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UNDER CONSTRUCTION

This article, K21 - Wandering Souls, is still being written by its owner Khalael and Tomj8937. We apologise for the inconvenience.

Cover - the ipads

Second draft, went for a corrupted, automated "wanted advert" feel to it. Tell me it's shitty.

After a conversation with Khalael, I got thinking that you could, using some tweaks and homebrewery, use the Dark Heresy Rulebook as a foundation to make a K21 roleplay ruleset.

Spurred on by this half baked idea that will probably never be used, I decided to get to work making probably broken rules, unrealistic scenarios and the violation of over two years of world building (probably).

So, here goes!

What I plan to do with this:

Hopefully, I want to try and make this eventually a standalone game focusing on role playing in K21, until I have more information and expertise when working with it, the games rules are going to be designed to work with the Dark Heresy (2nd Edition) game.

If you have any suggestions, recommendations for rules changes or ideas for how to do this properly.

Main Rules

Most, if not all, the main rules are solid and usable within boundaries.

The stat mechanics do not need altering, however they will need adding onto to properly facilitate elemental power (more on that later).

Character Creation

Obviously, this is going to be where the start of alterations take place, so let's begin.

Homeland

As K21 takes place exclusively on earth (with the exception of Central America, who is currently invading other dimensions to weaponize (or hide homicidal computer's within) and accidentally flying to the moon), obviously the homeworld mechanic needs work done to it, as such instead of using the "Homeworld" chart, roll a D100 and consult this chart.

Number: 1-8 9-16 17-24 25-32 33-40 41-48 49-56 57-64 65-72 73-80 81-88 89-95 96 97 98 99 100
Result: American Confederation Union of Russian Republics European Commonwealth People's Republic of Central Asia Divine Free Kingdom of Arabia United Federation of India African People's Union of Lower Africa Democratic Republic of Africa United Central American Republic People's South American Republic Federal Democratic Republic of South America Republic of Australia Commonwealth of Asia Eastern Alliance New Medina Unaligned Choose from any on the list

American Confederation:

  • -2 To your rolls on Elemental Selection
  • +5 to your roll when deciding on your chosen element
  • +2 to your rolls for all fellowship based tests where the target of your test is Christian


Union of Russian Republics:

  • -2 to all fellowship based rolls
  • +4 to all fellowship based rolls against anybody from the Union of Russian Republics
  • +1 Toughness

European Commonwealth:

  • +1 Intelligence
  • +2 influence

People's Republic of Central Asia:

  • +2 Ballistic Skill
  • +2 Fellowship
  • -1 Influence

Divine Free Kingdom of Arabia:

  • -5 To your rolls on Elemental Selection
  • +1 Toughness
  • +1 Strength
  • +1 Agility

United Federation of India:

  • +1 Ballistic Skill
  • +1 Intelligence
  • +1 Perception

African People's Union of Lower Africa:

  • +1 Weapon Skill
  • +1 Fellowship
  • +1 Toughness

Democratic Republic of Africa:

  • +1 toughness
  • +1 perception
  • +1 To your rolls on Elemental Selection

United Central American Republic:

  • -2 Intelligence
  • +3 Toughness
  • -1 Fellowship
  • +3 Willpower

People's South American Republic:

  • +1 Ballistic Skill
  • +3 Fellowship
  • +1 Willpower
  • -2 Influence

Federal Democratic Republic of South America:

  • +1 Weapon Skill
  • +2 Agility
  • +2 Strength
  • -2 Influence

Republic of Australia:

  • +5 To your rolls on Elemental Selection
  • +1 to Agility
  • -3 Influence

Commonwealth of Asia

  • +1 Intelligence
  • +1 Influence
  • +1 Perception

Eastern Alliance

As a native of the Eastern Alliance you are automatically a conscripted member of the Restored White Armies and cannot choose your own career path.

  • -1 Intelligence
  • -3 Perception
  • +2 Weapon Skill
  • +2 Strength
  • Peer (RWA)

New Medina

As a native of New Medina you are automatically a conscripted member of the Enlightened Neo Luminous Army and cannot choose your own career path.

  • -1 Intelligence
  • -3 Perception
  • +2 Ballistic Skill
  • +2 Willpower
  • Peer (ENLA)

Unaligned

You belong to an undetermined nation that nobody really cares about. You can specify from any of the unoccupied parts of the world if you wish.

  • -10 on Fellowship based rolls against anybody who is Sector Aligned
  • -5 Influence
  • +2 Toughness
  • +2 Strength
  • +2 Willpower

...Okay, I know these are pretty bad, but just give me some ideas if you have them.

Choose Background:

As K21 is a very different place to The Warhammer 4ok Universe, a bit of tweaking will need to be done with this area as well.

Military:

Your character has a militant upbringing, maybe you or your parents were a member of their nation's army, or maybe they was born in a warzone. Some countries enforce mandatory conscription for 3 years.

You don't have to be strictly a member of the official army of your nation, you could be a freedom fighter or political rebel defending your position, the world is full of different organizations from across the globe. Hell, even Ghost_K is widely considered to be a terrorist organization.

Whatever the reason, your character has had some experience fighting in some form of ordered military (no matter how terribly organized), and as such receives the following bonuses.

  • +3 Weapon Skill
  • +4 Ballistic Skill
  • +1 Strength
  • +1 Toughness
  • +2 Willpower

Scientific:

Your character is, or has some role, in the research of new sciences, whether they may be the creation of new weapons, the conceptual research into elemental science or even the development of hair shampoo if you so wish.

Poeple with elemental talents often dedicate their life to studying them, finding out how to make them more powerful, what makes them work, even experimental procedures in changing their own elements. However not all people with scientific backgrounds are scientists. Some may be guinea pigs or even a genetic anomaly that the scientists are studying. All is fair game when everybody on earth is dedicated to becoming the dominant power.

However varied your role (and your chosen subject matter) characters with scientific backgrounds have the following perks:

  • +3 on your rolls on elemental selection
  • +5 Intelligence
  • +5 Perception

Nobility:

Very few people are privileged enough to come from a rich or influential background, and those that do, remind everybody of it all the time. They are a class above the normal dregs that society is made up of. In spite of (or perhaps because of) this, they often get into the types of adventures typical of a game of Wandering Souls.

While few places still have monarchies any more, the Euro zone and Federal Democratic Republic of South America being two of few examples, there are many places with rich people, and the connections and arrogance that they hold are more or less the same.

From the filthy rich priests of the American Confederation to the decadent bio-oil aristocrats of the Australia, it shows everybody that corporations own the world, not the people, and here are the perks to prove it:

  • +5 Influence
  • +3 Willpower
  • All availability levels are treated as being one point higher than before (so rare become scarce, Common becomes Plentiful etc)

Rebel:

If you picked this, your character has stepped outside the law for one reason or another. Did he do so willingly, to feel the hot blooded rush of an unwarranted murder? Or did he go on the run after getting in too deep with petty criminals? The choice is yours.

Whether an unsanctioned drugs runner in Paris, a Fire Elemental In Ohio or even a Ghost_K supporter whose been run from his homeland, being a rebel offers ou the following perks:

  • +3 Agility
  • +2 Fellowship
  • +3 Perception
  • +1 Intelligence
  • +1 Influence
  • +2 on your rolls on elemental selection

Citizen:

If your character is a citizen, you've picked the blank slate. To be honest, life in K21 is so bad that even if you are just a normal person your probably more hardened to the horrors of the world than most people in the 21st Century. However because you're here, you're considered to be a general person, with a variable level of social ease, a reasonable amount of intelligence and probably know the locals to boot.

Maybe you have a desk job? Maybe you sell fruit at a market stall (well, did, chances are if you're playing the game, you're in deep trouble), but whatever the case, picking the life of a citizen gets you the following bonuses:

  • +2 Fellowship
  • +2 Perception
  • +2 Intelligence
  • +1 Influence

Choose Role:

As in 40K, your choice of role has the most significant effect on your character's skills as possible. To accentuate that, I have collaborated a selection of different roles that characters may select.

Merchant:

Merchants are people in the business of knowing how to get what they need when they need it. They have good connections throughout the local area. Maybe they got to this place by family connections, maybe they learned their information from overhearing drunk ministers spill their guts at the bar they work at, even a curb walking sex worker pumping important people for information. Whatever the case, they know the right people to talk to, and they have a variable web of connections.

A merchant can take many different shapes, from a shop assistant or PR representative at a car dealership who knows who to talk to to get your information restored to a curb walking drug dealer or rogue detective who knows whose who. All of them have one thing in common: they know the right people to get what they need to.

  • +10 Influance
  • +6 Fellowship
  • +4 Intelligence

Can procure shit easily. Very high influence and small buff to fellowship.

Soldier:

You're in the business of destruction and death. Why do you do this? Maybe your a bodyguard protecting a particularly paranoid politician (probably justifiably paranoid, this is K21 after all), maybe you're a member of the local police force, fit and healthy to survive the field work you do each and every day maybe you're just a simple soldier, fighting for his country, defending your corrupt and morally bankrupt government from an equally corrupt and morally bankrupt government invading it.

However you justify your killing spree, whether the legal ramifications condone or condemn you, you will inevitably fall into one of several roles.

Conscripted innocent:

Professional soldier:

Hired killer:

Combat orientated Buffs to all 4 attack based traits. Selection of pre-included buffs, conscripted grunt (small ballistic skill boost), professional soldier (buffs Weapon sill, ballistic skill, agility and willpower), sniper (high ballistic skill buff and agility boost), elemental corps soldier (must have an element, buffs to keidis rating table) etc.

Doctor:

So, you're in the business of biology? You probably work, day in, day out, to keep people in one piece (or at least, one living piece) and as such know your way around the human body better than most. You might not though. You might be an interrogator for the government, you might even work in genetic research, dissecting the fascinating dead for esoteric goals.

Inevitably, you will likely be book smart and perceptive, and even if your socially awkward, people will stick by your side. After all, all the downsides of putting up with even the most obnoxious intellectual are far outweighed when you need someone to patch up a pretty nasty laceration.

Can stabilize critical injuries in non androids, slightly higher regeneration factor, knows their way around a human body. Good for torture, very good with fellowship, perception and intelligence. The resident white mage.

Criminal:

Well, you've come to this? You're on the wrong side of the law, either by design or circumstance. Maybe you were unfortunate enough to be born with power over fire in America? Maybe you sold drugs to buy your way out of the country? Or maybe you're just a psychopath you just enjoys the rush of a perfectly executed murder.

One way or another, you've learned to move fast when you need to, smooth talk your way out of a bad situation and may even have a bludgeoning elemental talent, honed into a useful weapon through pure necessity.

Any stripe (thief, murderer, hacker etc), agility and fellowship based. Has a slight buff to the probability of having an elemental power. Depending on which kind of criminal you choose (eg. hacker would have an intelligence boost, while charming murderer would have a fellowship buff) you will get different perks to your stats.

Vigilante:

May wrap this into soldier, under hired killer, but we shall see.

Extra legitimate law abiding citizen. Sneaky when they need to be. Can be gun experts (weapon skill boost) or knife experts (ballistic skill boost). Influence buff.

Fanatic:

K21 is a world dominated and, by extension, strangled, by it's political intrigue. Fanatics understand this in many ways and take the devotion to a logical conclusion. It's not enough that you can be in favour of socialism over capitalism, you must fight any differing opinion with overwhelming force, both verbally and physically. From die hard supporters of pollitical movements, to religious fanatics fighting the unbeliever and brainswashed citizens whom have risen up in an army of cultish devotion for a cause, belief or even a powerful personality whom has decided to foster an army for amusement.

I don't have time at the moment, but if whomever is good at this stuff (Khalael) wants to write specific rules, I'll be eternally grateful.

Toughness, maybe strength, some handicapping in intelligence/perception to represent their blinkered view on the world.

Talents:

Not everyone is completely identical, and many people have skills and talents that others do not, whether it was learned through practice or just a natural skill. From ambidexterity and the ability to read binary as easily as English to instinctively rolling as you fall or even dislocating your own thumbs to escape cuffs, any may come in handy in the crazy world of K21.

For the purposes of clarity, use the standard rules for selecting talents, just swap out the standard list for the one below.

Abstract mind:

  • Tier: 3
  • Prerequisites: Connections, Torture Masters, Intelligence 40
  • Aptitudes: Perception, Knowledge
  • When stuck in an investigation, he can spend one Fate point to reveal a single clue or lead to aid in the progression of his efforts.

Accomplished Stalker

  • Tier: 2
  • Prerequisites: Read Facial Expressions, Fellowship 35
  • Aptitudes: Fellowship, Social
  • When employing the Shadowing special use of the Stealth skill, he can use his Fellowship characteristic instead of his Agility.

Ambidextrous

  • Tier: 1
  • Prerequisite: Agility 30
  • Aptitudes: Weapon Skill, Ballistic Skill
  • When combined with Two-Weapon Wielder talent, the penalty for making attacks with both weapons in the same turn drops to –10.

Athletic:

  • Tier: 3
  • Prerequisite: None
  • Aptitudes: Agility, Fieldcraft
  • When taking a Full Move action, the character can move an extra number of metres equal to his Agility bonus. Additionally, whenever he takes a Run action, he may move double the normal distance. If he did so in the previous round, however, he suffers 1 level of Fatigue.

Bitter Foe

  • Tier: 1
  • Prerequisite: None
  • Specialisations: Any group the GM decides its appropriate for the character to hate (try to make it canonical if you can).
  • Aptitudes: General, Social
  • The opposite of Peer (see page 130); the character is particularly despised and possibly hunted by a specific social group or organisation. He suffers an additional –10 penalty to Fellowship and Influence tests when dealing with this group, and the GM can use them to complicate his life from time to time.
  • Unlike other talents, Bitter Foe does not cost any xp to purchase and cannot be taken as an advance. Instead the GM and player can agree to award it when appropriate to the adventure or campaign. It can be removed with the approval of the GM, if the character has redeemed himself with the group in question. The Bitter foe talent can be awarded multiple times for the same group, in which case it should be listed as Bitter foe (X), with X equalling the number of times the talent has been awarded. This can be used to represent groups who particularly hate the player's character and want to see him dead. In game terms, the penalty to Fellowship tests increases to –10 times X.

Bloodthirsty

  • Tier: 1
  • Prerequisite: None
  • Aptitudes: Strength, Offence
  • If he spends one full round fuelling his anger - by drugs, receiving insults or other means —on the next round, he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill, Intelligence, and Fellowship. Note that characteristic penalties are different from characteristic damage (see page 188), and cannot reduce a characteristic below 1.
  • While in this state, the character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. He will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that offer a reasonable opportunity to engage in melee with the nearest enemy.
  • While in this state, he is immune to Fear, Pinning, Stunning effects, and the effects of Fatigue; he cannot Parry, retreat, or flee. He remains in this state for the duration of the combat, and receives a +[BLANK] for offensive elemental talents, but takes an Extra [BLANK] hits if the character oversyncs. After combat ends, or if there are no more eligible enemy targets for the character to attack, he can make a Willpower test to snap out of his bloodthirsty state. If he fails, he must continue to attack, favouring NPCs over PCs. Each successive round, however, he can make another Willpower test, with a cumulative +10 bonus to return to a stable state of mind and snap out of it. After switching into a bloodthirsty state, he cannot do so again for at least an hour, as he recovers his mental and physical strength.

Brutal Assault

  • Tier: 2
  • Prerequisite: Weapon Skill 35
  • Aptitudes: Weapon Skill, Offence
  • Once per turn, after resolving an All Out Attack action that successfully hits, the character may make a second All Out Attack action against the same target as a Free Action, with the same bonuses and penalties as the first.

Catfall

  • Tier: 1
  • Prerequisite: Agility 30
  • Aptitudes: Agility, Fieldcraft
  • The Character automatically reduces the effective distance of all falls by a number of metres equal to his Agility bonus, ignoring this distance as if it did not exist. He also adds +20 to his Acrobatics skill tests when using the Jump special skill use, as it pertains to reducing damage from falling.

Combat Master

  • Tier: 2
  • Prerequisite: Weapon Skill 30
  • Aptitudes: Weapon Skill, Defence
  • Opponents fighting him in hand-to-hand combat gain no bonuses for Ganging Up (see page 229 in the Dark Heresy 2E rulebook).

Connections:

  • Tier: 2
  • Prerequisites: Cover-Up, Intelligence 35
  • Aptitudes: Fellowship, Leadership
  • A character with this talent can use his Fellowship characteristic in place of his Influence when making Requisition tests (see page 142).

Constant Vigilance

  • Tier: 2
  • Prerequisites: Awareness +10, Intelligence 35 or Perception 35
  • Specialisations: Intelligence, Perception
  • Aptitudes: Perception, Defence
  • When this talent is taken, the character selects the Specialisation that matches the prerequisite (Perception or Intelligence) used in purchase. He can use the characteristic that matches that Specialisation when rolling for Initiative instead of his Agility value, and rolls two dice for the roll (picking the highest of the two for his score).

Coordinated Assault

  • Tier: 1
  • Prerequisite: None
  • Aptitudes: General, Offence
  • When Ganging Up on an opponent, the character gains an additional +10 bonus to Weapon Skill tests. If both the characters that outnumber the enemy have this talent, then both gain an additional +10 bonus, for a total of +20. This bonus is in addition to the normal bonus gained from Ganging Up on an opponent (see page 229).

Counter Attack

  • Tier: 2
  • Prerequisite: Weapon Skill 40
  • Aptitudes: Weapon Skill, Defence
  • Once per turn, after successfully Parrying an opponent’s attack, this character may immediately make a Standard Attack action as a Free Action against that opponent using the weapon with which he Parried. The character suffers a –20 penalty on the Weapon Skill test for this attack.

Cover-up

  • Tier: 2
  • Prerequisite: Intelligence 35
  • Aptitudes: Intelligence, Knowledge
  • At the GM’s discretion, the character can reduce his Influence to increase his group’s Subtlety. For every point of Influence lost in this way, the character increases his warband’s Subtlety by 1d5.

Crushing Blow

  • Tier: 3
  • Prerequisite: Weapon Skill 40
  • Aptitudes: Weapon Skill, Offence
  • The Character adds half his Weapon Skill bonus (rounding up) to damage he inflicts with melee attacks.

Delicate interrogation

  • Tier: 3
  • Prerequisites: Torture masters, Fellowship 50
  • Aptitudes: Intelligence, Finesse
  • Whenever the character would decrease his warband’s Subtlety due to an interrogation, the amount of Subtlety lost is reduced by 1d5. If this results in a negative number, the character's skilled efforts increase the warband’s Subtlety by 1.

Die Hard

  • Tier: 1
  • Prerequisite: Willpower 40
  • Aptitudes: Willpower, Defence
  • When this character would suffer a level of Fatigue due to the Blood Loss condition, the character makes a Challenging (+0) Willpower test; if he succeeds, he does not suffer a level of Fatigue.

Disarm

  • Tier: 1
  • Prerequisite: Agility 30
  • Aptitudes: Weapon Skill, Defence
  • As a Full Action, the character may make an Opposed Weapon Skill test against one target with whom he is engaged. If the character wins the test, the enemy drops his weapon to the ground. Should the character score three or more degrees of success, he can take the enemy’s weapon from him.

Dual Wielder:

  • Tier: 2
  • Prerequisites: None
  • Specialisations: Melee, Ranged
  • Aptitudes: Weapon Skill or Ballistic Skill, Finesse
  • When armed with two one-handed weapons (ether melee or ranged weapons), after making a Half Action attack (this can be a Single Attack, a Swift Attack, or a Lightning Attack with a melee weapon, or it can be a single shot, semi-auto burst, or full auto burst with a ranged weapon), he can make a single additional Half Action attack following the same restrictions with the other weapon as a Free Action.
  • In effect, this allows him to attack twice in a round, once from each of his weapons. Both of these attacks count as being part of the same Half Action, and both tests made to attack with the weapons suffer a –20 penalty. This talent can be taken twice, each time with a different specialization (melee or ranged). If he possesses both talents, then he can fight with one melee and one ranged weapon. When this talent is taken with the melee focus it counts as having the Weapon Skill and Finesse aptitudes, and when it is taken with the ranged focus it counts as having the Ballistic Skill and Finesse aptitudes.

Dual Wielding master

  • Tier: 3
  • Prerequisites: Agility 45, Ambidextrous, Ballistic Skill 40 or Weapon Skill 40, Dual Wielder (Melee, Ranged)
  • Aptitudes: Finesse, Offence
  • When armed with two single-handed weapons (such as a pistol or sword in either hand), he ignores the –20 penalty for Two-Weapon Fighting (see page 228 of the Dark heresy rulebook).

"Exploit every weakness":

  • Tier: 3
  • Prerequisite: Ballistic Skill 40
  • Aptitudes: Ballistic Skill, Offence
  • The character adds half his Ballistic Skill bonus (rounded up) to damage he inflicts with ranged weapons.

Fistfight specialist:

  • Tier: 2
  • Prerequisites: Agility 35, Ambidextrous, Weapon Skill 35
  • Aptitudes: Strength, Offence
  • The character gains the Deadly Natural Weapon trait (see page 135 of the Dark heresy rulebook), and counts as armed even when facing weapon-wielding opponents while barehanded. While fighting barehanded, he can also re-roll the damage he inflicts.

Gotta go Fast:

  • Tier: 1
  • Prerequisite: Agility 30
  • Aptitudes: Agility, General
  • He can stand up as a Free Action.

Hardy

  • Tier: 2
  • Prerequisite: Toughness 40
  • Aptitudes: Toughness, Defence
  • The Acolyte’s constitution allows him to rebound quickly from shock or injury. When undergoing medical treatment or healing from injuries, he always recovers damage as if Lightly Damaged, regardless of the level of damage he sustained.

Hatred

  • Tier: 2
  • Prerequisite: None
  • Specialisations: Any group the GM decides its appropriate for the character to hate (try to make it canonical if you can).
  • Aptitudes: Weapon Skill, Social
  • When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill tests made against them. He also finds it difficult to back down from a fight with his hated foe, and must make a Challenging (+0) Willpower test to retreat or surrender when fighting them, unless suicidally outnumbered or outclassed.

Hit and Run

  • Tier: 3
  • Prerequisites: Acrobatics, Agility 40
  • Aptitudes: Weapon Skill, Fieldcraft
  • After making a melee attack, a successful Challenging (+0) Acrobatics skill test allows the Acolyte to move at half rate as a Free Action. He may only make this move once per round, and the character’s opponent does not receive a free attack resulting from this move.

"How aren't you dead yet?":

  • Tier: 3
  • Prerequisites: Willpower 50, Toughness 50
  • Aptitudes: Toughness, Defence
  • He may spend one Fate point to ignore the effects of injury (such as those from Critical damage), Fatigue, and Stunning for a single combat, so long as they would not kill him immediately. This talent does not prevent the damage, but allows him to temporarily ignore its effects for the duration of the combat. Once the encounter ends, the effects trigger as normal.

Instinctual targeting

  • Tier: 2
  • Prerequisite: Ballistic Skill 40
  • Aptitudes: Ballistic Skill, Finesse
  • When firing two weapons as part of a single action (using the Two- Weapon Fighting talent, for example), the character does not need his targets to be within 10 metres of each other.

"I have a very particular set of skills"

  • Tier: 3
  • Prerequisite: Rank 4 in selected skill
  • Specializations: Any skill
  • Aptitudes: Intelligence, Knowledge
  • The character can spend a Fate point to automatically pass a skill test with his chosen skill, provided the final modifier to his skill test is Challenging (+0) or better. He scores a number of degrees of success equal to the characteristic bonus of the skill’s associated characteristic. This talent may be taken more than once, each time for a different skill.

Lightning fast reflexes:

  • Tier: 2
  • Prerequisites: Weapon Skill 30
  • Aptitudes: Weapon Skill, Finesse
  • The character can make the Swift Attack action (see page 225 of the dark heresy book).

Maneuverable bastard:

  • Tier: 2
  • Prerequisite: Agility 40
  • Aptitudes: Agility, Defence
  • When he performs a Charge or Run action, opponents suffer a –20 penalty to Ballistic Skill tests made to hit him with ranged attacks. This penalty continues until the start of his next turn.

Marksman

  • Tier: 2
  • Prerequisite: Ballistic Skill 35
  • Aptitudes: Ballistic Skill, Finesse
  • Distance is no protection against the character’s marksmanship, and he suffers no penalties for making Ballistic Skill tests at Long or Extreme range.

Miracle Surgeon

  • Tier: 3
  • Prerequisite: Rank 2 in the Medicae skill, Doctor Class
  • Aptitudes: Intelligence, Fieldcraft
  • The character gains a +20 bonus on all Medicae skill tests. When providing first aid, he ignores the penalties for Heavily Damaged patients and only suffers a –10 penalty for those suffering Critical damage.

Modern day gunslinger

  • Tier: 2
  • Prerequisites: Agility 40, Ballistic Skill 40
  • Aptitudes: Ballistic Skill, Finesse
  • As a Full Action, he can both move up to his Full Move rate and make a single attack with a ranged weapon. This attack can only be a single shot, and so cannot be a semi- or full-automatic ranged attack for example. Characters with the Two-Weapon Fighting talent can use this talent with Hip Shooting to make two single shots, if they are armed with a ranged weapon in each hand.

Murderous strike:

  • Tier: 2
  • Prerequisite: Weapon Skill 50
  • Aptitudes: Weapon Skill, Offence
  • At the beginning of each of his turns, the character may spend a Fate point to make his melee attacks unavoidable with the Dodge and Parry skills until the end of the round. Other means of avoiding or stopping attacks (such as elemental talents) are unaffected.

Natural Born Killer

  • Tier: 2
  • Prerequisites: Ballistic Skill 40 or Weapon Skill 40
  • Specialisations: Ranged, Melee
  • Aptitudes: Ballistic Skill or Weapon Skill, Finesse
  • When this talent is taken, the character selects the Specialization that matches the Characteristic and Aptitude pair (Ballistic Skill or Weapon Skill) used in purchase. When making a Called Shot (see page 219 of the Dark heresy rulebook) with a melee or ranged attack (depending on the Specialization), he does not suffer the usual –20 penalty.

"Nobody's seen the things I have"

  • Tier: 3
  • Prerequisites: Jaded, Resistance (Fear), Willpower 45
  • Aptitudes: Willpower, Defence
  • He can subtract his Willpower bonus from his degrees of failure on a failed Fear or Pinning test. If this reduces the result to zero or less, he counts as having passed the Fear test with 1 degree of success.

Peer

  • Tier: 1
  • Prerequisite: Fellowship 30
  • Specialisations: Any group the GM decides its appropriate for the character to be on good terms with (try to make it canonical if you can).
  • Aptitudes: Fellowship, Social
  • The character gains a +10 bonus to all Fellowship and Influence tests when interacting with this chosen group, and at the GM’s discretion can sometimes call upon them for favours. The GM and player may agree to award this talent when appropriate to the adventure or campaign, though the character must still pay the experience cost for the Talent as normal.
  • This talent can be awarded multiple times for the same group, in which case it should be listed as Peer (X), with X equaling the number of times the talent has been awarded. This can be used to represent groups who particularly like the character and may even be staunch allies. In game terms, the bonus to Fellowship tests increases to +10 times X. Additionally, when the character acquires this talent, he increases his Influence by 1.

Persuasive means

  • Tier: 3
  • Prerequisites: Fellowship 40, Willpower 40
  • Aptitudes: Fellowship, Leadership
  • When targeting friendly NPCs through skills that have either the Social or Leadership Aptitudes (such as Charm, Command, and Intimidate), he can affect those within 100 times his Fellowship bonus in metres rather than 10 times that number.

Quickdraw

  • Tier: 1
  • Prerequisite: None
  • Aptitudes: Agility, Finesse
  • As a Free Action, the character may draw and ready a Pistol or Basic weapon, or a one-handed Melee weapon.

Rapid reload:

  • Tier: 1
  • Prerequisite: None
  • Aptitudes: Agility, Fieldcraft
  • The character halves all reload times, rounding down. Thus, a Half Action reload becomes a Free Action, a Full Action reload becomes a Half Action, and so on.

Read facial expressions

  • Tier: 1
  • Prerequisite: Fellowship 30
  • Aptitudes: General, Social
  • Once per day, he can re-roll a test made to gather information from a group of people.

Resistance:

  • Tier: 1
  • Prerequisite: None
  • Specialisations: Cold, Electricity, Fear, Heat, Poisons, Radiation, Sound, Light, Any other type that the GM deems is appropriate.

Aptitudes: Toughness, Defence

  • Each time he selects this talent (or has this talent bestowed upon him), choose one area of resistance. He gains a +10 bonus when making tests to resist effects of this type.
  • This talent can be awarded multiple times for the same specialization, in which case it should be listed as Resistance (X), with X equaling the number of times the talent has been awarded. In game terms, the bonus to test made to resist effects increases to +10 times X.
  • For non standard issued resistances, the GM can require approval for certain choices, or justification based on the character's past.

Sharpshooter

  • Tier: 3
  • Prerequisite: Ballistic Skill 50
  • Aptitudes: Ballistic Skill, Offence
  • Before making a ranged Standard Attack action, the character can spend a Fate point. If he does so, he adds the number of degrees of success scored on the attack test to both his damage and penetration for the hit.

Step Aside

  • Tier: 3
  • Prerequisites: Agility 40, Dodge or Parry
  • Aptitudes: Agility, Defence
  • The character can make an additional Evasion attempt (either a Dodge or a Parry) once per round. In effect, this gives him a second Reaction that can only be used for Dodge or Parry attempts, allowing two Dodges, two Parries, or a Dodge and a Parry in each turn. However, he can still only attempt a single Dodge or Parry against each individual attack.

Stone Cold Killer

  • Tier: 3
  • Prerequisites: Ballistic Skill 45 or Weapon Skill 45
  • Specialisations: Ranged, Melee
  • Aptitudes: Perception, Finesse
  • When this talent is taken, the character selects the Specialization that matches the prerequisite used in purchase (Melee with Weapon Skill, Ranged with Ballistic Skill). When the character’s attack in that combat type inflicts Critical damage, he adds his Perception bonus to the damage result.

Strike Without Warning:

  • Tier: 3
  • Prerequisite: Lightning Fast reflexes
  • Aptitudes: Weapon Skill, Finesse
  • He can make the Lightning Attack action (see page 222 of the dark heresy rulebook).

Sturdy

  • Tier: 2
  • Prerequisite: Strength 45
  • Aptitudes: Strength, Offence
  • The character can fire a heavy weapon using Semi- Auto Burst or Full Auto Burst without bracing the weapon, and does not suffer the –30 penalty for failing to brace it. In addition, whenever he uses the Heft special use of the Athletics skill (see page 98 of the dark heresy rulebook) he can add +20 to his Athletics skill test to reflect his powerful musculature.

Takedown

  • Tier: 1
  • Prerequisite: None
  • Aptitudes: Weapon Skill, Offence
  • When making a Standard Attack or Charge action, the character can declare that he is attempting a takedown his target. He then rolls to hit (using his Weapon Skill) as normal, applying all the regular modifiers for the attack action. If the character hits and would have done at least 1 point of damage (after reduction for Armour and Toughness), no wounds are caused. Instead, the opponent must make a Challenging (+0) Toughness test or be Stunned for 1 Round and knocked Prone. In addition, when performing a Stun Action, the character does not suffer the normal –20 penalty to his Weapon Skill.

The Hunter:

  • Tier: 1

Prerequisite: Perception 30

  • Aptitudes: Perception, Offence
  • When he damages cover (see page 229 of the Dark Heresy rulebook), the character adds his degrees of success from the attack to the reduction of the cover’s Armour value. If using a weapon that does not require a skill test, he adds 1 instead.

Too Stubborn to die:

  • Tier: 1
  • Prerequisites: None
  • Aptitudes: Toughness, General
  • The character gains an additional wound. He can purchase this talent additional times up to twice his Toughness bonus. When he gains this talent multiple times, note the number of times it has been taken after the talent, such as Sound Constitution (3).

Torture masters

  • Tier: 2
  • Prerequisites: Read Facial Expressions, Strength 40 or Willpower 40
  • Aptitudes: Intelligence, Social
  • The Character gains a +10 bonus to all Interrogation tests, and gains an additional +5 for each other character participating in the interrogation who also has Torture Masters. This counts as test assistance, and thus also gains the standard assistance bonuses as per page 25.

True grit:

  • Tier: 3
  • Prerequisite: Toughness 40
  • Aptitudes: Toughness, Defence
  • Whenever he suffers Critical damage (after reduction for Armour and Toughness), reduce the amount by his Toughness bonus (to a minimum of 1 damage).

Unstoppable Juggernaut:

  • Tier: 3
  • Prerequisite: Strength 50
  • Aptitudes: Strength, Offence
  • When the character makes a Charge action, he can barrel through enemies to get to his target. The character makes an Opposed Strength test against each foe in his way (those who his movement would take him past or through). Each foe that loses the Opposed test is knocked Prone. After resolving these Opposed tests, the character’s Charge action resolves against his original target as normal.

Up close and personal:

  • Tier: 3
  • Prerequisites: Weapon Skill 40, Agility 50
  • Aptitudes: Agility, Offence
  • When making a Charge action, he doubles his normal Charge movement (for instance, if he has an Agility bonus of 3 and thus a Charge movement of 9 metres, his movement is then doubled to 18 metres with this talent).

Wannabe Detective

  • Tier: 1
  • Prerequisite: Intelligence 35
  • Aptitudes: Perception, Social
  • After failing an Awareness skill test, the character can re-roll the test with a –10 modifier.

Whirlwind of Death

  • Tier: 2
  • Prerequisite: Weapon Skill 40
  • Aptitudes: Weapon Skill, Finesse
  • As a Half Action, the character may make one Standard Attack action (see page 224) with a melee weapon against a foe, plus one additional Standard Attack action with the same weapon targeting each other foe also engaged in melee combat with the character beyond the first (to a maximum number of attacks up to his Weapon Skill bonus).

Elemental talents:

As well as the standard list of attributes, we have another: Elemental Talents. This is designed to take into the account the possibility of powerful elementals in Ghost K. All character's in K21 have the potential to manifest elemental talents, however, due to traits in their genetic make up, most characters don't have the capability of actually using their elemental genes, and the elemental trait becomes nothing more than a simple genetic sequence in their DNA, with no real effect on the individual.

All characters have the possibility for this, to enforce balance across the board (although some factors such as location or role have an effect on the likelihood). While this does give the possibility for an American Elemental hunter blessed with talents over Fire or an Arabian with advanced use of Gravity, I feel that it benefits the story for it to be random. Hey, you can even weave it into the character's fluff if you wish.

Each element's powers is split into four sections: basic abilities. intermittent abilities, mastery abilities and passives.

Basic abilities are the one or two abilities that are generally the most basic to grasp. When you receive your elemental powers, you must pick one ability to start with. With the exception of your first ability (which is always free) all elemental abilities in this category cost one EXP to learn.

Intermittent abilities are the slightly more advanced abilities of each element, often taking the form of specialized abilities and increasingly powerful versions of some of the basic abilities. Each of these abilities cost two EXP to learn.

Mastery abilities are highly specialized tricks and powers that are extremely difficult to pull off. They can take the form of massively powerful attacks, stupendously complex feats or extremely specialized precision actions. Each ability from this set cost four EXP to learn.

Passive abilities are of a different stripe to most powers in that they are automatically given to every character with that chosen element. In addition, they automatically increase in power depending on your current mental capacity. This is to represent many effects the elemental genes can have on the body.

Performing Elemental abilities:

While the system isnt perfect yet, my first idea is the following:

  • Each ability has a set number to "cast".
  • To cast, you roll a d20 and add your willpower bonus (the "tens" in your wisdom value) and your Keidis rating level(alpha being 1, beta being 2 etc).
  • If you didn't do it, tough luck kiddo.
  • If you did it, congratulations, the power goes off and the effects are done.
  • If you roll a natural 20, you have oversynced and the power goes off (plus bonuses to the ability, such as increased damage if offensive or healing far more hit points than usual in the case of healing powers) but you also suffer D10 automatic hits to represent the negative effects of exceeding your current mental capacity.

Elemental selection:

In addition to the other stats, upon character creation, roll a D20, on a 1-14, nothing happens, your character wasn't lucky (or unlucky) enough to be born with genes capable of manipulating an element. On a 15-20, your character has the dubious honour of being called out for "hax" against the laws of physics.

In addition, on the roll of a natural 20 (eg. critical success) you gain +15 to your roll on the Keidis rating table (see below).

Roll a D100 and consult the chart:

Deciding your chosen Element:

Number: 1-15 16-32 33-47 48-60 61-73 74-90 91-92 93 94-95 96-97 98-99 100
Result: Fire Earth Water Ice Plant Air Lightning Plasma Gravity Magnetism Sound Roll D6: 1-3 Shadow, 4-6 Light.

Fire:

Passive

Heat resistance:

As a fire elemental gets older, they will, often times, come into a close and personal contact with his own elemental talents, whether they may be through bathing their own arm in fire to incinerate an attackers touch or to destroy a solid wooden door.

Your character gains the Resistance (heat) trait.

Basic:

Create fire:

  • Value: 150 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: N/A
  • Action: Half Action
  • Focus Power: Challenging (0)
  • Willpower test Range: 10 metres x Keidis rating
  • Sustained: Free Action
  • Subtype: Attack, Concentration
  • Effect: The ability must be cast at a flammable object (oil, wood, paper, clothing, living being etc). If it goes off, the target suffers 1d10 + Keidis rating hits with the heat type. In addition, (if not a highly combustible substance) roll a D6 at the end of the attack, on a 4+, the fire carries on, repeat the hits next round. If the target is a living being, the target counts as having performed their major action as they madly attempt to put themselves out.

Spontaneous Superheating:

  • Value: 200 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: N/A
  • Action: Half Action
  • Focus Power: Difficult (-10)
  • Willpower test Range: 10 metres x Keidis rating
  • Sustained: Half Action
  • Subtype: Concentration
  • Effect: The ability can be cast at any non-flammable object (anything it'd be ridiculous to try to melt with a single flame, such as metal or stone). The targeted object suffers 2d10 + Keidis rating hits with the heat type. It also causes A number of hits equal to your Keidis rating wth the heat type on anything that touches the superheated substance.

Note to the GM: this ability is based around the idea of a puzzle power, that is, an ability made with the idea of using it outside of combat in mind. However, feel free to let your players use them in specific circumstances (such as against an android or to superheat the gun of a character holding the party hostage).

Intermediate:

Control Superheated Substances:

  • Value: 300 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: Spontaneous Superheating
  • Action: Half Action
  • Focus Power: Hard (-20)
  • Willpower test Range: 10 metres x Keidis rating
  • Sustained: N/A
  • Subtype: Concentration
  • Effect: The ability can be cast at any superheated but non-flammable object (objects affected by the Spontaneous Superheating ability work for this, as well as any similar substance overheated by an elemental ability). The targeted object can be moved a number of meters equal to 5 x your keidis rating. If the target of the ability is a flame or a liquid (molten metal or lava) change the distance of movement to 10 x Keidis rating. Anything touched by the superheated substance suffers heat damage equal to the elemental's keidis rating.

Firestorm

  • Value: 400 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: Create fire
  • Action: Full Action
  • Focus Power: Hard (-20)
  • Willpower test Range: 2 metre radius x Keidis rating
  • Sustained: N/A
  • Subtype: Attack
  • Effect: Anyone or anything touched by the firestorm (excluding the elemental themselves) suffers 1d10 + 1d5 + Keidis rating damage with the heat subtype.

Mastery:

Heat Shield:

  • Value: 500 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: Firestorm
  • Action: Half Action
  • Focus Power: Hard (-20)
  • Willpower test Range: 10 metres x Keidis rating
  • Sustained: Free action
  • Subtype: Concentration
  • Effect: While this power is in effect, the elemental counts as being in cover whose armour value is the same level as their Keidis rating for the purposes of ranged attacks made against the elemental. This cover can wear away like any other cover and will stop being in use should it be destroyed. In addition, anyone trying to charge the elemental immediately suffers heat damage equal to the Elemental's Keidis rating.

Earth:

Passive

Enhanced Strength:

Earth elementals, like the substances they wield, tend to be hardy and strong, often times acting as an indomitable bulwark against their foes.

Your character gains +10 strength.

Basic:

Move earth:

  • Value: 100 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: N/A
  • Action: Half Action
  • Focus Power: Ordinary (+10)
  • Willpower test Range: 10 metres x Keidis rating
  • Sustained: N/A
  • Subtype: Concentration
  • Effect: The ability must be targeted at any kind of dirt or earth. The targeted object can be moved a number of meters equal to 5 x your Keidis rating. You can affect a maximum of 1kg x your Keidis rating. If the moved earth successfully hits a living creature, the targeted character will immediately gain the blind trait for one round and count as already using their major action as they try to remove the dirt from their eyes.

Break rock:

  • Value: 150 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: N/A
  • Action: Full
  • Focus Power: Challenging (0)
  • Willpower test Range: 10 metres x Keidis rating
  • Sustained: N/A
  • Subtype: Concentration
  • Effect: The ability must be targeted at any kind of rock (metal ores wont work), wall or otherwise fortification. The targeted object suffers D6 hits x your Keidis rating. If this ability successfully breaks the affected oject, it crumbles to D20 parts of roughly equal mass.

Intermediate:

Sandstorms:

  • Value: 400 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: Move earth
  • Action: Full Action
  • Focus Power: Hard (-20)
  • Willpower test Range: 2 metre radius x Keidis rating
  • Sustained: N/A
  • Subtype: Attack
  • Effect: Anyone or anything touched by the radius cloud (excluding the elemental themselves) suffers d5 + Keidis rating damage. In addition, any character successfully hit by the ability gains the blind trait for D3 rounds. Finally, after hits have been resolved, roll a D6 for each affected character, on a one, the character's blind trait is permanent (or until they are healed at a medical facility).

Terrabullet

Mastery:

Micro earthquake:

Crumble Foundations:

Water:

Passive

Enhanced Swimming:

Water elemental's natural power set means that they are more than capable of not only bending the liquid around their bodies (thus reducing drag) but actually creating unnatural streams, allowing them to travel through the water at speeds that would make fish jealous.

Your character gains +10 to his agility for all swimming based tests. (I'm contemplating scrapping this one, as it's generally terrible, but I don't know what to replace it with).

Basic:

Waterbending:

Water Walking:

Intermediate:

Heavy Rain

Shoot flash stream

Mastery:

Blood rending:

Ice:

Passive

Cold Resistance:

An Ice elemental is often times surrounded by the frosting chill of their natural talents. Though not always actively using their powers, years of use have tempered their bodies to the dreadful chill of their powers.

Your character gains the Resistance (cold) trait.

Basic:

Freeze:

Create ice:

Intermediate:

Flash snowstorm:

Inflict frostbite:

Mastery:

Freeze organism's liquid:

Plant:

Passive

Enhanced healing Factor:

The nature of plant elemental are fairly esoteric, while it is theorized that it is a very common mutation of the water elemental gene (shown by the commonality for both an experienced water and an inexperienced plant elemental manifesting the same talent despite the differences in element) nobody has quite been able to figure out how it has stabilized into it's own element (especially given it is a primary element with the capacity for a guardian gene). The main difference between the two are primarily a case of scale, while water manipulates liquids in a broad scale, plant is more about manipulating the liquid in cells, allowing for the elemental to put his mitosis into overdrive and heal a broken arm or a laceration as fast as a normal man would close over a graze.

A plant elemental instead removes 2 points of damage per day through natural healing when lightly damaged and regains 1 point of damage a day through natural healing when heavily damaged.

Basic:

Blood Rending:

  • Value: 200 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: N/A
  • Action: Full Action
  • Focus Power: Difficult (–10)
  • Willpower test Range: 2 metre radius x Keidis rating
  • Sustained: Free Action
  • Subtype: Attack, Concentration
  • Effect: The target must roll a Hard (-20) toughness test, suffering D6 + Keidis rating damage for each point lost by (so if the target failed by 4 points, the target would suffer 4D6 + Keidis rating wounds).

Necrosis:

  • Value: 200 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: N/A (for now, originally toughness 40)
  • Action: Half Action
  • Focus Power: Challenging (0)
  • Willpower test Range: 10 metres x Keidis rating
  • Sustained: Free Action
  • Subtype: Attack, Concentration
  • Effect: The character nominates a single target in range and line of sight who opposes this power with a Toughness test. If the target fails to resist the power, he suffers 1d4 + Keidis rating damage and loses D6 toughness until he is healed, either at a facility or by an elemental ability (first aid just doesn't cut it for healing necrosis).

Intermediate:

Create Poison Gas:

  • Value: 400 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: Necrosis
  • Action: Full Action
  • Focus Power: Opposed Difficult (–10) Willpower.
  • Willpower test Range: 2 metre radius from elemental x Keidis rating
  • Sustained: Half action
  • Subtype: Attack, Concentration
  • Effect: Anyone (friend or foe, excluding the elemental themselves) touched by the power suffers 1d5 + Keidis rating Toughness damage, in addition everyone touched by the cloud counts as having performed one full action the following turn as they are wracked by crippling coughs and/or other nasty effects.

Healing:

  • Value: 400 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: Blood Rending
  • Action: Full Action
  • Focus Power: Difficult (–10) Willpower
  • Willpower test Range: 10 meters x Keidis rating
  • Sustained: No
  • Subtype: Concentration
  • Effect: The Target of the ability regains D6 x Keidis rating wounds, and automatically overcomes the effects of pinning.

Mastery:

Create Virus:

  • Value: 600 xp (still not sure how the exp rating works, going off comparative values for psyker powers)
  • Prerequisite: Create poison gas
  • Action: Full Action
  • Focus Power: Hard (–20) Willpower
  • Willpower test Range: 10 meters x Keidis rating
  • Sustained: No
  • Subtype: Attack, Concentration
  • Effect: The target must take a Very hard (-30) toughness test and receives 1d10 + Keidis rating damage for every point it loses by. This attack automatically carries over to the next round until the target successfully passes a toughness test, implement it exactly the same each round as above.
  • Finally at the end of each round in which the virus is still active, roll a D6, on a 6 it spreads to another character (friend or foe, can even the the original elemental) within Keidis rating level's worth of meters, roll attacks against this unit like the original target (yes, it is possible for a character to get hit by this, pass it on to an ally, cure himself by passing a test and getting the virus again).

Acid creation:

Needs changing.

Air:

Passive

Enhanced Agility:

Either this or the passive for water will need changing, possibly both, as they are both crappy alone and one or the other invalidates the other choice.

Basic:

Wind Blast:

Storm:

Intermediate:

Air shield:

Flight:

Air Lance:

Mastery:

Vacuum creation:

Lightning:

Passive

Electricity Resistance:

Lightning elementals can and will use the electricity of their own bodies in their attacks, and due to the nature of their powers, they will oftentimes be subject to the feedback of their element, because of this; the Lightning element in particular has caused it's subject to resist the effects of the electrical impulses they can manipulate.

Your character gains the Resistance (Electricity) trait.

Basic:

Feed power:

Taser:

Intermediate:

Control machine:

Lightning bolt:

Mastery:

Electricity Absorption:

Synaptic overload:

Plasma:

Passive

Radiation Resistance:

A Plasma elemental is a master over the fourth state of matter, and perhaps unsurprisingly, the elemental ability of its existence works to reduce the effect fallout of their powers has to them...and them alone.

Your character gains the Resistance (Radiation) trait.

Basic:

Disrupt magnetic forces:

Radiation poisoning:

Intermediate:

Melt substance:

Plasma beam:

Mastery:

Generate Plasma window:

Gravity:

Passive

Hyper Athleticism:

Either Agility bonuses or a manoeuvrability ability, whichever it makes more sense to have.

Basic:

Change Object weight:

Moon jumping:

Intermediate:

Levitation:

Gravity Shift:

Mastery:

Limited Flight:

Crush:

Magnetism:

Passive

Mechanical repair aptitude:

Bad Idea is bad. Need a new passive.

Basic:

Disrupt Electrical currents:

Create Magnetic Field:

Intermediate:

Throw magnetic object:

Scramble technology:

Mastery:

Disrupt neurones:

Remote Magnetic Manipulation:

Sound:

Passive

Enhanced Hearing:

Either due to design of their talents or by the subconscious use of audio enhancing abilities, many sound elementals have pin point hearing, capable of hearing the sound of a pin drop from across the room or the sound of a silenced pistol from a street over.

All sound based perception tests receive +10 bonus. (May replace this with Resistance (Sound) trait and make hearing a power to enhance hearing perception for one round/turn/day (depending on whatever).

Basic:

Echolocation:

Manipulation of sound waves:

Intermediate:

Ear bleeding shriek:

Ultrasound detection:

Mastery:

Sonic scream:

Noise cancellation:

Light:

Passive

Blindness resistance:

The eye, such as it is, is a wonderful organ in that it will adjust it's current state to accomidate the level of light without rendering the entire world in tear burning blurs. Small wonder then that Light elementals have become to desensitized to light they can often resist he disorientating effects of using flash weaponry and the like.

Your character gains the Resistance (light) trait.

Basic:

Create light:

blinding flash:

Intermediate:

Incandescent laser:

Absorb light:

Mastery:

Complete Disintegration:

Elemental Enhancement:

Shadow:

Passive

Enhanced Stealth:

Bonuses to subtlety/ gives a stealth related bonus most likely.

Basic:

Illusion Conjuration:

Shadow Blades:

Intermediate:

Physical Enhancment:

Summon Darkness:

Mastery:

Temporal distortion:

Elemental Suppression:

Keidis rating:

In K21, the Keidis Scale is a method of listing the extents of elemental mastery, while (as stated previously) everyone has the genes capable of manipulating one or more elements, most people are elementally neutral due to their mental strength and their own bodies capability of using the parts of their brain and biology that controls their element.

As you've rolled an element, common sense dictates that your body has the capability of reasonable elemental control.

The scale is expressed with two parameters: one of mental capacity and the other of hypothetical capacity.

The hypothetical capacity is your absolute limit, you can not exceed this rating via use of specialist skills, though some specialist conductors (if stated in their rules) and comprehensive surgery will allow you to increase your rating somewhat. But both of these are rare and costly (not to mention disastrous if it goes wrong in respect to the surgery).

In any case, to determine your hypothetical capacity, Roll a D100 and consult the chart.

Number: 1-30 31-50 51-60 61-70 71-80 81-90 91-100
Result: Alpha Beta Gamma Delta Epsilon Zeta Eta

Regardless of your hypothetical capacity, you will always start out as an alpha when your elemental talents manifest (be it in the beginning of the story or midway through) and will gradually go up through the Keidis Scale until you reach the value of your hypothetical capacity. The methods to increase your mental capacity primarily based on both spending EXP points and occasionally with heavy usage of your talents.

Whenever a rule refers to your Keidis rating (such as the rules for most elemental abilities) always refer to your current mental capacity level.

The keidis rating system is used to either:

  • How powerful your elemental abilities are/how easy they are to cast. (Current use).
  • Diverge how many times a day you can cast any elemental ability (Alpha=1 beta=2 etc)
  • If I make elemental talents the equivalent of Warhammer Fantasy Magic; how many dice you can use to cast an elemental talent (will probably turn dice from D20 to D6), with dice being generated each day based on D6 (+ or - any factors like current health or physical/mental condition[TBW]).
  • Some other idea I may have...

Equipment:

Weapons

Melee:

Blunt wooden object:

Blunt wooden object covers anything made of wood that would be used to bludgeon the opponent, from a tree branch or a floorboard to a carved ornament or an oak curtain rail. Hitting someone in the face with a broken branch might hurt, but it wont stand up to much rough use.

You haven't got many shots at jumping someone using a stick or a carved wooden horse, so it's best to strike decisively and knock them out.

Blunt metal object:

So you're walking along in the street, and you just happen to spot a lead pipe or a comically large wrench on the floor. Thinking fast, you pick it up; "it might make a good weapon" you reasoned. And you we're right.

Heavy and cumbersome, and in most cases hard to hide, you can perform some serious impact trauma with a blunt metal object.

Sledgehammer:

Why in god's earth would you use a sledgehammer in combat? Are you just a wrestling fan and want to cosplay your K21 character as a certain famous wrestler? Or have you specified yourself as the tank of the group, taking the imitative hit because your toughness is so high that it wont matter if you get hit because you're gonna break a skull anyway?

Either you or your character has probably been drinking Central American "water", so here are your stats.

Fire Axe:

Fire axes, good for breaking through a door so you don't get roasted to death by fire elemental when he loses control of his powers or an idiot who knocked over a candle. Fire axes also have a secondary function of being very good at going through flesh and bone.

The axes shape acts like a bladed lever to improve the amount of force your blow will have, however, in a fight, it's kind of unwieldy. If you cant hit them before they get into your guard, you should drop and resort to fists or a backup.

Knife:

Ah, the ubiquitous knife. It can come in so many shapes and sizes, such as a kitchen carving knife, a pit fighter's combat blade or even the old fashioned machette, useful for carving through rogue plant growth. While other weapons make a virtue of hard and fast trauma capable of concussing and knocking out anyone unlucky enough to be caught by their sweeping blows, a single thrust could be all you would need to end anyone foolish enough to let you get close.

Small, compact and very deadly, you should never underestimate how useful a knife can be, jsut don't expect to be able to stop the trajectory of a sledgehammer coming at your head.

Sword:

...Okay, why would you even consider bringing a sword with you into the streets? There are reasons to do so, most of the time to show off how rich or noble you are or to challenge another to a duel to the death in Central America (though they probably are rocket powered over there for maximum speed).

Swords can be useful however, they have longer reach and very little can block a sword blow without disarming the wielder (maybe literally), but you will be viewed as an overt threat no matter what (not to mention probably mugged to steal all that gold your packing.

Katana:

Right, if you are not japanese yourself you're probably a weeaboo. I can't even come up with something good to put here except this: William Mcniel had one, and he got owned. Then Li-pau Nao stole it, so it went to someone who at least culturally kinda deserved to have it.

They are fast, but they can be very brittle, which means blocking some asshole with a sword with this is probably not a good idea.

Ranged:

Armour:

Elemental Conductors:

Miscellaneous objects:

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