Origin and Home World Traits

Hive World

Traits:

  • Accustomed To Crowds Crowds to not count as difficult terrain. No penalty to (or AGL test for) Running or Charging through crowds.
  • Caves Of Steel treat Tech Use (Int) as a Basic Skill.
  • Hivebound -10 Penalty to all Survival Tests. When outside a “proper hab” they take a -5 penalty to all Int tests.
  • Wary +1 to all Initiative rolls.

Feral World

Traits:

  • Iron Stomach +10 to Carouse Skill vs. injested toxins, poisons and tainted foods.
  • Primitive -10 penalty on Tech Use (Int) and Fel tests in formal surroundings.
  • Rite Of Passage can spend a full action to make an Int test to staunch blood loss. A success stops the bleeding.
  • Wilderness Savvy Navigation (Surface), Survival and Tracking as Basic Skills

Forge World

Traits:

  • Fit For Purpose Depending on Career Path increase a Characteristic by +3 (p.10 IH)
  • Stranger To The Cult -10 Penalty to tests vs. Imperial Creed and -5 to Fel tests when dealing with the Ecclesiarchy in formal surroundings.
  • Credo Omnissiah gains Technical Knock Talent (p.122)

Imperial World

Traits:

  • Blessed Ignorance -5 Penalty to Forbidden Lore Tests
  • Hagiography Common Lore (Imperial Creed),(Imperium) and (War) are Basic Skills
  • Liturgical Familarity Literacy & Speak language (High Gothic) are Basic Skills
  • Superior Origins Increase Wp +3

Void Born

Traits:

  • Charmed whenever you spend a Fate Point (not when you burn one) on a D10 roll of 9 you do not lose that Fate Point.
  • Ill-Omened -5 Fel when interacting with non-Void Born humans.
  • Shipwise Navigation (Stellar) and Pilot (Spacecraft) are Basic Skills.
  • Void Accustomed zero and low grav environments are not Difficult Terrain.

Mind Cleansed

Traits:

  • Engram Implantation begin play with Decieve, Intimidate skills. Common Lore (Tech) and Survival are Basic Skills. Begin play with the Jaded and Pistol Weapon Training (SP and Las) Talents.
  • Failsafe Control as per Dominate Psychic Power (p.178)
  • Imperial Conditioning +10 Wp vs. Fear or attempts to control or possess your mind.
  • Through A Mirror Darkly begin play with 1D5+2 Insanity Points. More details (p.12 IH)

Noble Born

Traits:

  • Etiquette +10 Bonus to Charm, Decieve and Scrutiny tests when in Formal situations.
  • Supremely Connected begin play with the Peer (Nobility) plus one other Peer Talent associated with the Family’s powerbase.

Schola Progenium

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Origin and Home World Traits

The Chronicles Of Soloss glewcifer