Willpower Traits

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Iron Within

Stubbornness is a common trait found within Imperial Citizens, but some Agents seem to function out of sheer spite. This allows them to suppress instinctive fear reactions, as well as make them incredibly hard to compel.This ability to suppress the innate instinct to obey drilled in via most Imperial education would be considered an undesirable trait - and is found in as many willful rebels as it is in iron-willed fanatics.

You gain +3 Willpower

Furthermore, you can expend 1 point of Willpower to call Sanctic Deflect against the call Would you Kindly? or to resist being compelled to surrender information by Interrogation. You can also resist an effect that would leave you Shaken or cause you to Descend into Madness.


Adamantium Will

(Requires: Iron Within) You have incredible mental fortitude - so much so, that it is rare for it to come from natural means. Most who have such willpower are either calling upon Psychic training or (if unmutated) likely benefitting from the result of mindwipes, mental wards or other blocks placed on them by their Inquisitor.

You gain +3 Willpower

Any attempt to compel you to surrender information, such as by use of a Would you Kindly? command or Interrogation automatically fails (call Ineffective).


Faith and Fire

This is a restricted trait - PCs with Faith and Fire are only accepted in small numbers. Please check with the Game Team before building a concept around Faith and Fire.

Though all have Faith in the God-Emperor, Omnissiah, or whatever aspect of the God-Emperor they give worship to, yours is more fanatical and driven. Your path is one of suffering, but through it you have the strength to silence permanently the whispering voices of that which would corrupt others.

You gain +1 Willpower

You do not have Corruption cards. Instead, you have a set of Faith cards; the full details can be found in the Corruption and Faith section of the rules.

  • The Body and Soul Inviolate: Though you do not feel the tempting whisper of the Dark Gods your mind, body and soul can still be twisted by Chaos and other supernatural entities but your faith gives you strength. You may spend 1 willpower to resist an effect of this nature.

You can give up your Faith at any time - you get the trait slot back, and the Chaos Gods will reward you far more handsomely than those who have not walked the path - for your soul is stronger, and will make a far finer reward when you go to them.

This represents faith in the God-Emperor, or the Emperor-Omnissiah - if you wanted to pursue a different form of Faith or pure Omnissian belief then you would be better with a Unique Trait


Exorcist

Exorcists are a unique cadre of Inquisitorial agents who are trained by the Ordo Malleus in the esoteric methods to combat Daemons and Daemons alone - whether they still serve the Ordo Malleus or not they are known to be Daemonhunters with those specific talents and the Inquisition are aware of them. A character with this trait should have unless given Game Team permission learned these arts at the hands of the Ordo Malleus - this training is uniquely available to the Inquisition.

You gain +2 Willpower

You gain the Malleus Discipline with the specialism The Soul and Death

You begin an event with Five Esoterica

You may use the abilities of an Exorcist as laid out in the Exorcism section.


Flagellant

Pain is an illusion of the senses, and despair is an illusion of the mind. You have learned to use the most violent rituals of purification to steel your will in the Emperor’s service, and have had the signs of your faith (or your repentance; this is common among penitents) etched into your skin.

You are not a rational follower of the God-Emperor, your faith is founded on a constant cycle of pain and suffering - some might call you mad and they would not be far wrong.

You gain +2 Willpower

  • Once per day you may put yourself through penance and suffering or hand your suffering over to a character of spiritual authority - you may treat this as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.
  • The Will to Withstand Pain: You can whip yourself into a faithful rage - in this state you cannot make rational decisions or anything that requires intelligent thought to be able to concentrate, violence and combat are your only focus. After activating this ability you gain the following benefits, after it ends this ability cannot be used again until you Recuperate.
    • The Fury: You may expend Willpower to call Deflect against attack calls - this may not be used against Sunder or calls with Warp attached. This should be roleplayed by reacting to the blow but working yourself into a rage to resist it.
    • The Calm: This state ends when there are no threats left for you to attack or you become Bloodied. You become Bloodied if you were not already - you cannot benefit from Get it Together until you have received Triage. You automatically suffer a complication when a Medicae or Chirugeon performs Triage on you.

Preacher

Missionaries, Fanatics, Hierophants, Drill Abbots - both the Priesthood and the laypersons of the Adeptus Ministorum are a recruitment pool on which the Inquisition heavily relies on as the spiritual aid of one of the faithful servants of the God-Emperor is something that is often needed against the most dreadful foes that the Inquisition comes up against - Preachers focus not upon the care of those they preach to but rather whipping them into a frenzy.

You gain +2 Willpower

A character who has this trait may expend a point of Willpower to perform a sermon dedicated to rallying and stoking the passion of those who listen to them to commit violence and steel their souls against the foes of the Imperium.

A character can only make ONE oath and cannot benefit from another oath until they Recuperate. All Oaths last until you Recuperate at which point their benefits disappear.

  • Hate the Witch! Burn the Witch!
    • Oath: Usually by anointing the flesh with holy oil, blood or water, the individual gains +2 Willpower and can use these points to resist calls of Would you Kindly? if they could not already.
    • Passion: Upon encountering a creature clearly of the warp, or calling Warp on its attacks you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.
  • Suffer not the Unclean to Live
    • Oath: Usually by verbally exhorting another’s hatred of the other and the unknown you grant them the ability to call Get it Together on themself once - they cannot do this if they are Bloodied.
    • Passion: Upon encountering individuals attacking those you perceive as servants of the God-Emperor you are driven into a righteous fury - you must move to be within melee reach of the foe even if you do not strike them in melee.
  • Accept All Challenges, Not One Step Back
    • Oath: Usually by anointing another's wargear, especially their melee weapon you grant them the ability to call Deflect twice - this may not be used against Sunder or calls with Warp attached. This should be roleplayed by reacting to the blow but working themself into a rage to resist it. This ability cannot be used again until they Recuperate.
    • Passion: You must charge into melee when you encounter a foe, and you cannot retreat from a fight - you either win, or you are dragged out Bloodied.

Psyker

(Cannot take: Tech-Priest or Faith & Fire) (This is a restricted trait - Psykers are only accepted as PCs in small numbers please check with the Game Team before building a concept around being a Psyker)

You are a psyker, born with the genetic ability to sense and harness the energies of the warp to twist and augment reality to your will. Taken and bound to the Imperium you are a slave, a tool to be used, kept tightly controlled for what you could be if you were ever unsupervised, unshackled.

  • Mercy Blade: On a single Warp Phenomena per event that would trigger and potentially imperil yourself or others you may instead opt to use your Mercy Blade on yourself, you become Bloodied - this ability cannot be used again for the remainder of the event.
  • Astropathy: Astropaths are a unique form of psyker, they are created in this game by the player physrepping them by wearing a veil or band across the eyes - or using contacts and heavy scarring around the eyes - or physrepping ocular bionics that have been installed to replace a sense burned out by their creation. Details about Astropaths their drawbacks and abilities are in the Psychic Powers section.

It is assumed that a Psyker is Sanctioned (permitted to exist) and carries a brand somewhere on their flesh to mark this - they may also have the various accoutrements of a Psyker such as psi-cabling in the skull, staffs and rods that act as focuses/lightning rods for force power, the uniform of the Adeptus Astra Telepathica and a mercy blade - a silver dagger to take their own life if they feel the warp overtaking them.

If you wish to play an unsanctioned psyker please discuss it with the Game Team but you would loose the Mercy Blade



Rites of the Black Ships

(Requires: Psyker) Imperial Psykers are broken things, chattel to the Imperium they have had their will reinforced by rituals designed to humble them and teach them their place in the universe - their wills are strengthened in humility but at the cost of being indoctrinated with the need to seek humbling in order to muster their will.

You gain +2 Willpower

Once per day you may seek an individual of personal or spiritual authority to chastise you for being a psyker and assign you a penance to humble you - you may treat this as as doing Observances for the purpose of regaining your willpower. Unlike normal Observances, this does not require Hallowed Ground.

An Unsanctioned Psyker may not benefit from this.