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Interludes: Trauma Recovery

During interludes between missions, Acolytes have downtime to pursue actions like recovering from trauma, reducing corruption, earning money, or gaining influence. These interludes typically last at least a week. Acolytes can attempt recovery checks with modifiers based on their environment, or make skill checks to earn money, gain information, or improve social connections. Extended interludes of a month or more allow two actions and upgrades to any checks made.

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0% found this document useful (0 votes)
46 views3 pages

Interludes: Trauma Recovery

During interludes between missions, Acolytes have downtime to pursue actions like recovering from trauma, reducing corruption, earning money, or gaining influence. These interludes typically last at least a week. Acolytes can attempt recovery checks with modifiers based on their environment, or make skill checks to earn money, gain information, or improve social connections. Extended interludes of a month or more allow two actions and upgrades to any checks made.

Uploaded by

Zander Franklin
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Interludes Table 6-6: Recovery Modifiers

Example circumstance Modifier


Acolytes lead dangerous, exciting lives full of in-
Acolyte has access to counsel from a
trigue and action, but between harrowing com- b
Ministorum priest or similar support
bats, dramatic arguments, and intrepid explora- Downtime is spent on a garden world,
tion, there are often lulls in the action. Frequently, pleasure world or other calming b
surrounds
Acolytes must travel aboard a vehicle or voidship Acolyte has access to professional
bb
from one location to another in order for the next medical care
important encounter to occur. The story may also Downtime is spent aboard a voidship bb
Acolyte is exposed to the source of
require the Acolytes to wait for a period of time, their trauma or similar stimuli during bb
perhaps having arranged a clandestine meeting downtime
with an informant, or prepared an ambush for Downtime is spent in a warzone, lawless
Automatic
frontier world or other high stress
their enemies. failure
environment
Interludes occur whenever the GM decides
to provide one; typically this should represent Trauma Recovery
at least one week during which the Acolytes are By dedicating their time to rest and rehabilitation,
not actively pursuing Inquisitorial work. During Acolytes can work to recover from the devastating
an Interlude, each character may choose one of mental trauma visited upon them by their inves-
the following actions to dedicate their time and tigations. Make a Discipline skill check, with a
efforts towards, and gain the resulting benefits. difficulty equal to the severity of your character’s
Many of these options may seem quite powerful, current mental trauma. See Table 6-6: Recovery
but remember that whenever you choose to earn Modifiers for potential modifiers to this roll.
money, or hone your skills, you’re passing up an
On a success, reduce the severity of the charac-
opportunity to stave off the inevitable encroach-
ter’s mental trauma by one level. h can be spent to
ment of corruption and insanity.
inflict 1 point of strain on the character at the start
During Interludes, characters should generally of the next session, while d can be spent to reduce
have the opportunity to perform basic tasks such their strain threshold by 3 for the duration of the
as purchasing new items or adjusting their gear next session. For each aa, add b to the charac-
without this counting as an action. ter’s next fear check. t may be spent to reduce the
difficulty of the character’s next fear check by d.
Earning Money
An Acolyte can spend their time plying their trade Corruption Recovery
of choice, taking home some extra Thrones. Make Giving themselves over to prayer, cleansing rituals
a Simple (-) skill check, using any skill of your and self-mortification, Acolytes can work to stave
choice, so long as a narrative justification can be off the corrupting taint of Chaos. Make a Disci-
provided for how it’s used to make money; Tech- pline skill check, with one d added for every two
Use could be used to work as a technician for hire, malignancies the Acolyte has suffered.
while Deception could be used to earn a living in Each uncancelled s and a on this roll reduce
gambling rings. the Acolyte’s current corruption by 1. h can be
For each s, the character earns 150 Thrones. spent to inflict 1 wound or 1 strain on the charac-
a and t may be spent to gain useful information ter at the start of the next session, while d can be
or make valuable contacts in the course of your spent to inflict a Critical Injury on the character
work,
wo
workk, which
ork wh
w ich could
hic cou
co
oul aassist
uld asssi st iin
ssist
siist ffuture
n fuutu
utu
turre iinvestigations.
ure nveessttiiga
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nv gatio
tion
tions.
s.

Chapter VI - Narrative Tools 185


(no modifiers are added to this Critical Injury roll,
regardless of any current unhealed injuries), or re- Extended
Extended
duce his strain threshold by 3 for the duration of Downtime
Downtime
the next session. When
W
Wh heen
n the
th
hee A
Acolytes
coly
co
coly
lyte
tees will
w lll be
wi be idle
iid
dle for
forr a month
mon
ontth
h
or more, theh G M can d
GM id an Extended
decide E d d IIn-
Gaining Influence terlude has occurred. Treat Extended Inter-
Enterprising Acolytes might choose to dedi- ludes like regular Interludes, except that an
cate their time to forming new connections and Acolyte can attempt two different actions
strengthening bonds with Imperial agencies. during the encounter.
Make a Simple (-) skill check, using any social
skill of your choice. For every month of downtime the Acolytes
have, they upgrade any check made as part of
For each s, the Acolyte Cell gains 2 Influence.
their Interlude once. For example, a charac-
aa can be spent to add b to the next social in-
ter dedicating two months of time to Rites of
teraction check made targeting an Imperial of-
Maintenance would upgrade their Tech-Use
ficial. t may be spent to gain a useful piece of
check twice.
equipment or act of service from an Imperial offi-
cial; select an item or service with a rarity equal to Extended downtime should be rare—the en-
your Renown plus 3. emies of the Emperor aren’t likely to wait for
the Acolytes to get their affairs in order, and
Research spending too long away from their duties will
In Inquisitorial work, knowledge is everything. likely invoke the wrath of the Inquisition.
Acolytes can choose to dedicate their time to re-
searching a particular topic. Select a specific top-
ic for your research, such as imperial theology, If your character chooses this option, you may
or Tzeentchian cults, and perform an Easy (d) make two Resilience rolls to recover from Critical
knowledge skill check, using a knowledge skill Injuries per week, rather than the usual one. These
appropriate to the topic at hand. The GM may rolls add bb.
elect to increase the difficulty of this skill check If an appropriately trained medic is available, be
to Average (dd) for particularly obscure topics. they a PC or an NPC, these may be made as Med-
If successful, the character counts as having the icae rolls instead, still adding bb.
Specialist Knowledge (see page 58) talent for the
selected topic of research until the next Interlude. Rites of Maintenance
a and t results may be spent to gain specific Technically minded Acolytes - particularly dis-
knowledge relating to the topic at hand, while h ciples of the Adeptus Mechanicus - may dedicate
and d results can be spent to provide misleading their time to the blessed task of maintaining and
facts, or omit crucial information. d on a Forbid- upgrading their armoury. Select a piece of equip-
den Lore check can be spent to cause the character ment and make a Tech-Use check to repair the
to gain 1 point of Corruption. item, as per page 89 of the Genesys Core Rule-
book. If the item of choice is undamaged, the dif-
Rest and Recovery ficulty is Simple (-). The Thrones cost of this check
Loss of life and limb are common in the Inquisi- is waived, due to the excessive time and care al-
tion, and often time needs to be dedicated to re- lowing components to be refurbished and reused.
covery.
cco
o
ove
very
ver y.
ry.

186 Chapter VI - Narrative Tools


Success means the item is repaired by one step, to better carry out their noble mission. When
with each ss beyond the first repairing the item choosing to train, you may select any skill; you
by an additional step. Each aa may be spent to could spend time on a shooting range and select
add b to the next check made using the item. t Ranged (Light), or spend time on physical condi-
may be spent to upgrade the item in some substan- tioning, selecting Athletics.
tial manner; this could be represented by the con- When your character trains, select any skill
struction and installation of an attachment with that they have at least one rank in. Until the next
a rarity equal to or below your ranks in Tech-Use Interlude, whenever you spend a Story Point to
plus three. In the case of items which can’t ben- upgrade a skill check for the skill your character
efit from attachments, some useful functional trained in, you upgrade the dice pool twice.
improvement could be added; a void-suit’s tanks If your character dedicates a period of extended
could be upgraded to hold twice as much air, or downtime to training a skill without attempting
an auspex’s signal could be boosted to penetrate any other actions, they also count their ranks in
thick walls. that skill as one higher until the next Interlude.
Alternatively, a character could use extended
Training downtime to train two separate skills.
Dedicated servants of The Emperor will spend
much of their time in training, honing their skills

Chapter VI - Narrative Tools 187

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