tokens

Dark Heresy Token Pools

Each character has a number of points or ‘tokens’ which can be spent to activate certain abilities in game. These tokens can be split into two categories; fate tokens and skill tokens.

Fate Tokens:

Affects your character’s destiny and overall ability. Can be used to:

• Re-roll any one die roll (including any d100) that the player makes themselves. Re-rolled results are final.

• Automatically roll ‘10’ for initiative

• Add an extra degree of success to a test

• Instantly recover 1d5 wounds (as long as not critically wounded)

• Recover from being stunned

• Activate any ‘spend’ ability from the skill token pools you possess (see below). You cannot use fate tokens to activate Burn abilities for skill tokens.

Burn: You may permanently burn a fate token to avoid death. Instead of dying you may come back cripplingly wounded, captured by the enemy or worse (at GM’s discretion).

Recharge: Fate tokens are recharged automatically at the beginning of every game session

Skill Tokens:

These act in a similar way to fate tokens except that they recharge only during downtime between missions or at specific points during the game (usually spending a few hours training or practicing the skill in question, possibly involving a monetary cost and not something that is easily done). Examples are given in each pool description but GM’s discretion applies.

Any character can choose any tokens they wish up to a maximum number of tokens equal to their rank. They cannot have more tokens of a particular type than their associated attribute bonus:

Ballistic: BS
Faith: WP
Influence: Fel
Interaction: Fel
Investigation: Per
Knowledge: Int
Might: S
Stealth: Ag
Survival: T
Tech: Int
Warp: WP
^

Ballistic Tokens

Ballistic tokens represent your ability with guns, firearms and other projectile weaponry (including bows, crossbows, throwing daggers, grenades and explosives). Not only can you aim and operate these weapons effectively but you know how they work, how they are made and how to differentiate exceptional examples from the common dregs.

• You may spend a ballistic token to re-roll a ranged attack roll , ranged [or explosive] damage roll or skill test involving the production or evaluation of firearms (eg. Trade [Armourer], Evaluate etc).

• Alternatively you may spend a ballistic token to increase a successful roll by one degree.

• When firing a weapon on single-shot mode, you may spend one ballistic token to treat that weapon as if it had the accurate, reliable or tearing ability. You may only spend one token this way per shot and must decide before rolling the attack roll.

• When firing a weapon on single-shot mode, you may opt to take a -10 penalty on the attack roll to increase the weapon’s penetration value by an amount equal to your BS bonus or Per bonus (whichever is highest) for one shot.

• You may spend a ballistic token during a chase to use your BS to exit a single card in place of whatever is written on the card. The exit you use has its difficulty increased by 10 for the remainder of the chase.

    Burn: You may permanently burn a ballistic token to either automatically hit with a single shot or to guarantee maximum damage with a single shot. Alternatively you can apply the increased penetration, accurate, reliable or tearing abilities to a weapon firing on semi-auto or full-auto mode.

    Recharge: visit a gun range and practice your craft, disassemble and clean your weapon.

Faith Tokens

Faith represents your belief in the immortal God-Emperor and how much his faithful trust and respect you.

• You may spend a faith token to re-roll a skill test involving Imperial faith or the faithful (eg interaction with a ranking priest, preaching to a crowd, recalling a specific verse of a holy book, knowing the origins of a saint or chapel etc).

• Alternatively you may spend a faith token to increase a successful roll by one degree.

• Faith tokens may also be spent to activate faith powers if you have the Pure Faith talent.

• You may spend a faith token to heal any one character you touch a number of wounds equal to (2 x your WP bonus). They must be holding or wearing a symbol of the Imperial faith (or a personal charm) and not be critically wounded for this to work. You may only use faith tokens in this way once per person per game session.

• You may spend a faith token during a chase to allow you to use your WP to exit cards for one full turn, regardless of what is written on each card (with the same difficulty as written on the card).

• You may spend a faith token when you take insanity or corruption points to reduce the amount taken by a number equal to your WP bonus (minimum of 1).

    Burn: You may burn a faith token in an abstract way to achieve almost anything. You could offer to spend a faith token to avoid a daemon’s psychic attack or to prevent a landslide from destroying a chapel. The actual effects are purely at the GM’s discretion (the Emperor works in mysterious ways) and it may be ruled that faith tokens may not be spent at a certain time at all.

    Recharge: Spend time in quiet prayer, self-flagellation, pilgrimage, volunteer for charity work or whatever is appropriate to your particular creed.

Influence Tokens

Influence represents the connections and pull you have with certain organisations or social groups. To use these tokens you must have the Respected, Peer or Good Reputation talents and you may only use influence tokens with respect to the organisations you have such talents with.

• You may spend an influence token to re-roll a skill test involving the bringing to bear of your organisation’s clout (eg intimidating a merchant with the influence of your family’s trading dynasty, charming an imperial soldier with peer: Imperial Guard or interrogating a captive with Respected: Inquisition etc).

• Alternatively you may spend an influence token to increase a successful roll by one degree.

• You may also spend an influence token to contact your organisation and ask for help, advice or to requisition goods or services. The exact nature of this aid is down to the GM but usually involves a few hours of research on your part, pulling strings to gain access to unauthorised locations or delivery of special equipment to your location. Examples may include using Peer: Underhive Gangs to secure safe passage through the underhive, Good Reputation: Adeptus Administratum to ensure your documents and credentials are processed ahead of the queue or Peer: Ecclesiarchy to borrow a sacred weapon from the vaults for a mission. The monetary value of this aid is typically limited to 5 x your character’s monthly income (see Dark Heresy Core Rulebook page 124) and the time spent aiding you cannot exceed (2 x your Fel bonus) hours. This ability only works in communities or locations where your organisation is contactable and has influence itself.

    Burn: You may permanently burn an influence token to requisition aid or gear beyond the limits mentioned above. There is no upper limit to what can be achieved with this usage of influence tokens (although GM’s discretion applies as normal).
    Recharge: Mingle with the movers and shakers of your organisation at dinner parties and fund raisers, put in work at the organisation, offer your services for free to a ranking member of the organisation, do something impressive to further the aims and plans of the organisation.

Interaction Tokens

Interaction represents your force of personality, charm and knowledge of local customs and traditions. You can mingle and mix with the natives of any planet as if one of them and can talk anyone into giving you the information you seek.

• You may spend an interaction token to re-roll a skill test involving interpersonal interaction of any sort (eg use of the charm, intimidate, speak language, perform or blather etc skills).

• Alternatively you may spend an interaction token to increase a successful roll by one degree.

• As long as you have an interaction token ‘unspent’, you automatically learn rumours or information in a community by spending at least an hour mingling with the locals and visiting social locations such as taverns or markets. You pick up local gossip, current events and the general ‘feel’ of a community (ie living in fear, excited for upcoming event, destitute). You may learn a number of ‘things’ equal to your Fel bonus. If there is a particularly large amount of information available, the GM may ask you to spend an interaction token to attain more.

• You may spend an interaction token to learn of local knowledge regarding access to a specific location (eg the back entrance into the administratum building, a short-cut to avoid the busy highway.

• You may spend an interaction token to gain a discount at a local store, merchant or other service provider. This discount is equal to (5 x your rank)% and lasts for a number of hours equal to your Fel bonus.

• You may spend one interaction token during a chase in an urban environment to create a short-cut or an obstacle through one card. This shortcut either removes one exit option from that card, or reduces the difficulty of all exits on that card by 20.

    Burn: By permanently burning an interaction token, you can recruit a small band of followers for a short time. The exact number and type of follower is at the GM’s discretion but is typically around 5 people of reasonable skill (eg local militia, adepts, thieves, gangers etc) and they will follow you for a number of hours equal to your Fel bonus or until a certain mission/task is completed (this may last more or less time at the GM’s discretion).
    Recharge: Spend an evening drinking and carousing with the locals, attend cultural events, spend time researching a people’s traditions.

Investigation Tokens

Investigation tokens represent your character’s gut and instinct with respect to following leads, investigating crimes and shaking down witnesses. You are able to piece together a logical series of events from clues and manage an investigation.

• You may spend an investigation token to re-roll a skill test involving the following of clues/leads or the pursuit of an investigation of any form (eg using the scrutiny, inquiry, interrogation, logic, search or evaluate etc skills)

• Alternatively you may spend an investigation token to increase a successful roll by one degree.

• As long as you have an investigation token ‘unspent’ you automatically notice simple/basic clues (eg blood at a crime scene, a drug-addict’s shifty eyes, a misplaced book in a library). You can find a number of clues for free per game session equal to your Per bonus or Int bonus (whichever is highest). The GM may require you to spend an investigation token to find clues once you’ve reached this limit or to find particularly difficult/important clues.

    Burn: You may permanently burn an investigation token to make a connection in a stagnant case. This manifests as a ‘gut’ feeling (eg a feeling that the gunsmith is hiding something or that the chems found are not what they seem) that can be hard to prove. This usage of investigation tokens is at the GM’s discretion and there may be points where this cannot be done.
    Recharge: Pull an all-nighter reviewing case notes, canvas an area interviewing witnesses, speak to your superiors and convince them to grant you more access.

Knowledge Tokens

Knowledge tokens are a catch-all resource which represents your character’s experience, intelligence and reasoning. You are well-read on one or more topics and are able to recall significant facts with ease.

• You may spend a knowledge token to re-roll a skill test involving information or research etc in the field(s) you are trained in (or have access to). You must have common, forbidden or scholastic lore skills to use these tokens in this way (or have access to a library, friendly adept or other information database).

• Alternatively you may spend a knowledge token to increase a successful roll by one degree.

• You may spend a knowledge token to reduce the amount of time an investigation or research into a topic takes by one quarter (see Dark Heresy Core Rulebook page 186).

• As long as you have a knowledge token ‘unspent’ you may aid an ally who is performing any skill check by making the same check yourself. If you pass you may add a degree of success or remove a degree of failure from your ally’s result. This ability may be used a number of times per game session equal to your INT bonus. Further uses may require the spending of a knowledge token.

• You may spend a knowledge token to treat any lore (common or scholastic) skill as a basic skill for a number of minutes equal to (your INT bonus x 5). This allows you to answer questions, identify items and perform research as long as the ability lasts (however the GM may require that you have access to a source of information eg a library or datavault for this to work, depending on the nature of the information you seek).

    Burn: You may burn a knowledge token to treat any lore skill (common or scholastic) as a trained skill including a +10 bonus for a number of minutes equal to (your INT bonus x 10) or count as having any forbidden lore skill as a trained skill (with no bonus) for a number of minutes equal to your INT bonus. This allows you to answer questions, identify items and perform research as long as the ability lasts (however the GM may require that you have access to a source of information eg a library or datavault for this to work, depending on the nature of the information you seek).
    Recharge: Visit a great library and pore over the tomes, spend time in quiet meditation, run through mental exercises and regimens.

Might Tokens

Might tokens represent your character’s strength, brawn and toughness. You are able to inflict mighty wounds with your weapons, shrug off attacks, smash through barriers and use muscle to get your way.

• You may spend a might token to re-roll a melee attack roll, melee damage roll or any skill test involving your strength, muscle or size (eg bullying someone into giving you information, winning an arm wrestle, resisting torture etc).

• Alternatively you may spend a might token to increase a successful roll by one degree.

• You may spend one might token during a full-round attack to perform an additional melee attack at your normal WS.

• As long as you have a might token ‘unspent’ you may add 1 to any single melee damage roll or reduce damage from a single hit you take by 1 or remove 1 level of fatigue. You may perform these feats any number of times equal to your S bonus or T bonus (whichever is highest) per game session.

• You may spend one might token during a chase scene to add +20 to your chase rolls for a whole turn, but each card you move out of causes 1 wound to you (with no reduction from armour or toughness).

• When you hit with a melee attack but roll less than maximum damage, you may spend a might token to instantly trigger righteous fury. For the purposes of this ability you roll and add 1d5 to damage instead of 1d10 (you continue to roll 1d5s as long as you keep rolling 10s).

    Burn: You may permanently burn a might token to automatically hit with one melee attack or to guarantee maximum damage with one melee attack. You must spend this token before you roll to hit/damage.
    Recharge: Spend time working out at a gym (or otherwise physically training), visit a medicae for juvenat-enhancer therapy, upgrade your bionics, take stimms

Stealth Tokens

Stealth tokens represent your character’s agility, dexterity, balance and speed. Not only can you sneak like a pro, but you can dodge attacks and perform other feats of physical precision.

• You may spend a stealth token to re-roll any skill test involving your agility, dexterity or speed (eg using the dodge, concealment, shadowing, security or sleight of hand etc skills).

• Alternatively you may spend a stealth token to increase a successful roll by one degree.

• When attacking an enemy who is not aware of your presence and not expecting trouble, you can spend a stealth token to apply the accurate special quality to all your weapon attacks for one full round. If the weapon already has accurate, the amount of extra 1d10s that can be added doubles. You must spend the token before rolling to hit.

• You may spend a stealth token to gain one extra reaction per turn for a number of turns equal to your Ag bonus or Per bonus (whichever is highest)

• As long as you have a stealth token ‘unspent’, whenever you make a successful dodge test, you may move 1 metre as an immediate action. You may perform this move a number of times per game session equal to your Ag bonus.

• You may spend a stealth token during a chase to bluff enemies chasing you into thinking you took a different turning. Any enemies in the same card as you or in the adjacent card must make a WP test opposed by your Ag. If they fail, they miss their next turn entirely as they chase you down the wrong path.

    Burn: You may permanently burn a stealth token to immediately refresh your reaction(s) available to you in your turn or to gain a second ‘initiative pass’ at initiative 0 for a number of turns equal to your Ag bonus.
    Recharge: Spend time working out and training your muscles, visit a masseuse or acupuncturist, take stimms

Survival Tokens

Survival tokens represent your character’s knowledge of hunting and taking their prey alive or dead, surviving in harsh climes and detecting threats before they can harm him.

• You may spend a survival token to re-roll any skill test involving your endurance, perception, dealing with animals or tracking a target (eg survival, navigation [surface], tracking, shadowing, search or awareness etc skills).

• Alternatively you may spend a survival token to increase a successful roll by one degree.

• As long as you have a survival token ‘unspent’ you may reduce damage from a single hit you take by 1 or remove 1 level of fatigue. You may perform these feats any number of times equal to your S bonus or T bonus (whichever is highest) per game session.

• You may spend a survival token to gain one extra reaction per turn for a number of turns equal to your Ag bonus or Per bonus (whichever is highest)

• You may spend a survival token to set a single trap. This takes 1d10 minutes of work and other creatures
require a Hard (-20) perception or search check to detect the trap. If triggered (by coming within 1m of it) the target is either grappled or injured (for 1d10 impact or rending damage plus your Per bonus). You must decide which kind of trap you are making when spending the token. You can choose to have the trap set off some sort of alarm to alert you to its activation if you please. The trap has armour 1, 5 wounds and requires a Difficult (-10) contortionist check to escape (if made into a grapple trap).

• You may spend one interaction token during a chase in a wilderness environment to create a short-cut or an obstacle through one card. This shortcut either removes one exit option from that card, or reduces the difficulty of all exits on that card by 20.

    Burn: You may permanently burn a survival token to gain the Dark Sight and Unnatural Senses (15m) traits (Dark Heresy Core Rulebook page 328) for a number of hours equal to your T bonus or your Per bonus (whichever is highest). Alternatively you can burn a survival point to set up a more powerful trap. It has the same rules as above except that it can grapple and damage its targets, has a radius equal to your Per bonus in metres, deals 2d10 plus your Per bonus and has a Pen of 3. You can choose to have the trap deal impact, rending, energy or explosive damage (as long as you have appropriate materials to hand).
    Recharge: Spend time in the wilds hunting or attuning yourself to the natural world, work on a farm or ranch, spend time with like-minded individuals (eg hunters, arbites)

Tech Tokens

Through study and practice, your knowledge of the esoteric teachings of the machine cult grant you mastery over technological items and their use. This may be from formalised Tech-Priest instruction, service as a mechanic or repair smith in the military or through years of exposure to tech in a modern hive city or spaceport.

• You may spend a tech token to re-roll any skill test involving use, repair or knowledge of technological items and procedures (eg Tech-Use, Trade, Pilot, Drive, Medicae, Lore etc skills)

• Alternatively you may spend a tech token to increase a successful roll by one degree.

• You may spend a tech token to un-jam a jammed weapon as a free action.

• You may spend a tech token to secure an item/vehicle from access (this may involve setting anti-intrusion measures on a cogitator, disabling the keypad on a secure door, disabling the loading mechanism on a pistol or increasing the strength of a vehicle door’s maglocks). Locking the item down requires 1d5 minutes of work and increases the difficulty of tests to open or use that item by 10. This lasts until the security is noticed and repaired.

• When on board a vehicle, you may spend a tech token to appease the machine spirits. This can manifest in a number of benefits: you may grant a + 10 bonus to drive/pilot checks to perform manoeuvres, a + 10 bonus to drive/pilot checks to dodge/evade damage or a + 10 bonus to mounted weapon attack rolls. These benefits last for a number of minutes equal to your INT bonus and may be used by a number of crew equal to your INT bonus (including yourself if you wish). All affected crew must make use of the same bonus (decided by you).

• You may spend a tech token to make alterations to one weapon. These changes require 30 minutes of work (and access to relevant tools) per item and each item can only have one alteration at a time. A weapon can have its damage increased or decreased by 1, its penetration increased or decreased by 1 or its clip size increased or decreased (5 for pistols, 10 for basic, 1 for heavy [to a minimum of 1]) or one of the following qualities can be added to or removed from it; reliable, unreliable, balanced, unwieldy, defensive, inaccurate, mono, primitive, silenced, extra grip. Finally the number of bullets required to fire on semi or full auto can be increased or decreased by 2 each (counting as a single alteration). These changes require a Challenging (+0) Tech Use or Evaluate check to notice if handled by others and last for a number of hours equal to your INT bonus starting from the next time the weapon is used to make an attack.

    Burn: You may permanently burn a tech token to make major alterations to a number of weapons. The number of alterations you can make is equal to your INT bonus2. There is no limit to the number of weapons which can be altered or the amount of alterations each weapon can take when tokens are used this way
    Recharge: Spend time tinkering and repairing your gear, meditate and reflect on the machine god’s teachings, spend time working in a garage/repair shop or the engine room/plasma reactor of a large vehicle.

Warp Tokens

The warp is a mysterious, capricious and dangerous force. Only the mad or the iron-willed would attempt to control it in any way. You are one of those few, and the powers it has granted you are unknowable and vast and not without consequences.

• You may spend a warp token to re-roll any skill test involving manipulation of warp energies or knowledge of the immaterium, daemons or psycraft (eg invocation, lore skills etc).

• Alternatively you may spend a warp token to increase a successful roll by one degree.

• You may spend a warp token to add an extra 1d10 to your focus power roll when manifesting a psychic power. This may take you beyond the maximum normally allowed for your Psy rating.

• You may spend a warp token to attack your foes with a blast of warp energy. This attack uses WP to attack and may be dodged as normal and uses the following profile;

Range RoF Dam Type Pen Clip Rld Special
40m 1 / – / - Psy E 0 1 n/a Warp Weapon

It deals damage equal to your Psy rating in d10s, however when rolling these damage dice, psychic phenomena can take effect just as with any other power.

• You may spend a warp token to re-roll the result of a psychic phenomenon. You must make this decision after the GM calls out the number rolled on the table, but before its effects are applied. You also gain insanity points equal to 1d10 – your WP bonus.

• You may spend a warp token as a full-round action to lower the power threshold for all your powers by 2 for 1 full round.

• You may spend a warp token to treat any lore (common, scholastic or forbidden) skill as a basic skill for a number of minutes equal to (your INT bonus x 5). This allows you to answer questions, identify items and perform research as long as the ability lasts. In order to achieve this, you must conduct a séance to channel the knowledge of the warp. This séance requires 10 minutes of ritual meditation.

• As long as you have a warp token ‘unspent’ you take 1 additional insanity point whenever you are called to take insanity points for any reason. As soon as you use your last warp token you gain 1 corruption point and as long as you remain with no warp tokens you gain an additional 1 corruption point whenever you are called to take corruption points for any reason.

    Burn: You may burn a warp token to shield yourself against the warp for a number of rounds equal to (2 x your WP bonus). For this period, your powers cannot generate psychic phenomena, your armour becomes effective against warp weapons, daemons and psychic powers etc and you gain Resistance (Psychic Powers).
    Recharge: Spend time in ritual meditation, purify yourself in the emperor’s light, make sacrifices to the immaterium

tokens

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