Forbidden Lore
(Intelligence)
Aptitudes: Intelligence, Knowledge
All Forbidden Lore Skills represent knowledge forbidden or hidden to the average citizen of the Imperium of Man. In many cases, it is a heinous crime to even possess such knowledge and is often sufficient to warrant termination at the hands of the Inquisition, so a character must tread carefully when revealing what he knows.
Forbidden Lore has several different Specialisations. Specialisations are described in greater detail on page 113. The Specialisations are as follows:
Adeptus Mechanicus: An in-depth understanding of followers of the Machine God, including such things as their rituals, observances, beliefs, core philosophies, and specific knowledge of the Universal Laws.
Adeptus Astartes: Knowledge of the practices, organisation, and home worlds of the Imperial Space Marines and their Chapters including blasphemous knowledge of their rites, rituals, and beliefs.
Codex Astartes: Understanding and interpreting the Codex Astartes and how it relates to the organisation, deployment, and tactics of the Space Marine Chapters.
Archaeotech: 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.
Heresy: Wisdom concerning acts and practices deemed heretical by the Imperium, the most contemptible heretics of mhistory, and their acts.
The Horus Heresy and Long War: The origins and history of the 10,000 year long war between the forces of the Ruinous Powers and the Imperium of Man.
The Inquisition: Understanding this secretive organisation of the Imperium, its Ordos, common tenets, and famous Inquisitors.
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 notorious 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.
Aptitudes: Intelligence, Knowledge
All Forbidden Lore Skills represent knowledge forbidden or hidden to the average citizen of the Imperium of Man. In many cases, it is a heinous crime to even possess such knowledge and is often sufficient to warrant termination at the hands of the Inquisition, so a character must tread carefully when revealing what he knows.
Forbidden Lore has several different Specialisations. Specialisations are described in greater detail on page 113. The Specialisations are as follows:
Adeptus Mechanicus: An in-depth understanding of followers of the Machine God, including such things as their rituals, observances, beliefs, core philosophies, and specific knowledge of the Universal Laws.
Adeptus Astartes: Knowledge of the practices, organisation, and home worlds of the Imperial Space Marines and their Chapters including blasphemous knowledge of their rites, rituals, and beliefs.
Codex Astartes: Understanding and interpreting the Codex Astartes and how it relates to the organisation, deployment, and tactics of the Space Marine Chapters.
Archaeotech: 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.
Heresy: Wisdom concerning acts and practices deemed heretical by the Imperium, the most contemptible heretics of mhistory, and their acts.
The Horus Heresy and Long War: The origins and history of the 10,000 year long war between the forces of the Ruinous Powers and the Imperium of Man.
The Inquisition: Understanding this secretive organisation of the Imperium, its Ordos, common tenets, and famous Inquisitors.
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 notorious 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.
A successful Forbidden Lore Test imparts information from the GM to the player. The GM may impart more information if the Test scores additional Degrees of Success.
The GM can call a player to make a Forbidden Lore Test when:
Skill Use: Free Action.
The GM can call a player to make a Forbidden Lore Test when:
- He seeks information about potential cults active on an Imperial world.
- He wishes to learn about the dangers the Inquisition may pose to a potential undertaking.
- He wishes to learn more about the mysterious monoliths on a desert world.
- He seeks information on the operations of the dreaded Eldar.
- He desires to learn the True Name of a powerful Daemon.
- He seeks the proper procedure to summon a warp-spawn.
- He wishes to know more about psykers and psychic abilities.
- He must recall information about the Traitor Legions and their ongoing war against the Imperium.
Example Modifiers | |
---|---|
+30 | Learning of the existence of xenos races such as the Orks or Tyranids. |
+20 | Learning of the Warp and what it is. |
+10 | Remembering the existence of a heretical text. |
+0 | Learning of the nature and events of the Horus Heresy. |
–10 | Remembering obscure xenos races in local regions of space such as the Rak’Gol. |
–20 | Understanding details of the nature and motives of Daemons and Warp entities. |
–30 | Learning a Daemon’s True Name. |
Skill Use: Free Action.
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