Da ihr euch die Mühe gemacht habt die Tabellen eine nach der anderen einzupflegen, habe ich mich noch mal berufen gefühlt diese alle zusammen zu tragen: Für den Leitfaden in der Finsternis (http://games.dnd-gate.de/index.php?topic=8241.0), wenn ihr das da rein stellen mögt. :)Code (Anzeigen)[u]XP-Kosten der Steigerungen:[/u]
[spoiler=Attribute][tabular]
[row][head]Matching Aptitudes[/head][head]Simple[/head][head]Intermediate[/head][head]Trained[/head][head]Proficient[/head][head]Expert[/head][/row]
[row][data]Two[/data][data]100 xp[/data][data]250 xp[/data][data]500 xp[/data][data]750 xp[/data][data]1250 xp[/data][/row]
[row][data]One[/data][data]250 xp[/data][data]500 xp[/data][data]750 xp[/data][data]1000 xp[/data][data]1500 xp[/data][/row]
[row][data]Zero[/data][data]500 xp[/data][data]750 xp[/data][data]1000 xp[/data][data]1500 xp[/data][data]2500 xp[/data][/row]
[/tabular][/spoiler]
[spoiler=Fertigkeiten][tabular]
[row][head]Matching Aptitudes[/head][head]Known[/head][head]Trained[/head][head]Experienced[/head][head]Veteran[/head][/row]
[row][data]Two[/data][data]100 xp[/data][data]200 xp[/data][data]300 xp[/data][data]400 xp[/data][/row]
[row][data]One[/data][data]200 xp[/data][data]400 xp[/data][data]600 xp[/data][data]800 xp[/data][/row]
[row][data]Zero[/data][data]300 xp[/data][data]600 xp[/data][data]900 xp[/data][data]1200 xp[/data][/row]
[/tabular][/spoiler]
[spoiler=Talente][tabular]
[row][head]Matching Aptitudes[/head][head]Tier 1[/head][head]Tier 2[/head][head]Tier 3[/head][/row]
[row][data]Two[/data][data]200 xp[/data][data]300 xp[/data][data]400 xp[/data][/row]
[row][data]One[/data][data]300 xp[/data][data]450 xp[/data][data]600 xp[/data][/row]
[row][data]Zero[/data][data]600 xp[/data][data]900 xp[/data][data]1200 xp[/data][/row]
[/tabular][/spoiler]
[hr]
[spoiler=Characteristic][tabular][row][head]Characteristic/Aptitude 1[/head][head]Aptitude 2[/head][/row]
[row][data]Weapon Skill[/data] [data]Offence[/data][/row]
[row][data]Ballistic Skill[/data] [data]Finesse[/data][/row]
[row][data]Srowength[/data] [data]Offence[/data][/row]
[row][data]Toughness[/data] [data]Defence[/data][/row]
[row][data]Agility[/data] [data]Finesse[/data][/row]
[row][data]Intelligence[/data] [data]Knowledge[/data][/row]
[row][data]Perception[/data] [data]Fieldcraft[/data][/row]
[row][data]Willpower[/data] [data]Psyker[/data][/row]
[row][data]Fellowship[/data] [data]Social[/data][/row][/tabular][/spoiler]
[hr]
[spoiler=Skill][tabular]
[row][head]Skill [/head][head]Aptitude 1 [/head][head]Aptitude 2 [/head][/row]
[row][data]Acrobatics[/data][data]Agility[/data][data]General[/data][/row]
[row][data]Athletics[/data][data]Strength[/data][data]General[/data][/row]
[row][data]Awareness[/data][data]Perception[/data][data]Fieldcraft[/data][/row]
[row][data]Charm[/data][data]Fellowship[/data][data]Social[/data][/row]
[row][data]Command[/data][data]Fellowship[/data][data]Leadership[/data][/row]
[row][data]Commerce[/data][data]Intelligence[/data][data]Knowledge[/data][/row]
[row][data]Common Lore[/data][data]Intelligence[/data][data]General[/data][/row]
[row][data]Deceive[/data][data]Fellowship[/data][data]Social[/data][/row]
[row][data]Dodge[/data][data]Agility[/data][data]Defense[/data][/row]
[row][data]Forbidden Lore[/data][data]Intelligence[/data][data]Knowledge[/data][/row]
[row][data]Inquiry[/data][data]Fellowship[/data][data]Social[/data][/row]
[row][data]Interrogation[/data][data]Willpower[/data][data]Social[/data][/row]
[row][data]Intimidate[/data][data]Strength[/data][data]Social[/data][/row]
[row][data]Linguistics[/data][data]Intelligence[/data][data]General[/data][/row]
[row][data]Logic[/data][data]Intelligence[/data][data]Knowledge[/data][/row]
[row][data]Medicae[/data][data]Intelligence[/data][data]Fieldcraft[/data][/row]
[row][data]Navigate[/data][data]Intelligence[/data][data]Fieldcraft[/data][/row]
[row][data]Operate[/data][data]Agility[/data][data]Fieldcraft[/data][/row]
[row][data]Parry[/data][data]Weapon Skill[/data][data]Defense[/data][/row]
[row][data]Psyniscience[/data][data]Perception[/data][data]Psyker[/data][/row]
[row][data]Scholastic Lore[/data][data]Intelligence[/data][data]Knowledge[/data][/row]
[row][data]Scrutiny[/data][data]Perception[/data][data]General[/data][/row]
[row][data]Security[/data][data]Intelligence[/data][data]Tech[/data][/row]
[row][data]Sleight of Hand[/data][data]Agility[/data][data]Knowledge[/data][/row]
[row][data]Stealth[/data][data]Agility[/data][data]Fieldcraft[/data][/row]
[row][data]Survival[/data][data]Perception[/data][data]Fieldcraft[/data][/row]
[row][data]Tech-Use[/data][data]Intelligence[/data][data]Tech[/data][/row]
[row][data]Trade[/data][data]Intelligence[/data][data]General[/data][/row]
[/tabular][/spoiler]
[hr]
[spoiler=Talents][b]Talents Tier 1:[/b]
[tabular][row][head]Talent[/head] [head]Prerequisites[/head] [head]Aptitude 1[/head] [head]Aptitude 2[/head] [head]Benefit[/head] [/row]
[row] [data]Ambidexrowous[/data] [data]Ag 30[/data] [data]Weapon Skill[/data] [data]Ballistic Skill[/data]
[data]Reduce penalties for using two weapons[/data][/row]
[row] [data]Blind Fighting[/data] [data]Per 30[/data] [data]Perception[/data] [data]Fieldcraft[/data] [data]Eliminates melee combat penalties for obscured vision.[/data] [/row]
[row] [data]Catfall[/data] [data]Ag 30[/data] [data]Agility[/data] [data]Fieldcraft[/data] [data]Reduce falling damage. [/data] [/row]
[row] [data]Clues from the Crowds[/data] [data]Fel 30 [/data] [data]General[/data] [data]Social[/data] [data]Can re-roll a test made to gather information from a groups.[/data] [/row]
[row] [data]Die Hard[/data] [data]WP 40[/data] [data]Willpower[/data] [data]Defence[/data] [data]Test Willpower to avoid Fatigue from Blood Loss.[/data] [/row]
[row] [data]Disarm[/data] [data]Ag 30[/data] [data]Weapon Skill[/data] [data]Defence[/data] [data]Force opponent to drop weapon. [/data] [/row]
[row] [data]Double Team[/data] [data]— [/data] [data]General[/data] [data]Offence[/data] [data]Gain additional +10 for outnumbering opponent. [/data] [/row]
[row][data]Ferric Summons[/data] [data]Ferric Lure Implants,Mechanicus Implants[/data] [data]Willpower[/data] [data]Tech[/data] [data]Can summon larger metallic objects. [/data][/row]
[row] [data]Frenzy[/data] [data]— [/data] [data]Strength[/data] [data]Offence[/data] [data]Enter psychotic rage to gain combat bonuses. [/data] [/row]
[row] [data]Iron Jaw[/data] [data]T 40[/data] [data]Toughness[/data] [data]Defence [/data] [data]Test Toughness to overcome Stunning. [/data] [/row]
[row] [data]Jaded[/data] [data]WP 40[/data] [data]Willpower[/data] [data]Defence[/data] [data]Ignore mundane horrors. [/data] [/row]
[row] [data]Keen Intuition[/data] [data]Int 35[/data] [data]Perception[/data] [data]Social[/data] [data]Can retry Awareness test once with –10 modifier.[/data] [/row]
[row] [data]Leap Up[/data] [data]Ag 30[/data] [data]Agility[/data] [data]General[/data] [data]Stand as a Free Action. [/data] [/row]
[row] [data]Nowhere to Hide[/data] [data]Per 30[/data] [data]Perception[/data] [data]Offence[/data] [data]Can add DoS from the attack to reduce armour values of cover[/data] [/row]
[row] [data]Peer(GM Permission only)[/data] [data]Fel 30[/data] [data]Fellowship[/data] [data]Social[/data] [data]Character has good reputation amongst chosen group. [/data] [/row]
[row] [data]Quick Draw[/data] [data]— [/data] [data]Agility[/data] [data]Finesse[/data] [data]Draw weapon as Free Action. [/data] [/row]
[row] [data]Rapid Reload[/data] [data]— [/data] [data]Agility[/data] [data]Fieldcraft[/data] [data]Reduce reload time. [/data] [/row]
[row] [data]Resistance† [/data] [data]— [/data] [data]Toughness[/data] [data]Defence[/data] [data]Gain +10 bonus to particular resistance Test. [/data] [/row]
[row] [data]Sound Constitution[/data] [data]— [/data] [data]Toughness[/data] [data]General[/data] [data]Gain an additional Wound. [/data] [/row]
[row] [data]Takedown[/data] [data]— [/data] [data]Weapon Skill[/data] [data]Offence[/data] [data]Make special attack to stun opponent. [/data] [/row]
[row] [data]Technical Knock[/data] [data]Int 30[/data] [data]Intelligence[/data] [data]Tech[/data] [data]Un-jam gun as Half Action. [/data] [/row]
[row] [data]Warp Sense[/data] [data]Psy Rating, Psyniscience, Per 30[/data] [data]Perception[/data] [data]Psyker[/data] [data]Allows Psyniscience Test as Free Action. [/data] [/row]
[row] [data]Weapon-Tech[/data] [data]Tech Use +10, Int 40[/data] [data]Intelligence[/data] [data]Tech[/data] [data]Increase potency of advanced weaponry. [/data] [/row]
[row] [data]Weapon Training [/data] [data]— [/data] [data]General[/data] [data]Finesse[/data] [data]Use Weapon Group without penalty. [/data] [/row][/tabular]
[hr]
[b]Talents Tier 2:[/b]
[tabular][row][head]Talent[/head] [head]Prerequisites[/head] [head]Aptitude 1[/head] [head]Aptitude 2[/head] [head]Benefit[/head] [/row]
[row] [data]Armour-Monger[/data] [data]Int 35, Tech-Use, Trade (Armourer) [/data] [data]Intelligence[/data] [data]Tech[/data] [data]Increase the efficacy of physical armour. [/data] [/row]
[row] [data]Battle Rage[/data] [data]Frenzy[/data] [data]Strength[/data] [data]Defence[/data] [data]Parry while frenzied. [/data] [/row]
[row] [data]Bulging Biceps[/data] [data]S 45[/data] [data]Strength[/data] [data]Offence[/data] [data]Remove bracing requirement from Heavy weapons. [/data] [/row]
[row] [data]Combat Master[/data] [data]WS 30[/data] [data]Weapon Skill[/data] [data]Defence[/data] [data]Opponents get no bonus for outnumbering the character. [/data] [/row]
[row] [data]Constant Vigiliance[/data] [data]Int 35 or Per 35, Awareness +10[/data] [data]Perception[/data] [data]Defence[/data] [data]Can use Per or Int instead of Agi for Initiative rolls, and rolls two dice (picking higher) for the result[/data] [/row]
[row] [data]Contact Network[/data] [data]Cover-Up, Int 35[/data] [data]Fellowship[/data] [data]Leadership[/data] [data]Use Fellowship instead of Influence for Requisitions Tests[/data] [/row]
[row] [data]Coordinated Interrogation[/data] [data]S 40 or WP 40, Clues from the Crowds[/data] [data]Intelligence[/data] [data]Social[/data] [data]+10 bonus to all Interrogate tests, additional +5 for others who also have Coordinated Interrogation.[/data] [/row]
[row] [data]Counter Attack[/data] [data]WS 40[/data] [data]Weapon Skill[/data] [data]Defence[/data] [data]May attack after successful Parry. [/data] [/row]
[row] [data]Cover Up[/data] [data]Int 35[/data] [data]Intelligence[/data] [data]Knowledge[/data] [data]Can reduce Influence by 1 to gain 1d5 Subtlety.[/data] [/row]
[row] [data]Deny the Witch[/data] [data]WP 35[/data] [data]Willpower[/data] [data]Defence[/data] [data]Can use Willpower to Evade against psychic powers. [/data] [/row]
[row] [data]Devastating Attack[/data] [data]WS 35[/data] [data]Weapon Skill[/data] [data]Offence[/data] [data]A successful All Out Attack grants a second attack[/data] [/row]
[row] [data]Double Tap[/data] [data]Two-Weapon Wielder[/data] [data]Finesse[/data] [data]Offence[/data] [data]Successful first attack grants bonus to second attack. [/data] [/row]
[row] [data]Exotic Weapon Training[/data] [data]— [/data] [data]Intelligence[/data] [data]Finesse[/data] [data]Gain proficiency with one exotic weapon type. [/data] [/row]
[row] [data]Face in a Crowd[/data] [data]Fel 35, Clues from the Crowds[/data] [data]Fellowship[/data] [data]Social[/data] [data]Can use Fellowship instead of Agility when Shadowing [/data] [/row]
[row] [data]Hard Target[/data] [data]Ag 40[/data] [data]Agility[/data] [data]Defence[/data] [data]–20 to hit character when he Charges or Runs. [/data] [/row]
[row] [data]Hardy[/data] [data]T 40[/data] [data]Toughness[/data] [data]Defence[/data] [data]Character always heals as if Lightly Damaged. [/data] [/row]
[row] [data]Hatred[/data] [data]— [/data] [data]Weapon Skill[/data] [data]Social[/data] [data]Gain +10 bonus to attack hated creatures. [/data] [/row]
[row] [data]Hip Shooting[/data] [data]BS 40, Ag 40[/data] [data]Ballistic Skill[/data] [data]Finesse[/data] [data]Characters may shoot when moving. [/data] [/row]
[row] [data]Independent Targeting[/data] [data]BS 40[/data] [data]Ballistic Skill[/data] [data]Finesse[/data] [data]Fire at multiple targets more than 10 merowes apart. [/data] [/row]
[row] [data]Inescapable Attack[/data] [data]BS 40 or WS 40, Per 35[/data] [data]Weapon Skill/Ballistic Skill[/data] [data]Finess[/data] [data]Attacker imposes penalty on DoS from Evasion test equal to DoS of his initial attack. [/data] [/row]
[row] [data]Killing Strike[/data] [data]WS 50[/data] [data]Weapon Skill[/data] [data]Offence[/data] [data]Spend Fate Point to make melee attacks unavoidable. [/data] [/row]
[row] [data]Luminen Shock[/data] [data]Luminen Capacitors, Mechanicus Implants[/data] [data]Weapon Skill[/data] [data]Tech[/data] [data]Character can discharge energy in melee attack. [/data] [/row]
[row] [data]Maglev Transcendence[/data] [data]Maglev Coils, Mechanicus Implants[/data] [data]Intelligence[/data] [data]Tech[/data] [data]Character can hover for longer periods of time. [/data] [/row]
[row] [data]Marksman[/data] [data]BS 35[/data] [data]Ballistic Skill[/data] [data]Finesse[/data] [data]No penalties for firing at long or exroweme range. [/data] [/row]
[row] [data]Mechadendrite Use[/data] [data]Mechanicus Implants[/data] [data]Intelligence[/data] [data]Tech[/data] [data]Gain ability to use certain Mechadendrites. [/data] [/row]
[row] [data]Precision Killer[/data] [data]BS 40 or WS 40 [/data] [data]Ballistic Skill/Weapon Skill[/data] [data]Finess[/data] [data]No penalty to making Called Shots in either Ranged or Melee Combat. [/data] [/row]
[row] [data]Prosanguine[/data] [data]Autosanguine Implant, Mechanicus Implants[/data] [data]Toughness[/data] [data]Tech[/data] [data]Test to heal 1d5 Damage. [/data] [/row]
[row] [data]Strong Minded[/data] [data]WP 30, Resistance (Psychic Powers) [/data] [data]Willpower[/data] [data]Defence[/data] [data]May reroll failed WP Tests to resist Psychic Powers. [/data] [/row]
[row] [data]Swift Attack[/data] [data]WS 30[/data] [data]Weapon Skill[/data] [data]Finesse[/data] [data]May make multiple melee attacks. [/data] [/row]
[row] [data]Two-Weapon Wielder[/data] [data]— [/data] [data]Weapon Skill/Ballistic Skill[/data] [data]Finesse[/data] [data]May fight with two weapons. [/data] [/row]
[row] [data]Unarmed Specialist[/data] [data]Ambidextrous, Ag 35, WS 35[/data] [data]Strength[/data] [data]Offence[/data] [data]When fighting unarmed, attacks hits as Deadly Natural Weapons an user can reroll damage. [/data] [/row]
[row] [data]Warp Conduit[/data] [data]Psy Rating, Strong Minded, WP 50[/data] [data]Willpower[/data] [data]Psyker[/data] [data]Spend Fate Point to get +1d5 to Psy Rating. [/data] [/row]
[row] [data]Whirlwind of Death[/data] [data]WS 40[/data] [data]Weapon Skill[/data] [data]Finesse[/data] [data]Make one attack for each melee opponent. [/data] [/row][/tabular]
[hr]
[b]Talents Tier 3:[/b]
[tabular][row][head]Talent[/head] [head]Prerequisites[/head] [head]Aptitude 1[/head] [head]Aptitude 2[/head] [head]Benefit[/head] [/row]
[row] [data]Adamantium Faith[/data] [data]Jaded, Resistance (Fear), WP 45[/data] [data]Willpower[/data] [data]Defence[/data] [data]Reduces DoF from failed Pinning and Fear tests[/data] [/row]
[row] [data]Assassin Srowike[/data] [data]Ag 40, Acrobatics[/data] [data]Weapon Skill[/data] [data]Fieldcraft[/data] [data]After making melee attack, test Acrobatics to move. [/data] [/row]
[row] [data]Bastion of Iron Will[/data] [data]Psy Rating, Srowong Minded, WP 40[/data] [data]Willpower[/data] [data]Psyker[/data] [data]Gain bonus to Opposed Tests when defending against psychic powers. [/data] [/row]
[row] [data]Blademaster[/data] [data]WS 30, Weapon rowaining (any melee) [/data] [data]Weapon Skill[/data] [data]Finesse[/data] [data]Reroll missed attack, once per round. [/data] [/row]
[row] [data]Crushing Blow[/data] [data]WS 40[/data] [data]Weapon Skill[/data] [data]Offence[/data] [data]Add half WS Bonus to Damage inflicted in melee. [/data] [/row]
[row] [data]Deathdealer[/data] [data]BS 45 or WS 45[/data] [data]Perception[/data] [data]Finess[/data] [data]Add Per bonus to damage inflicted in combat. [/data] [/row]
[row] [data]Delicate Interrogation[/data] [data]Fel 50, Coordinated Interrogation[/data] [data]Intelligence[/data] [data]Finess[/data] [data]Reduce Subtlety loses by 1d5 when conducting an interrogation. [/data] [/row]
[row] [data]Eye of Vengeance[/data] [data]BS 50[/data] [data]Ballistic Skill[/data] [data]Offence[/data] [data]Spend 1 Fate Point to increase damage and penatration. [/data] [/row]
[row] [data]Favoured by the Warp[/data] [data]WP 35[/data] [data]Willpower[/data] [data]Psyker[/data] [data]Roll twice for Psychic Phenomena and choose result. [/data] [/row]
[row] [data]Flash of Insight[/data] [data]Int 40, Contact Network, Coordinated Interrogation[/data] [data]Perception[/data] [data]Knowledge[/data] [data]Spend 1 Fate point to reveal clue.[/data] [/row]
[row] [data]Halo of Command[/data] [data]Fel 40, WP 40[/data] [data]Fellowship[/data] [data]Leadership[/data] [data]Affect NPCs within 100xFelB metress with Social skills.[/data] [/row]
[row] [data]Hammer Blow[/data] [data]Crushing Blow[/data] [data]Strength[/data] [data]Offence[/data] [data]Make a thunderous strike with a melee weapon. [/data] [/row]
[row] [data]Infused Knowledge[/data] [data]Int 40, Lore (any one) [/data] [data]Intelligence[/data] [data]Knowledge[/data] [data]Know a little bit about everything. [/data] [/row]
[row] [data]Lightning Attack[/data] [data]Swift Attack[/data] [data]Weapon Skill[/data] [data]Finesse[/data] [data]Character may make many melee attacks with single roll. [/data] [/row]
[row] [data]Luminen Blast[/data] [data]Luminen Shock, Luminen Capacitors, Mechanicus Implants[/data] [data]Ballistic Skill[/data] [data]Tech[/data] [data]May discharge stored energy as a ranged attack. [/data] [/row]
[row] [data]Mastery[/data] [data]Rank 4 in selected skill[/data] [data]Intelligence[/data] [data]Knowledge[/data] [data]May spend Fate Point to succeed on Test. [/data] [/row]
[row] [data]Mighty Shot[/data] [data]BS 40[/data] [data]Ballistic Skill[/data] [data]Offence[/data] [data]Add half BS Bonus to ranged Damage rolls. [/data] [/row]
[row] [data]Never Die[/data] [data]WP 50, T 50[/data] [data]Toughness[/data] [data]Defence[/data] [data]Ignore penalties from Critical Damage by spending Fate Point. [/data] [/row]
[row] [data]Preternatural Speed[/data] [data]WS 40, Ag 50[/data] [data]Agility[/data] [data]Offence[/data] [data]Double speed when charging. [/data] [/row]
[row] [data]Sprint[/data] [data]— [/data] [data]Agility[/data] [data]Fieldcraft[/data] [data]Move more quickly in combat. [/data] [/row]
[row] [data]Step Aside[/data] [data]Agility 40, Dodge or Parry[/data] [data]Agility[/data] [data]Defence[/data] [data]May make additional Dodge or Parry attempt. [/data] [/row]
[row] [data]Target Selection[/data] [data]BS 50[/data] [data]Ballistic Skill[/data] [data]Finesse[/data] [data]May shoot into melee without penalty. [/data] [/row]
[row] [data]Thunder Charge[/data] [data]S 50[/data] [data]Srowength[/data] [data]Offence[/data] [data]Break enemies with armoured charge. [/data] [/row]
[row] [data]True Grit[/data] [data]T 40[/data] [data]Toughness[/data] [data]Defence[/data] [data]Reduce Critical Damage taken. [/data] [/row]
[row] [data]Two-Weapon Master[/data] [data]AG 45, Ambidexterous, BS 40 or WS 40, Two-Weapon Wielder (Melee, Ranged)[/data] [data]Finess[/data] [data]Offence[/data] [data]No penalties when fighting with two singlehanded weapons. [/data] [/row]
[row] [data]Warp Lock[/data] [data]Psy Rating, Srowong Minded, WP 50[/data] [data]Willpower[/data] [data]Psyker[/data] [data]Ignore Psychic Phenomenon once per session. [/data] [/row][/tabular][/spoiler]
XP-Kosten der Steigerungen:
Attribute (Anzeigen)Matching Aptitudes | Simple | Intermediate | Trained | Proficient | Expert |
---|
Two | 100 xp | 250 xp | 500 xp | 750 xp | 1250 xp |
One | 250 xp | 500 xp | 750 xp | 1000 xp | 1500 xp |
Zero | 500 xp | 750 xp | 1000 xp | 1500 xp | 2500 xp |
Fertigkeiten (Anzeigen)Matching Aptitudes | Known | Trained | Experienced | Veteran |
---|
Two | 100 xp | 200 xp | 300 xp | 400 xp |
One | 200 xp | 400 xp | 600 xp | 800 xp |
Zero | 300 xp | 600 xp | 900 xp | 1200 xp |
Talente (Anzeigen)Matching Aptitudes | Tier 1 | Tier 2 | Tier 3 |
---|
Two | 200 xp | 300 xp | 400 xp |
One | 300 xp | 450 xp | 600 xp |
Zero | 600 xp | 900 xp | 1200 xp |
Characteristic (Anzeigen)Characteristic/Aptitude 1 | Aptitude 2 |
---|
Weapon Skill | Offence |
Ballistic Skill | Finesse |
Srowength | Offence |
Toughness | Defence |
Agility | Finesse |
Intelligence | Knowledge |
Perception | Fieldcraft |
Willpower | Psyker |
Fellowship | Social |
Skill (Anzeigen)Skill | Aptitude 1 | Aptitude 2 |
---|
Acrobatics | Agility | General |
Athletics | Strength | General |
Awareness | Perception | Fieldcraft |
Charm | Fellowship | Social |
Command | Fellowship | Leadership |
Commerce | Intelligence | Knowledge |
Common Lore | Intelligence | General |
Deceive | Fellowship | Social |
Dodge | Agility | Defense |
Forbidden Lore | Intelligence | Knowledge |
Inquiry | Fellowship | Social |
Interrogation | Willpower | Social |
Intimidate | Strength | Social |
Linguistics | Intelligence | General |
Logic | Intelligence | Knowledge |
Medicae | Intelligence | Fieldcraft |
Navigate | Intelligence | Fieldcraft |
Operate | Agility | Fieldcraft |
Parry | Weapon Skill | Defense |
Psyniscience | Perception | Psyker |
Scholastic Lore | Intelligence | Knowledge |
Scrutiny | Perception | General |
Security | Intelligence | Tech |
Sleight of Hand | Agility | Knowledge |
Stealth | Agility | Fieldcraft |
Survival | Perception | Fieldcraft |
Tech-Use | Intelligence | Tech |
Trade | Intelligence | General |
Talents (Anzeigen)Talents Tier 1:Talent | Prerequisites | Aptitude 1 | Aptitude 2 | Benefit |
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Ambidexrowous | Ag 30 | Weapon Skill | Ballistic Skill | Reduce penalties for using two weapons |
Blind Fighting | Per 30 | Perception | Fieldcraft | Eliminates melee combat penalties for obscured vision. |
Catfall | Ag 30 | Agility | Fieldcraft | Reduce falling damage. |
Clues from the Crowds | Fel 30 | General | Social | Can re-roll a test made to gather information from a groups. |
Die Hard | WP 40 | Willpower | Defence | Test Willpower to avoid Fatigue from Blood Loss. |
Disarm | Ag 30 | Weapon Skill | Defence | Force opponent to drop weapon. |
Double Team | — | General | Offence | Gain additional +10 for outnumbering opponent. |
Ferric Summons | Ferric Lure Implants,Mechanicus Implants | Willpower | Tech | Can summon larger metallic objects. |
Frenzy | — | Strength | Offence | Enter psychotic rage to gain combat bonuses. |
Iron Jaw | T 40 | Toughness | Defence | Test Toughness to overcome Stunning. |
Jaded | WP 40 | Willpower | Defence | Ignore mundane horrors. |
Keen Intuition | Int 35 | Perception | Social | Can retry Awareness test once with –10 modifier. |
Leap Up | Ag 30 | Agility | General | Stand as a Free Action. |
Nowhere to Hide | Per 30 | Perception | Offence | Can add DoS from the attack to reduce armour values of cover |
Peer(GM Permission only) | Fel 30 | Fellowship | Social | Character has good reputation amongst chosen group. |
Quick Draw | — | Agility | Finesse | Draw weapon as Free Action. |
Rapid Reload | — | Agility | Fieldcraft | Reduce reload time. |
Resistance† | — | Toughness | Defence | Gain +10 bonus to particular resistance Test. |
Sound Constitution | — | Toughness | General | Gain an additional Wound. |
Takedown | — | Weapon Skill | Offence | Make special attack to stun opponent. |
Technical Knock | Int 30 | Intelligence | Tech | Un-jam gun as Half Action. |
Warp Sense | Psy Rating, Psyniscience, Per 30 | Perception | Psyker | Allows Psyniscience Test as Free Action. |
Weapon-Tech | Tech Use +10, Int 40 | Intelligence | Tech | Increase potency of advanced weaponry. |
Weapon Training | — | General | Finesse | Use Weapon Group without penalty. |
Talents Tier 2:Talent | Prerequisites | Aptitude 1 | Aptitude 2 | Benefit |
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Armour-Monger | Int 35, Tech-Use, Trade (Armourer) | Intelligence | Tech | Increase the efficacy of physical armour. |
Battle Rage | Frenzy | Strength | Defence | Parry while frenzied. |
Bulging Biceps | S 45 | Strength | Offence | Remove bracing requirement from Heavy weapons. |
Combat Master | WS 30 | Weapon Skill | Defence | Opponents get no bonus for outnumbering the character. |
Constant Vigiliance | Int 35 or Per 35, Awareness +10 | Perception | Defence | Can use Per or Int instead of Agi for Initiative rolls, and rolls two dice (picking higher) for the result |
Contact Network | Cover-Up, Int 35 | Fellowship | Leadership | Use Fellowship instead of Influence for Requisitions Tests |
Coordinated Interrogation | S 40 or WP 40, Clues from the Crowds | Intelligence | Social | +10 bonus to all Interrogate tests, additional +5 for others who also have Coordinated Interrogation. |
Counter Attack | WS 40 | Weapon Skill | Defence | May attack after successful Parry. |
Cover Up | Int 35 | Intelligence | Knowledge | Can reduce Influence by 1 to gain 1d5 Subtlety. |
Deny the Witch | WP 35 | Willpower | Defence | Can use Willpower to Evade against psychic powers. |
Devastating Attack | WS 35 | Weapon Skill | Offence | A successful All Out Attack grants a second attack |
Double Tap | Two-Weapon Wielder | Finesse | Offence | Successful first attack grants bonus to second attack. |
Exotic Weapon Training | — | Intelligence | Finesse | Gain proficiency with one exotic weapon type. |
Face in a Crowd | Fel 35, Clues from the Crowds | Fellowship | Social | Can use Fellowship instead of Agility when Shadowing |
Hard Target | Ag 40 | Agility | Defence | –20 to hit character when he Charges or Runs. |
Hardy | T 40 | Toughness | Defence | Character always heals as if Lightly Damaged. |
Hatred | — | Weapon Skill | Social | Gain +10 bonus to attack hated creatures. |
Hip Shooting | BS 40, Ag 40 | Ballistic Skill | Finesse | Characters may shoot when moving. |
Independent Targeting | BS 40 | Ballistic Skill | Finesse | Fire at multiple targets more than 10 merowes apart. |
Inescapable Attack | BS 40 or WS 40, Per 35 | Weapon Skill/Ballistic Skill | Finess | Attacker imposes penalty on DoS from Evasion test equal to DoS of his initial attack. |
Killing Strike | WS 50 | Weapon Skill | Offence | Spend Fate Point to make melee attacks unavoidable. |
Luminen Shock | Luminen Capacitors, Mechanicus Implants | Weapon Skill | Tech | Character can discharge energy in melee attack. |
Maglev Transcendence | Maglev Coils, Mechanicus Implants | Intelligence | Tech | Character can hover for longer periods of time. |
Marksman | BS 35 | Ballistic Skill | Finesse | No penalties for firing at long or exroweme range. |
Mechadendrite Use | Mechanicus Implants | Intelligence | Tech | Gain ability to use certain Mechadendrites. |
Precision Killer | BS 40 or WS 40 | Ballistic Skill/Weapon Skill | Finess | No penalty to making Called Shots in either Ranged or Melee Combat. |
Prosanguine | Autosanguine Implant, Mechanicus Implants | Toughness | Tech | Test to heal 1d5 Damage. |
Strong Minded | WP 30, Resistance (Psychic Powers) | Willpower | Defence | May reroll failed WP Tests to resist Psychic Powers. |
Swift Attack | WS 30 | Weapon Skill | Finesse | May make multiple melee attacks. |
Two-Weapon Wielder | — | Weapon Skill/Ballistic Skill | Finesse | May fight with two weapons. |
Unarmed Specialist | Ambidextrous, Ag 35, WS 35 | Strength | Offence | When fighting unarmed, attacks hits as Deadly Natural Weapons an user can reroll damage. |
Warp Conduit | Psy Rating, Strong Minded, WP 50 | Willpower | Psyker | Spend Fate Point to get +1d5 to Psy Rating. |
Whirlwind of Death | WS 40 | Weapon Skill | Finesse | Make one attack for each melee opponent. |
Talents Tier 3:Talent | Prerequisites | Aptitude 1 | Aptitude 2 | Benefit |
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Adamantium Faith | Jaded, Resistance (Fear), WP 45 | Willpower | Defence | Reduces DoF from failed Pinning and Fear tests |
Assassin Srowike | Ag 40, Acrobatics | Weapon Skill | Fieldcraft | After making melee attack, test Acrobatics to move. |
Bastion of Iron Will | Psy Rating, Srowong Minded, WP 40 | Willpower | Psyker | Gain bonus to Opposed Tests when defending against psychic powers. |
Blademaster | WS 30, Weapon rowaining (any melee) | Weapon Skill | Finesse | Reroll missed attack, once per round. |
Crushing Blow | WS 40 | Weapon Skill | Offence | Add half WS Bonus to Damage inflicted in melee. |
Deathdealer | BS 45 or WS 45 | Perception | Finess | Add Per bonus to damage inflicted in combat. |
Delicate Interrogation | Fel 50, Coordinated Interrogation | Intelligence | Finess | Reduce Subtlety loses by 1d5 when conducting an interrogation. |
Eye of Vengeance | BS 50 | Ballistic Skill | Offence | Spend 1 Fate Point to increase damage and penatration. |
Favoured by the Warp | WP 35 | Willpower | Psyker | Roll twice for Psychic Phenomena and choose result. |
Flash of Insight | Int 40, Contact Network, Coordinated Interrogation | Perception | Knowledge | Spend 1 Fate point to reveal clue. |
Halo of Command | Fel 40, WP 40 | Fellowship | Leadership | Affect NPCs within 100xFelB metress with Social skills. |
Hammer Blow | Crushing Blow | Strength | Offence | Make a thunderous strike with a melee weapon. |
Infused Knowledge | Int 40, Lore (any one) | Intelligence | Knowledge | Know a little bit about everything. |
Lightning Attack | Swift Attack | Weapon Skill | Finesse | Character may make many melee attacks with single roll. |
Luminen Blast | Luminen Shock, Luminen Capacitors, Mechanicus Implants | Ballistic Skill | Tech | May discharge stored energy as a ranged attack. |
Mastery | Rank 4 in selected skill | Intelligence | Knowledge | May spend Fate Point to succeed on Test. |
Mighty Shot | BS 40 | Ballistic Skill | Offence | Add half BS Bonus to ranged Damage rolls. |
Never Die | WP 50, T 50 | Toughness | Defence | Ignore penalties from Critical Damage by spending Fate Point. |
Preternatural Speed | WS 40, Ag 50 | Agility | Offence | Double speed when charging. |
Sprint | — | Agility | Fieldcraft | Move more quickly in combat. |
Step Aside | Agility 40, Dodge or Parry | Agility | Defence | May make additional Dodge or Parry attempt. |
Target Selection | BS 50 | Ballistic Skill | Finesse | May shoot into melee without penalty. |
Thunder Charge | S 50 | Srowength | Offence | Break enemies with armoured charge. |
True Grit | T 40 | Toughness | Defence | Reduce Critical Damage taken. |
Two-Weapon Master | AG 45, Ambidexterous, BS 40 or WS 40, Two-Weapon Wielder (Melee, Ranged) | Finess | Offence | No penalties when fighting with two singlehanded weapons. |
Warp Lock | Psy Rating, Srowong Minded, WP 50 | Willpower | Psyker | Ignore Psychic Phenomenon once per session. |
Spoiler (Anzeigen)(http://img2.wikia.nocookie.net/__cb20130315092506/warhammer40k/images/3/39/ScintillaResidents.jpg)
http://warhammer40k.wikia.com/wiki/Scintilla
Ich überlege evtl. dieses Bild zu nehmen! ^^
Hat jemand eine Ahnung, was für eine Berufung dieser ??? hat? (der Linke)
Homeworlds
Agri World (Anzeigen) Characters from Agri worlds apply the following benefits during character creation:
Characteristic Modifiers: + Fellowship, + Strength, – Agility
Fate Threshold: 2 (Emperor’s Blessing 7+)
Home World Bonus: Strength from the Land: An agri-world character starts with the Brutal Charge (2) Trait
Home World Aptitude: Strength
Wounds: Frontier world characters start with 8+1d5 wounds.
Recommended Backgrounds: Adeptus Mechanicus, Adeptus Ministorum, Imperial Guard, Mutant
Frontier World (Anzeigen)Characters from Frontier worlds apply the following benefits during their creation:
Characteristic Modifiers: + Ballistic Skill, + Perception, – Fellowship
Fate Threshold: 3 (Emperor’s Blessing 7+)
Home World Bonus: Rely on none but yourself: A frontier world character gains a +20 bonus to Tech-Use tests when applying personal weapon modifications, and a +10 bonus when repairing damaged items.
Home World Aptitude: Ballistic Skill
Wounds: Frontier world characters start with 7+1d5 wounds.
Recommended Backgrounds: Adeptus Arbites, Adeptus Astra Telepathica, Mutant, Outcast
Feudal World (Anzeigen) Characters from feudal worlds apply the following benefits during character creation:
Characteristic Modifiers: + Perception, + Weapon Skill, – Intelligence
Fate Threshold: 3 (Emperor’s Blessing 6+)
Home World Bonus: At Home in Armour: A feudal world character ignores the maximum Agility value imposed by any armour he is wearing
Home World Aptitude: Weapon Skill
Wounds: Frontier world characters start with 9+1d5 wounds.
Recommended Backgrounds: Adepta Sororitas, Adeptus Administratum, Adeptus Ministorum, Imperial Guard
Backgrounds:
Adepta Sororitas (Anzeigen)A character with the Adepta Sororitas background applies the following benefits:
Starting Skills: Athletics, Charm or Intimidate, Common Lore (Adepta Sororitas), Linguistics (High Gothic), Medicae or Parry
Starting Talents: Weapon Training (Flame or Las, Chain)
Starting Equipment: Handflame or Laspistol, chainblade, armored bodyglove, chrono, dataslate, stablight, micro-bead
Background Bonus: Incorruptible Devotion: Whenever an Adepta Sororitas character would gain 1 or more Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead
Background Aptitude: Offence or Social
Recommended Roles: Chirurgeon, Fanatic, Sage, Warrior
Mutant (Anzeigen)A character with the Mutant background applies the following benefits:
Starting Skills: Acrobatics or Athletics, Awareness, Deceive or Intimidate, Forbidden Lore (Mutants), Survival
Starting Talents: Weapon Training (Low Tech, Solid Projectile)
Starting Traits: One of the following: Amphibious, Dark-Sight, Natural Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1)
Starting Corruption and Mutation: A Mutant Character beginns play with 10 Corruption points. Instead of rolling as normal for malignancy or mutation, roll 5d10 on Table 8-16: Mutations (see page 292 of the DARK HERESY Core rulebook) to determine a starting mutation for the character
Starting Equipment: Shotgun (or stub revolver and great weapon), grapnel and line, heavy leathers, combat vest, 2 doses of stimm
Background Bonus: Twisted flesh: A Mutant character can always choose to fail any test associated with resisting malignancy or mutation. Whenever he would gain a malignancy, he may roll on Table 8-16: Mutations to gain a mutation instead.
Background Aptitude: Fieldcraft or Offence
Recommended Roles: Assassin, Desperado, Penitent, Warrior
Roles:
Fanatic (Anzeigen)A Fanatic character gains the following benefits:
Role Aptitudes: Leadership, Offence, Toughness, Weapon Skill, Willpower
Role Talents: Deny the Witch or Jaded
Role Bonus: Death to All Who Oppose Me!: In addition to the normal uses of Fate Points (see page 293 of the DARK HERESY Core Rulebook), a Fanatic character may spend a Fate point to count as having the Hatred talent against his current foe for the duration of the encounter. Should he choose to leave combat against a Hated foe in that encounter, however, he gains 1 Insanity Point.
Penitent (Anzeigen)A Penitent character gains the following benefits:
Role Aptitudes: Agility, Fieldcraft, Intelligence, Offence, Toughness
Role Talents: Die Hard or Flagellant
Role Bonus: Cleansing Pain: Whenever a Penitent character suffers 1 or more points of damage (after reductions for Toughness bonus and Armour), he gains a +10 bonus to the first test he makes before the end of his next turn.
Noch fehlend:
Elite Advance:
Sororitas (die tipp ich wahrscheinlich nicht ab)
Gibt noch neue Talente (paar nur für den Sororitas-Hintergrund und eine Menge die sich "Hatred"-Talente nennen die ich aber noch nicht durch hab)