(Basic)

ligence

‘character uses the Gamble Skill when participating in
© games of chance and the countless other games popular
"amongst soldiers across the Imperium. Each participant wagers

an amount, though these are typically the same, and makes

‘an Opposed Test with the Gamble Skill. The player with the
most Degrees of Success or fewest Degrees of Failure wins
the pot. The character may choose to lose against any player
‘with a worse result as part of a Deceive attempt.

Those with both Skills may use Sleight of Hand instead
‘of Gamble to hide cards or alter dice rolls. Success gives this
‘character a +20 bonus to his tests, but four or more Degrees
‘of Failure indicates he has been caught in the act.

‘Skill Use: Full Action to an entire day of gaming

Inquiry (Basic, INVESTIGATION)

Fellowship
The character can use the Inquity Skill to gain information
bby asking questions, making conversation, or simple
‘eavesdropping, Inquiry allows the character to pick up general
information about an area: its news, recent events, and more.
Additional Degrees of Success reveal more detailed or more
secretive tidings. Inquiry can also be used as an Investigation
Skill allowing the character to hunt after a particular item of
information from either individuals or resources, such as the
Chapter’ librarium, This use is virtually always an Extended
“Test, with difficulty and duration set by the GM.

Skill Use: 1 hour or more

INTERROGATION (ADVANCED)

Willpower
The Interrogation skill allows the character to extract
information from an unwilling subject. The application differs
from torture, where a subject will frequently say anything
to stop the ordeal. Rather, interrogation 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 characters Interrogation Skill against an opponent's
Willpower. Ifthe interrogator wins the Opposed Test, he gets
‘one answer plus one answer for each Degree of Success. the
victim wins the Opposed Test, the interrogator get nothing

‘of worth, Two or more Degrees of Failure inflict 1410 plus
interrogator’s Willpower Bonus in damage against the
and prevents any further interrogation for 145 days

im takes the same damage and gains a +30 bonus to

et Tests made to resist Interrogation at the hands of
or his allies. Each Interrogation Test inflicts
gue on the target.

Invimipatz (Basic, INTERACTION)

Strength
“The character uses Intimidote Tests 40 presife indi ial

to give in to his demands. The character does not make an

Intimidate Test every time he makes a threat, but only when
it involves coercion. Though Intimidate lists Strength as its

associated Characteristic, the character may substitute either

Intelligence or Fellowship if the threat involves more subtle

‘methods than brute force, such as blackmail or humiliation. An

Intimidate Test affects number of targets equal to the character's

Strength, Intelligence, or Fellowship Bonus, depending on the

characteristic used for the test. The targets must be able to see

and hear the character cleatly, ether in person or via pict or

vox-caster, and speak a common language.

Skill Use: Full Action

Special Uses

War Cry

[As part of a Charge Action a character may use the Intimidate
skill (0 make a war ery. This is @ Free Action that targets the
recipient or recipients of the character's charge—ic. those he
will end up in combat with and make melee attacks against
The character then makes an Intimidate Test, based on
Strength, opposed by the target’s Willpower. If the character
is successful, the target suffers ~10 to all Parry and Dodge
tests against the charging character.

Creatures immune to the effects of Fear and other mind-
effecting psychology are immune to the effects of a war cry

Invocation (ADVANCED)

Willpower
{An Invocation test is a Full Action. For the duration of the
Round, the character clears his mind of external influence and
focuses his will more intently. This may be through recitation
of mantras, use of psychic foci, or meditation. A successful
test indicates that the character's mind is ready to channel a
greater amount of the warp than usual, while still limiting his
exposure. On the next Round, the character adds +1 to the
final Psy Rating of any Fettered Power Test

Failure on the Invocation Test indicates that the character's
attempts to focus have backfired, and he must take a —I
penalty tothe final Psy Rating ofa Fettered Power Test. If this
reduces the Psy Rating to zero, the power fails to activate.
Skill Use: Full Action

Literacy (ADVANCED)

Intelligence
The Literacy skill allows the character to read and wri
any language he speaks. Everyday activities do not r
Literacy Tests, but situations involving regional

damaged manuscripts, archaic ese or colloquial
necessitate a Skill Test
Skill Use: 1 minute for I page of text, oe
