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Faith Talents

IH

Power of Faith

  Like many normal Talents, Faith Talents are interlinked and staged so a character may only take a Faith Talent if they meet that Talent’s prerequisites. The Talent forming the basis of all other Faith Talents is Pure Faith and a character must always have the Pure Faith talent to have or use any other Faith Talents.
Note: In the descriptions of several Talents the phrase “warp creature” or “warp entity” is intended to refer to all Daemons and Daemonhosts, as well as such creatures as Astral Spectres, possessing entities and other beings of the warp.  

Suffer Not the Unclean

A character with more than 10 Corruption Points may not use any Faith Talents and may not acquire new Faith Talents. If, through some means, they reduce their number of Corruption Points to below 10, they may again use and acquire Faith Talents.  

Talents

 

Pure Faith

Your faith in the God-Emperor of Mankind, His divine power and grace, is total and complete. This faith wraps around you and suffuses your soul, armouring you so the foul influences and weapons of the heretic cannot bear to touch you. Pure Faith provides all of the following benefits:
  • You are always immune to the effects of Daemonic Presence (including the negative modifiers to your Willpower).
  • You may avoid taking a Fear test, avoid acquiring Insanity Points and avoid gaining Corruption Points by spending a Fate Point. These safeguards remain in place for the duration of the encounter only.
  • You may burn a Fate Point to resist the effects of any single Daemonic or psychic attack, effectively allowing you to emerge unscathed as if by a miracle.
 

Purge the Unclean

Prerequisites: Pure Faith
You can focus your faith through words, gestures and force of will, such that a Daemon may be cowed or cast out by the power of the Emperor.
  • As a Half Action, you may spend a Fate Point to intone holy words to repel a warp entity. Make an opposed Willpower Test against the warp entity. If the Test succeeds, the warp creature is repelled a distance of metres away equal to twice your Willpower Bonus. It cannot approach closer than this distance for 2d5 Rounds.
  • As a Full Action, you may spend a Fate Point to speak the rites of exorcism and force out a possessing warp entity from its host. Make an opposed Willpower Test against the warp entity. If the Test succeeds, the warp entity is driven out of the thing it was possessing and manifests in an adjacent space to its former host. The warp entity may not possess the host again for a number of hours equal to twice your Willpower Bonus.
  • As a Full Action, you may burn a Fate Point to chant the Litanies of Detestation to purge a warp entity from reality. You must actually be confronting the thing and not just thinking about it. Test your Willpower. If you pass, you deal Damage equal to your Willpower Bonus plus your Willpower Bonus for each degree of success. On a failed Test, the warp creature takes Damage equal to your Willpower Bonus. Damage inflicted by this method is not reduced by the creature’s Toughness Bonus, Daemonic Aura, Armour or any other forms of protection.
 

Divine Ministration

Prerequisites: Pure Faith
You are a vessel for the Emperor’s mercy and beneficence, your skill and faith in His divinity can heal where no mere skill can.  
  • When Testing Medicae, you may spend a Fate Point to restore an amount of Damage equal to your Willpower Bonus instead of the normal amount. This amount is then added to and multiplied in the normal way depending on the type of care (see the Medicae skill description). In the case of first aid to a Lightly Wounded character, you restore an amount of Damage equal to your Willpower Bonus plus your Intelligence Bonus.
  • You may spend a Fate Point to remove all Fatigue from a number of people equal to twice your Willpower Bonus.
  • You may burn a Fate Point to allow a character who has just died to become Critically Wounded instead. This power has its limits though, (bullet to the chest—yes, missing a head—no) and it’s subject to the GMs approval. If use of the Divine Ministration fails to work in this way, the Fate Point is not lost.
 

Wrath of the Righteous

Prerequisites: Pure Faith
You are a killing angel and you visit the Emperor’s righteous fury on those who deny His dominion over the stars or those who profane that which is sacred.
  • When making an attack, you may spend a Fate Point to deal an additional 1d5 points of Damage.
  • any time while you are attacking, you may burn a Fate Point to trigger Righteous Fury on a single successful attack. The attack automatically deals the maximum Damage for the weapon plus 1d10 points of Damage. If the second roll results in 10, further Damage is possible.
 

Blessed Radiance

Prerequisites: Purge the Unclean OR Divine Ministration OR Wrath of the Righteous.
Your holiness shines out, allowing all to see the truth of their own souls. Where you tread, those who follow need have no fear of the darkness, nor suffer the predations of the blasphemous.
  • When spending a Fate Point to activate the Pure Faith talent, you extend the immunity to Daemonic presence to a number of targets equal to twice your Willpower Bonus.
  • As a Free Action, you may bestow a single Fate Point to an ally. If the Fate Point is unspent, it returns to you at the end of the encounter.
  • Upon burning a Fate Point, you and a number of allies equal to twice your Willpower Bonus become immune to the effects of Daemonic presence, Fear Tests and Corruption Points. In addition, all affected targets gain a +10 bonus on Tests made to resist psychic attack or any other form of psychic manipulation—affected targets take only half Damage from psychic and warp sources. These benefits last for the duration of the encounter.

BoM

 

Alternate Rules

Both players and GMs should note that the rules for Faith presented here may duplicate or mimic effects found above. GMs can of course choose to mix and match the Talents found in the section above with the Talents presented here. However, these Faith rules have been designed to work as a stand alone system, and in many cases old Talents have been expanded upon. Career Paths (such as some of the Alternative Career Ranks from the IH) which already have specific Faith Talents as part of their Advancement Tables may wish to replace them. The GM and player will need to discuss the effects this will have on the acolyte and the campaign.  

Gaining Faith Talents

In Dark Heresy, all Faith powers are represented as Talents, and work much in the same way as normal Talents granting a character a selection of unique abilities which he can use during play. Characters also acquire these Talents by spending experience points as they would other advances. The cost of acquiring one of these Talents is listed in the character’s Career Path Advancement Tables, usually as ‘Faith Talent’. This allows the character to choose a single Faith Talent from the lists below as long as they meet that Talent’s prerequisites. It is worth noting that all Faith Talents require the character to first have the Pure Faith Talent, without which the powers of faith are completely out of their reach.  

Faith Talents as Elite Advances

It may be that a player wishes his character to acquire Faith Talents even though his Career Path does not include them. In this case, with the GM’s permission, Faith Talents can be used as Elite Advances just like other Skills and Talents. The cost of gaining Talents in this way is ultimately up to the GM, however as a general rule they should always be more expensive than the same advance from a Career Path which has access to Faith Talents as part of its Advancement Tables.
Many clerics are true men of faith, devout in their belief and pure of purpose. A GM may wish to consider allowing Clerics to purchase Faith Talents as the Confessor or Redeemer does, even if they do not take these alternate career ranks, if faith Talents are appropriate for the campaign and character in question.
Finally, before a character can acquire any Faith Talents, they must have the Pure Faith Talent, gained either through their choice of background or some extraordinary circumstances.  

Pure Faith

Among the teeming billions of the faithful, a rare handful of individuals are truly touched by the God- Emperor’s divine hand. These servants are shielded from the power of warp by the blessed light of Terra and their own unwavering faith in the destiny and righteousness of the Master of Mankind.
Characters with this Talent gain access to the following abilities:
  • They are completely immune to Daemonic Presence and are unaffected by it.
  • They may spend a Fate Point to ignore a Fear Test. They must do so as soon as the Fear Test would be required and before any rolls are made.
  • They may spend a Fate Point to avoid gaining Insanity or Corruption for an encounter, as determined by the GM.
  • They may burn a Fate Point to ignore the effects of a single daemonic psychic attack that effects them. They must do so as soon as the power manifests, before they make any rolls to resist or any of the power’s effects are applied.
 

Using Faith

Characters with Faith Talents can channel their faith into effects, manifesting the power of the God-Emperor and their unflagging belief in his righteousness into protective wards, holy blades, healing hands and other similar miraculous effects. The main difference between normal Talents and Faith Talents is that to use a Faith Talent a character must spend a point of Fate, tapping into their destiny and expending it to touch the divine. Using a Faith Talent also requires taking an action. This means to use a Faith Talent a character needs to:
  • Use either a Full Action, Half Action or Reaction as detailed in the Talents description. If no action is specified then using the Talent requires a Half Action.
  • Spend a Fate Point. If the character is Void Born he may use the Charmed Trait as normal to recover this point of Fate.
Once these two requirements are met then the Faith Talent will manifest its power as detailed within the Talent description.  

Burning Fate

Faith Talents can also have additional effects if the character chooses to burn a Fate Point to activate it rather than spending one as normal. This represents the character making an impassioned plea to the God-Emperor and reaching deep inside himself to give his gift extra potency and divine energy. In many cases the enhanced effects gained from a Talent by burning a Fate Point are significant, reflecting that even the most fated of individuals will only ever be able to manage this feat a handful of times within their lives.  

Duration

As suits its nature, Faith is not something that is easily or exactly quantified into hours, minutes or seconds. When a miracle occurs it can last but a moment or persist for days. To reflect this, unless otherwise specified within the Talent’s description, all Faith Talent will last for one encounter/ combat. When a combat or encounter is over is always decided by the GM, though usually it will be fairly obvious as battles end or the Acolytes move on to another part of the adventure.
The exception to this broad rule for durations are Faith Talents which either infl ict damage or heal wounds (or other maladies) which will typically last only for an instant and end once the effect has been resolved, i.e. the damage dealt or the wounds healed. As always however the GM can decide to have a Talent last longer or end sooner based on the situation. After all, these are Emperor-given gifts and just as He bestows them He can take them away...  

Martyrdom

At the GM’s discretion, he may allow acolytes with the Pure Faith Talent to choose the option of Martyrdom in situations where it is clear that the character has no other option to continue serving the God-Emperor. When a player’s character is in a position to burn his final Fate Point to save his character’s life, he may instead choose to Martyr himself in service of his faith. A character declares at the start of his Turn that he is Martyring himself as a Free Action. Then, for a number of Turns equal to his Willpower Bonus (including the turn in which the Martyrdom was declared), the character can ignore all further critical effects with the exception of those which render limbs or senses useless (such as blown-off limbs and blindness). The character does not feel the pain or suffer from the effects of fear in any way. Furthermore any corruption or insanity gained is ignored.
The character can also activate one of his Faith Talents for free for the duration of the Martyrdom. Work out the effects of the Talent as if the character burnt a Fate Point to activate it. At the end of this period, the character will die regardless of any other factors. No effect can stop the character from dying. Finally, in the Turn a character Martyr’s themselves (i.e. they finally die) all that witnessed the event regain a spent Fate point.  

Faith Powers

There are three kinds of Faith Talents reflecting different aspects of the God-Emperor and the different ways in which his servants interpret His Will. The three groups of Faith Talents are:
The Emperor’s Sign: Wards and symbols used by the faithful of the God-Emperor to protect against his enemies or repel evil.
The Emperor’s Mercy: Healing and restoration miracles which can mend flesh and bone as well as grant divine vigour to the faithful.
The Emperor’s Wrath: Holy damage and exorcism with which the faithful can strike down their foes or banish daemons back to the warp.  

Talent Format

All Faith Talents use the following format:
Name: The title of the Faith Talent.
Prerequisites: Any other Faith Talents which a character must possess to be able to acquire and use the Faith Talent. Without exception all Faith Talents require a character to fi rst possess the Pure Faith Talent.
Effect: A detailed description of the Faith Talent’s effect as well as the number of targets is can affect, the damage or level of protection it offers or any other variables. Note that in a Talent’s description the character using the Faith Talent is always referred to as the ‘faithful’.
Burn: The additional effects gained if the character using the Faith Talent burns a Fate Point (permanently losing it) to activate it rather than just spending one. Unless otherwise specifi ed these extra effects are always in addition to those the Talent would provide normally.  

The Emperor’s Sign

 

Burden of Guilt

The God-Emperor suffers not the lies of his enemies and in His presence even the darkest of hearts will feel the weight of their falsehood heavy on their shoulders. With this Talent the faithful projects the Emperor’s disdain for deceit so that all who look upon him or hear his voice will feel their own secrets gnawing at their conscience like a frenzied rat hungry for escape.
Prerequisites: Pure Faith
Effect: Any character that can hear the voice of the faithful, either face to face or via remote means such as a vox, will find it difficult to lie to them. If the character’s Willpower is equal to or less than the faithful’s then he must win an Opposed Willpower Test with the faithful to utter an out and out lie without making a choking or coughing noise. The GM may however grant the character a bonus of +10 to +30 depending on whether or not they are merely bending the truth or as a result of the severity of the lie. Characters with a Willpower higher than the faithful are unaffected by this Talent. GM should note that clever NPCs will seldom lie directly, and may choose not to answer or change the subject if they suspect something is up.
Burn: The faithful automatically wins the Opposed Test, in addition he may attempt this Talent against those with a Willpower higher than his (though he must make an Opposed Test as normal).  

Holy Radiance

To stand in the presence of a truly faithful disciple of the God- Emperor is to bath in their confi dence and conviction. With this Talent the faithful emanates an aura of pure faith and devotion to the Emperor that others nearby can experience. This aura will banish fear and doubt as well as steeling hearts and minds against the evils of the warp, giving the followers of the Creed the strength to stand against the foulest of foes.
Prerequisites: Pure Faith
Effect: All allies of the faithful that can both see and hear him will gain immunity to Daemonic Presence just as if they had the Pure Faith Talent themselves. In addition his calming presence will reassure his allies that the Emperor is with them and grants a +10 on all Fear Test regardless of their source.
Burn: Allies of the faithful that can both see and hear him are immediately freed from the effects of Fear and any ongoing psychic powers cast by daemons. In addition they will also become immune to Fear for the remainder of the encounter.  

Blessed Ignorance

Look not upon the daemon, the heretic or the unclean enemies of the Emperor; it is through your eyes the foes of purity will lay siege to your soul. This Talent allows the faithful to blind himself or others to creatures and objects which would rend his mind or tarnish his soul. Unfortunately for the faithful, that which he cannot see can still tear his throat out...
Prerequisites: Pure Faith, Holy Radiance
Effect: The faithful and a number of allies up to his Fellowship Bonus cannot perceive anything that would either force a Fear Test, inflict Insanity Points or inflict Corruption Points. Such creatures and objects become effectively invisible to them (in actuality those affected simply cannot look directly at them). This means that the faithful and his allies will not need to make Fear Tests and will not suffer Insanity Points or Corruption Points from such sources. However this in no way prevents such a creature from attacking or acting in any other way, and should the faithful or his allies attempt to fight such creatures they must do so as if they were blind. This Talent can be combined with the Master Orator Talent to affect more allies.
Burn: This Talent can be used retroactively after an encounter, causing the faithful and his allies to completely forget recent events and negate any Corruption Points, Insanity Points or lasting Fear effects gained as a result of the combat/encounter.  

Light of the Emperor

Open your mind, body, and soul to the light of the Emperor and let it wash away your fear; in His radiance you are protected and none can stand against your sword. This Talent fi lls the mind of the faithful and his allies with a powerful calm, preventing even the most horrifi c of things from unsettling them and allowing them to fi ght the foes of the Emperor with detached brutality.
Prerequisites: Pure Faith, Holy Radiance
Effect: The faithful and a number of his allies up to twice his Fellowship bonus gain a +20 on Fear Tests. In addition creatures with a Fear Rating of 1 do not cause them to take Fear Tests. Such is the disturbing calm this Talent bestows upon the faithful, however, that while under its effects they will suffer a –20 on all Interaction Skill Tests as they fail to read emotions in others and display none themselves. This Talent can be combined with the Master Orator Talent to affect more allies.
Burn: The effects last for the entire game session.  

Spirit of the Martyr

It is through sacrifice and blood that we shall prove our devotion to the Emperor; we offer up our lives willingly in His service so that He may judge us worthy in His light. With this Talent the faithful infuses himself and his allies with the spirit of the holy martyr, strengthening life and limb against hardship so that he might go on serving the Master of Mankind where others fail.
Prerequisites: Pure Faith, Blessed Ignorance
Effect: The faithful and a number of his allies up to his Fellowship Bonus become hardened against injury, especially grievous and mortal wounds. While the power lasts, they add the faithful’s Willpower Bonus to their Toughness Bonus when reducing Impact and Rending Damage. In addition all critical damage suffered is reduced by 1.
Burn: The faithful (though not his allies) can ignore death effects from critical hits (though they may still lose limbs etc) until the end of the encounter (at which point they will suffer as normal, dying unless they burn a Fate Point).  

Soul Decay

The wicked and the corrupt will rot in the sight of the Emperor’s faithful, His divine light turning their dark hearts to acid in their chests and burning them with their sin. This Talent turns a creature’s corruption inwards, wracking its body with pain and burning its flesh as its evil is reflected back upon it by the blessed presence of the Emperor’s chosen.
Prerequisites: Pure Faith, Burden of Guilt
Effect: The faithful can choose a single creature that he can both see and which can also hear his voice, but which may not have a Willpower greater than his or more than twice his number of Wounds. The chosen creature and the faithful must then make an Opposed Willpower Test. If the creature fails then it will be struck with Soul Decay for the remainder of the encounter/combat. If the creature has any Corruption Points then it will suffer a –10 on all tests as it is wracked with pain. In addition Daemons and psykers also suffer 1 point of damage each round that cannot be reduced by armour or Toughness, until they flee the faithful’s sight.
Burn: The faithful will affect all creatures within his sight with Soul Decay.  

Spiritual Mirror

Fear is the currency of the alien, the heretic, and the mutant; through the strength of the God-Emperor and the will of the just, the faithful will repay such coin in kind. This Talent allows the faithful to turn fear back upon his foes and break their minds as the minds of his fl ock may be broken, visiting upon them the darkest darkness from within their own twisted hearts.
Prerequisites: Pure Faith, Light of the Emperor
Effect: This Talent will affect both the faithful and a number of his allies up to his Fellowship Bonus. While in effect, whenever they are affected by a result on the Shock Table, the source of the Fear must also make a Challenging (+0) Willpower Test or suffer an identical result (as if they themselves had failed a Fear Test and rolled it on the Shock Table). Creatures immune to Fear are not affected by this ability.
Burn: The faithful and his allies must still make Fear Tests and roll on the Shock Table; however they are no longer affected by the results.  

Repel Daemon

Cast out the daemon, the unclean, and the spawn of the warp; from His holy graces you are delivered into the light and from the darkness of the pit your foes will return. This Talent allows the faithful to force a creature of the warp, such as a daemon, to retreat and can, with a suitable strength of will, keep it at bay, powerless to approach the favoured servant of the God-Emperor.
Prerequisites: Pure Faith, Holy Radiance, Soul Decay
Effect: The faithful utters a prayer of warding and makes a powerful gesture against all warp spawn in his presence. While in effect any creature of the warp, such as a daemon, must win an Opposed Willpower Test to approach the faithful closer than 3 times his Willpower Bonus in metres. Should the creature pass this test it must win a second Opposed Willpower Test to touch the faithful. Creatures which are within this radius when the ability is activated and fail the Opposed Willpower Test are immediately pushed to a distance of 3 times the Willpower Bonus of the faithful. This power only repels daemons from the faithful and not from his allies, though they can stay close to him to benefit from it. In addition this Talent only repels daemons and does not hurt them, prevent them from using ranged weapons and psychic powers or penalise them in any other way.
Burn: The effects last for the entire game session.  

Daemon Trap

Just as the sign of the Emperor is abhorrent to the daemon, so too are the marks of his faith; these sacred runes are the shackles of the just and the chains of the true, binding and fettering the warp spawn within a prison of the Materium. This Talent allows the faithful to trap a daemon by blessing a specially constructed protective circle with potent symbols and the divine power of the God-Emperor.
Prerequisites: Pure Faith, Repel Daemon
Effect: The faithful must draw a protective circle on the ground, taking at least 5 minutes. This circle can be no larger in diameter than the faithful’s Willpower Bonus in metres, though it can be constructed out of any materials at hand (chalk, twigs, blood etc). The faithful then blesses the circle. From this moment it becomes a daemon trap and any daemon stepping into it or trying to cross it must make a Hard (–20) Willpower Test or become trapped and unable to leave the circle. Trapped daemons cannot themselves disturb the circle, though they can otherwise act normally. If a trapped daemon attempts to use a psychic power, its Threshold is increased by 10 refl ecting the diffi culty of drawing from the warp while within the circle. The circle will remain indefi nitely until it is broken in some way. A daemon will remain trapped in the circle until it is broken and the daemon freed or the daemon is destroyed and returns to the warp.
Burn: The faithful can construct vast daemon traps up to 10 times his Willpower Bonus in metres diameter. Such traps take at least an hour to construct.  

Holy Light

From His eyes the sight of clarity, from His mouth the words of truth and from His heart the light of the just which shines across the stars into the darkest corners of His domain. This Talent summons a divine light from within the faithful which causes him to glow with a pearly white radiance, dispelling darkness and making him hard to look upon, especially by the corrupt or the servants of the warp.
Prerequisites: Pure Faith, Holy Radiance
Effect: The faithful burns with a bright white inner light illuminating the area around him as clear as day for 10 metres, and in twilight for another 10 metres. Looking at the faithful close up is hard, and melee attacks, or point blank ranged attacks are at a –20 to hit. At range however he does stand out and provides a +10 bonus to ranged attacks taken at long and extreme range. This does more than merely illuminate, however; it also burns those touched by the warp. Creatures with 20 or more Corruption Points, daemons, or psykers which stand within 5 metres of the faithful will suffer 1d10 Energy damage each round to their least armoured location. They must also make an Easy (+20) Willpower Test each round or catch on fire.
Burn: The effects of this Talent last for the entire game session.  

Divine Symbol

With His mark you are protected, with His sign you shield yourself against the dark and with His symbol you lock your soul against the evil of the warp. This Talent allows the faithful to place a divine mark upon himself or one of his allies, protecting them from psychic attack, possession and other daemonic tampering.
Prerequisites: Pure Faith, Daemon Trap
Effect: The faithful inscribes the divine symbol onto himself or an ally. The bearer of the symbol is then immune to possession while its power lasts. In addition the bearer gains a +30 on all Tests to resist psychic powers, be they from daemons or other sources. Finally daemons and other creatures of the warp will suffer a –10 to hit the bearer with their natural weapons such as claws and fangs. This Talent will not work if the subject has more than 20 Corruption Points (such individuals have a gateway in their soul through which the evils of the warp might travel).
Burn: The faithful can affect himself and up to a number of allies equal to his Willpower Bonus.  

Seal of Purity

And the enemies of the God-Emperor looked upon His seal and despaired, for in its shadow they were powerless and could only cower before His might. With this Talent the faithful can inscribe a potent and sacred version of the Aquila upon the ground and bless it with the divine power of the God-Emperor himself so that his foes might recoil from its presence and be unable to cross its outstretched wings.
Prerequisites: Pure Faith, Divine Symbol
Effect: Crafting a Seal of Purity takes no less than 1 hour to complete and requires a suitable surface and materials (such as chalk, bones, blood etc). The faithful then blesses the seal. Once blessed no daemon or creature of warp can cross the seal or any point within 10 metres of it (for this reason seals are often placed on doors, bridges and the like). Nor can daemons disturb the seal directly (though their human minions might). Finally psychic powers used by daemons cannot cross the seal, their effects negated if their target or area of effect lies beyond it. The seal will remain active and in place until it is broken. Greater daemons are not affected by this ability.
Burn: The seal will also repel any creature with a strong connection to the warp—creatures with 20 or more Corruption Points or a Psy Rating of 3 or more.  

The Emperor’s Mercy

 

Grace

The child of the man holds within him the seed of the God- Emperor’s divinity, which may be nurtured and grown only through the power of true faith. With this Talent the faithful imparts a fragment of his divine connection to the God- Emperor onto his allies, blessing them with a powerful Grace to shape their destiny and protect them from harm.
Prerequisites: Pure Faith
Effect: The faithful can choose to share his Fate Points with his allies, allowing him to spend a Fate Point to allow an ally that he can see to re-roll a failed test. In addition to this effect the faithful also enhances his own fate and will recover any Fate Points used in this encounter (including the one spent to activate this Talent) on a 1d10 roll of 8, 9 or 10. If the faithful is a Void Born this roll replaces the roll from the Charmed Trait. This Talent only works on humans (i.e. not mutants, xenos etc) and only on those with 20 or fewer Corruption Points.
Burn: In addition to the above effects, at the end of the encounter every ally that the faithful can see regains one spent fate point and immediately regains a further spent fate point on a 1d10 roll of 8, 9 or 10 (replacing Charmed).  

Martyr's Gift

Only through pain and blood is the body made pure, its fragile fl esh made whole through the sacrifi ce of the faithful and the tears of the willing martyr. With this Talent the faithful can heal the injured, knitting together bloody fl esh and mending splintered bones. Such a great gift comes with a heavy price however, and for every cut or rend the faithful restores he will himself suffer a similar wound.
Prerequisites: Pure Faith
Effect: The faithful can heal wounded creatures by laying on his hands and taking their injuries onto himself. This is a Full Action and requires the subject to remain perfectly still (i.e. they may take no actions themselves). The faithful can then transfer any amount of Damage from the subject to themselves at ratio of 1:1. The faithful can also transfer Critical Damage from the subject in the same way, suffering 5 wounds for each Critical effect healed while the subject will be miraculously healed of them.
Note that it is entirely possible for the faithful to kill himself if he uses this Talent to heal multiple critically wounded subjects. If the faithful suffers critical damage from healing it is considered energy damage.
Burn: The faithful may use this Talent to bring back the recently deceased (provided of course their body is relatively intact) as if they had burned a Fate Point to avoid death. Doing so however immediately removes all the faithful’s wounds and infl icts 1d10 points of critical damage upon him which cannot be reduced by armour or Toughness.  

Divine Endurance

In the service of the God-Emperor a man will endure as the Imperium has endured and he will stand unbowed and unbroken as has the Imperium of Mankind. With this Talent the faithful imparts the ageless endurance of the Imperium, realm of the God-Emperor, into his allies, allowing them to press on even when their bodies grow tired or their limbs weary—motivated by visions of the glory of the Emperor’s domain which has lasted millennia.
Prerequisites: Pure Faith
Effect: The faithful can grant this ability to himself and a number of his allies equal to his Fellowship Bonus. While it lasts, both the faithful and his allies will ignore any Fatigue levels they suffer, regardless of the source. In addition, any Fatigue levels they may have already suffered are ignored for the duration of the ability. At the GM’s discretion he may extend the duration of this ability to last for the course of a journey (provided it is for a suitably holy purpose) such as a trek across a world or climbing a mountain. This Talent can be combined with the Master Orator Talent to affect more allies.
Burn: Those affected by Divine Endurance also again the Unnatural Toughness (x2) Trait for the duration of the encounter.  

Respite

The strong are bolstered by the word of the God-Emperor and the prayers of the faithful. With an open heart and a vengeful mind the songs of the just will lift him up and allow him to soar like a holy warrior striking fear into the souls of the unclean. With this Talent the faithful may pray for one of his allies, granting them the strength and spirit to overcome their wounds, cast off their mortal shackles, and push on to the very edge of death itself.
Prerequisites: Pure Faith, Divine Endurance
Effect: The faithful may choose a single ally which can both see him and hear his voice. As long as the faithful then spends a Full Action each round praying, the ally will gain respite from his injuries and may ignore the effects of Fatigue and critical injuries. Note however that this does not heal the subject in any way and missing limbs, bleeding and the like will continue to affect them. It also does not prevent the subject from dying if they suffer a fatal critical effect.
Burn: The faithful may affect a number of allies up to twice his Fellowship Bonus.  

Divine Ministration

Blessed are the hands of the healer that they may restore the mangled limbs of the faithful and send them back into the fray. This Talent allows the faithful to enhance his healing abilities and dispel the effects of fatigue upon his allies, restoring their vigour and allowing them to continue to bring death and ruin to the God-Emperor’s foes.
Prerequisites: Pure Faith, Martyr’s Gift
Effect: The faithful can use this Talent to add their Willpower Bonus to the amount of Damage they heal using the Medicae skill. This ability only works once for each test made, though it may be activated after the faithful has successfully passed a skill test and may effect multiple skill tests performed on multiple targets in succession. Alternatively the faithful may use this Talent to remove all levels of Fatigue from allies who can both see him and hear his voice. Finally such is the intuitive healing ability this Talent imparts on the faithful that all Medicae tests, even those made without activating the Talent, are made easier by one step (i.e. Difficult (–10) Tests become Challenging (+0), Challenging (+0) become Routine (+10) etc). This Talent only works on subjects with 20 or fewer Corruption Points.
Burn: The faithful restores all Wounds to a single ally when using the Medicae skill to heal them.  

Miraculous Recovery

Potent is the power of the God-Emperor that even the greatest of injuries and the most grievous of wounds are as nothing when bathed in his divine light. This Talent allows the faithful to perform a miraculous healing and mend broken limbs, torn fl esh, and missing ears. Only the faithful may benefi t from this miracle however and they seldom survive completely intact.
Prerequisites: Pure Faith, Divine Ministrations
Effect: The faithful can remove a crippling injury from a creature by spending a night praying over their body and beseeching the aid of the God-Emperor. In the morning the creature can remove a single crippling injury (such as broken limb or missing nose). However missing limbs and eyes cannot be restored with this Talent. Such is the strain of this ritual on both the faithful and the subject that upon its completion both will suffer 1d5 Insanity Points which cannot be prevented in any way (such as with the use of other Faith Talents). Only subjects with 20 or fewer Corruption Points can benefit from this Talent.
Burn: Even missing limbs or eyes can be restored.  

Mental Calm

Clear your mind of fear, madness and decay; in the service of the God-Emperor no man need carry humanity’s burden alone—we are the teeming masses of humanity and rightful masters of the galaxy. This Talent allows the faithful to wash away recent horrors and reinforce a sense of purpose and might in his followers focusing their minds to the single task of service to the Emperor.
Prerequisites: Pure Faith, Grace
Effect: The faithful can use this Talent as a Full Action in the turn after he or any of his allies gain Insanity Points. The ability washes away the taint of madness, negating 1d5 Insanity Points gained by either the faithful, or one of his allies, in the previous round. In addition the calm instilled by this ability will remain for the rest of the encounter and reduce any further Insanity Point gains by 1.
Burn: The Talent will affect both the faithful and a number of his allies up to twice his Fellowship Bonus.  

Spiritual Cleansing

Your body is a temple to the God-Emperor, your blood and bones your sacrament, your soul a symbol of your faith; let none foul your temple lest your faith be likewise fouled. This Talent allows the faithful to purge his soul of some of the taint of the warp, casting off a portion of its dark power before it has time to take root and begin a slow decay of spirit.
Prerequisites: Pure Faith, Divine Endurance
Effect: The faithful can use this Talent as a Full Action in the turn after he or any of his allies gain Corruption Points. The ability purges the touch of the warp negating 1d5 Corruption Points gained by either the faithful, or one of his allies, in the previous round. In addition the warp protection invoked with this ability will remain for the rest of the encounter and reduce any further Corruption Point gains by 1. Characters with 20 or more Corruption Points cannot benefi t from this ability—they are too far gone already.
Burn: The Talent will affect both the faithful and a number of his allies up to twice his Fellowship Bonus.  

Revelation

Free the mind from doubt, fear, and darkness! Look to the light of the God-Emperor and let his divine presence remind you of your purpose—you are the faithful of the Imperium and you cannot falter in the face of its foes. This Talent allows the faithful to free his mind, or that of his allies from the grip of fear or the insidious powers of the psyker, restoring them to clarity and control.
Prerequisites: Pure Faith, Mental Calm
Effect: The faithful uses this ability as a Full Action affecting both himself and a number of allies equal to his Fellowship Bonus that can both see and hear him. Those affected will immediately overcome the effects of Fear (i.e., the results of their roll on the Shock Table) and may act normally on their following turn. In addition recipients of this ability may also make a Challenging (+0) Willpower Test to free themselves of any detrimental ongoing psychic powers. This Talent can be combined with the Master Orator Talent to affect more allies.
Burn: Those affected by this ability automatically pass all Fear Tests for the remainder of the encounter.  

No Rest for the Faithful

Only in death does duty to the God-Emperor end, and only when faith is extinguished will you truly die. With this Talent the faithful push themselves beyond the frailties of their mortal frames, shaking off wounds, casting aside injury and ignoring pain so that they may serve His will until the end. Such a divine drive has its price and once the faithful’s task is done his body may never recover.
Prerequisites: Pure Faith, Respite
Effect: With this ability the faithful and a number of his allies up to his Fellowship Bonus may ignore the effects of critical injuries for the duration of the encounter, with the exception of those that would result in limb loss or death. However, should they suffer a critical effect that would result in death they can instead choose to permanently lose 1d10 Toughness and choose to suffer another lesser critical effect (of the GM’s choosing) to the same body location and of the same damage type as the one that would have killed them (which will affect them normally). This ability is also hugely taxing and once the encounter ends any of those who have benefi ted from it will suffer 1d5 Fatigue levels (quite possibly knocking them unconscious).
Burn: Those affected by this ability may ignore the effects of limb loss just as with other types of critical damage, but only for the duration of the encounter, after which the critical damage will take effect (i.e. a lost limb kept functioning for the battle will now return to its crippled state).  

Resurrection

And he rose anew, as if lifted from the grave by the hand of the God-Emperor, restored by divine providence and ready once again to face the foes of mankind. With this Talent the faithful channels the power of his faith into a fallen comrade, filling their broken frame with life and purpose and tasking them once more with carrying on the Emperor’s holy crusade.
Prerequisites: Pure Faith, Divine Ministration, No Rest for the Faithful
Effect: Whenever the faithful or one of his allies (who can hear him) dies and spends a Fate Point to avoid death (See page 185 in the Dark H eresy rulebook) he may use this ability to revitalise them. The target is immediately restored to full Wounds, has all critical damage and levels of Fatigue removed, crippled limbs and blindness are healed (though not lost limbs), and the effects of any toxins are negated. In effect, the target is restored completely.
Burn: For the duration of the encounter (provided the faithful is alive) whenever the faithful or his allies burn Fate to avoid death they will benefi t from the effects of the Resurrection.  

The Emperor's Wrath

 

Wrath of the Righteous

May the God-Emperor guide my hand toward the foes that I might rend him with my righteous indignation, breaking his bones, spilling his blood and piercing his flesh with my faith. This ability focuses the faithful’s Emperor-born rage into his attacks, channelling His divine anger and wrath into each stroke of his blade as he fells the heretics and the unbelievers.
Prerequisites: Pure Faith
Effect: With this Talent the faithful and a number of his allies up to his Fellowship Bonus which can both see him and hear his voice are filled with the Emperor’s wrath. This increases all damage inflicted in melee (i.e. with melee weapons or when fighting unarmed) by 1d5. In addition this Talent also increases the chances of Righteous Fury so that it occurs on a roll of 9 or 10 rather than just 10. Note however this only affects the first damage roll to trigger Righteous Fury and not any subsequent damage rolls to determine its effects (i.e. the open ended damage rolls). This Talent can be combined with the Master Orator Talent to affect more allies.
Burn: The damage from Wrath of the Righteous is increased to 2d10.  

Hand of the Emperor

And lo, the hand of the God-Emperor came down upon the heretic, the mutant, and the alien, crushing them beneath its fury and revealing to them the folly of their ways. This ability charges the faithful with a potent strength, binding his frame in divine energies and strengthening bone and muscle so that he might better crush his foes with mighty blows and unforgiving brutality.
Prerequisites: Pure Faith
Effect: The faithful and a number of his allies up to his Fellowship Bonus are filled with the might of the God- Emperor, increasing their strength and physical power. All those affected gain the Unnatural Strength (x2) trait as their muscles harden. However with this strength comes a lumbering slowness and a reduction of movement. Those affected have their Agility Bonus reduced by 2 for the duration of the ability (note that this will affect everything dependant on AB such as movement and initiative).
Burn: The faithful and his allies gain the Unnatural Strength (x3) trait rather than Unnatural Strength (x2).  

Divine Guidance

Let the Emperor guide my aim, let his eye be my eye as I fire my weapon at the foes of the Imperium so that my shots might strike true and send my enemies to their eternal rest. This ability guides the aim of the faithful so that they sense more than see when to fire at the enemy, their shots striking home over extreme distances or even in the pitch-dark, guided to their targets by the will of the God-Emperor and the power of their faith.
Prerequisites: Pure Faith, Wrath of the Righteous
Effect: With this Talent the faithful and a number of his allies up to his Fellowship Bonus can be blessed with Divine Guidance. Those affected can then ignore a single range penalty (regardless of size) when making ranged attacks. So for example they could choose to make a Called Shot and ignore the –20 to hit, or fire at a target at Extreme Range and ignore the –30 to hit, or a Scrawny Target and ignore the –10 to hit. Only one penalty may be ignored however and if multiple penalties are at work only the largest may be ignored. In addition there is a chance that a good shot may bypass the target’s armour, finding a chink or hole that only divine providence could guide a round through. If the faithful or his allies score (and confirm with a second attack roll) Righteous Fury with a ranged attack, they may choose to ignore its effects and instead discount the target’s armour (effectively only reducing damage based on the target’s Toughness Bonus).
Burn: The faithful and his allies ignore all penalties to hit with ranged weapons provided they do not exceed a total of -60 to hit. In addition they may fire blind (such as through doors or into darkness) without penalty, though there must still be a target in the path of their fire for a there to be a chance to score a hit.  

The Passion

Your love for the God-Emperor will know no bounds, his glory will fill your heart to bursting and you will run and scream with joy at the sound of His name; filled with his divine light you are a tireless soldier of the Imperium and a holy instrument of the faith. This ability infuses the faithful with a powerful passion and energy, allowing him and his allies to move in a frenzy of righteous speed so that they might better reach their foes and rend them to pieces.
Prerequisites: Pure Faith, Divine Guidance
Effect: The faithful and a number of his allies up to his Fellowship Bonus are gifted with a fathomless passion for serving the God-Emperor, increasing their agility and speed. All those affected gain the Unnatural Agility (x2) trait as their limbs quicken and their movement becomes blurred (note that this will affect everything dependant on AB such as movement and initiative). In addition such is their zeal that they react to attacks with blinding speed and an almost divine sixth sense. This adds +10 to both Dodge and Parry Tests as well as allowing them to roll two dice and choose the highest when determining initiative.
Burn: The faithful and his allies gain the Unnatural Agility (x3) trait rather than Unnatural Agility (x2).  

Flames of Faith

Holy is the flame of the Emperor, that it might burn away the evil of his enemies and cast those spawned from the warp back into their places of freezing darkness and unending night. This Talent places a powerful blessing on the fires of the faithful making them burn more fiercely and making them especially deadly to daemons and creatures of the Immaterium.
Prerequisites: Pure Faith, Wrath of the Righteous
Effect: As a Full Action the faithful may bless a burning fire (up to twice his Fellowship Bonus in metres diameter), a clip of incendiary ammunition (this could also be a grenade or rocket round) or a weapon that produces flame (such as a flamer, though not a melta gun or plasma gun). Such blessed fire then burns hotter and will inflict an additional 1d10 damage on all those that come into contact with it. It also has a greater chance of setting things on fire and imposes a –10 penalty to Agility Tests by those who are touched by it to avoid bursting into flame. In addition, it is deadly to daemons, inflicting a further 1d10 damage and counting as a holy attack when used against daemons.
Burn: The fires burn hotter still. They inflict 2d10 additional damage rather than 1d10, and all their damage counts as Explosive rather than Energy as the fire literally tears the target into flaming gobbets of meat!  

Righteous Frenzy

Never forget the righteousness of our cause, for to waver in our conviction to the God-Emperor is to invite his foes into our heart and infect us with their filth. With this Talent the faithful and his allies fill themselves with a divine madness and rage against their foes, flying into a righteous frenzy and striking out at the unbelievers and the heretics like a bottomless pit of anger.
Prerequisites: Pure Faith, Wrath of the Righteous, The Passion
Effect: By taking a Full Action, chanting and screaming prayers, the faithful and a number of allies up to his Fellowship Bonus that can both see him and hear his voice can enter into a frenzy. For the duration of the encounter the faithful and his allies are considered to be in a state of frenzy just as if they had the Frenzy Talent. This works in exactly the same way as the Talent with the exception that those under the ability’s effects will never attack each other regardless of the circumstances. In addition, if the faithful already has the Frenzy Talent, using this ability becomes easier and he may trigger it with a free action. This Talent can be combined with the Master Orator Talent to affect more allies.
Burn: Such is the power of the Frenzy that the faithful and his allies gain strength from shedding the blood of their foes. Whenever they kill a foe in their frenzied state they immediately recover 1d5 lost Wounds. Only the character which deals the killing blow gains the benefit.  

Might of the Emperor

Blessed are the faithful, for they have within them the power of the God-Emperor and are transformed by it into His divine vessel and tool of vengeance. This Talent allows the faithful to become a vessel for the Emperor’s power increasing his strength and stamina but at the same time overcoming him with a religious mania which can blind him to reason and make his words unintelligible to the ears of common men.
Prerequisites: Pure Faith, Hand of the Emperor, The Passion
Effect: With this ability the faithful fills himself with divine power and grows in physical power and might. He increases all his physical characteristics (Strength, Toughness and Agility) by +10 (with the corresponding +1 to their characteristic bonuses). However the power also fills the faithful’s mind with religious madness and visions of the God-Emperor’s glory, diminishing his ability to think and interact socially. This has the effect of reducing all his mental characteristics (Perception, Intelligence, and Fellowship) with the exception of Willpower by –10 (with the corresponding –1 to their characteristic bonuses). In addition he speaks in a mix of religious riddles and holy verse which can be difficult to understand (requiring a Hard (–30) Intelligence Test or a Challenging (+0) Common Lore (Imperial Creed) Test). The GM should encourage players to role-play this mania.
Burn: The effects last for an entire game session rather than just a single encounter.  

The Unforgiving Blade

Blessed are the blades that smite the daemon, the witch, and the psyker. With divine steel the children of the warp are cut deep, and their blood spilled as a sign of their betrayal of the purity of humanity. This ability allows the faithful to bless a blade to deal horrific damage to those who are either touched by the warp or call upon its powers as part of their cursed existence.
Prerequisites: Pure Faith, Wrath of the Righteous
Effect: With this Talent the faithful can place a potent blessing on a single melee weapon that already inflicts Rending Damage. The blessed weapon inflicts an extra 1d10 damage and gains 2 more points of penetration when used against daemons, psykers and creatures with 20 or more corruption points. In addition, blows from this weapon count as holy attacks when used against daemons. Such a weapon is difficult for the unclean to wield, and when grasped by a psyker or character with 20 or more corruption points it will burn, inflicting 1d5 Energy Damage each round he holds it which cannot be reduced by armour or Toughness.
Burn: The faithful can bless a number of weapons equal to twice his Fellowship Bonus provided he can lay hands on each one (a Half Action per weapon).  

Divine Touch

Even the lightest of touches by those blessed by the divine God-Emperor are as acid to the flesh of the corrupt, the pure light of the faithful’s soul burning into the vile darkness of the heretic’s mind and causing him to cry out in pain and despair. This Talent allows the faithful to bring terrible pain and crippling agony to those tainted by the warp, either diminishing their power (in the case of daemons) or causing them debilitating torment (in the case of psykers and others tainted by the warp).
Prerequisites: Pure Faith, The Passion, Divine Guidance
Effect: With this ability the faithful lays hands upon the corrupt and warp tainted causing them excruciating pain. This requires the faithful to touch the target (standard melee attack) on exposed skin (this may be a Called Shot –20 at the GM’s discretion). If the target is a psyker or has 20 or more corruption points they must make a Challenging (+0) Willpower Test. If they fail then the faithful rolls 1d5+2 and applies the effects of an Energy Critical to the location touch. Note however that no actual wounds are inflicted but Stunning and levels of Fatigue are applied.
The ability can also be used on daemons forcing them to make an Instability Test with a –30 penalty.
Burn: The faithful may make Divine Touch attacks until the end of the encounter. In addition the faithful rolls 1d10+2 to determine the effects of the critical.
If used on a daemon they suffer a -60 to their Instability Test rather than a –30.  

Religious Hysteria

Together the faithful are unstoppable. We are the teeming billions of humanity, the God-Emperor’s faithful and his devoted servants. Our power lives on the lips of the devout and spreads like fire through the air on the strength of our words. This ability starts a chain of religious hysteria which spreads through the minds of citizens and can turn a crowd of sullen hab workers into a raging mob of religious zealots ready to tear the throats from the unrighteous.
Prerequisites: Pure Faith, Righteous Frenzy
Effect: This Talent allows the faithful to spread a religious rapture among Imperial citizen filling them with righteous zeal. For this to take root the faithful must be able to preach to a group of citizens for at least 10 minutes and have their attention for the duration of that time. After this, the faithful makes an Opposed Willpower Test with the crowd (which can be of any size provided they can see and hear him without the means of technology, i.e. in the flesh) to see if his message has taken root. If it does the crowd will become a mob and begin to spread the word of the Emperor. For the next 24 hours any person the mob comes into contact with must pass a Challenging (+0) Willpower Test or join the mob. The faithful can then direct the mob against his enemies (as long as they can reasonably also be the enemies of the Emperor), either in his initial sermon or by leading them. The mob, and all of its members, will benefit from the Hatred Talent toward a single foe, described by the faithful in his sermon. This is not mind control and will not cause the members of the mob to needlessly endanger themselves or act wildly out of character, but it will awaken their natural devotion to the Imperium and hatred of the Emperor’s enemies.
Burn: Those affected by Religious Hysteria will also gain the effects of Righteous Frenzy. This of course will probably reduce an entire area into chaos and madness as the population turns in upon itself in an orgy of cleansing violence.  

Soul Storm

You are the centre of the God-Emperor’s might, you are his focus upon the world of men and through your will and your soul flows his burning light. This ability allows the faithful to unleash a fearsome soul storm in a flash of blinding light and burning flame, cleansing an area of the warp, its spawn, and those touched by its corrupting influence.
Prerequisites: Pure Faith, Divine Touch, Flames of Faith
Effect: This Talent grants the faithful the ability to conjure a Soul Storm, a blast of pure holy energy that bursts from his eyes and mouth to consume everything nearby tainted by the warp. Triggering the soul storm is a Full Action and will affect everything within a radius of 10 metres times the faithful’s Willpower Bonus. Psykers and anyone with corruption points in this area will immediately suffer 1d10 Energy damage not reduced by armour or Toughness. In addition Psykers must pass a Challenging (+0) Willpower Test or suffer an additional 1d10 damage (also not reduced by armour or Toughness) and lose access to their powers for the remainder of the encounter. Those with corruption points will also take an additional 1 point of damage for every corruption point they have (also not reduced by armour or Toughness) as their taint burns within their soul. Daemons caught in the area of effect will also suffer 1d10 Energy Damage (not reduced for armour or Toughness) and must pass a Challenging (+0) Willpower Test or lose access to their powers in the same way as psykers. Note however that very powerful daemons (those with a Willpower of 50 or more) are not affected by this power at all, though they may cringe from the Emperor’s light.
Conjuring a Soul Storm is massively taxing to the faithful and will immediately inflict a number of levels of fatigue equal to his Toughness Bonus (effectively knocking him unconscious and causing him to collapse). Even when he comes to, the faithful may not conjure another Soul Storm for at least 24 hours.
Burn: All damage inflicted by the Soul Storm is doubled.

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