Gm Notes


Character Generation

  • Characters must have a divination: you are welcome to roll your Divination 3 times and choose the one you want from your results (if you get the same divination you may re-roll). Please do not simply choose your divination.
  • Players may randomly roll their Characteristics or Allocate via points as per pg31 of the DH2.0 Rulebook (60 points to allocate. + Characteristics start at 30 and - Characteristics start at 20) . Remember if you are point allocating that no Characteristic can begin at more than 40.
  • Fate, Wounds, Insanity, and Corruption are all rolled as normal for starting Characters.
  • Players are requested to write a Flaw for their character e.g. “I always run headlong into danger – damn the consequences!”, “I can’t go a day without a stiff pull of Obscura”, “I trust no-one, not even myself”. If during play you find an opportunity to use your Flaw to somehow hinder yourself or cause a complication to arise, I will reward it with a Fate Dice .For example, if a PC with the Flaw “I always run headlong into danger – damn the consequences!” is a member of a Cell trying to plan their way into a ganger-hideout, they may choose to invoke their Flaw, draw their sword, kick down the door, and rush in like a mad fool. This Player would be rewarded with a Fate Dice. You are under no obligation to neither have a Flaw, nor invoke your Flaw should the opportunity arise (I will prompt you if I think a situation warranting your Flaw arises, but it is only a gentle reminder). This is 100% a voluntary mechanic.
    • Flaws need to be actual Flaws. No "Oh, I'm just so handsome that people throw themselves on my dick at the slightest provocation. It's just the worst" If I think your Flaw is a not-a-Flaw Flaw I will ask you to change it.
  • Starting equipment may be swapped or exchanged using the following restrictions:
    • Like for Like: Weapons may only be swapped for other Weapons; Armour may only be swapped for Armour; Gear may only be swapped for Gear; Tools may only be swapped for Tools etc
    • Rarity for Rarity: Swapped items must be of equal Rarity (you may swap down but not up).
    • No Stacking: You cannot trade two Rare items to get one Very Rare item etc.
    • Each player may pick one weapon upgrade of Scarce Availability or less and apply it to a weapon in their trappings - this is a free upgrade to represent the PCs being somewhat experienced individuals who have taken the initiative to customize their gear.
  • Insanity and Corruption will be kept hidden. Players will be made aware when they need to roll tests against Insanity or Corruption, and will be informed when they are close to reaching a threshold e.g. Sigismund needs to roll for Insanity, but he fails and receives 3 Insanity Points. This puts him at 17 IP. The GM tells Sigismund that he is near an Insanity Threshold. Sigismund should be careful where his mind wanders in the future…
  • Players may permanently burn a Fate Point to remove Insanity or Corruption equal to a Characteristic Bonus of their choice. For Insanity, Intelligence or WP may be used. For Corruption, Strength or Toughness may be used. Yes, this means that physical and athletics Characters are more likely to face insanity of the mind, whereas cerebral and intellectual Characters are more likely to suffer corruption of their bodies.
    • This does not replace the existing ability to spend 100xp in order to remove a single Insanity Point.
  • Players may take a free Peer (Any) relating to their character's backstory. If a Player chooses to do so, they must also take a free Enemy (Any) also relating to their backstory…
    • Characters do not enjoy the benefit of +1 Influence that is normally granted upon purchasing the Peer talent.

New Characters and Influence

  • New characters generate influence as per the rules for starting characters, they do not carry over influence from previous characters or previous missions.


  • I will be unforgiving with Subtlety. The more noise you make, the more likely other undesirable elements will start packing for bear (grenades etc) and try to take you out. Conversely, the quieter you are the more likely there will be circumstances where you can completely get the drop on unawares opponents. The choice is yours if you want to go for a stealthy playthrough, or a loud one, I will respond accordingly.
  • I will be equally unforgiving in combat. Not every combat can be won. There will be enemies and opponents you can’t simply kill. Do not expect every encounter to be balanced. Your enemies are numerous, intelligent, and fanatically driven.
  • Natural 001 and Natural 100: A roll of 100 (unmodified) is always a failure, no matter the circumstances. A roll of 001 (unmodified) is always a success, no matter the circumstances. That means if you roll a 001 to hit a target in combat, then the attack is unavoidable. Be aware, this rule applies to NPCs too. I’ll be using these rolls to introduce new complications and advantages, more extreme than the ones you’d receive for simple failures or successes. A roll of 001 on a Skill Check may award you additional bonuses or benefits, whereas a similar roll in combat may cause your opponent to fall prone, or his blade to shatter under your mighty blow.
  • Fight for your Rights (Advantages): If you as a Player feel you deserve an Advantage (or conversely, a Disadvantage) on a Skill Check, speak up. I try my best to keep all the factors in my head, but I need a little help some times. Looking through the Skill section in the DH2.0 Rulebook will help clarify this somewhat, as it goes into greater detail about specific Advantages or Disadvantages that can be allocated to Skill Checks.

Imperium's Due:

  • When Acquiring items or looting them from your enemies, Acolytes are required by the Inquisition to turn over any item which is considered Very Rare or above in availability at the end of the campaign. These items go into a personal armoury of sorts from where they can be requisitioned at a discounted rate. Items stored in the Armoury gain a +20 modifier to the Requisition check to acquire them. After the completion of the first campaign adventure, the restricted items will increase from Very Rare to Extremely Rare to better represent the trust and experience you have gained with the Inquisition.
    • If you are particularly efficient, successful, and loyal as an agent of the Inquisition, you may receive an item from the Armoury as a personal gift. This item permanently enters your trappings.
    • Some Acolytes may wish to hide their valuables from the prying eyes of the Inquisition. If an Acolyte attempts such a dastardly act, they are required to roll either a Sleight of Hand or Deceive skill check opposed to their Interrogators Scrutiny at the end of the campaign. Success means the item in question is hidden sufficiently enough to avoid further suspicion (unless they start waving it around at official meetings), and it enters the trappings of the Acolyte. Failure to hide an item under scrutiny results in the item being taken away from the Acolyte. This item does not enter the Armoury for future use, and the Acolyte in question is at a -10 modifier to all interactions involving the Inquisition for the next campaign (including Acquisitions).
  • Assisting in Skill Checks
    • One PC is nominated or nominates to roll the required Test
    • Any other PC who has the same Skill Trained or better may assist, granting the testing Player +10
    • Assisting PCs should be adjacent to the performing PC - situation dependent
    • Shared success and shared failure. If you have helped or assisted somehow you can expect to suffer the consequences of failure.
    • Check pg25 of the Rulebook for further clarifications


Fate Dice

  • Fate Dice: This is an additional d5 you can roll any time you make a d100 roll. This Fate Dice can reduce the tens dice from your roll by the value of its facing. e.g. Oliver rolls a 67 for his WS Test. He chooses to roll his Fate Dice, which results in a 5. Oliver then subtracts the 5 from the tens result of his roll of 67, giving him an adjusted roll of 17, a much greater success.


  • Talent Changes:
    • Blademaster: Applies to all Melee Weapons, not just bladed ones.
    • Jaded: Requires a minimum of 10 Insanity Points before the talent comes into effect. If a Player has less than 10 Insanity Points, but has the Jaded talent, it remains un-activated until they reach 10 Insanity Points.
  • Suppressing Fire and Pinning
    • Suppressing Fire follows the rules as written in the DH2.0 Rulebook, with the following exception: You can only Pin a number of targets equal to the RoF of the weapon you are using.
    • i.e. a weapon with S/3/6 can either Pin 3 targets on semi-auto or 6 targets on full-auto.
    • Pinning tests are rolled as normal, but end once the maximum amount of targets have been pinned, or there are no more targets to roll tests for.
    • E.g. A Player using a weapon with the profile S/3/6 attempts to pin a group of 9 enemies with full-auto suppressive fire. The GM begins rolling Pinning tests for those caught in the 45 degree arc. After 1 success, and 6 failures, the GM stops rolling as the maximum amount of targets have been pinned. Alternatively, if the GM was to succeed on 4 tests, and fail on 5, they would also stop rolling as there are no more targets to pin.

Subtlety and Mutation

  • Subtlety: Instead of being a 0-100 Characteristic, Subtlety will be a -50 to +50 score.
    • The tens digit applies as Degrees of Failure or Success depending on the Skill Check which is being rolled.
    • e.g. If a Player is attempting to Intimidate an NPC, and the Players are at -33 on the Subtlety rating (not very subtle), the Player receives an additional 3 DoS on a successful Intimidate Check. Conversely, if the Players are at +27 Subtlety, they would receive 2 DoF on a successful Intimidate Check (to a minimum of 1 DoS). They are simply too subtle to be all that intimidating.
  • Mutation: Will be handled differently than it is described in the rulebook.
    • When a PC reaches their first mutation threshold (30 Corruption Points), if they fail the resulting Mutation Test they will not roll on the table provided. Instead the GM and PC in question will discuss an appropriate mutation (no longer cosmetic-only, but no where near as harsh as RAW). This mutation should reflect the personality of the PC, so for example if a PC was a bloodthirsty axe-wielding guardsman, maybe the whites of their eyes will permanently turn red and their molars fall out only to be replaced with more incisors, gaining the Natural Weapons Trait. A stealthy PC might have their skin turn black, or their eyes turn into cat-like slits, and gain the Darksight Trait. A fast talking smooth operator might find their tongue suddenly the colour of silver, or their skin taking on a shimmering gold like appearance, or their hair coming to life and shifting styles to those that are most in-vogue, and gain the Unnatural Fellowship (1) Trait.
    • All subsequent mutations will be discussed in the manner above - either the existing mutation will increase in severity or you will gain a new one.
    • Fate may be burned to prevent a mutation occurring. The Emperor must love you.
    • Mutation is a fickle bitch. Yes, the system is supposed to be harsh, but 70% of the provided mutations are either game-breaking or character ending. Rather than have either of those things happen, I have opted for the above instead.
  • Malignancy: Mostly rules as written from the Rulebook, with the following exception.
    • As with Mutation, if a PC fails their Malignancy Test they do not need to roll on the random table. Instead, they and the GM will figure out an appropriate Malignancy based upon their character's personality. A cruel and callous character may suffer a negative to Social interactions as their words become ever more venomous and hostile, whereas a night-owl character may find themselves feeling fatigued during the day. The main difference between Malignancy and Mutation is the lack of physical changes in the former - Malignancies show as personality changes, precursors to full blown bodily mutation.


  • I have created a vehicle upgrade chart so that you can pimp your new ride throughout the course of the campaigns.
  • Between Mission Acquisitions:
    • Between missions Players may make, unmodified and without consequence, a number of Acquisition rolls equal to their Influence Bonus. You cannot trade or use Fate for these Acquisitions. They are only modified by the Rarity of the item you are attempting to Acquire, or Inquisition rewards (GMs discretion). Near Unique and Unique items are off-limits without express GM approval, and will usually call for additional roleplaying and/or mission parameters be achieved before the Player receives their item.
    • Between missions Players may swap any item they have collected for any other item, of Average rarity or less, a number of times equal to their Influence Bonus.
  • Weapon Upgrades:
    • Weapon Craftmanship effects how many upgrades/mods a weapon may have. PC may have only a single upgrade, CC may have up to 2 upgrades, GC may have up to 3 upgrades, and BC may have up to 4 upgrades. Ammunition does not count as an upgrade/modification.
  • Acquisitions:
    • Any FAILED attempt to Acquire an item with a Negative Availability Modifier will result in a loss of Subtlety equal to the tens digit of the aforementioned modifier. This is contrary to the existing mechanic whereby ANY attempt to Acquire an item with a Negative Availability Modifier will result in a loss of Subtlety.
    • Like any Skill Check, unsuccessful Acquisitions attempts using Influence may result in unintended consequences. I will ask Players to describe the methods they are using to acquire an item. "I'm going to turn over some low-level narco-dealers to get three doses of Slaught", "I'm going to go straight to the Iron Foundry Forge and speak with my bro, Enginseer Oricalcum. He owes me a favour and I reckon he can get me a new Auspex", "Well since I'm from this world, I reckon I'd have a stash set up where I'd keep an extra Survival Suit". With information like this, I can turn an Acquisition into an interesting and character developing side-story. If the Player passes their roll, then what they have described happens exactly as they describe it, but if they fail then a twist will be introduced. What if the narco-dealers think the PC is from a rival gang trying to muscle in on their turf? Might start a little turf-war… What if Enginseer Oricalcum has been replaced under dubious circumstances by another Tech-Priest? Maybe the PC wants to investigate what happen to their buddy… What if the PC finds that their stash has been raided?! Who did it? How did they find the stash? Was it chance, or is someone working against them…? I may use this in place of simply removing Subtlety at times.

* The Players may come into possession of Credit Chips. These are cash-in items that can be used to instantly acquire an item without needing to roll. Credit Chips have a corresponding rarity (Common, Average, Scarce etc). Credit Chips can be stacked to acquire items above their rarity at a rate of 3 to 1 e.g. 3x Common Credit Chips can get you a single Average item. Credit Chips can also be traded down, but only on a 1 to 1 rate e.g. 1 Average Credit Chip can purchase a single Common item, not 3 Common items.

Fire and Stat Damage

  • Flame and being On Fire: Use the rules as written on pg243 of the Rulebook with the following exceptions.
    • The first round a character is On Fire, the WP Test to act normally is at +20. This increases in difficulty by -10 for each subsequent round the character remains aflame.
    • Characters no longer need to test Agility to put out the flames. Instead, providing they have succeeded on the above WP Test, they may automatically put out the flames as a Full-Action. This renders them Prone at the beginning of their next turn. Alternatively the Character may attempt a +0 Agility Test to put out the flames as a Half-Action. They are still rendered prone.
    • Another character may assist you in putting out the flames. The assisting character must test Agility +0 or risk catching on fire themselves. If the assisting character succeeds on their Agility Test, the on-fire character is pushed prone and the flames are quenched. This consumes both characters Full-Actions for the turn.
  • Characteristic Damage
    • We all hate permanent Characteristic Damage, so for the campaign that I run there will be no Permanent Characteristic Damage. Instead, Characteristic Damage heals at the rate of 1 Point per week of Full Rest (e.g. doing nothing but resting and healing) a character undertakes. If the character remains active, then this rate is double out to two weeks per point.
    • All Characteristic Damage heals between campaigns.
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