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Cinematic characters can be given the following advan- tages to make them more dangerous or represent a specific enemy or ally that may be encountered by a Strike Team.

Devotion X

Every Imperial citizen has Devotion which is a measure of his faith in the Empress and his total dedication to her words. Characters with an extremely high Devotion rat- ing would never think twice about sacrificing their own lives in order to destroy an enemy of the Imperium. De- votion acts as a Resolve dice pool modifier.

Drain X

The Occult Division traps and dominates poltergeist and inserts them into people to create ghost warriors. When they insert a specter into a human, she gains the ability to drain the life force from another person. A character only has to touch a victim to reduce his Strength rating by her Drain rating. This reduction is permanent for the entire length of a mission. If the victim’s Strength is ever reduced to zero, he dies. Drain ignores a victim’s Armor and Shield ratings.

Fugue State

The fugue state represents a state of altered conscious- ness that allows a person to live any length of subjective time in seconds. This allows a person to unconsciously

Gamemaster’s Guide

think about a problem for as long as he desires so that when he does act, he acts with incredible insight and cre- ativity. These characters have no memories of anything that happened while they were in this altered state of con- sciousness. In the fugue state, a character may reroll all his dice pools.

Hatred

These characters have been programmed to hate Le- gionnaires with such incredible intensity that they go into a blind rage when they see one. Once a character with Hatred enters his rage state, he hits all opponents on rolls of 5+.

Higher Purpose

These characters have devoted their entire lives to a set of beliefs. These characters are willing to die in order to defend and uphold these beliefs. A Higher Purpose can include ideals like religion, defense of the innocent, and the search for knowledge. When a character performs an act to fulfill or defend her purpose, she succeeds on all rolls of 6+.

Imperial Augmentation

Imperial Augmentation is a viral and nano tech process that improves and reconstructs the body of an Imperial marine. Designer retroviruses insert genes taken from the finest Imperial marines ever known into the genome of a new recruit. A series of nano manipulators then rebuild the recruit’s physical body and mind converting him into a perfect physical specimen. Most recruits grow a meter taller and fifty kilograms heavier during the augmentation process. Only the strongest candidates are allowed to join the Imperial marines because they are the only ones that can survive this invasive augmentation process.

Imperial Talent

Imperial talents are a result of the Empress’s genes that permeates through every citizen of the Imperium. Ev- ery Imperial citizen has Mastery potential but only those few selected by the Psi Core receive training in order to achieve full enlightenment and become a true Master. Many Imperials learn to use their natural born powers to alter the world in minor ways. The following are the pos- sible powers that can be given to an Imperial character. A character must use an Action to use an Imperial talent and her Stamina is reduce by one.

A random talent can be assigned to any Imperial by rolling 3D10. Any roll of 30 means that the Imperial re- ceives two random talents. For all further rolls of 30, the character receives an additional talent.

Strike Legion

Absorb [3]: Leeches can touch another character to re-

duce his Life by one. Absorb ignores a target character’s Armor and Shield ratings.

Animal Link [4]: Handlers can directly communicate

with animals using their minds allowing them to control them. To take control of an animal in the same range band, a handler must pass an opposed Animal Link test using two dice against an animal’s Intelligence.

Blink [5]:Jumpers can move five range bands in an in-

stant by using an Action. If he arrives in another charac- ter’s range band, he automatically surprises her and at- tacks her for free.

Corrupt [6]: Puppeteers can take control or read a

character’s mind by passing an opposed Corruption test with two dice against a target character’s Intelligence.

Create [7]: Creators can forge the matter around them

into small objects with great complexity with their minds. They can create any small item but they lose one Life.

Direction Sense [8]: Guides can always find their

way because their minds reach out to find the correct and most efficient path to their destination.

Emoticon [9]: Empaths can change the feelings of

other people with their minds. Empaths can calm or ex- cite another person’s emotions allowing them to change most social situations without the other person realizing what has happened.

Farsight [10]: Oracles can see glimpses of the future

that allow them to change their current plans to best suit their desired outcome.

Hate Burst [11]: Icons of hate can project intense

feeling of fear and hate that can destroy another person’s mind. When combat begins, these characters can apply a -2 Initiative modifier toward all opponents in the same range band.

Life Transfer [12]:Clerics can actually transfer their

life to an injured comrade healing their wounds or even raising them from the dead. A character with Life Transfer can transfer any number of his Life to another character.

Luck [13]: The gifted always seem to win as the very

fabric of reality changes around them allowing them to succeed. They receive a +1 dice pool modifier for all tests

that they take.

Mental Inferno [14]: Firestorms can cause any-

thing in the same range band to burst into flame producing two damage with Continuous.

Mental Repair [15]: Fixers can use their mind to re-

pair damaged technology. They can repair one Structure in a vehicle or repair an item but they lose one Life.

Mental Shield [16]: Defenders can generate a men-

tal field that can be used to deflect any attack. Mental Shield provides Shield 3.

Mental Spark [17]: Stormers can project lightning

from their fingers that deals two damage up to three range bands away.

Mental Tap [18]: Controllers can attempt to take con-

trol of any vehicle or machine in the same range band with their minds. To take control of a system, a controller must pass an opposed Mental Tap test using two dice against a robot’s Intelligence or an operator’s skill dice pool for the target machine.

Mental Target [19]: Snipers use their minds to aim

instead of their senses. They receive a +1 Attack dice pool

modifier for all personal ranged attacks.

Mind Link [20]: Paths can communicate with people

up to ten range bands away using their minds. They can communicate with them or read another person’s thoughts without their knowledge.

Negation [21]: Nullifiers stabilize the structure of re-

ality around themselves making Acts of Mastery very dif- ficult to perform. All Masters receive a -1 Mastery dice pool modifier in the same range band as the nullifier.

Power Burst [22]: Ragers can boost their internal

systems making them extremely strong. Power burst pro- vides a +2 Strength modifier by spending an Action.

Psychic Equilibrium [23]: Adepts can sense their

bodies and environment with such incredible precision that they receive the advantage Acrobat.

Push [24]: Pushers can push anything away from them

Strike Legion

up to three range bands away using a psychic blast.

Quicken [25]: Quickened move so fast that they are

almost impossible to see. They receive an extra Action every combat turn.

Reflex [26]: Chosen are perfect pilots that can meld

their minds with their machines. These characters provide their vehicles with a +1 Agility modifier.

Sonic [27]: Banshees can produce an intense sonic

blast from their mouth that produces three Stun damage up to three range bands away. Sonic also has Immobilize 2 because of the disorienting effects of this intense sonic blast.

Telekinesis [28]: Manipulators can move any object

with their minds up to three range bands away. They can pick up objects of almost any size and mass depending on their level of concentration. They can move smaller ob- jects farther and faster than larger and heavier objects.

Ultra Vision [29]: Farseers can project their five

senses up to a kilometer away allowing them to see, hear, smell, touch, and taste anything within their extended range.

Insane Fury

These characters have had their brains altered so that hidden portions of their minds open when they are injured. The number of Actions of these characters doubles once they receive damage during a battle.

Internal Toxin X

A character with internal toxin stores various dormant diseases and inactive toxins within her body. The charac- ter’s immune system and metabolism are adapted to these toxins so they can be safely stored in her body. When she desires, she can selectively activate a specific toxin and release it through her skin or into any of her bodily fluids. The touch of these characters produces Lethal equal to their Internal Toxin rating.

Leadership

These characters forge the men around them into a true team. They provide everyone in their group with a specif- ic Advantage or an attribute or skill modifier. When this character dies everyone around them loses this bonus.

Mental Flaw

These characters have had their brains so drastically al- tered that they no longer feel pain and are almost impos- sible to kill without completely destroying their bodies. A character with Mental Flaw does not have a Stamina rating and is immune to Stun damage. A character with mental flaw has Life 20.

Mutant X

Mutants can be natural, selectively breed, or engineered so that they have a biologically based power. Each char- acter must have a specific mutation that provides him with a permanent advantage and the following mutations are available. Brute increases a character’s Strength rating by her Mutant rating. Rapid increases a character’s Agility rating by her Mutant rating. Logic increases a character Intelligence rating by her Mutant rating. Teleport allows a character to move a number of range bands equal to her Mutant rating for each Action spent. Metal Form gives a character an Armor rating equal to her Mutant rating and converts her hand attacks to standard damage. Op- tic Blast allows a character to deal damage with a range that are both equal to her Mutant rating. Psionic allows a character to deal Stun damage equal to her Mutant rating with unlimited range. Regenerate allows a character to restore her Life and Stamina equal to her Mutant rating each turn.

Noble

Nobility represents being born with royal blood or into a family with great wealth and power, which gives a char- acter social rank and position. Nobles in the Imperium not only live on special pleasure worlds but they have dozens of servants to fulfill their every desire.

Paragon

Paragon represents a perfect human specimen that re- ceives Acrobat, Ambidextrous, Beauty, Eagle Eye, and Brilliant.

Possessed

Many Imperial enclaves revolve around the occult and they have gained access to alternate dimensions of ethe- real beings that can take possession of humans and use them as their avatar. A possessed character’s Strength and Agility abilities are doubled. These characters also deal standard damage in hand combat. They no longer have a Stamina rating and they are immune to Stun damage and Lethal attacks.

Strike Legion

Resolve

Resolve allows a character to remain conscious, no matter how great her fatigue or injuries. Characters with Resolve are immune to Stun damage.

Slayer

Slayers integrate their bodies with nano manipulators that reconstruct and strengthen their bodies and minds in different ways. These nano manipulators reconstruct a slayer at the molecular and cellular levels.

Slayer Alpha: Slayer alpha lays down a super con- ductive pathway along each neuron in a character’s body, allowing his nerve signals to travel at almost the speed of light throughout her body. Slayer Alpha provides a char- acter with three extra Actions.

Slayer Beta: Slayer beta strengthens and improves a character’s body by reconstructing and strengthening her muscle fibers and boosting her adrenaline and endorphin levels during periods of peak physical activity. Slayer Beta provides a character with a +4 Strength modifier.

Slayer Gamma: Slayer gamma allows a character to regenerate any physical damage by reconstructing dam- aged cells, bone, and connective tissues at the molecular level. Slayer Gamma can repair one Life and ten Stamina every combat turn. A character can even regenerate sev- ered limbs or damaged organs if given enough time.

Slayer Zeta: Slayer zeta can reconstruct the surface tissues and bone structure of a person’s body making him appear like someone else. It controls tissue pigmentation and cell structure so that it can be used as a disguise or camouflage. Slayer Zeta provides a character with the equivalent of Stealth 6 and Infiltrate 6.

Slayer Omega: Slayer omega creates a matrix throughout a character’s entire body that allows him to generate a powerful electric field that can be concentrated as a destructive beam of energy, a shocking touch, or a defensive shield. Slayer Omega allows a character to gen- erate an energy pulse that deals ten damage up to three range bands away. Slayer Omegas can also generate a defensive shield with Shield 5 that restores each turn. A character can also touch a target to produce ten Stun dam- age. A character with Slayer Omega can only use one of these abilities each turn.

Slayer Zero: Slayer zero is the ultimate in slayer technology, because it boosts a character’s physical and mental abilities to their maximum potential. It provides a character with +3 Strength, Reaction, Agility, Intelligence, Perception, and Action modifiers. Slayer zero is so eva- sive that a character can no longer live without the con- stant presence of this active and functional slayer tech.

Spectral

The Occult Division of the Imperium has learned to im- plant the spirits of the dead into unwilling victims giving them unworldly powers. Spectral allows a character to phase out of existence at will so he can only be hit on nat- ural Attack rolls of 10. These characters can pass through solid objects by entering the ethereal state including solid walls or an opponent’s defenses. Spectral characters ig- nore an opponent’s Armor and Shield ratings and cover when they attack.

Symbiot

Characters with Symbiot have melded their bodies and minds with a sentient symbiotic organism. The character and the symbiot are totally integrated and if one dies, both die. The dual personality of symbiosis usually causes in- sanity but it provides extra skills and Acts of Mastery.

Trained From Birth

Characters with Trained from Birth have been put through a rigorous training program that has lasted their whole lives and has consumed their entire childhood. These individuals were either separated from their fami- lies or trained by family members to become an expert in a specific field. This intense training allows anyone to become an expert in any discipline but it can result in permanent mental scars and leaves the person with little or no social skills. These characters know only intense training and discipline, which usually results in aggres- sive and anti-social behavior. These programs are usu- ally designed to create super soldiers or specialists trained for political or military espionage. These character have a maximum Presence of one but receive a +2 dice pool

modifier for all tests.

Trained Tolerance

Trained tolerance represents a character’s trained re- sistance to the effects of various adverse conditions and dangerous or lethal substances. The following toleranc- es exist: Acceleration, Atmosphere, Gravity, Cold, Heat, Pain, Intense Light, Sleep Depravation, Alcohol, Drugs, Poison, or Toxins.

Strike Legion

Transformed X

The transformed are infected with a virus that allows them to transform their body into a biological construct with incredible speed and power. The character looks perfectly normal when he is not transformed but when he changes his entire body mutates into an organometallic structure. In the transformed state, a character’s Strength, Agility, and Defense change to his Transformed rating. A character also deals standard damage and moves his Trans- formed rating in range bands for each Action spent. These characters also have Shield and Armor ratings equal to his Transformed rating. The character can tear his chest open in the Transformed state to fire a biolaser that produces damage with a Range that are both equal to his Trans- formed rating.

Trans State X

A character with Trans State is infected with engineered nano manipulators that allow her to transform her body parts into bio constructs. Trans State allows a character to gain one of the following advantages at a time. Frenzy allows a character to increases her Strength to her Trans State rating. Speed allows a character to increase her Agility to her Trans State rating. Shell allows a character to gain an Armor rating equal to her Trans State rating. Blade allows a character to change her arms into resin blades that deal Damage equal to her Trans State rating. Burst allows a character to jump with such a great force that she can move a number of range bands equal to her Trans State rating for each Action spent.

Vampire Z

Vampire Z is caused by a very rare virus that radically modifies a character’s genome and cellular structure so they no longer age. A victim infected with Vampire Z is altered to have great physical power and speed, but this disease requires its victim to feed directly on sources of living energy, which can include other people. A vampire can simply touch another organic life form to drain its life force causing ten Stun damage. Cells altered by Vampire Z are very susceptible to damage caused by ultraviolet ra- diation so the infected must avoid direct sunlight, which causes five damage for each combat turn of exposure. Vampire Z gives a character +4 Strength, Agility, and Re- action modifiers. A character also gains incredible heal- ing powers that allow her to regenerate two Life and all her Stamina every combat turn. Vampires look extremely pale, have extremely gaunt and muscular bodies, and their eyes turn a dark red or bright yellow color.

Wyrm

Wyrms are symbiotic life forms that infect a willing host by integrating themselves into every part of her body. The wyrm gains nutrients from the host, which requires a character to eat five times more food than a normal person each day. The wyrm allows its host to heal two Life and ten Stamina per combat turn. It also allows severed limbs to be reattached and a character can actually regenerate a severed or incinerated limb within a few days.

The wyrm also slows the aging process of the host allow- ing humans and Gens to live up to three millennia without any signs of aging. The myths known as immortals prob- ably came from people infected with a symbiotic wyrm, which many scientists believe evolved with humans but their gestation period is so long that only a few hundred

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