Fate Of Heretics

Aspects

Your character begins play with five Aspects, three of which are mandatory: your High Concept (pg 38), your Trouble Aspect (pg 40), and an Aspect that revolves around the circumstances that led to your character to become an Inquisitorial Acolyte. The remaining two Aspects are up to you but here are some solid suggestions: A connection or some shared history with another Acolyte (see The Phase Trio (pg 44)); Your character's ambitions or goals; Where your character hails from, or where they grew up; What philosophies guide their actions?; A particularly meaningful bauble or piece of equipment; The organization or person that trained them, or made them who they are as a person.

Campaign Aspect

The GM should choose a Campaign Aspect that encompasses the theme and mood of the entire story arc. At the end of the current story, this should be changed to a new, appropriate Aspect. Something like an Imperial Thought for the Day or Divinations make great Campaign Aspects.

Skills

Skill List

  • Athletics
  • Contacts
  • Deceit
  • Drive
  • Empathy
  • Fighting
  • Intimidation
  • Investigation
  • Lore
  • Notice
  • Physique
  • Psy Rating
  • Rapport
  • Resources
  • Security (Burglary)
  • Shooting
  • Stealth
  • Tech-use (Crafts)
  • Will

Psy Rating

Psy Rating is the skill that reflects your active psychic ability. Psykers are either sanctioned by the Imperium of Man, or are rogues who operate outsides its strictures. Powerful psykers can be dangerous to friends, foes, and themselves if they lose control.

  • Overcome: Psy Rating isn't often used to overcome obstacles, except where it duplicates the effects of another skill. See the Stunts section below for the rules of accomplishing this.
  • Create an Advantage: Psy Rating can be used to create advantages in conflicts by changing the terrain, befuddling enemies, or other effects or manifestations of psychic power. For example you might represent such advantages as Aspects like "Oh god, snakes!", or "These are not the Acolytes you're looking for."
  • Attack: You can use Psy Rating to make brute force, mental attacks against a target up to two zones away.
  • Defend: Psy Rating isn't used to defend. Unlike other skills having a high Psy Rating is both a blessing and a curse. Instead, the Will skill is used to defend against attacks made with Psy Rating.

Stunts

  • Athletics
    • Voidborn (Athletics). +2 to the first Athletics roll in a scene to create an Advantage in a micro- or zero-gravity zone.
  • Lore
    • Stared into the Void (Lore). +2 to any Lore roll regarding knowledge of the Warp.
    • (A/N: This could be applied to any particular Common Lore, Forbidden Lore, or Scholastic Lore subskill.)
  • Psy Rating
    • See the Powers section below for the powerful abilities at a psyker's command.
  • Rapport
    • A Man of God (Rapport). +2 to any Rapport roll made against a target that is a member of the Ecclesiarchy.
    • (A/N: This mimics the Peer talent, and could equally be a stunt for Deceit, Empathy, or Rapport.)
  • Will
    • Hatred is my Shield (Will). If you tie on a Will defense against a Psy Rating attack, you do not grant the opponent a boost.

Powers

Powers are essentially powerful stunts, there are some examples below. When a psyker uses a Power there is a chance that psychic phenomena might occur, roll a number of Fate dice equal to the psyker's Psy Rating and sum the dice: on a positive result, the psyker gains an appropriate boost; on a negative result, the GM gains a boost against the psyker; otherwise nothing special occurs. In all three cases, the Power is still activated and used.

Players are encouraged to collaborate with their GM to design cool powers beyond the ones given below. Powers are best when they create flavourful effects that are not entirely replicable by Skills.

  • Mind Probe (Psy Rating). The psyker touches her victim's bare skin, forging a psychic link between the two. The psyker's power runs like fire through the victim's brain, flaying open memories and revealing their darkest heresies. While engaged in this psychic battle, the neither the psyker nor the victim are able to take actions that aren't related to the Psy Rating or Will skills. For each consequence the psyker inflicts on her victim, the GM will reveal one relevant fact. If the victim runs out of stress or consequences to buy off the shifts of a hit, the victim is burned out and reduced to a useless, vegetative husk.