137 lines
5.0 KiB
Plaintext
137 lines
5.0 KiB
Plaintext
(Basic)
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ligence
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‘character uses the Gamble Skill when participating in
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© games of chance and the countless other games popular
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"amongst soldiers across the Imperium. Each participant wagers
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an amount, though these are typically the same, and makes
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‘an Opposed Test with the Gamble Skill. The player with the
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most Degrees of Success or fewest Degrees of Failure wins
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the pot. The character may choose to lose against any player
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‘with a worse result as part of a Deceive attempt.
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Those with both Skills may use Sleight of Hand instead
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‘of Gamble to hide cards or alter dice rolls. Success gives this
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‘character a +20 bonus to his tests, but four or more Degrees
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‘of Failure indicates he has been caught in the act.
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‘Skill Use: Full Action to an entire day of gaming
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Inquiry (Basic, INVESTIGATION)
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Fellowship
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The character can use the Inquity Skill to gain information
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bby asking questions, making conversation, or simple
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‘eavesdropping, Inquiry allows the character to pick up general
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information about an area: its news, recent events, and more.
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Additional Degrees of Success reveal more detailed or more
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secretive tidings. Inquiry can also be used as an Investigation
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Skill allowing the character to hunt after a particular item of
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information from either individuals or resources, such as the
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Chapter’ librarium, This use is virtually always an Extended
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“Test, with difficulty and duration set by the GM.
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Skill Use: 1 hour or more
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INTERROGATION (ADVANCED)
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Willpower
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The Interrogation skill allows the character to extract
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information from an unwilling subject. The application differs
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from torture, where a subject will frequently say anything
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to stop the ordeal. Rather, interrogation represents skilled
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application of psychology, various devices, serums, and other
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techniques. The GM may modify the difficulty of the test
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according to the availability of tools, facilities, and other
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‘conditions. Interrogation is always an Opposed Test, pitting
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the characters Interrogation Skill against an opponent's
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Willpower. Ifthe interrogator wins the Opposed Test, he gets
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‘one answer plus one answer for each Degree of Success. the
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victim wins the Opposed Test, the interrogator get nothing
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‘of worth, Two or more Degrees of Failure inflict 1410 plus
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interrogator’s Willpower Bonus in damage against the
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and prevents any further interrogation for 145 days
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im takes the same damage and gains a +30 bonus to
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et Tests made to resist Interrogation at the hands of
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or his allies. Each Interrogation Test inflicts
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gue on the target.
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Invimipatz (Basic, INTERACTION)
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Strength
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“The character uses Intimidote Tests 40 presife indi ial
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to give in to his demands. The character does not make an
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Intimidate Test every time he makes a threat, but only when
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it involves coercion. Though Intimidate lists Strength as its
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associated Characteristic, the character may substitute either
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Intelligence or Fellowship if the threat involves more subtle
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‘methods than brute force, such as blackmail or humiliation. An
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Intimidate Test affects number of targets equal to the character's
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Strength, Intelligence, or Fellowship Bonus, depending on the
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characteristic used for the test. The targets must be able to see
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and hear the character cleatly, ether in person or via pict or
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vox-caster, and speak a common language.
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Skill Use: Full Action
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Special Uses
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War Cry
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[As part of a Charge Action a character may use the Intimidate
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skill (0 make a war ery. This is @ Free Action that targets the
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recipient or recipients of the character's charge—ic. those he
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will end up in combat with and make melee attacks against
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The character then makes an Intimidate Test, based on
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Strength, opposed by the target’s Willpower. If the character
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is successful, the target suffers ~10 to all Parry and Dodge
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tests against the charging character.
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Creatures immune to the effects of Fear and other mind-
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effecting psychology are immune to the effects of a war cry
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Invocation (ADVANCED)
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Willpower
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{An Invocation test is a Full Action. For the duration of the
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Round, the character clears his mind of external influence and
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focuses his will more intently. This may be through recitation
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of mantras, use of psychic foci, or meditation. A successful
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test indicates that the character's mind is ready to channel a
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greater amount of the warp than usual, while still limiting his
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exposure. On the next Round, the character adds +1 to the
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final Psy Rating of any Fettered Power Test
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Failure on the Invocation Test indicates that the character's
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attempts to focus have backfired, and he must take a —I
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penalty tothe final Psy Rating ofa Fettered Power Test. If this
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reduces the Psy Rating to zero, the power fails to activate.
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Skill Use: Full Action
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Literacy (ADVANCED)
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Intelligence
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The Literacy skill allows the character to read and wri
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any language he speaks. Everyday activities do not r
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Literacy Tests, but situations involving regional
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damaged manuscripts, archaic ese or colloquial
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necessitate a Skill Test
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Skill Use: 1 minute for I page of text, oe
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