Mind Cleansed
Available Careers:
ArbitratorAssassin
Cleric
Guardsman
Imperial Psyker
Tech-Priest
Wounds:
1d5+8Skills:
Mind cleansed characters' starting Skills are added by the Engram Implantation trait.Traits:
Engram Implantation:
With portions of the subjects’ minds left more or less as blank slates waiting to be filled, their reprogrammers often use egramatic induction to burn a variety of useful skill patternsdirectly into the Acolyte’s cortexEffect: You begin play with Deceive (Fel) and Intimidate (S) skills. You treat Common Lore (Tech) (Int) and Survival (Int) as Basic Skills. You also begin with the Jaded, Pistol Weapon Training (SP), Pistol Weapon Training (Las) talents.
Failsafe Control:
All Mind Cleansed Inquisitorial agents have a failsafe command trigger implanted in their minds to prevent them from turning on their masters. Only the relevant NPC (their Inquisitor for example), should ever have access to this trigger, which usually must be delivered telepathically or by a specific sonic cadence (a simple code phrase is usually judged too risky).Effect: The trigger works just like the use of the Dominate Psychic Power. If the trigger is successful, you may be given an order or set of instructions you must carry out to the best of your abilities. However, if the command is antithetical or directly harmful to you, you may receive an appropriate bonus to resist the control.
Imperial Conditioning:
Inquisition mind-scrubs are usually carried out to destroy selective memories but leave useful skills intact. Likewise the mind is often implanted with psychic barriers to prevent tampering, increase mental resilience and ensure loyalty.Effect: You gain a +10 bonus on Willpower Tests made to resist Fear or attempts to control or possess your mind (psychically, chemically or otherwise).
Through A Mirror Darkly:
The mind cleansing process has numerous side effects, including an eroding effect on the subject’s sanity and unique dangers of its own for the character.Effect: You start play with 1d5+2 Insanity Points. At the GMs discretion, certain rare events, individuals and even things like phrases, sights, and smells may trigger “repressed” memories—roll on Table: Shards of Memory. When this occurs you must pass a Willpower Test or roll on the Shock Table—note that your conditioning and any Talents that resist Fear or Insanity don’t help with this.
GM Note: Use this Trait sparingly.
Generating Characteristics:
Characteristic | Base | Homeworld Modifiers |
---|---|---|
Weapon Skill (WS) | 2d10+ | 20 |
Ballistic Skill (BS) | 2d10+ | 20 |
Strength (S) | 2d10+ | 20 |
Toughness (T) | 2d10+ | 20 |
Agility (Ag) | 2d10+ | 20 |
Intelligence (Int) | 2d10+ | 20 |
Perception (Per) | 2d10+ | 20 |
Willpower (WP) | 2d10+ | 25 |
Fellowship (Fel) | 2d10+ | 15 |
Generating Fate Points:
Fate Points | |
---|---|
1–3 | 2 |
4–9 | 3 |
10 | 4 |
Shards of Memory | |
---|---|
01–22 | The Shattered Mirror: Sensations fill your mind—a vision of a partner and a child, a snatch of a melody, the smell of food cooking, a house, sudden barbs of emotion that flee before they can be grasped. Are they your lost family or maybe your victims? |
23–34 | The Cold Grave: Stillness, silence, smothering darkness and utter cold. Cold enough to freeze the soul and burn the mind. Death—you’re sure it was; death had claimed you till they brought you back and it waits for you every waking moment, lurking just at the edge of sight, waiting to claim you again. |
35–40 | The Night of the Daemon: The fire and shadow, the vast terrifying shape of that terrible horned thing looming at the heart of the dark storm, laughing and calling a name you can’t quite make out— your true name? Only the Daemon knows. |
41–52 | The Sole Survivor: The steel walls are stained with blood, the blood of your friends and comrades. You can hear their screams still as if they were frozen in the air. You wander long corridors empty but for the memory of death, alone, the last survivor envying the dead. |
53–61 | The Dark Altar: The ceremony has begun and the awful chanting from robed figures erodes your mind
as they move in spirals of night around the dark altar. Your cause is just and your faith unshakable, but
you know that however many of the heretics you kill, the
terrible chanting burning in your brain won’t stop; won’t ever stop… |
62–71 | The Throne of Blood: You stand triumphant, your followers’ heads bow as you pass, their life and death yours to command, yours by right. Then abruptly all is chaos and ruin, fire and blood. You are shackled and broken, dark figures drag you away, but that sweet taste of powers lingers a moment yet. |
72–80 | The Nightmare Forest: You are lost and terrified in the alien landscape. Trees of black glass sing with
unnatural voices as the blood-hot wind stirs them. You stumble aimlessly and panicked through the
bloated corpse-white loam—it follows you, stalking you. You keep catching glimpses of its foul bulk
floating between the jagged black trees, it is working its way closer, slowly
moving in and when you see it, you know you will simply go mad. |
81–95 | The Malfian Candidate: You look down on the opulent assembly from on high; lords and ladies, adepts and priests, glittering with wealth and satiated with power. The greatest among them steps forward and the fawning worthies part as he glides by in stately progress. You raise the weapon to your shoulder and centre the optic sight on his patrician countenance and your finger tightens on the trigger. |
96–00 | The Repairer of Reputations: You sit begging the strange man in his dim
parlour. Only he can help, you plead. It’s gone too far, you can’t stop it, you’re a heartbeat from discovery and if they find you, you’ll lose everything. The kindly old man, with eyes like dead stars, smiles slyly as you plead on your knees before him, and the shadows cast by the burning coals behind him are not of a man at all. |
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