WEAPON SKILL (WS) Weapon Skill measures a character's competence in hand-to hand fighting, whether using fists, knives, or chainswords.
BALLISTIC SKILL (BS) Ballistic Skill reflects a character's accuracy with ranged weapons.
STRENGTH (S) Strength represents how physically strong a character is. It likewise helps determine one's carrying capacity.
TOUGHNESS (T) Toughness defines how easily a character can shrug off injury as well as how easily he can resist toxins, poisonous environments,and disease.
AGILITY (AG) Agility measure's a character's quickness and reflexes
INTELLIGENCE (INT) Intelligence is a measurement of a character's acumen, reason, and general knowledge.
PERCEPTION (PER) Perception describes how aware a character is of his surroundings and the acuteness of his senses.
WILLPOWER (WP) Willpower demonstrates a character's mental strength and resilience; his strength and toughness of mind. It is his ability to withstand the horrors of war, and— in the case of some individuals—the potency of psychic powers.
FELLOWSHIP (FEL) Fellowship is a character's ability to charm, command, or deceive.
INFAMY or FAME (INF) (FAME) Infamy is a measure of a character's reputation and presence when it is the negative, and fame is this the positive form of such. Both ratings have bonuses and penalties as this number goes up or down.
CORRUPTION (COR) The horrors of war can have many effects on one's mind. Or perhaps their body, if it evolves.
For A Basis, 30 is the basic statline for a normal human, for both sets of skills.
-Administrative Skills. These are separate from the others, and represent more of a big picture then the other skills. In other words, for when you are commanding campaigns or things outside of a personal action.
Diplomacy: How skilled of an orator you are, and being able to negotiate with others.
Economics: They say that money makes the world go around, and they would be right. This skill determines things such as improving a worlds tithe, or making new trade routes.
Spycraft: This skill determines how good you are at acting behind the scenes, from infiltrating a rogue planet to committing acts of sabotage on a grand scale.
Grand Strategy: Planning a massive campaign requires knowing what you need, and where to strike. You also have to know your supply chains, and who is best at what. This is what this skill encompasses.
Personnel Knowledge: This skill determines just how hood you are at making your technological ideas into reality, while also having an understanding of other works while you have the time to study them.
-Skills
Skill|Characteristic|Descriptors
Acrobatics| Agility|Movement
Athletics| Strength| Movement
Awareness| Perception|Investigation
Charm| Fellowship| Interaction, Investigation
Command| Fellowship|Interaction
Commerce| Intelligence| Interaction, Investigation
Common Lore| Intelligence| Interaction, Investigation
Deceive| Fellowship| Interaction, Investigation
Dodge| Agility| Movement, Combat
Forbidden Lore,| Intelligence| Interaction, Investigation
Inquiry| Intelligence| Interaction, Investigation
Interrogation| Willpower| Interaction, Investigation
Intimidate| Willpower| Interaction, Investigation
Linguistics| Intelligence| Interaction, Investigation
Logic| Intelligence| Investigation
Medicae| Intelligence
Navigation| Intelligence
Operate (Surface)| Agility
Operate (Aeronautica)| Agility
Operate (Voidship)| Intelligence
Parry| Weapon Skill| Combat
Psyniscience| Perception
Scholastic Lore†| Intelligence| Interaction, Investigation
Scrutiny| Perception| Interaction, Investigation
Security| Intelligence
Stealth| Agility| Movement
Survival| Perception| Crafting, Movement
Tech-Use| Intelligence| Crafting, Investigation
Trade| Intelligence| Crafting, Interaction
Scholastic Lore Specializations:
Astromancy: A knowledge of stars, singularities, and the worlds around them, as well as theoretical understanding of how to use telescopes, astrolithic charts, and the like.
Beasts: An understanding of the genus and families of animals and familiarity with the characteristics and appearance of many semi-sentient creatures.
Bureaucracy: A familiarity with the rules and regulations involved with governments, particularly the Adeptus Administratum and their many and varied departments, bureaus, and policies.
Chymistry: A knowledge of chemicals, their alchemical applications in a number of uses, and their prevalence or scarcity throughout the Imperium
Cryptology: An understanding of codes, ciphers, cryptographs, secret languages, and numerical keys. This may be used to either create or decipher encryption.
Heraldry: A grasp of the principles and devices of Heraldry, as well as a knowledge of the most common seals and heraldic devices used by the Imperium's most noble houses and families.
Imperial Warrants: Information concerning the establishment, legal scope, and use of the warrants used to by Rogue Traders, as well as the most well known and dynastic warrants of the Imperium.
Judgement: Understanding of imperial law, and the various punishments and procedures.
Legend: Going beyond archaic knowledge, this encompasses most ellusive portions of Imperial and Human history, such as the Dark Age of Technology andthe Age of Strife,
Navis Nobilite: Lore concerning the family trees, contracts, and histories of the great houses of the Navigators.
Numerology: An understanding of the mysterious link between numbers and the physical universe.
Occult: An understanding of occult rituals and theories, as well as the better-known mystical uses of occult items.
Philosophy: Knowledge concerning the theories of thought, belief, existence, and other intangibles. As it also includes logic and debate, it may be used for argument or creating philosophical works.
Tactica Imperialis: The ability to determine force deployments, and to understand what your fellows are likely thinking concerning a plan of attack.
Dangerous Lore Specializations:
Adeptus Mechanicus: An in-depth understanding of followers of the Machine God, including such things as their rituals, observances, common beliefs, core philosophies, and specific knowledge of the Universal Laws.
Adeptus Astartes: Knowledge of the practices, organisation, and homeworlds of the Imperial Space Marines and their Chapters including knowledge of their rites, rituals, and beliefs.
Archeotech: Knowledge of the great, lost tech devices of past times and clues to their mysterious functions and purposes.
Daemonology: Lore about some of the most infamous warp entities and their twisted physical manifestations. A dangerous skill for many to have, and especially deadly in the hands of a Primarch.
Heresy: Wisdom concerning acts and practices deemed dangerous by the Imperium. A dangerous skill for many to have, and especially deadly in the hands of a Primarch.
Mutants: The study of stable and unstable mutations within humanity, their cancerous influence and mutagenic development over time, and some of the studies and books on the topic.
Navigators: Secret knowledge about the Navis Nobilite families, their breeding programs, common mutations, and prominent patriarchs.
Pirates: Knowledge of the scourge of the warp lanes, their tactics, infamous vessels, and inhuman captains.
Psykers: Skill in identifying psykers, the physical effects of their powers, the danger they cause, and the general extent of their capabilities.
The Warp: An understanding of the energy of the warp, its interaction and interrelation with realspace, and how its tides and eddies affect travel between the stars.
Xenos: Knowledge of the minor and major alien species known to the Imperium, the threat they pose, and their general appearance.
Common Lore Specializations:
Adeptus Arbites: Knowledge of the various arms and sub-sects of the Arbites, including details of rank structure, common procedures, and the basic tenets of Imperial Justice.
Adeptus Astra Telepathica: Knowledge of how psykers are recruited and trained for the Adeptus Terra, including how Astropaths are used throughout the Imperium, and the basics of sending and receiving astro-telepathic messages.
Adeptus Mechanicus: A general understanding of the symbols and practices of the Adeptus Mechanicus.
Administratum: Broad knowledge of the workings, rules, traditions, and dictates of the Adeptus Administratum.
Imperial Army: Basic information about the ranking system, logistics, structure, and basic tactical and strategic practices of the Imperial Army, as well as particularly famed regiments.
Imperial Navy: Basic information about the ranks, customs, uniforms, and particular traditions of the Imperial Navy, as well as famous admirals and ships.
Imperium: Knowledge of the segmenta, sectors, and well known worlds of the Imperium.
Tech: An understanding of simple litanies and rituals to soothe and appease machine spirits. Or if you happen to be less inclined, just the best way to get a machine in working order.
War: Knowledge of great battles, notable commanders, heroes, and famous stratagems employed by those who fight for and against the Imperium.
Skill Levels
Zero (Unknown) Suffer a -20 penalty to every roll involving this skill.
One (Known) Use the Skill without the –20 penalty for being untrained.
Two (Trained) +10 on all Tests with this Skill†.
Three (Experienced) +20 on all Tests with this Skill†.
Four (Veteran) +30 on all Tests with this Skill†.
†: Characters may only use the highest bonus.
Psy Rating: Determined on a scale of 1-10, this rating determines just how powerful of a psyker you really are. For example, a 1 would be just powerful enough to call forth the warp. A 10 would be the equivalent of a Greater Daemon of Tzeentch.
Relationship Rating: Measured from a scale of -100 to 100, this scale determines how you feel about someone, and their opinion of you. Know that only your opinion of the character will be first shown, not the other way around. In order to find out someones opinion of you, you have to pass an awareness skill roll of varying difficulty, depending on the circumstances at the time.