseiling,
climbing, swimming, toughness tests from being
Transporter [Utility] encumbered, etc.
Role Aptitudes: Agility, Perception, Intelligence, Fellow ship,
Tech
Role Talent: Hot Shot or Ambidextrous
Hot-Shot: In addition to the normal uses of Fate Points, a
Transporter character may spend a Fate Point to
automatically pass an Operate or Navigate skill test.
Additionally, he gains a +10 bonus to his opposed tests
during high speed chases.

Magistrate [Social]
Role Aptitudes: Intelligence, Know ledge, Social, Influence,
Fellow ship
Role Talent:
Legalese: In addition to the normal uses of Fate Points, a
Magistrate may spend a Fate Point to automatically pass an
Intimidate or Charm test, w ith a number of degrees of
success equal to his Intelligence bonus. Additionally, he may
replace either Charm or Intimidate w ith the Scholastic Lore
(Judgement) skill w hen dealing w ith Imperial citizens.

Operator [Utility]
Role Aptitudes: Agility, Fellow ship, Strength, Fieldcraft,
Intelligence, Tech
Role Talent: Technical Knock or Jaded
Rapid Response: In addition to the normal use of Fate
Points, an Operator character may spend a Fate Point to
automatically put out a Fire afflicting a vehicle or fix a
w eapon damaged critical hit.

Aristocrat [Social]
Role Aptitudes: Influence, Fellow ship, Intelligence, Social,
Leadership
Role Talent: Decadence or Skilled Rider
Supremely Connected: In addition to the normal use of Fate
Points, an Aristocrat may spend a Fate Point to reduce the
cost of requisitioning a Reinforcement Character by his
Influence Bonus.

Performancer [Social]
Role Aptitudes: Fellow ship, Agility, Intelligence, Social,
Fieldcraft
Role Talent: Catfall or Iron Jaw
Bonus: In addition to the normal uses of Fate Points, a
Entertaining: Performancer character may spend a Fate
Point to automatically pass a Fellow ship or Fellow ship-based
skill test w ith a number of degrees of success equal to his
Fellow ship Bonus.

Menial [Utility]
Role Aptitudes: Strength, Toughness, Perception,
Fellow ship, Fieldcraft
Role Talent: Clues from the Crow d or Iron Jaw
Bonus: In addition to the normal uses of Fate Points, a
Menial character may spend a Fate Point to automatically
pass any characteristic tests required by Movement actions,
Volume II: The Astra Navis Mandragora

Trader [Utility/Social]
Role Aptitudes Intelligence, Fellow ship, Agility or Ballistic
Skill, Social, Fieldcraft
Role Talent Clues from the Crow d or Contact Netw ork
Merchant Magnate: In addition to the normal uses of Fate
points, w hen a Trader character fails a Commerce, Influence
or Requisition test, he can spend a Fate point to
automatically succeed w ith the degrees of success equal to
his Fellow ship bonus.

Arm sman [Starship Combat]


Role Aptitudes: Strength, Toughness, Weapon Skill, Ballistic
Skill, Defense
Role Talent: Light Sleeper or Rapid Reaction
Morale: In addition to the normal uses of Fate Points, an
Armsman character may spend a Fate Point to automatically
restore Crew Morale by 5 x his Strength Bonus. Once
activated, this boost lasts for the duration of an encounter.

Lord-Captain [Starship Combat/Social]


Role Aptitudes: Fellow ship, Intelligence, Perception,
Finesse, Tech
Role Talent: Air of Authority or Radiant Presence
Commander of the Vessel: In addition to the normal uses of
Fate Points, a Lord-Captain character may spend a Fate
Point to automatically pass an Interaction-based Shipboard
Action, w ith a number of degrees of success equal to his
Fellow ship Bonus.

Voidsman [Starship Combat/Utility]


Role Aptitudes: Intelligence, Perception, Agility, Fieldcraft,
Tech
Role Talent: Void-Tactician or Resistance (Pick One)
Shield of the Emperor: In addition to the normal uses of Fate
points, a Voidsman character may spend a Fate Point to
automatically pass a Maneuver or Shooting Shipboard
Action, w ith a number of degrees of success equal to his
Intelligence Bonus.
Volume III: The Dreadspace Scrolls

Secutor [Combat]
Role Aptitudes Toughness, Ballistic Skill, Weapon Skill,
Fieldcraft or Finesse, Perception
Role Talent Ambidextrous or Jaded
Devastating Precision: In addition to the normal uses of Fate
Points, w hen a Secutor successfully hits with an attack, he
may spend a Fate Point to decrease an opponent's
Toughness Bonus equal to his degrees of Success on the
attack roll on the first hit the attack inflicts.

Reclaim ator [Utility]


Role Aptitudes Tech, Know ledge, Fellow ship or Agility,
Fieldcraft, Social
Role Talent Technical Knock or Rapid Reload
Mechanical Expertise: In addition to the normal uses of Fate
Points, a Reclaimator character may spend a Fate point to
automatically succeed at a Security or Trade (Technomat)
skill test w ith a number of degrees of success equal to his
Intelligence bonus.

Slicer [Utility]
Role Aptitudes: Tech, Intelligence, Perception, Willpow er,
Toughness
Role Talent: Technical Knock or Keen Intuition
Cog Whisperer: In addition to the normal uses of Fate
Points, a Slicer may spend a Fate Point to automatically
pass a Security or Tech-Use test w ith a number of Degrees
of Success equal to his Intelligence Bonus.

Explorator [Utility]
Role Aptitudes: Tech, Intelligence, Perception, Ballistic Skill,
Finesse
Role Talent: Technical Knock or Keen Intuition
The Quest for Knowledge: In addition to the normal uses of
Fate Points, an Explorator character may spend a Fate Point
to automatically pass an Investigative Skill during the pursuit
of an Explication. If degrees of success are required, the
success is counted as having rolled a 01.

Engineer [Utility]
Role Aptitudes: Tech, Strength, Toughness, Intelligence,
Perception
Role Talent: Resistance (Any One) or Weapon Tech
Obsession with Ritual: In addition to the normal use of Fate
Points, an Engineer character may spend a Fate Point to
automatically pass a Repair test w ith a number of Degrees
of Success equal to his Intelligence Bonus.
Volume IX: Psykana Mandragora

Wyrdling [Utility/Combat]
Role Aptitudes: Perception, Fieldcraft, Strength, Toughness,
Willpow er
Role Talent: Resistance (Psychic Pow ers) or Quick Draw
Psychic mutant: A Wyrdling character starts the game w ith
the Wyrd elite advance. It is recommended that a character
w ho wishes to be a Wyrd to have a Willpow er of at least 35.

Psi-Hound [Utility]
Role Aptitudes: Toughness, Willpow er, Perception,
Fieldcraft, Agility
Role Talent: Deny the Witch or Purity of Hatred (Psykers)
Psychic Hound: In addition to the normal uses of Fate
Points, after making a successful Psyniscience or Deny the
Witch test, a Psi-Hound character may spend a Fate Point to
substitute his Willpow er Bonus for the degrees of success
scored on the test.

Blank [Psychic Defense]


Role Aptitudes: Perception, Willpow er, Agility, Fieldcraft,
Tech
Role Talent: Psychic Null or Soulless Aura
Psychic Null: A Blank character starts the game w ith the
Untouchable elite advance. It is recommended that a
character who wishes to be a Blank have an Intelligence of
at least 35.

Warden [Combat]
Role Aptitudes: Strength, Toughness, Agility, Finesse,
Offense
Role Talents: Body Guard or Witch Finder
Suffer not the Witch: In addition to the normal uses of Fate
Points, a Warden character may spend a Fate point to
ignore the effects of psychic phenomena or psychic perils for
the duration of an encounter. Should he choose to leave
combat against a psyker in that encounter, how ever, he
gains 1 Insanity point.
Volume X: Arcana Mandragora

Magus [Utility/Combat]
Role Aptitudes: Social, Intelligence, Know ledge, Perception,
Fellow ship
Role Talent: Daemonologist or Hardened Soul
Practitioner of the Profane: A Magus character starts the
game w ith the Sorcery elite advance. It is recommended that
a character who wishes to be a Magus have an Intelligence
of at least 35.

Witch [Com bat/Utility]


Role Aptitudes: Social, Fieldcraft, Know ledge, Perception,
Intelligence
Role Talent: Dark Soul or Warp Sense
Dark Channeling: In addition to the normal uses of Fate
Points, a Witch character may spend a Fate Point to
automatically pass a Focus Pow er test, w ith a number of
degrees of success equal to her Corruption Bonus, or to
reroll a failed Focus Pow er test. Each use inflicts one
Corruption Point.

Diabolist [Combat/Utility/Lore]
Role Aptitudes: Psyker, Willpow er, Offense, Know ledge,
Intelligence
Role Talent: Hardened Soul or Iron Jaw
Slave to Darkness: A Diabolist character starts the game
w ith the Daemon Vessel elite advance. It is recommended
that a character who wishes to be a Diabolist have a
Willpow er of at least 35.

Ritualist [Utility]
Role Aptitudes: Willpow er, Fieldcraft, Intelligence, Finesse,
Defense
Role Talent: Dark Soul or Rites of Banishment
Affinity for the Empyrean: In addition to the normal uses of
Fate Points, a Ritualist character may spend a Fate Point to
negate Warp Shock or halve Corruption Points to himself
and a number of allies equal to his Willpow er Bonus.
Volume XI: Credo Mandragora

Castigator
Role Aptitudes: Fellow ship, Social, Offence, Toughness,
Willpow er
Role Talent: Armor of Contempt or Hatred (Any One)
Righteous Hatred: In addition to the normal use of Fate
Points, a Castigator character may spend a Fate Point to
extend the effects of one of his Hatred talents to any allies in
the immediate vicinity. The effects of this last for the duration
of an encounter.

Missionary
Role Aptitudes: Fellow ship, Social, Leadership, Toughness,
Influence
Role Talent: Armor of Contempt or Flagellant
Acts of Faith: A Missionary character starts the game w ith
the Pure Faith elite advance. It is recommended that a
character who wishes to be a Missionary have an
Intelligence of at least 35.

Exorcist
Role Aptitudes: Fellow ship, Social, Offence, Toughness,
Willpow er
Role Talent: Double Team or Armor of Contempt
Deny the Daemon: In addition to the normal use of Fate
Points, an Exorcist character may spend a Fate Point to
resist the effects of any single daemonic or psychic attack,
effectively allow ing him to emerge unscathed as if by a
miracle.

Banisher
Role Aptitudes: Intelligence, Strength, Defense, Toughness,
Willpow er
Role Talent: Flagellant or Hatred (Pick One)
Purge the Unclean: In addition to the normal use of Fate
Points, a Banisher character may spend a Fate Point to
negate a Fear test, to negate acquiring Insanity Points, or to
negate acquiring Corruption Points.

Hospitaller
Role Aptitudes: Intelligence, Know ledge, Perception,
Willpow er, Fieldcraft
Role Talent:
Volume XII: Pax M andragora Sentry [Combat]
Role Aptitudes: Ballistic Skill, Finesse, Intelligence,
Militant [Combat] Perception, Offense
Role Aptitudes: Ballistic Skill, Fieldcraft, Agility, Finesse, Role Talent: Combat Sense or Vigilant
Intelligence Hammering Storm: In addition to the normal uses of Fate
Role Talent: Quick Draw or Rapid Reload Points, a Sentry character may spend a Fate Point to
Weapon Specialist: In addition to the normal uses of Fate increase the degrees of success on a Ballistic Skill test equal
Points, a Militant character may spend a Fate Point to to his Ballistic Skill Bonus.
reduce the effective range a target is considered by one
level, making a target at Long Range treated as Normal Sharpshooter
Range, etc. Role Aptitudes: Agility, Ballistic Skill, Perception, Finesse,
Offense
Scout [Utility] Role Talent: Lasgun Volley or Deadeye Shot
Role Aptitudes: Fieldcraft, Finesse, Intelligence, Ballistic Pinpoint Guidance: In addition to the normal use of Fate
Skill, Perception Points, a Sharpshooter character may spend a Fate Point to
Role Talent: Now here to Hide or Leap Up count his next Ranged Attack has having the Accurate
Pathfinder: In addition to the normal use of Fate Points, a Quality. This bonus cannot be used w ith w eapons with the
Scout character may spend a Fate Point to automatically Blast, Hayw ire, Inaccurate, Indirect, Scatter, Spray, Storm or
pass a Survival or Stealth test w ith a number of degrees of Tw in-linked qualities, and does not add damage for w eapons
success equal to his Agility Bonus. that normally do not normally deal damage.

Medic [Support] Pilot (Tank Ace/Jockey) [Combat]


Role Aptitudes: Fieldcraft, Intelligence, Know ledge, Role Aptitudes: Agility, Fellow ship, Leadership, Tech,
Perception, Willpow er Willpow er
Role Talent: Jaded or Sw ift Suture Role Talent: Technical Knock or Push the Limit
Medicae Auxilia: In addition to the normal use of Fae Points, Crack Maneuvering: In addition to the normal uses of Fate
a Medic character may spend a Fate Point to automatically Points, a Pilot character can spend a Fate Point to change
succeed at a Medicae, Scholastic Lore (Chymistry) or Logic the armor facing being struck by incoming fire to his choice,
test, w ith a number of degrees of success equal to his rather than the armor facing it w ould originally have hit.
Intelligence bonus.
Skirm isher [Combat/Utility]
Braw ler [Combat] Role Aptitudes: Agility, Fieldcraft, Intelligence, Perception,
Role Aptitudes: Agility, Finesse, Offense, Strength, Finesse
Toughness or Weapon Skill Role Talent: Skilled Rider or Mounted Warrior
Role Talent: Ambidextrous or Street fighting Rough Rider: In addition to the normal use of Fate Points, a
Lightning Reflexes: In addition to the normal uses of Fate Skirmisher character may spend a Fate Point to increase the
Points, a Braw ler character may spend a Fate Point to gain distance his Mount can move by a number of meters equal
one additional Reaction. to his Mount’s Agility Bonus.

Breacher [Combat] Grenadier [Combat]


Role Aptitudes: Agility, Finesse, Intelligence, Tech, Role Aptitudes: Ballistic Skill, Toughness, Perception,
Willpow er or Toughness Fieldcraft, Tech
Role Talent: Resistance (Fear) or Modify Payload Role Talent: Bombardier or Jaded
Steady Hand: In addition to the normal use of Fate Points, a Explosive Reach: In addition to the normal use of Fate
Breacher character may spend a Fate Point to reduce his Points, a Grenadier character may spend a Fate Point to
degrees of failure on any failed Tech-Use test for the treat his Strength Bonus as being double for the purposes of
Demolitions Special Use by an amount equal to his Agility determining throw n weapon range. This effect lasts for the
Bonus. If this reduces the failure to 0 or less degrees, the duration of an encounter, or 10 minutes in narrative time.
test is considered passed instead.

Com mander [Social/Utility]


Role Aptitudes: Fellow ship, Intelligence, Leadership, Social,
Weapon Skill
Role Talent: Combat Formation or Heroic Inspiration
Follow my Lead!: When using a Fate Point to grant a bonus
to a roll, a Commander character may instead grant the
bonus to another character, who gains +20 to the roll instead
of +10.
Factions: The Ordos M andragora

Investigator [Social]
Role Aptitudes: Social, Fellow ship, Perception, Intelligence,
Fieldcraft, Tech
Role Talent: Resistance (Fear) or Clues from the Crow d
Accustomed to Deception : In addition to the normal uses of
Fate Points, an Investigator character may spend a Fate
Point to automatically succeed at a Scrutiny or Deceive skill
test w ith a number of degrees of success equal to his
Intelligence bonus.

Interrogator [Utility]
Role Aptitudes: Fieldcraft, Intelligence, Know ledge,
Willpow er, Tech
Role Talent: Resistance (Pick One) or Takedow n
Excruciatingly Efficient: In addition to the normal uses of
Fate Points, an Interrogator character may spend a Fate
Point to automatically succeed at an Interrogate or Medicae
skill test w ith a number of degrees of success equal to his
Intelligence Bonus.

Factions: The Black Run

Recidivist [Utility]
Role Aptitudes Fellow ship, Fieldcraft, Perception, Social,
Tech
Role Talent Cover-Up or Face in the Crow d
Criminal Inclination: In addition to the normal uses of Fate
Points, a Recidivist character may spend a Fate point to
automatically succeed at a Sleight of Hand, Stealth or
Intimidate skill test w ith a number of degrees of success
equal to his Perception bonus.

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