Name |
Tier |
Pre-reqs |
Benefits |
Ambidextrous |
1 |
Agiltiy 30 |
Basic ability to use 2 hands equally well. |
Associate (Specific) |
1 |
Affiliation with Organization (Specific) |
Fellowship tests with a Specific Organization gain +5%. |
Brute of Burden |
1 |
Strength 45+ |
Add Size Trait to SB+TB for moving heavy objects. +20% bonus for tests relating to Forced Marches. |
Catfall |
1 |
Agility 30+ |
Any Fall distance is reduced by (Ag Bonus) meters. +20 to Acrobatics to avoid falling damage when possible. |
Clues from the Crowds |
1 |
Inquiry Known, Scrutiny Known |
Once per day, you may reroll attempts to derive relevent information from groups of people. |
Cursed Heirloom |
1 |
GM Fiat…. |
Work with your GM to gain an item with a simple bonus, but also a penalty. |
Die Hard |
1 |
Willpower 40+ |
If suffering Blood Loss, roll twice to avoid death. |
Drop Trooper |
1 |
Operate (Personal or Aeronautica) |
When using Operate to pilot Grav Chutes in adverse conditions your test is +40% instead of +20%. Distance fallen before a re-test is equal to 1m per Degree of Failure. |
Ears to the Ground |
1 |
Commerce Known, Inquiry Known |
When Bartering one may gain +20% to Commerce tests. Tests to Avoid Local Authorities (as determined by the GM) gain +10%, or the agents of said Authority take a -10%. |
Enemy (Specific) |
1 |
GM Fiat…. |
All Fellowship tests with the Specified group are at -10%, there are probably additional penalties as determined by the GM. |
Excellent Cook |
1 |
Trade (Cook) Trained |
When preparing food for your allies perform a Trade (Cook) test. On a success your Allies gain +5% vs Fear/Pin until end of next encounter. If you achieve 5 Degrees of Success: Next FP spent is regained on a 1d10 roll of 10. |
Excessive Wealth |
1 |
GM Approval, Narrative Reason, May not be a win… |
Gain 25 RP at Character creation, may be taken up to 3 times. |
Heightened Senses (Specific) |
1 |
Awareness Known |
Gain +10% to Skill Checks involving the specified sense (Sight, Sound, Smell, Taste, Touch). |
Iron Jaw |
1 |
Toughness 40 |
If you become stunned, you may test each round to overcome the effect. This includes the round in which you become stunned if you have not acted yet. |
It not so dark |
1 |
Ogryn, Willpower 40+ |
As an Ogryn you take no penalties for being in dark spaces. However you must test perform a -10% Willpower Test to enter such spaces voluntarily. |
Keen Intuition |
1 |
Scrutiny Trained |
You may immediately reroll a Failed Awareness test once per test at -10% |
Leap Up |
1 |
Acrobatics Known or Athletics Known |
May stand up as a Free Action. |
Lesser Minion * |
1 |
Fellowship 40+, GM Approval |
Gain lesser minion, see GM and Black Crusade for rules regarding this. |
Light Sleeper |
1 |
Awareness Known |
Always count as awake for Awareness Tests or surprise. |
Little 'un |
1 |
Fellowship 30, Non-Ogryn |
Gain +2 extra Degrees of Success on Fellowship tests with Ogryns. Ogryns may reroll Tests to coerce betrayal. |
Loyal Demeanour |
1 |
Ogryn |
No penalty to be taken seriously as an Ogryn. You may reroll one Charm Test per game session. |
Meditation |
1 |
|
Take 10 minutes and pass WP test to remove 1 level of fatigue. For each additional 10 minutes spent in the same day, your Willpower test is -10% (this penalty stacks) |
Mimic |
1 |
Deceive (Lying) Trained |
When using Deceive you do not take a penalty for imitating voices or mannerisms. |
Overlooked |
1 |
Per 35, Unremarkable |
Enemies you have not attacked must pass an Intelligence Test (+20%) to attack you if a different, relevant, target is within 5m. |
Polyglot |
1 |
Linguistics (Any) Known |
You may perform an Intelligence Test (+0) to communicate basic concepts in languages in which you are not trained. |
Push the Limit |
1 |
Operate (Any one), Technical Knock |
Once per Round, choose to gain +10% to an Operate (Specific) Vehicle Operation based test. Failure on this test inflicts 1 point of Structual Integrity damage per Degree of Failure, and critical damage goes to Drive or Motive systems first. |
Resistance (Specific) |
1 |
|
Gain +10% to tests against the Specified condition or effect. |
Signature Wargear |
1 |
Astartes |
See Specific Rules in Deathwatch Rules. |
Sound Constitution |
1 |
|
Gain additional wound. Can be taken a number of times equal to double your Toughness Bonus. |
Strength in the Creed |
1 |
Pure Faith (Specific) |
When spending Fate Points for a +10% bonus to a skill test, you gain +20% instead. |
Total Recall |
1 |
Intelligence 40+ |
Gain ablility to recall basic/studied information freely (GM to supply), may require a test if the info is complicated, detailed or seen in passing. |
Unremarkable |
1 |
|
Character is difficult to remember. |
Unusual Companion |
1 |
Fellowship 30+, GM Approval |
As a guard member gain a non Standard companion if using these rules. |
Baleful Dirge |
2 |
Disturbing Voice, Intimidate +10 |
Once per Encounter, You intone a mournful or such dirge. All those withint 30m (friend or foe) must pass a Willpower (+0) test or take -10% to all actions until you stop singing. You may maintain this by spending your reaction each round. Those affected may test each round to overcome the effects of the song for the duration of the encounter. |
Battlefield Awareness |
2 |
Scholastic Lore (Tactica (Race)), Tactics (Relevant) |
After spending a Fate Point to reroll Awareness tests roll a d10 - if you get a 9+ you regain the spent Fate Point |
Confessor |
2 |
Pure Faith(Specific), Scholastic Lore (Psychology) |
Squad members who Share their Troubles (Confess or what ever) to you and spend 1 hour in prayer may spend 1AP to lose 1 Insanity point. They may spend as many hours as desired to gain this bonus repeatedly. You and they must share the same faith as the Pure Faith you possess. |
Contact network (Specific) |
2 |
Cover-Up |
On a Specified World or system, you gain two benefits: First if there is an example of an item you desire to purchase on a world you know this (if it does not exist it doesnt matter - you can't gain an energy field on a Feudal World just because). Second, you gain a network of contacts on a Specific World or system, Inquiry tests are +10% |
Cover Up |
2 |
Intelligence 40+ |
Reduce Inf by 1 to gain 1d5 Subtlety and you may spend a Fate Point to inflict Intellignce Bonus x 5% penalties to efforts to investigate your actions. |
Face in a Crowd |
2 |
Scrutiny Trained, Clues from the Crowds |
When Shadowing an Opponent you may use Fellowship in place of Agility |
Foresight |
2 |
Intelligence 35+ |
Spend 1 minute thinking to gain +10 to next Int/Int Skill test. |
Good Rep (Specific) |
2 |
Associate (Same organization) |
Fellowship tests with a Specific Organization gain +10%. |
Hardy |
2 |
Iron Jaw, Sound Constitution (1+) |
Recover wounds as if Lightly Wounded, regardless of Damage Condition. |
Heroic Resiliance |
2 |
Willpower 40+ |
When faced with Unconsciousness you may test Willpower to avoid this, however you take 1 Wound |
Minion (Specific) |
2 |
Fel 45 Lesser Minion (one) |
Gain a minion per your GM and the Black Crusade rules. |
Paranoia |
2 |
|
+2 Initiative. GM may secretly make Per checks to notice hidden threats. |
Ratling Requisitions |
2 |
Ratling, Ag 45 |
You may spend a Fortune Point to requsition small item of Rare or better availability before a specific mission, but lose it again at the completion of the mission to avoid "awkward questions" (unless you spend the cost in RP at that time to pay off the owner). |
Scrounger |
2 |
Commerce Trained, Charm Trained or Deceive (Lying) Trained |
You count Gear, Tools, Drugs & Services 1 tier more common |
Signature Wargear (Master) |
2 |
Astartes, Sig Wargear |
See Specific Rules in Deathwatch Rules. |
Skilled Rider |
2 |
Operate (Creature, Specific) Known |
Test Survival (+10%) to avoid being thrown from Mount. Mount/Dismount as Half Action. Both benefits apply to the type of mount listed as Specific. |
Surefoot Pathfinder |
2 |
Survival Trained |
No Movement penalties for Difficult Terrain. Reroll Tracking 1/Session. |
Whispers |
2 |
Inquiry Trained, Operate (Voidship) Known |
While aboard a Friendly Starship, you gain +10% to Inquiry tests. |
Abiding Resiliance |
3 |
Hardy |
When spending a Fortune Point to regain Wounds, gain 5+TB Wounds and remove 1 level of Fatigue. |
Blood Tracker |
3 |
Contact Network, Inquiry Trained |
When using Inquiry to track a specific person, known to your contact network and if that person is present in their sphere of influence, then you automatically locate that person. If they do not know, then you get a +10% bonus for their aide. |
Checked Out * |
3 |
Operate (Matching Motive System Equivalent) |
You take no penalty to operate a Specific type of Xenos Vehicle. This is how to operate it, not how the physics of how it operates. |
Cultural Adaptation * |
3 |
Common Lore (Race) Trained, Linguistics (Same Race) Trained |
You no longer take a -20% interaction penalty with members of the listed race. |
Delicate Interrogation |
3 |
Coordinated Interrogation |
When performing Interrogations that would Decrease the Subtlety of your warband, the loss is reduced by 1d5 points, and if this takes it below 0 loss, gain the difference. |
Divine Ministration |
3 |
Pure Faith (Matching Subject of care) |
When testing Medicae to heal a character on a successful test you may elect to spend a Fortune point to heal the target to Full Wounds. |
Don't You Die On Me |
3 |
Master Chirugeon, Methodical Care |
If an Ally dies of Blood Loss or a failed Characteristic test, and you are able to reach them w/in 1 round, you may spend a Fate Point to restore them to life (at 0 wounds). |
Duty unto Death |
3 |
Hardy, Strong Minded |
Ignore Criticals from Injury, Fatigue & Stunning during combat, Death and Dismemberment still bring their usual permanent effects. |
Fearless (X) |
3 |
Nerves of Steel, Strong Minded or 40+ Insanity Pts |
Immune to Pinning, any Fear (x) Trait affecting this person is reduced by this trait's (X) value to a minimum of 0. WP check needed to disengage from combat. May be purchased multiple times. |
Feat of Strength |
3 |
Bulging Biceps |
Spend FP to gain Unnatural Strength (+1) for a numer of rounds equal to your Toughness Bonus. Gain 2 Levels of Fatigue afterwards. |
Flash of Insight |
3 |
Contact Net, Coordinated Interrogation |
You may spend a Fortune Point to gain a strong insight into the current narrative that allows the GM to give you a major clue…. |
Greater Minion (Specific) |
3 |
Minion, GM Approval |
Gain a greater Minion per your GM and the Black Crusade Rules. |
Hard Bargain |
3 |
Commerce Experienced, Diplomacy Trained |
Test Commerce to gain +1 Profit Factor when receiving a PF reward or bonus, or (+10%) if gaining Resource Points from a transaction. |
Infused Knowledge |
3 |
2 of each Common Lore, Forbidden Lore and Scholastic Lore At Experienced |
You count all CL and SL as Known, and if you test against a CL/FL/SL in which you have purchased ranks, you gain +10% |
Insanely Tough |
3 |
Insanity 10+, Abiding Resilience |
You gain a # of bonus Wounds equal to your Insanity Bonus. If this value increases, you gain an extra wound each time. |
Jungle Stalker |
3 |
Survival Experienced, Stealth Experienced |
Cover from Terrain provides +2AP to PC and allies within 5m |
Master Chirurgeon |
3 |
Medicae (Surgery) Experienced |
Gain: All Medicae Tests (regardless of Race) gain +10%. Any damage caused by failed Extended Care Tests is reduced by Int Bonus. Tests for Limb Loss are at +20% |
Mastery |
3 |
Skill (Specific) Veteran |
You may choose to Spend a Fate Point to pass the associated Skill Test with DoS equal to the Base Characteristic Bonus. |
Never Die |
3 |
Duty unto Death, True Grit |
When you burn a Fate Point to avoid death, you may continue to act as if you were at 0 wounds. If you receive Medicae (First Aid), you receive 5 wounds. You are still physically carrying the marks and injuries you sustained, but are mentally forcing yourself onward. |
Peer (Specific) |
3 |
Good Rep (Specific) |
Fellowship Tests with the Specified Organization are at +15% |
Relic Bearer |
3 |
Pure Faith (Specific), Peer (Specific) |
Displayed relic gives +20 against Fear/Pinning/Insanity/Corruption for 30m radius, to those who share membership in either your faith or organization. |
Signature Wargear (Hero) |
3 |
Astartes, Sig Wargear Master |
See Specific Rules in Deathwatch Rules. |
Sprint |
3 |
|
Change Full Move to 3 x Agility Bonus, and you may Sprint for 12 x Agility Bonus. Take 1 level of Fatigue if used for 2 or more rounds in a row. |
Superior Chirurgeon |
3 |
Medicae (Surgery) Experienced |
You take no penalty to perform tests against the skill when you conduct Surgical care outside an OR, as long as minimal cutting implements and restraints are available. |
Tireless |
3 |
Strong Minded |
Ignore -10 penalty from Fatigue. |
True Grit |
3 |
Hardy, Strong Minded |
Reduce Critical Damage by T Bonus (min 1) |
Veteran Comrade |
3 |
Character Specialty with At Least 1 Comrade or a Minion of any tier |
Comrade Gains Bonuses, Minions gain 10 AP of Advancement Points to spend as needed. |
Xeno Medic |
3 |
Common lore (Specific Xeno), Medicae (Specific) Experienced |
You no longer take penalties with the race specified in Common Lore (Specific Xenos) for Medicae tests |
Xeno Technophile |
3 |
Common lore (Specific Xeno), Tech Use (Xeno) Experienced |
You no longer take penalties with the race specified in Common Lore (Specific Xenos) for Tech Use Tests |
Renowned Warrant |
|
Own a Warrant of Trade |
You bear a Warrant of Trade that is renowned through out the Sector. You gain +10% to Fellowship Tests with others who possess Common Lore (Imperium) at known or better. |
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" |
Haec lingua est etiam, ut est in mensa munus." |
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