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By Sune Nødskou © 2010 DARK HERESY v. 1.1

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Page 1: sidexx the acolyte

By Sune Nødskou © 2010

DARK HERESYv. 1.1

Page 2: sidexx the acolyte

INR DUCTI N  I’ve  been  playing  RPGs  since before  I  really  recall.  I  think  it was  back  in  1984,  I  got  my hands  of  the  legendary Dungeons  &  Dragons  Basic 

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box set. And what a wonder! 

Ever  since  I’ve  been  exploring all  matters  of  popular  –  and truly  not  so  popular  –  games, always  searching  for  the  game which  game  the  right  feeling, but  also  the  right  setting  of course. 

One  particular  setting  that  I’ve been  waiting  for  was  the Warhammer  40.000  setting. And  luckily  for  me,  it  was published  by  Fantasy  Flight Games  a  couple  of  years  back, under the label Dark Heresy. 

As a  true  fan,  I’ve been playing that ever since it was published. Playing  and  enjoying  ...  but  not feeling. Because no matter how bleak,  endless  and  loveable  the setting  is,  I  found  the  system too  advanced  and  dominating r    . fo my liking

It  is  after  all  a  setting  of investigation  and  of  the  horror within.  Not  a  setting  meant  to be  focused  almost  exclusively on  combat  rules,  as  most systems typically do so well. 

Out of sheer  luck,  I was  invited to attend a play  testing session with one of my friends, testing a scenario  in  the  –  for me  at  the time  –  unknown  system  called the Esoterrorists. 

And  what  a  joy  it  was  for  me. Almost like finding the long lost relative.  Almost  like  coming home after a very long journey. 

Unfortunately to the frustration of  my  already  well‐established Dark  Heresy  roleplaying group,  I  planned  to  start converting  the  Dark  Heresy setting to the Gumshoe system, that  way  giving  me  the opportunity  to  explore  the fantastic setting, delving into all its  aspects,  without  using  huge amounts of time learning – and relearning – all the many rules. 

I could now use my time to feel the  universe.  Feel  the  God Emperor. Feel Chaos. Feel it all, as  I  set  myself  free  from  the bugging volumes of rules. 

And this document is the result of  my  works.  It  may  not  be done,  as  many  more  lenses, occupations  and  unique  ideas might  jump  to my brain within long. But for now, it will have to do. 

I hope you enjoy it, as much as I do,  and  also  that  you will  send me an e‐mail,  if you have some good ideas, you wish to test and 

add  to  this  conversion.  Every idea is welcome! 

Finally  I  wish  to  thanks  all my loyal  players  through  all  these years.  Thank  you  for  staying with me,  even  though  I  always have strange and new ideas for roleplaying our games. 

A  special  thanks  to  Christian Bechmann  for  helping me with the  equipment  conversion Nuno  Pereira  for working with the  psyker  rules,  Morten Wolff for  the  taking  part  in  the crunchy  combat  stuff  and  last but  not  least  a  big  thanks  to Robert  Eggers  for  keeping  his head  cool,  supervising  us  all through  the  process.  I  couldn’t have done this without you! 

‐ Sune Nødskou, 2010 ([email protected]

And  then  the  usual  legal  stuff, which we must  never  forget  to avoid  trouble.  The  fout  titles Ashen  Stars,  The Esoterrorists, Fear  Itself, The Esoterror Factbook  and Trail of  Cthulhu  are  trademarks  of Pelgrane  Press  Ltd. Warhammer  40.000  is  © Games  Workshop  Ltd.  Both Dark  Heresy  and  Inquisitors Handbook are both © Fantasy 

lFlight Pub ishing, Inc. 

No  legal  ramifications  were intended. Hope you’ll find none.  

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INDEX

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ACOLYTECREATION 3

OCCUPATIONS 3

Adept 3

Arbitrator 3

Assassin 3

Cleric 3

Guardsman 3

Psyker 3

Scum 3

Tech‐Priest 4

ORIGINS 4

FeralWorld 4

HiveWorld 4

ImperialWorld 4

VoidBorn 4

DRIVES 4

ABILITIES 5

ForbiddenLore 5

Peers 5

Psyniscience 5

AcolyteRank 5

Artillery 7

Communion 7

Firearms 7

Inspiration 7

Languages 7

Purity 7

Tactics 9

ABILITYLIST 6

HELP! 8

RESOURCEPOINTS 9

CRUNCHYSTUFF 10

NOCONVERSION? 10

AVAILABLERESOURCES 11

Firearms 11

MeleeWeapons 12

Grenades 12

Armor 12

Traits 13

Add‐Ons 14

Ammunition 14

GearsandGadgets 14

Drugs 15

Cyberware 16

Implants 16

BIBLIOGRAPHY 17

CHARACTERSHEET 18

CONTROLSHEET 20

SCENECARD 21

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THE AC LYTE

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AllcharactersinaDarkHeresyarecalledAcolytes.

In this section, I will dealwithall relevant information increatinganAcolyte,withalookinto theOccupation, theOrigin,the(optional)Lenses,theDrive,theAbilities(bothInvestigativeand General), the Resources,thePsiPowersandfinallysomeunique Warhammer 40.000tech.

ACOLYTECREATIONTocreate anAcolyte, youmustfollowthese6simplesteps.

1. ChooseanOccupation.

2. ChooseyourOrigin.

3. ChooseaDrive.

4. Buy Investigative abilities.See the table below for theamount of Build Pointsreceivedforthis.

5. Buy General abilities. AllAcolytes receive 60 BuildPointstothis.

6. Spend Resource Points toweaponry, cyberwareorpsipowers.EverysingleAcolytereceives20BuildPoints forthis.

OCCUPATIONSI think that the section ofOccupationsinTrailofCthulhusuits the Career system fromDark Heresy quite well,without making the rules toocomplicated.The listed Occupations belowareallconvertedfromtheDarkHeresy core rulebook, keepinga close eye to balance andflexibility.

If you miss some uniqueOccupations, please don’thesitate. Share it withme, so Icanaddittothisdocument.

ADEPTOccupational Abilities: Art(Illuminate), Art (Scribe),Astronomy (Calixis Sector),Bureaucracy, Cryptography,Document Analysis, History,Languages,Linguistics.

Special:UsetheentryfromtheProfessor on page TOC18,ignoringallreferencestoCreditRating and the extra tenureability.

ARBITRATOROccupational Abilities:Athletics, Bullshit Detector,Peers (Arbitrators), EvidenceCollection, Ground Craft,Firearms(Basic), Interrogation,Law,SenseTrouble.

Special:UsetheentryfromthePolice Detective on pageTOC17, substituting Peers(Arbites)forCopTalk.

ASSASSINOccupational Abilities:Athletics, Chemistry, Conceal,Impersonate, Outdoorsman,Scuffling, Shadowing, Stealthand either Firearms (Basic) orWeapons.

Special:UsetheentryfromthePrivate Detective on pageTOC17.

CLERICOccupational Abilities:AcolyteRank,BullshitDetector,History (Imperial), Inspiration,Research, Reassurance, Shrink,Theology (Imperial) and oneotherInterpersonalability.

Special: Chosen by the GodEmperor as his cleric, enablingyou to see the Light and guideyour flock, you are almostalways seen as the leader inyour cell. As a cleric, you startthe game with 2 in AcolyteRankforfree.

GUARDSMANOccupational Abilities:Athletics, Conceal, GroundCraft, Intimidation,Outdoorsman,Scuffling,Stealth,WeaponsandeitherArtilleryorFirearms(Basic).

Special:UsetheentryfromtheMilitaryonpageTOC15.

PSYKEROccupational Abilities:Bullshit Detector, Intimidation,Occult,Psyniscience,Research.

Special: Youdonothave extraspecial abilities. You alreadyhaveaccesstoplenty.

SCUMOccupational Abilities:Intimidation, Negotiation,Scuffling, Sense Trouble,Shadowing, Stealth, Streetwise,Systems Repair and one otherInterpersonal or Technicalabilityasapersonalspecialty.

Special:UsetheentryfromtheCriminal on page TOC13,ignoring the section regardingthemafia.

#ofplayers

InvestigativeBuildPoints

2 36

3 28

4 24

5+ 21

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TECH‐PRIESTOccupational Abilities:Communion, History, SystemsDesign, Systems Repair,Theology (Omnissiah) and oneTechnical Ability as a personaltouch.

Special: Worshippers of thenear heretical Omnissiah, tech‐priests are seen as barelytolerated infidels, and are nottreated very well in theInquisition.Thisprevents themfrom gaining any significantpower in the Holy Ordos,cappingtheAcolyteRankat1.

The tech‐priests are alsoequipped with specializedcyberware. See the text‐box onpage 27 of the Dark Heresyrulebook for an in detaildescriptionoftheseimplants.

ORIGINSInthispart,youhavetochoosethe origin of your character. Ishe from an often brutal andprimitive feral world, or bornon one of the massivespaceships travelling deep inspaceandclosetotheWarp?

Each Origin has a selection ofBoosts. You can read moreabouttheseinAshenStars.

FERALWORLDBoosts: Choose any three ofAthletics, Firearms (Basic),Medic, Outdoorsman, Riding orWeapons.

Origin‐SpecificFlavors:

Cast‐Iron Stomach: Only sufferhalf damage or penalty (rounddown) as a direct result fromtoxins, poisons and taintedfood.(Seerulesregardingdrugsand toxins on page 8 of theLittleGirlsLostscenario.)

Primitive: All uses ofInterpersonal abilities in acivilized environment cost 1point more (except for CoreClues).

HIVEWORLDBoosts: Choose any three ofBullshit Detector, Craft, OralHistory, Reassurance, SenseTroubleandShadowing.

Origin‐SpecificFlavors:

Wary:Wheneveritisneededtocheck the pools to find theaggressorandthedefenderinafight,aHiveWorlderadds+5tohiscurrentpool.

Hivebound: All uses of theOutdoorsman ability cost 1point more (except for CoreClues). Furthermore if you areout of a “proper hab” (e.g.places without manufacturedgoods, solid ceilings andelectrical power) you suffer +1toallDifficulties.

IMPERIALWORLDBoosts: Any three ofAstronomy (Calixis Sector),History (Imperial Wars), Law(Imperial),Occultism,Theology(Imperial).

Origin‐SpecificFlavors:

Blessed Ignorance: All uses ofthe Forbidden Lore ability cost1 point more (except for CoreClues).

Literacy: All from an Imperialworld can read andwrite theirnativetongueforfree.

Superior Origins: All testsagainst Stability have theirDifficultydecreasedby1.

VOIDBORNBoosts: Any three ofAstronomy, Athletics (in zero‐or low‐gravity), Negotiation,ShuttleCraft,SystemRepair.

Origin‐SpecificFlavors:

Charmed:Whenever you spendaFortunePoint,roll1d6.Ifyourolla6thepointwasnotspend.

Ill‐Omened: All uses ofInterpersonalabilitiesagainstanon‐void born cost 1 pointmore(exceptforCoreClues).

DRIVESThe box below lists all theDrivesthatIfoundappropriate,and thebook theybelong to insquarebracketsafterwards.

If you find something missing,please send me an e‐mail.

LIST OF DRIVES

Altruism[AST]

Antiquarianism[TOC]

Arrogance[TOC]

Atonement[AST]

Avenger[AST]

BadLuck[TOC]

Chronicler[AST]

Comradeship[AST]

Curiosity[TOC]

Derring‐Do[AST]

Duty[TOC]

Ennui[TOC]

Entrepreneurial[AST]

Exploration[AST]

Faith[AST]

FamilyTradition[AST]

Follower[TOC]

Footloose[AST]

GungHo[FIT]

Hotshot[AST]

InTheBlood[TOC]

Justice‐Seeker[AST]

NowhereElseToGo[AST]

Oblivious[FIT]

Professionalism[AST]

Programming[AST]

Pursued[AST]

RoleModel[AST]

Scholarship[TOC]

ScientificEnquiry[AST]

SexualAdventure[AST]

SomethingToProve[AST]

SuddenShock[TOC]

TechHound[AST]

ABBREVIATIONSFirstAST is short for Ashen Stars,thenFIT isshort forFearItselfandfinally TOC is short for Trail ofCthulhu.

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ABILITIESNow it’s time to choose theAcolytes Investigative andGeneral Abilities. On the nextpage, you will find a completelistofalltheavailableabilities.

Most of themare fromoriginalpublished books, but some arealso completely new or justslightlychanged.

You find the description of allthe new or changed abilitiesbelow.

INVESTIGATIVEABILITIES

FORBIDDENLOREYou have obtained forbiddenknowledge in areas eitherlabeled heretical or secret bytheInquisition.SuchknowledgeopenuptothebestkeptsecretsintheentireCalixisSector.

For each rating point inForbiddenLore,youmayselectanother type of lore in whichyouaregenerallyproficient.

Some of the more normalexamples include: AdeptusMechanicus, Archeotech, Cults,Daemonology, Heresy,Inquisition, Mutants, Ordos,Psykers, The Black Library,WarpandXenos.

(For a detailed description ofthesecategories,pleaserefertopageDH102.)

It isnotadvised, thatGMallowthis ability to be bought atcharacter creation.Furthermore the ability canonly be learned through directexposure to the lore, throughbooks, through a scholar or afirsthandencounter–ifyoulivetohavelearnedfromitthatis.

If you have any rating at all inthis ability, your Purity ratingcan never be higher than 10minus your Forbidden Lorerating.

LANGUAGESThe base language (free for allofcourse)isGothic.Obviouslyalot of dialects exist, but thelanguageisstillGothic.

The main difference betweentheoriginalabilityandtheDarkHeresy version is regardingliteracy. (See textbox for anoptionalwaytohandlethis.

PEERSThis ability is replacing theoriginal Cop Talk andStreetwise abilities. Instead ofgiving only the law and shadyangles, the character can nowspecify which sectors, he haspeers in.Forevery2fullratingpoints, another type can bechosen.

Hereare someexamplesof themost known types from theDark Heresy universe:Academics, Adeptus Arbites,Adeptus Mechanicus,Administratum, Astropaths,

Ecclesiarchy, Feral Worlders,Government, Hivers,Inquisition, Middle Class,Military, Nobility, The Insane,Underworld, Void Born,Workers.

(For a detailed description ofthesecategories,pleaserefertopageDH120.)

PSYNISCIENCE(PSYKERS)You can attune yourmind andvisiontotheebbandflowofthewarpandthe immaterium.Youcan:

Feel if the immaterium isdisrupted.

See and feel things of thewarp hidden from normalsight.

Seetheauraoflivingbeings.

Extend your normal sensesupto50metersaway.

GENERALABILITIES

ACOLYTERANKYou are an Acolyte of theInquisition, giving you bothstatus and abilities that mostpeople lack in the grim 41stmillennium.

The rating of this abilitysymbolizes your achieved rankwithin the Holy Ordos, asshowninthetextboxonpage7.This rank is actually a kind ofmilitary rank, giving youcommand over the Acolytesthatyououtrank.

You automatically start thegamewithrank1inthisability– unless you’re a psyker ortech‐priest, in which case youstart with 0. The holy Clericsstart with rank 2 for free ofcourse.

I strongly recommend, thatAcolytes are not allowed tostart above this free startingrating and that the maximumachievableincreaseare+1Rankperwellachievedscenario.

LITERACYIn Dark Heresy, illiteracy is thenorm.Toreflectthis,I’vecreatedthis optional set of rules that Ihopeissufficient.

All languages are bought at thenormal 1 point per language fortheilliterateversion,and1extrapoint to be literate in it. (Thelevel of literacy should be notedinbracketsafterthelanguage.)

In case of the native languageGothic,allknowitintheilliterateversionforfree,butmustpaytheadditionalpointtobeliterate.

Yvonne is playing a nasty scumfrom GunMetal Citywith Gothic(illiterate) at 0 points. Later onshehasarathernastyencounter,beingtakenhostagebyabandofmarauding Orks. Theimprisonment last for so long,that Yvonne decides to havelearned the Ork language, andsince she has been used aninterpreter in this foul language,she chooses to be literate in italso. Her final cost for Ork(literate)istherefore2points.

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ACADEMIC

Accounting(TOC)

Anthropology(TOC)

Archaeology(TOC)

Architecture(TOC)

Biology(TOC)

Cryptography(TOC)

Geology(TOC)

ForbiddenLore(NCA)

History(TOC)

Languages(NCA)

Law(TOC)

Linguistics(ESO)

Medicine(TOC)

MilitaryScience(EFB)

Occult(TOC)

Physics(TOC)

Psyniscience(NCA)

Research(ESO)

TextualAnalysis(ESO)

Theology(TOC)

INTERPERSONAL

BullshitDetector(ESO)

Bureaucracy(TOC)

Flattery(TOC)

Interrogation(TOC)

Intimidation(TOC)

Negotiation(ESO)

OralHistory(TOC)

Peers(NCA)

Reassurance(TOC)

TECHNICAL

Art(TOC)

Astronomy(TOC)

BioSignatures(AST)

Chemistry(TOC)

Craft(TOC)

DataRetrieval(AST)

DocumentAnalysis(ESO)

EnergySignatures(AST)

EvidenceCollection(TOC)

Forensics(TOC)

HoloSurveillance(AST)

Imaging(AST)

IndustrialDesign(AST)

Kinetics(AST)

Outdoorsman(TOC)

Pharmacy(TOC)

GENERAL

AcolyteRank(NCA)

Artillery(NCA)

Athletics(TOC)

Communion(NCA)

Conceal(TOC)

*Explosives(TOC)

Filch(TOC)

Firearms(NCA)

GroundCraft(AST)

Health(TOC)

HelmControl(AST)

Hypnosis(TOC)

*Impersonate(ESO)

*Inspiration(NCA)

Medic(AST)

Purity(NCA)

Riding(TOC)

Scuffling(TOC)

SenseTrouble(TOC)

Shadowing(TOC)

Shrink(ESO)

ShuttleCraft(AST)

Stability(TOC)

Stealth(TOC)

SystemsDesign(AST)

SystemsRepair(AST)

Tactics(NCA)

ABBREVIATIONSInthetableabove,Iusesomeabbreviations(placedinbracketsaftertheability),whichmayneedsomeexplanation.ASTforAshenStars,ESOisshortforEsoterrorists,EFBisshortforTheEsoterrorFactbook,TOCismaybenotsurprisinglyshortforTrail ofCthulhu (in case of abilities fromTOC, where two different uses is found (Purist and Pulp), always use the Pulpversion)andNCAisshortforNeworchangedability.

*TheseGeneralabilitiescanbeusedas Investigativeabilities in somecircumstances.TheyarealwaysboughtandbuiltasGeneralabilitiesthough.

AB I L I TY L I ST

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Points from this ability can beused in the same way as thePreparedness, found in otherGumshoepublications(suchasAshen Stars,TrailofCthulhuand the like). But instead ofcheckingtosee,whatyoumight–ormightnot–haveonyouinadditiontothebasicequipmentsupplied to each mission, thecheck is made to see, whetheryoucanget theadditionalhelpfromtheInquisition.

Foragenerallistofsomeofthepossibilitiesyouhave, seepage8forHELP!

ARTILLERY

Slightly changed version of theShip’sArtillery found inAshenStars. This version covers allkindsofheavyweaponry fittedon crafts. Space ships, shuttles,and ground crafts are allincluded.

COMMUNION(TECH‐PRIESTS)You can soothe and please theMachine‐Spirits, existing allaroundus.Thispowerfulabilityallows the tech‐priest to help

other Acolytes with checks onGeneralSkillswheretechnology– and thereby the Machine‐Spirits–arepresent.

If you wish to boost anotherplayers’ chance of success, youspend2pointstoadd+1tohisroll. (To soothe the spirits inyourowngear,therateis1:1ofcourse.)

Therangeofwhichyoucanusetheabilityis5metersperratingpoint,uptolineofsight.

This ability can even be usedafter a roll is made, turning afailureintoasuccess.Thiskindof use double the point costthough.

FIREARMS

This modified version of theTrailofCthulhucounterpartisdivided into three subcategories,whicharetreatedasseparate abilities. Thecategories are Basic, AdvancedandExotic.

A weapon belonging to theExotic category with a xenoorigin requires ForbiddenLore(Xeno)toacquire.

INSPIRATIONFunctions both as theInvestigativeAbilityfoundoninAshen Stars, but also as aGeneralAbility.

WhenusedasaGeneralAbility,the user is able to inspire hiscomrades,steelingthemforthethings to come. For each 2points used this way, thespeaker boosts the Stability ofthe characters of his choice(within hearing range) by +1.(He cannot use this ability onhimself though.) The bonuslasts for the rest of theencounter.

PURITYThis ability is actually just arenamedversionof Sanity (seepage TOC46), working theexactsameway.

If you have any rating at all intheForbiddenLore,yourPurityratingcanneverbehigherthan10minus your Forbidden Lorerating.

You start the gamewith rating4inPurityforfree.

The Pillars of Sanity (on thesame TOC page) are renamedto Litanies of Contempt, andshould be based on the well‐known ImperialWisdoms. (Forsome nifty examples, see thetextbox.)

If a Litany of Contempt isdestroyed, the twisting powersof Chaos has taken root in thedeepest parts of your soul,changing,bendingandwarpingbothmindandbody.

To reflect this grave and grimchange to the character, theplayershouldchoosesomekindof radical change, based oneitherbehaviorwithsomekindof cool, dark and twistedinsanity or in the flesh byfindingasuitablemutation.Seesome examples and ideasbelow.

IMPERIALWISDOM A suspicious mind is a

healthymind.

Aweapon cannot substituteforzeal.

An empty mind is a loyalmind.

Faithisourshield.

Hatred is the Emperor'sgreatestgifttohumanity.

Heresygrowsfromidleness.

Intoleranceisablessing.

No pity! No remorse! Nofear!

Youshallknownofear.

Foraverylonglistofexamples,visit theLexicanum website atwh40k.lexicanum.com,searchfor“thoughtsoftheday.”

ACOLYTERANK&TITLEWith increased rank comesincreased responsibilities – andacooltitleofcourse.

Belowyouwill finda listof themostwell‐knowntitles,usedbytheInquisition.

Rank0 Initiate

Rank1 Acolyte

Rank2 TrustedAcolyte

Rank3 CellLeader

Rank4 CellSupervisor

Rank5 Interrogator*

Rank6 Inquisitor

Ratings beyond 6 is not in thescopeofthisdocument,andtheabilityisthereforecappedat6.

*At rank 5 the Acolyte is givenInquisitorial authority and therosette to prove it. With thisappointment the Acolytereceivesanautomatic+1 to thedierollwhencallingforHELP!

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Sometimes Acolytes (and especially their players) find themselves in situations, where the oddsmight seemdevastatingly overwhelming, and only doom, total destruction or utter annihilation is a certainty. In thesesituations,itmightbeabetterfortheAcolytestowaitforthecavalrytocleanupthemess.

Don’t allow these rules to short‐circuit scenarios. Screaming for help every timea conflict emerges,mightdomoredamagetothehistorythangood.

Belowisalistofservices,theAcolytesmydrawuponincasetheyneedthem.Everyspecialservicehasatitle,adescription,aDifficultyNumberandmaybeaspecialrule.

Howfastthehelparrives,dependsonthecircumstances.Someplacesmightverywellbeimpossibletoreach,orimpossibletocommunicatefrom–suchasinthemiddleofagiantSpaceHulkdeepwithintheWarp.

SERVICE DNBASICEQUIPMENTSometimesyoumightneedextrasuppliesfromyoursuperiorstofulfillthemission.Basicequipmentcouldincludesurvivalgear,vox,pistolsandbasicdisguisesandwillnormallybesentbydropshiporthroughcontactsintheactuallocation.

2

FALSEIDENTITYAforgedfalseidentitycancomeinhandy,iftheoppositionsarebreathingdownyourneck.ThistypeoffalseidentitywillcheckupunderscrutinyfromallbutthemostdeterminedofinvestigatorswiththehighestlevelsofaccesstoAdministratumfiles.Appropriatedisguisesarealsoincludedandthesuppliesarenormallydeliveredbycourieroralocalcontact.Special:Peers(Administratum)grants+1tothedieroll.

4

SAFEHOUSEYouandtherestofyourcellwillhaveyourownsafehouse. Itwillbeshieldedfromvoxthievesandwillhaveasecureamourylocation.Therewillbeenoughroomsforeachcellmember,akitchen,atoiletandasecurecell.Itwillalsohaveroomforasmallworkshop.Noequipmentissupplied.Thesafehouse is usually made available in the cells current location, but can also be dropped down from a smaller transporter in completely deserted orhazardousareas.Special:Peers(Government,MilitaryorUnderworld)grants+1tothedieroll.

4

FLEETTRANSPORTAsupplyshiporsomeformofciviliantransportforwarptraveltonon‐prohibitedImperialworldsissuppliedforyouruse. 5

FUNDSIncaseofemergency20,000Thronesismadeavailabletoyouinasectorbankingsystemandisaccessiblebyyouorapre‐arrangedagent.Special:Afterthefirstrequisition,theDifficultyNumberforeachnewrequisitioninthesamescenarioisincreasedby+1.Peers(Administratum,NobilityorUnderworld)grants+1tothedieroll.

5

LOCALENFORCERSUPPORTAn exercise of control over local enforcers is given to you. Thismay alert certain people to your presence, so be careful that you can trustwho yourequisition.Generallyyougaincontrolofasquadof6enforcers,butexceptionalevidencemayallowforgreaternumberstobeobtained.Special:Peers(Military,NobilityorUnderworld)grants+1tothedieroll.

5

EXOTICEQUIPMENTArequestforveryrareorspecificequipmentissent.Anythingfromplasmapistols,psishielding,powerarmororforcefields.Takeverygoodcareofthisequipment,as the lendingpartymayrequire the timesbackorrequesta favour for lending themin the firstplace.This typeofdelivery ismostoftensuppliedbydropship,exceptinareaswithheavyInquisitionpresence.Special:Thisservicecanonlybeusedonceperscenario.Peers(AdeptusMechanicusorInquisition)grants+1tothedieroll.

6

ARBITESSUPPORTYouwishtoacquireassistancefromthelocalArbitesoffice.Theofficerswillnottakekindlytobeingre‐taskedtopointlessrolesandshouldbeusedindireemergencyonly.Theycanbedirectedtoarrestindividualsbasedonanyevidenceyoucanproduce.Special:Peers(AdeptusArbitesorInquisition)grants+1tothedieroll.

7

PDFTROOPERSByinquisitorialrequest,youobtaincooperationfromthelocalPDFunits.Thispowershouldbeusedonlyinexceptionalcircumstances,asyourInquisitorwillhavetoexplainwhytheywerecommandeered.Special:Peers(GovernmentorMilitary)grants+1tothedieroll.

6

MILITARYSUPPORTWheninneedoffirepower,calltheinfantry!TheImperialGuard,fromasmallunitoraslargeasanentirearmy,isputatyourdisposal.Thelargertheamountoftroops,thelongertimeitmighttaketoassemble.Special:Peers(InquisitionorMilitary)grants+1tothedieroll.

8

MAJORASSETSThisrequisitionissendwhenyouneedveryspecialized,extremelyhardtoget,maybeevenbannedequipmentforuseonapermanentbasis.Itcanbeanythingfromapermanentbasetoawarpcapablevessel.Special:Peers(Administratum,GovernmentorUnderworld)grants+1tothedieroll.

9

IMPERIALNAVYSUPPORTAnImperialnavalvesselorbattlegroupisappointedtoyou,helpingwithtransportandassistanceasneeded.Special:Peers(Military)grants+1tothedieroll.

9

ROGUETRADERTRANSPORTIfyouneedtransporttothefarcornersofthegalaxy–ormaybeeventounchartedterritoryoutsidetheCalixisSector–aroguetraderiswhatyouneed.This request comeswith extra benefits such as access toblackmarket knowledge, uncharted trade routes outside Imperial space and a very capablecaptainandhisvessel.Special:Peers(Astropaths,InquisitionorVoidBorn)grants+1tothedieroll.

9

ADEPTUSASTARTESSUPPORTThemostpowerfulpowermustbetheabilitycallonthenearestchapterofSpaceMarines!Youcanalsorequestaspecificchapterofyourchoice.Obtainingsuchservicecouldbeanentireadventureinitself,andshouldneverbeaneverydayexperience.Special:Peers(Inquisition)grants+1tothedieroll.OnlyAcolytesofRank5ormorecanrequestthisservice.

11

HELP !

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Rotting flesh: Your fleshturns gel like, dripping bileand oozing of rot. The onlyway tohide it isbycoveringyourskininbandages.

Demonic voices: Oh thesevoices. The second you arealone, they start to speak toyou, whispering profanitiesand tempting you to dowrong.

Wormblood: The blood inyour body is gone, replacedby small squirmingmaggots.Better not get wounded inpublic.

If the final Litany is destroyed,the character is now fully partof the Chaos hordes, twistedand damaged beyondrecognition, an empty shell ofhis former self. The charactercould very well be an eviladversary of his old comrades.(It’s time to create a newcharacter.)

On pageTOC76 you’ll find theCthulhuMythosStabilityandSanity Loss Table. Simplysubstitute references to theMythos with Chaos, and youhaveaverygoodtool.

TACTICSThis ability is a slightlyimproved version of the NavalTacticsfromAshenStars.

You must choose betweenNaval, Air Force, ArmouredDivision or Infantry, eachhaving different abilities toboost.

Naval: Helm Control, ArtilleryandSystemRepair.

Air Force: Shuttle Craft,ArtilleryandSystemRepair.

Armoured Division: GroundCraft, Artillery and SystemRepair.

Infantry: Athletics, FirearmsandStability.

RESOURCEPOINTSOneverymission,yourcellwillbe supplied with basicequipment such as basicweaponry, armour and othergadgets.

But what about your favoritemattblackboltersidearm,yourbattle armour drenched inblood from countlessbattlefields? And what aboutthecyberreplacement foryourarm,losttoOrkraiders?Orthepsi powers to enter, erase andblastthemindofyourenemies?

Don’t panic! That’s whatResourcePointsarefor.

Charactersreceive20ResourcePoints tobuyweapons, techorpsipowers.

All unspent points are kept, soyoucanusethemlateronifyouwish.

Note:When the first sessionofthecampaignstarts, thepsykerbuys psi abilities with BuildPoints,notResourcePoints!

Youfindthelistonpage11.

WEAPONS

This category includes rangedweaponry, melee weaponry,thrownweaponsandarmour.

CYBERWARE

Under this category you findthecyberware,whichyoumightwishtoinstall.

PSIPOWERS

Psi powers are treated verydifferently from the equipmentabove.

You still get the 20 points ofcourse,but insteadof findingalist in this supplemental, youshould find your own copy oftheMutantCityBluesandturnto page 27, where you find acomplete listofuniqueMutantpowers. In this conversion,weusethesepowersasthepsykerpowers.

How to buy them can be readon page 15 of the same book,where you also find the vitalQuadeDiagram(page17).

In case of powers with LegalRamifications (see page 30 ofMutant City Blues), you needthe Forbidden Lore (Warp)abilitytohavelearnedthese.

Ifyouhavebetter ideas,or justlike to rename all the MCBpowerstoamoreDarkHeresylikename,pleasesharewithmebye‐mail.

FATEPOINTS(OPTIONAL)The Fate points are a veryessential part of the DarkHeresy universe, and Ithereforestickwithit.

Theyfunctionintheexactsameway in thisconversionalso,butI divide them into Fate points(the powerful ones) andFortune points for minor help(refreshing every 24 hours ofgametime).

You start the gamewith2Fatepointsand2Fortunepointsforfree, but can only earn themfromthenon.

FORTUNEPOINTUSES

1pointgivesyoutheabilityto...

Reroll a failed GeneralAbilityroll.

Add+1 toyourdie roll.Canalsobeappliedafterrolling.

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CRUNCHYSTUFFIn this final part of theconversion,youwillfindashortlist of extra rules, that I use inmy Gumshoe Dark Heresygame, to create the right feeland also to have as manyelements from the originalgameatmyfingertips.

COMBAT

EventhoughDarkHeresyisaninvestigative RPG, there iscertainly also combat. (In thedarkfuture,thereisonlywar,asthey boldly teach us atGamesWorkshop.)

To reflect this, I’ve personallydecided to use all the extrarules from Extra CrunchyCombat found on page 44 ofTheEsoterrorFactbook.

DRUGS&POISONS

I recommend that you use thevery flexible drug rules foundonpage8intheLittleGirlLostscenario. If you don’t own thisbook, you can use the rulesfrom page 69 in Trail ofCthulhu.

OTHERDANGERS

A complete set of small rulesregarding acid, temperatureextremes, drowning andsuffocation, falling and fire canbefoundonpage68ofTrailofCthulhu, which are the rulesI’vedecidedtouseinmygames.

NOCONVERSION?No. Not in the true senseanyway. I think that the twosystemsareso farapart, thatanormalconversionispointless.

But if you are truly dying toconvert your original DarkHeresy character toGumshoe,Ihavesomesuggestions…

Investigative Abilities: Findyour original skill ratings,locate the most suitableGumshoe abilities and use theCharacteristic Bonus’ as theGumshoe ratings. (This ideawas originally found on theDarkReign40Kfansite.)

General Abilities: A muchtougher task. I think theyshould be found in theCharacteristics.

Weapon Skill should beWeapons.

Ballistic Skill would then beFirearms.

Strength andAgility averagedcouldbeAthletics.

Toughnessshouldbeignored.

Fellowship could function assome kind of bonus toInterpersonalAbilities

WillpowerwouldobviouslybeStability.

The ratingscouldbe convertedsomethinglikethis:

CharacteristicBonusx3

Wounds would be Health at a1:1conversion.

ThisisallthespaceIwilluseonatruecharacterconversion,asIthinkitismuchmorecorrecttostart over, creating a newcharacterfromscratch.

Some of you might wonderwhat to do if you start out ashigher ranked Acolytes. Don’tyou have more Build Points?WhataboutResourcePoints?

Butof courseyou–probably–do. But that, and the amount,depends entirely on thecampaign and the power ofyour opposition. Talk to yourGM,andheprobablyhavesomekindofideato,whatamountofpointsyougetextra.

And as with the rest of thisconversion: If you have coolideas or other great thoughts,pleasesharethem.

CONVERTINGCLUESThe uniqueness with theGumshoesystemisamustwhenmorphingthetwosystems.

Therefore I will make a verybrutal conversion, just to makethings extremely easy totranslateonthefly.

CORECLUES

All Tests made to gaininformation’s with a +10 % orhigher bonus, are consideredCore Clues, and therefore costnopoints.

FLAVORCLUES

Testsmadeat+0%to‐10%are1pointclues, ‐20%are2pointcluesand‐30%orhigherare3pointclues.

AWARDSLike in a typical Gumshoescenario, you should awardAcolytes 2 Build Points persessionplayed.

You should also reward themwith 5 Resource Points persession.

Asabonus,youmightfindwaysin a scenario to put in someextra Resource Points as eithercash or gadgets. (1 ResourcePointmeasuresapproximately5Thrones.)

If you find it suitable to rewardthem a Fate or Fortune pointafter successfully completing amission, do so also – but don’toverdo it! These points shouldonly be rewarded on specialoccasions.

Finally you can reward thecharacterswith lostPurity. Formore on how to do this, seepage81inTrailofCthulhu.

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FIREARMSWEAPON TYPE DAM. RANGE TRAITS COST

Bolas Basic ‐ Near Primitive,Snare 2

Autogun Basic +1 Long Auto(10) 20

Autopistol Basic 0 Near Auto(6) 15

BoltPistol Basic +2 Near Auto(2),Penetration(4) 50

Boltgun Basic +2 Long Auto(2),Penetration(4) 100

Bow Basic ‐1 Long Primitive 2

CombatShotgun Basic +1 Near Auto(3),Scatter 30

Crossbow Basic ‐1 Long Primitive 2

Flamer Basic +1 Near Energy,Flame 60

FlintlockPistol Basic 0 Near Primitive 2

GrenadeLauncher Basic * Long Damageisfromthetypeofgrenadefired 100

HandBow Basic ‐1 Near Primitive 40

HandCannon Basic +1 Near Penetration(2) 13

HandFlamer Basic +1 Near Energy,Flame 40

HuntingRifle Basic +1 Long Accurate,Scope 20

LasCarbine Basic 0 Long Auto(2),Energy 15

Lasgun Basic +1 Long Auto(3),Energy 15

Laspistol Basic 0 Near Energy 10

LongLas Basic +1 Long Accurate,Energy,Scope 20

Musket Basic 0 Long Primitive 6

Pump‐ActionShotgun Basic +1 Near Scatter 15

Shotgun Basic +1 Near Scatter 12

Sling Basic ‐2 Near Primitive 2

StubAutomatic Basic +1 Near Auto(3) 10

StubRevolver Basic +1 Near 8

InfernoPistol Advanced +5 Near Energy,Penetration(4) 1.500

Meltagun Advanced +5 Near Energy,Penetration(4) 800

PlasmaGun Advanced +2 Long Auto(2),Energy,Overheating,Recharge(3/2) 600

PlasmaPistol Advanced +2 Near Energy,Overheating,Recharge(3/1) 800

NeedlePistol Exotic 0 Near Scope,Toxic(3) 250

NeedleRifle Exotic 0 Long Scope,Toxic(4) 200

WebPistol Exotic N/A Near Snare 240

Webber Exotic N/A Near Area(5),Snare 360

HeavyBolter Artillery +3 Long Auto(10) 400

HeavyStubber Artillery +1 Long Auto(10) 150

MPLascannon Artillery +2 Long MassiveDamage(5/10) 1.000

RPGLauncher Artillery * Long Damageisfromthetypeofrocketbeingfired 240

AVA I LABLE RESOURCES

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MELEEWEAPONSWEAPON DAM. TRAITS COST

Axe/Club//Hammer/Sword +1 Primitive 5

ChainAxe/Sword +2 Penetration(2),Tearing 80

GreatAxe/Sword +2 Penetration(2),Unwieldy 14

Knife ‐1 Primitive 1

GRENADESWEAPON DAM. TRAITS COST

Frag 0 Blast(+1) 2

Krak 0 MassiveDamage(10/0,1) 10

Blind N/A Smoke 5

PhotonFlash N/A Flash 60

Halluciongen N/A MindBlasting(4/0) 8

FireBomb 0 Blast(‐1),Flame 1

ARMOURSARMOUR VALUE PROTECTS TRAITS COST

BeastFurs 2 Body Primitive 1

CarapaceChestPlate 6 Body Rigid 80

CarapaceGreaves 5 Legs Rigid 65

CarapaceHelm 4 Head Rigid 50

CarapaceVambraces 5 Arms Rigid 60

ChainCoat 3 Arms,bodyandlegs Primitive 10

ChainMail 2 Body Primitive 10

EnforcerLightCarapace 5 Arms,bodyandlegs Rigid 115

FeudalPlate 5 Head,body,armsandlegs Primitive,Rigid 24

FlakCloak 3 Body Flak 16

FlakGauntlets 2 Arms Flak 10

FlakHelmet 2 Head Flak 5

FlakJacket 3 Arms,bodyandlegs Flak 20

FlakVest 3 Body Flak 10

GangLeathers 1 Arms,bodyandlegs Primitive 5

GroxHides 3 Body Primitive 12

GuardFlakArmour 4 Head,body,armsandlegs Flak 60

HeavyLeathers 2 Arms,bodyandlegs Primitive 20

LightFlakCoat 2 Arms,bodyandlegs Flak 16

LightPowerArmour 7 Head,body,armsandlegs Airtight,Powered 1.700

MeshCombatCloak 4 Armsandbody Mesh 70

MeshCowl 3 Head Mesh 20

MeshGloves 3 Arms Mesh 24

MeshVest 4 Body Mesh 30

Powerarmour 8 Head,body,armsandlegs Airtight,Powered 3.000

QuiltedVest 2 Body Primitive 2

StormTrooperCarapace 6 Head,body,armsandlegs Airtight,Rigid 750

XenoHides 6 Body Primitive 1.000

XenoMesh 4 Arms,bodyandlegs Mesh 65

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TRAITSAccurate: Add +1 to Firearms dierollresultwhenrollingtohit.Foranon‐skilledgunner,anaturalresultof1isstillafailure.

Airtight: Some armour enclosestheentirebodyoftheuser,sealingoff any outside air, and supplyingthebearerwithaninternaloxygensupply. This gives completeprotection against grenades andexplosions (using the unadjustedarmour value for protection). Fornon‐airtight armours, theshockwave will affect the bearer,and the armor will only supplyminimum protection. (See Blastbelowforextrainformation.)

Area: When shot, the weaponcovers an area (in brackets) ofmeters in diameter. If people arestanding relatively close to eachother, assume that one personcoversonemeter.

Auto: The weapon has anautomatic firesetting(seepage44of The Esoterror Factbook fordetails). The number in bracketsare themaximumnumberof extrainstances of damage, the weaponcando.

Blast (X): Indicating an explosiveattacknormallyfromgrenades.Thenumber in brackets indicates thebrutalityoftheblast,resultinginamodifiertothecostoftheAthleticsspend to avoid damage. (See page49ofTheEsoterrorFactbook fordetails.) Only flak or airtightarmours protects full againstexplosions. Other armours onlyprotectswith0(forprimitivenon‐platearmours)or1(forallothers)because of the shockwave andshrapnelfollowingtheexplosion.

Energy: These kinds of weaponsfireenergyrelatedshots.Theycanbe blocked by the psychic powerHigh Energy Dispersal. All otherfirearmsarecanbestoppedbytheKineticEnergyDispersalpower.

Flak: Flak armours are especiallydesigned to protect againstexplosions resulting in +1 armorvalue against explosions fromgrenades,missileattacksandsuch.

Flame: On a successful hit, eachtargetmustmakeanagilitytest(6)or take damage and catching fire.(See page 68 of Trail of Cthulhufor details.) Only airtight armourprotects against flamer weapons.Other armours simply cannotprotect against the flame, smokeandheat.Thenumberofroundsanairtight armour can withstand theflame is equal to 2 x its armourrating. After this the heat is toointense, cooking the victim insidefor normal fire damage, until heeither dies of leaves the burningarmourbehind.

Flash:Theweapon detonates in ablindingflash.Anyonewithinshortrange must make an Athletics (5)test to avoid being blinded for 1dturns. In this period, all testsinvolving sight have a +3 to theDifficultynumber.

MassiveDamage:Weaponsofthistype are designed to peel thearmouroftanks.Thenumberinthebracket before the slash indicatesthe instances of damage theweapon does to an armouredvehicle –or toapersonwearing apower armour. The number aftertheslash ismultipliedbyanormalinstanceofdamagetoindicate,howmuch damage a normal human(either wearing armour or not)takes from a hit. (In case ofinsignificant foes, assume that onefoe dies per point of damageinflicted.)

Mesh: Armours of thisconstruction are especiallyprotective against fire and heat,offering an extra +2 to their valueagainstsuchattacks.

MindBlasting: The blast of theseweapons induces short‐livedpsychological statesanddelusions.Everyone within short range (andlineofsight)mustmakeaStabilitytesttoavoidlosingStabilitypoints.The Difficulty is the number inbrackets before the slash. Thenumber of points lost ifunsuccessful is 1d plus the bonusafter the slash. The description ofthe effect should relatively matchthepotentialloss.

Overheating:Iftherollmadetohitis a natural 1 roll a second die. Ifthe second result is 3 or less, theweapon overheats, causing the

wielder toeitherdrop theweaponortake1d‐2ofburndamagetothehands.3roundsofcooling(andnofiring) are necessary for theweapon to function again. If theseconddierollturnsoutasanother1, theweapon overheats violently,exploding like a grenade doing +1todamagewithBlast(‐1).

Power Field: If you successfullyparry a melee attack from anopponent (he rolls a natural 1 onthe roll to hit you), using a non‐powerweapon,thereisachanceof4 in6 that theopponent’sweaponwillbreakandbecomesuseless.

Powered: Powered armours arepowered by an internal battery.Thisbatteryneedstoberechargedevery12hours.Powerarmoursarefitted with a photon visor (+1 onSense Trouble rolls) and re‐breather (making airborne toxinsuseless). In addition, themechanical strengthof thearmouradds +2 to damage rolls whenusing the Weapons or Scufflingabilities.

Primitive: Primitive armours andweapons are – as the nameindicates ‐ products of primitiveform, still widely used in theImperium. The limited muscle ofthese weapons and the lessresistantmaterialsusedinarmoursmakes their modern counterpartsuperior in all aspects. Whenattacked by a primitive weaponwhile wearing a modern armour,the modern armour has doublevalue. When attacked by modernweapons while wearing primitivearmour,thearmourvalueishalved(rounddown).

Recharge: The weapon needsrechargeafterbeingfired.Thefirstnumber in the bracket is thenumberof rounds theweaponcanbefiredwithnopause.Thesecondnumber (after the slash) is thenumber of rounds it takes torechargeafterfiring.

Rigid: Armours of this type hasvery non‐flexible joints, makingthem next to impossible to actgraciously in. While wearing thistype of armour, all Athletics testshavetheirDifficultyNumberraisedby+1.

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Scatter:Weaponswiththisqualityfollowtherulesforshotgunsfoundon page 66 of Trail of Cthulhu,doing an additional +1 to damageatpoint‐blankrange inaddition tothenormal+2, fora totalbonusofextra+3todamage.

Scope:Theweaponisfittedwithascope as standard, opening up forthe crunchy sniping rules on page51ofTheEsoterrorFactbook.

Smoke: The smoke emits a bigcloud of smoke, blocking normalvision for approximately oneminute. (This time may beprolonged in an airtight room orverymuchshorteroutsideinheavywinds.) The area covered by thesmokeis15meterinradius.

Snare: On a successful hit, thetargetmustmakeanagilitytest(5)or be immobilized. After beingimmobilized the target can makean agility test (5) each round tobreakfreefromthebounds.

Tearing:Whenrollingfordamage,roll two instances and choose thehighestresult.

Toxic: If a weapon with this traitbeatsthearmourofthedesignatedtarget, a toxin is released in hisbloodstream causing (X) points ofdamage per turn until either hedies or (X) points from Medic isusedtostopthetoxin.

Unwieldy: The weapon is veryunbalanced. Every other turn thewielder must rebalance theweapon in order to attack again,effectively giving the weapon anattack every other turn. Thewielder can ignore this restrictionby pushing himself to the limit,adding +1 to all the testswith theweaponandcostinghim2pointsofHealthaftertheendofthefight.

ADD‐ONSCompact: The compactconstruction of theweaponmakesit easier to hide but also reducesthemuzzlepower.Add+3 to testsmade to discover theweapon, butalso reduce damage by ‐1.Upgrades: Any Basic or Advancedfirearm.Cost:Baseprice+10.

Exterminator: Upgrades theweapon with a one‐shot flamer.Add the Flame trait. Upgrades:Anyweapon.Cost:Baseprice+7.

Melee Attachment: A meleeweapon is fitted to the makingthem very effective in closecombat. The weapon deals 1d ofdamage with the Weapons ability.Upgrades:AnyBasicfirearm.Cost:Baseprice+5.

Mono Weapon: The edge of amono weapon is super fine andnever loses the edge. AddPenetration (2) and remove thePrimitive trait. Upgrades: Anyedged Primitive melee weapon.Cost:Baseprice+8.

Overcharge Pack: This add‐oneffectivelybooststhefirecapabilityof las weapons, producing morecarnage but also strains theweapon. Add +1 to damage andalso gain the Overheating trait.Upgrades: Any Basic las firearm.Cost:Baseprice+3.

PowerWeapon:Theweaponhasabuilt‐in disruptor field on thelength of theblade or on theheadoftheweapon.Increasedamageby+4andaddPenetration(6)aswellas the Power Field trait. ThePrimitive trait is removed.Upgrades: Any Primitive meleeweapon.Cost:Basepricex100.

Red‐Dot Laser Sight: The lasersightattachmentadds+1tothedieroll of a Firearms roll. Limited toShort range only though.Upgrades: Any Basic or Advancedfirearm.Cost:Baseprice+10.

Scope:The firearm is fittedwithascope, adding the Scope trait.Upgrades: Any Basic or Advancedfirearm.Cost:Baseprice+7.

Shock: If struckbyaweaponwiththis trait, the target must pass aHealth 7 roll (adjusted by -1 per Armour Value) or be incapable of any actions besides shaking in muscle spasms. Upgrades: Clubs and mauls. Cost: Base price +25. Silencer: Dampens the noise of ashot. Rolls made to hear thedampened shot are at +3 to theDifficulty. Upgrades: Any firearmfiring solid slugs. Cost: Base price+2.

AMMUNITIONThe description of each type ofammocanbefoundonpage142intheDarkHeresyrulebook.

Dumdum Bullets: Adds +2 todamagewhiletheprotectivearmorrating is doubled against thisattack.UsedWith: Hand cannons,stubautomaticsandstubrevolvers.Cost: 5 for bullets enough for onemission.

Hot‐Shot Charge: Adds +1 todamage, and rolling twice fordamage,picking thehighest result.Weapon Penetration is alsoincreased by +4. Used With:Lasguns, laspistols, las carbinesand long las. Cost: 3 for shotsenoughforonecompletecombat.

InfernoShells: Theweapon gainsthe Flame Trait. Used With:Shotguns, pump‐action shotguns,combat shotguns and all boltweapons.Cost: 3 for shotsenoughforonecompletecombat.

Man‐Stopper Bullets: Theweapons Penetration value isincreased by +3.UsedWith: Stubrevolvers, stub automatics, handcannons autopistols and autoguns.Cost: 5 for bullets enough for onemission.

OverchargePack: Adds +1 to theweapons damage. Used With:Lasguns, laspistols, las carbinesand long las. Cost: 6 for shotsenoughforonemission.

GEARANDGADGETSAuspex/Improved Scanner:Grant the user one free spend inthe Bio Signatures or EnergySignaturesabilities.Cost:29.

Cameleoline Cloak: Adds +2 toConcealrolls.Cost:100.

Chrono: Used for knowing whattimeitis.Cost:8.

ClipHarness:Adds +3 to Athleticrollswhenclimbing.Inadditionthewearercannotfalldown.Cost:5.

Combi‐Tool: Adds +1 to SystemsDesign and Systems Repair rolls.Cost:40.

Data‐Slate: A must‐have for mostAcolytes.Cost:5.

DemolitionCharge:DoesMassiveDamage(5/10).Thedamageisperkilo of explosives. In case ofmorethan one kilo, multiply the finaldamagebytheamount.Cost:50.

Excruciator Kit: Grant the useronefreespendintheInterrogationability.Cost:75.

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Filtration Plugs: Adds +2 toHealth rolls when resistingairbornegasses.Cost:3.

Glow‐Globe: Illuminates thesurroundings in two importantscenes. They are found in either alamp model that completelyilluminates a room or in atorchlight model that produces acone of light up to Long range.Cost:3forbothmodels.

Grapnel: Grapnels use a smalllauncher to fire a hooked ormagneticgrapneluptoLongrange.Once the grapnel is attached, theuser can climb the line or use apowered winch. Climbing thegrapnel adds +1 to the Athleticsroll, where the powered winch isan automatic success. Cost: 6; 7withthepoweredwinch.

Lascutter: Lascutters can be usedtocut throughrock,steelorheavyarmors plating, at the speed ofapproximately 10 cm per minute,adjustedbythematerial.Cost:13.

Magnoculars: Magnoculars canmagnifydistantobjects,give rangeread‐outs, detect heat sources,calculate target location and takeimagesnapshots.Cost:11.

Manacles: Trying to escape thesehandcuffs demands an Atheltics 5test,witheachfailedrollcausing1pointofdamageandraisingtheTNby +1 (to a maximum of TN 8).Cost:7.

Medikit: Adds +2 to the usersMedicrating.6dosesoftheStimmdrugareincludedforfree.Cost:30.

Micro‐Bead: Micro‐beads are ashort‐range communication devicewornintheear.Therangeisaboutone kilometer depending on theweather and intervening terrain.Cost:4.

Multikey: Adds +3 to SystemRepair rolls when trying to openlockeddoors.Cost:30.

Photo‐Visor: Photo‐Visor makesthe wearer treat even the deepestdarkness asnormaldaylight.Cost:20.

PictRecorder: Pict Recorders arerelative simple live‐mediarecorders with some holographiccapabilities, which allow playbackaswellasrecording.IfyouhavetheImaging ability, you automaticallyhavethisdeviceforfree.Cost:20.

Psy‐Focus:Adds+1torolls inonespecifiedpsykerpower.Cost:20.

Re‐Breather: Includes amask/helmet and a canister of airfor one important scene. Re‐breathers make the wearerimmune to all the effect of gassesandalsogranttheabilitytobreatheunderwater.Cost: 10. (Additionalcanisterscost5.)

Recoil Glove: Enables the wearerto shoot anynon‐Artilleryweaponusingonlyonehand.Cost:17.

Respirator/Gas‐mask:Adds+3toHealth rolls when resistingairbornegasses.Cost:5.

SacredMachine Oil: A small vialwith enough uses for onemission.When applied to equipment, theTech‐Priest receives a free spendonCommunionwhenboostingthatparticularequipment.Cost:30.

Screamers: Adds +3 to the usersSense Trouble ability for thestandard model. Cost: 28 (+1 foreachadditional+3boost).

Stummers:Adds+3toStealthrollswhen rolling to move silently forthestandardmodel.Cost:5(+1foreachadditional+1boost).

Synskin:SynskinhasAmourValueof 2 and adds +1 to Conceal andStealthrolls.Cost:500.

Void Suit: Enables the wearer tosurvive in most environmentsincludingspaceand incorporatesare‐breather.Cost:20.

Vox‐Cast:Acommunicationdevicewhich enables its user tocommunicate over long distancesincludingshipsinorbit.Cost:60.

Writing Kit: Contain papers, inksandquills.Cost:4.

DRUGSAllnormaldrugsandconsumables(amasec, lho‐sticks, obscura, recaf,and rotgut booze) are all treatedwiththerulesfromLittleGirlLostpage8.

De‐Tox: If administeredimmediately after facing the effectof drugs, toxins or gasses, all theeffects (both good and bad) arenegated. The toll on the body isheavy though. The subject suffersthe same effects as beingHurt forthe next scene from extremeheadache and dizziness. Cost: 13perdose.

Frenzon: Once administered, theusergoesberserk.Youadd+1toallmelee damage rolls, must makeReckless Attacks (see page 51 inThe Esoterror Factbook)wheneverpossibleandareimmuneto Stability rolls made to resistshock effects. This lasts for onecombat, after which the usersuffers 2 points of damage, actingviciously paranoid and feelingintense pain in all joints, reducingAthletics rating by ‐2. These sideeffects lasts the following scene.The damage is permanent though.Cost:19perdose.

Slaught: Adds +3 to the Athleticsand Sense Trouble ratings of theuserforonefullscene,actingtenseand hype. After that the usersuffers ‐2 to the same ratings fortwo full scenes acting disorientedandconfused.Cost:15.

Spook: Non‐psykers must make aStability 4 roll. On a failure thesubject takes 3 point of Stabilitydamage. On a success, aspontaneously psi power emerges.Roll2dontheQuadeDiagram inMutantCityBlues(onetofindtherow, the next to find the column)and pick a suitable power with arating equal to the users Stability.Thepowerlastsforthreecompletescenes,andmight–iftheGMfindsit amusing – activateuncontrollably. If the user is aPsyker,hemustmakeaStability4test. On a failure take 1 point ofStability damage. On a success headds+2 toall rollswhenusinghis

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powers within this and the nextscene.Cost:79.

Stimm: When applied the userignores the effect of damage up toHealth‐11(seriouslywounded)forthis and the following scene, afterwhichhetakes2pointsofdamageand suffers ‐2 melee damage andreducing Athletics rating by 2 dueto temporary nerve shock andmuscle cramps. These side effectslast for two scenes, except thedamage which is permanent ofcourse.Cost:4.

CYBERWAREIf you chose to have cyberwareinstalled just to describe yourcharacter,thepriceis0.

Be ita replacedeye,anewarmorsomething else flashy, the price isstill0.

When cyberware starts to twiststhebasicrulesofthegame,it’stimetopaysomepoints.

BionicArms:Thisenhancedsetoflimbsofferbetter capabilities thanthehumannorm.After installationyou subtract ‐1 from all TargetNumbers made against specifictasks such as tests made fordelicate manipulation (such asFilch) or where strength isimportant (Athletics for arm‐wrestling or climbing). In additiontothis,damagefrombionicarmsisincreased by +1. This also workswhen wielding melee weapons inenhancedarms.Cost:600points.

Bionic Locomotion: Your legs,hips and pelvis are enhanced,giving ‐2 to Athletics Target

Numbers involving running andleaping.Cost:900points.

Bionic Respiratory System: Thelungs are replaced by a full lifesupportsystem,makingyouabletobreathe underwater and totallyignoring the effects of airbornetoxinsandgasses.Cost:480points.

IMPLANTSA combination of bionic andcybernetic enhancement made toenhance the internal parts of thebody.

Auger Arrays: Built‐in sensors,givingafullauspexpackager,offersa free spendon theBioSignaturesand Energy Signatures abilities.Furthermore all Sense Troubletests are permitted a re‐roll.Cost:600points.

Ballistic Mechadendrite: Ashoulder mounted laspistol (withthe Compact add‐on). Cost: 120points;Tech‐Priestsonly!

Cortex Implants: An extremelyrare brain implant, offering a freespend on all Investigative Abilities(except Interpersonal), but alsocappingStabilityat10.Cost:1.000points.

Cybernetic Senses: Each sense istreated as a different implant,offering +1 to rolls made againstSenseTroublewheretheparticularsense is involved. Cost: 1.350pointspersense.

Manipulator Mechadendrite: Avery powerful shoulder mountedmechadendrite used mainly forlifting and carrying up to 150 kg.The mechadendrite can also be

used as a club (with the Prmitivetrait)doing1d+3pointsofdamage,but completely lacks the ability offine manipulation. Cost: 100,points;Tech‐Priestsonly!

Medicae Mechadendrite: A two‐meterlongflexiblearmformedicaland surgical assistance. It adds +2points to the Medic ability. Thebuilt‐inchainscalpelcanbeusedasasmallweapon(doing1d‐2pointsof damage), and also offers a freespend on the Interrogation ability.Cost: 100 points; Tech‐Priestsonly!

MindImpulseUnit:AlsoknownasMIUs or sense‐links, Tech‐Priestssee these implants as divineconstructions. It adds +1 to theCommunion, Firearms, GroundCraft and Shuttle Craft abilities, aslong as the craft or weapon islinked to the MIU. Cost: 1.050points.

Optical Mechadendrite: A threemeter long highly flexible camera‐studded arm, enabling the bearertoseeunderdoors,overwallsandother hard‐to‐reach spots. Thecamera suffers no penalties fordarkness. Cost: 80 points; Tech‐Priestsonly!

Utility Mechadendrite: A twometer long limb with a variety oftoolsattached.Itadds+1tothedierollwhenusingtheSystemsDesignor Systems Repair abilities. Canalso double as a knife (with theMonoWeapontrait) inflicting1d‐1pointsofdamage.Inmeleecombatthe arm can be used to distractopponents, effectively raising thebearers Hit Threshold by 1. Cost:100points;Tech‐Priestsonly!

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Page 17

SCENECARDAs a final act of creativity, I’vecreatedagenrespecificscenecard,especially made for the DarkHeresygame.

Youwill find the card on the finalpageofthisdocument.

Personally I cut the picture andlaminated it for a sturdy – andquitenicelooking–solution.

STAYTUNEDThatwasall Ihad inmind for thisconversion. Now it’s time tocontinue my gaming groupsexciting journey through theHaarlock’sLegacyTrilogy,neatlyconvertedtoGumshoe.

In early 2011 I will probablypublish my second conversion,lookingatalltheexcitingstufffromTheInquisitorsHandbook.

I’ve already took some shots atsomeoftheBackgrounds(whichIrenamedLensesforabroaderviewanduse)inmyowngaminggroup,andtheplayerslikedthem.

Mid 2011 will perhaps bededicated to a serious look ateitherTheRadical’sHandbookorDisciples of the Dark Godsconversions.

Ifyouhaveanyspecialrequests totheseconversions,or justwantmeto work on other Dark Heresybooks first, simply drop me an e‐mail and I will take it intoconsideration.

BIBLIOGRAPHYBelowyouwillfindalistofthebooksI’veusedinthecreationofthisconversion.

Onlythefinalbook(LittleGirlLost)isoptional.Allotherbooksareessential,ifyouwantthecompletebackgroundsanddescriptionofthethingsinthisdocument.

So don’t hesitate. Rush to your nearest bricks and mortar game shop or use yourfavoriteinternetmarkettosecureyourveryowncopies.

DARKHERESY TRAILOFCTHULHU ASHENSTARS

THEESOTERRORISTS THEESOTERRORFACTBOOK LITTLEGIRLLOST

ME…THEAUTHORDanepushing39,livingjustoutsideCopenhagenwithmy lovely wife Pia, andmywonderful 10year old son Emil. Even though it’s traditionamongst writers, I completely lack any furrypets.

I’ve been playing all kinds of roleplaying sincemyawakeningin1984,anddon’thaveanyplansstopping!

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ACADEMIC RATING POOL

A

A

A

A

B

C

G

F L

H

L

L

L

M

M S

O

P

P

R

T A

T

INTERPERSONAL RATING POOL

B D

B

F

I

I

N

O H

P

R

TECHNICAL RATING POOL

A

A

B S

C

C

D R

D A -

E S

E C -

F

H S

I

I D

K

O

P

GENERAL RATING POOL

A R

A

A

C

C

*E

F

F (B )

F (A .)

F (E )

G C

H C

H

*I

*I

M

R

S

S T

S

S

S C

S

S D

S R

T

W

CHARACTER NAME, OCCUPATION, ORIGIN, DRIVE & LITANIES OF CONTEMPT

FATE

FORTUNE

HEALTH

STABILITY

PURITY

HIT THRSH

BUILD- & RESSOURCE POINTS

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PSI POWERS — INVESTIGATIVE RATING POOL

PSI POWERS — GENERAL RATING POOL

WEAPONS, TOOLS & MISCELLANEOUS

CYBERWARE & IMPLANTS

INSANITIES & MUTATIONS

PSI DEFECTS

NOTES

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P

C

O

O

D

H

S

P

A

A R

A

A

A

A

A

A

A

B S

B

B D

B

C

C

C

C

C

D R

D A

E S

E C

E

F

F

F

F L

F

G

G C

H C

H

H S

H

I

I

I D

I

I

I

K

L

L

L

M

M

M S

N

O

O H

O

P

P

P

P

R

R

S

S T

S

S

S C

S

S D

S R

T

T A

T

MOMENTS OF STARDOM C c c c c C c c c c C c c c c C c c c c C c c c c

W

Page 22: sidexx the acolyte