The Cursed Planet Malice V
Basic Weapon Training
Exotic Weapon Training
Heavy Weapon Training
Melee Weapon Training
Thrown Weapon Training
Common Lore (Int) (Advanced)
Subtypes: Adeptus Arbites, Machine Cult, Administratum, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperium, Tech, Underworld, War, other at GM discretion
Emphases: Pretty much anything
Description: Use the Common Lore skill to recall the habits, institutions, traditions, public figures and superstitions of a particular world, cultural group, organisation or race. This Skill does not represent scholarly learning (that is Scholastic Lore), nor obscure forbidden knowledge (that is Forbidden Lore), but rather the basics you learn by growing up or travelling extensively through a region.
The normal TN for a Common Lore roll is 15, allowing you to recall basic information about the subject. More obscure information may require raises as determined by the GM.
Adeptus Arbites: Knowledge of the various arms and sub-sects of the Arbites, including such things as their ranking structure and common procedures.
Machine Cult: A general understanding of the symbols and practices of the Mechanicus, as well as such things as formal greetings and identifying rankings.
Administratum: Broad knowledge of the inner workings, rules and regulations of the Administratum.
Ecclesiarchy: Understanding of the hierarchy of the Cult of the Emperor, its rankings, greetings and general practices.
Imperial Creed: Knowledge of the rites and practices of the Imperial Cult, the most common observances to the Emperor and the most well-known saints.
Imperial Guard: Basic information about the ranking systems, logistics and structure of the Imperial Guard as well as such things as their common practices, both tactical and strategic.
Imperium: Knowledge of the sectors, segmentums and most wellknown worlds of the Imperium.
Tech: An understanding of simple litanies and rituals to sooth and appease machine spirits.
Underworld: Understanding of organised crime and sedition within the Imperium.
War: Knowledge of great battles, notable (and notorious) commanders and heroes, as well as famous stratagems.
Using Common Lore takes no time at all. You either know something or you do not
Scholastic Lore (Int) (Advanced)
Subtypes: Archaic, Astromancy, Beasts, Bureaucracy, Chymistry, Cryptology, Heraldry, Imperial Creed, Judgement, Legend, Numerology, Occult, Philosophy, Tactica Imperialis, other at GM discretion
Emphases: Pretty much anything
Description: The Scholastic Lore skill grants you knowledge of a particular scholarly subject. A successful Test enables you to recall pertinent facts and—if you have access to the proper facilities or resources—to do research. Scholastic Lore represents a depth of learning far beyond Common Lore and it requires extensive study.
You make Scholastic Lore Tests to identify an object, creature or place that falls under your particular area of expertise. A successful Test about a subject related to your sub-type reveals the basic information.
|15||Reveals basic information success known to people of your training.|
|20||Reveals uncommonly known information, even among your peers.|
|25||Reveals obscure information about the subject. Such information is known to but a few scholars.|
|30||Reveals extremely obscure information, known only to a handful of experts.|
In some areas, Scholastic Lore overlaps with Common Lore and Forbidden Lore, but almost always represents a far greater—and more academic—level of study. A character with Common Lore (Imperial Creed) might understand the day-to-day rituals and prayers gained from living under the creed, whereas a character with Scholastic Lore (Imperial Creed) might be able to explain why such rituals exist and how they have changed over the millennia.
To recall a fact or tidbit about the subject, a Scholastic Lore Test takes no time at all. You either know the fact or not. Researching, assuming you are in the proper environment to do so, takes far longer. You may make one Academic Lore Test every 1d10 hours.
Archaic: An understanding of the murky past of the Imperium and how the long millennia have changed the face of mankind.
Astromancy: A knowledge of stars, heavenly bodies and the nature of worlds, as well as theoretical understanding of how to use telescopes, astrolabes and so on.
Beasts: An understanding of the classification of animals and familiarity with the properties of many types of semi-sentient creatures.
Bureaucracy: An understanding of how to deal with governments, particularly the Administratum, and their many and varied departments, forms and policies
Chymistry: A knowledge of chemicals, their alchemical applications and their use throughout the Imperium.
Cryptology: An understanding of codes, ciphers, secret languages and numerical keys. This may be used to either crack a code, or create one.
Heraldry: A grasp of the principles of heraldry, as well as a knowledge of the most common liveries, seals and heraldic devices used in the Imperium.
Imperial Creed: An understanding of the rituals of the Ecclesiarchy, the construction of their temples and the finer points of liturgy. May be used to conduct rituals for others.
Judgement: Knowledge of the proper punishments for the myriad of crimes and heresies punishable by Imperial law
Legend: A knowledge of the great histories of old, such as the terrible Horus Heresy and the Dark Age of Technology.
Numerology: An understanding of the mysterious properties of numbers, from Catastrophe theory to the Sadleirian litany.
Occult: An understanding of occult ritual, theories and superstitions, as well as the better known mystical uses of occult items.
Philosophy: A knowledge of the theories of thought, belief and criticism. May be used for debate and for creating philosophical works.
Tactica Imperialis: A grounding in the Tactica Imperialis, as well as other theories of war, troop deployment and battle techniques. May be used to plan a battle or deduce the likely flow of war.
Medicae (Int) (Advanced)
Subtypes: Non-human (specify)
Emphases: Long Term Care, Treat Wounds, Antidote, Disease
Description: TN to Treat Wounds is 15. This heals 1k1, and an additional 1k0 per raise. A Medicae roll to Treat Wounds may only be done once per day per patient. The TN is modified by an amount equal to the injury penalty (normally this is +3 for nicked, +5 for grazed, +10 for hurt, +15 for injured, +20 for crippled, +40 for down).
TN for Long Term Care is as for Treat Wounds, but the patient makes a Toughness roll and adds this to your Medicae roll. This kind of care allows one roll at the end of a number of days of care equal to injury modifier (e.g. one roll every 20 days for crippled).
- Rank 5: Heal an additional 1k1
- Rank 7: Treat Medicae as a Basic Skill (i.e. may use untrained on other species)
Emphases: Ordo, Race, Profession
Description: TN to achieve disguise is 15. Others must use Scrutiny (Per) to see through the disguise at TN 15+5 per raise you make.
Rank 3: Reduce TN by 5
Rank 5: Reduce TN by 10
Rank 7: Reduce TN by 15
Sleight of Hand