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{{Plantilla:Construcción
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{{Mascotas|adepta sororitas}}
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{{Cita|Cita= Así como la fe gana las guerras, las guerras son alimentadas por la fe. Bienaventurados los que matan a los xenos, herejes y mutantes, pues ellos heredarán la galaxia.|Autor= Hermana Isha}}
{{Plantilla:MascotaHermanasPatrocina}}
 
   
'''Actos de fe'''
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La Fe, como poder manifiesto, es una habilidad que solo los más fieles de entre los siervos del [[Emperador]] podrán contemplar, mucho menos controlar. Cómo y por qué funciona, y por qué ciertos individuos o grupos de individuos la muestran es aún más incomprensible que los poderes de los [[psíquicos]] o los dones de los [[Navegantes]]. De hecho, sólo hay una pequeña fracción del Imperio que sepa de su existencia. Incluso dentro de las filas de la [[Eclesiarquía]], la mayoría de los sacerdotes viven toda su vida aceptando la fe sin haber visto jamás milagros tan maravillosos como los que pueden realizar aquellos que son tocados por lo divino. Si hubiera una excepción, sería el [[Adepta Sororitas]], las Hijas del Emperador, mujeres bendecidas con una conexión especial con la luz y divinidad del señor de la humanidad. Dentro de las filas de esta hermandad, las Sororitas viven en una total dedicación al Dios-Emperador, creadas y guiadas por sus enseñanzas. Tal vez sea esta devoción total o su especial conexión con lo divino lo que les otorga los dones de la Fe, o tal vez es su papel como el brazo militante de la iglesia y su deber de protegerla de sus enemigos. Comoquiera que fuese, el Adepta Sororitas comparte un vínculo especial con el Dios-Emperador y más que cualquier otro grupo dentro de su dominio puede canalizar el poder de la Fe, tal vez demostrando su favor a sus ojos.
   
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Aunque la Fe escoge sus recipientes, y estos pueden dirigirla a las órdenes del Emperador, una cosa es cierta: la fe no puede ser forzada, cazada o capturada; debe ser encontrada por una mente pura, un corazón justo y una completa devoción a El Dios-Emperador.
   
La fe como manifestación de fuerza es una habilidad que solo los más dedicados siervos del [[Emperador ]] verán alguna vez.  Por qué y cómo funciona, o por qué sólo algunos individuos pueden usarla, es más desconocido aún que el funcionamiento de los poderes [[psíquicos ]] o los dones de los [[Navegantes]] . Supuestamente sólo una pequeña parte del [[imperio ]] conoce su existencia. Incluso dentro de los rangos de la [[eclesiarquia]], muchos [[sacerdotes ]] viven toda su vida aceptando la fe sin nunca haber visto los maravillosos milagros de los que es capaz. Si hubiese una excepción esa sería el [[Adeptus Sororitas]], las esposas del Emperador, mujeres que tienen una conexión especial con el señor de la humanidad. Dentro de los rangos de la hermandad, las Sororitas viven su vida dedicándosela al Dios Emperador, criadas y enseñadas por sus lecciones. Quizá es su total devoción o su conexión especial con la divinidad lo que garantiza sus regalos de fe o tal vez es su rol de brazo militante de la eclesiarquia y su deber de protegerla contra sus enemigos. Cualquiera que sea la razón, el Adeptus Sororitas tiene un enlace especial con el Dios Emperador, mucho mayor que cualquier otro grupo dentro de sus dominios, y mucho más que el poder de la fe, tal vez como favor por sus servicios a la iglesia. 
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== Tipos de poderes de la fe ==
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Hay tres tipos de Fe que reflejan los diferentes aspectos del Dios-Emperador y las diferentes maneras en que sus siervos interpretan su voluntad. Los tres tipos de Fe son:
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* '''El Signo del Emperador:''' Los fieles seguidores del [[Credo Imperial]] adoran y se deleitan con el simbolismo del [[Emperador]] y las marcas y runas sagradas asociadas con él. A todo lo largo del [[Imperio]] los fieles se saludan con gestos sagrados como el signo del Áquila, o marcan sus hogares con signos y salvaguardias, como imágenes del [[Trono Dorado]], para repeler el mal. Sin embargo, para aquellos que son bendecidos con la Fe Pura, estos gestos, símbolos y signos son algo más que meros rituales y cada uno puede convertirse en un foco para su devoción fanática y un vínculo con el Dios-Emperador. Con estos símbolos, un discípulo fiel del Emperador puede rechazar a los engendros de la [[Disformidad]], protegerse a sí mismo o a otros del daño e incluso descubrir las verdaderas intenciones de una persona bañándola en la imperturbable luz del Emperador.
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* '''La Misericordia del Emperador:''' Se cuenta que el Emperador puede mostrar misericordia tanto como ira. Para sus seguidores, la Fe puede reparar heridas, curar mentes y fortalecer las almas contra las depredaciones y la decadencia de la Disformidad. Sin embargo, la misericordia no siempre es amable y amable, y aquellos que imploran al señor de la [[Humanidad]] en busca de clemencia o respiro pueden encontrar sus servicios sangrientos y letales. Los siervos de la [[Eclesiarquía]] aceptan esto como un mandato y transmiten tales misericordias a su rebaño como las justas recompensas de un servicio de por vida al Dios-Emperador; un servicio que sólo puede terminar en la muerte.
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* '''La Ira del Emperador:''' Como saben todos los que profesan el Credo Imperial, el Emperador es un dios vengativo, muy propenso a herir y no muy propenso a perdonar a aquellos que infrinjan la fe. Aquellos que se alejan de las enseñanzas del Dios-Emperador, o han cometido pecado contra su santa palabra son propensos a encontrar el tormento y la destrucción a manos de sus fieles. De hecho, es parte del Culto al Emperador el que todos los que juran lealtad al Trono Dorado no permitan a los incrédulos, herejes y pecadores vivir dentro de su Imperio, buscarlos allí donde se escondan y purificarlos con llamas. La ira del emperador nunca escasea y sus sirvientes están dispuestos a servirla a sus enemigos.
   
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== El Signo del Emperador ==
   
===Algunos actos de fe conocidos.===
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=== Carga de culpa ===
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''Al [[Dios-Emperador]] no le afectan las mentiras de sus enemigos y en su presencia incluso el más oscuro de los corazones sentirá el peso de su falsedad sobre en sus hombros.'' Con esto los fieles proyectan el desdén del Emperador hacia el engaño para que todos los que le miren o escuchen su voz sientan sus propios secretos royendo su conciencia como una rata hambrienta que busca su salida.
   
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=== Resplandor divino ===
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''Hallarse ante la presencia de un discípulo verdaderamente fiel al Dios-Emperador es bañarse en su confianza y convicción. Con esto los fieles emanan un aura de fe y devoción puras al Emperador que aquellos más cercanos pueden experimentar.'' Esta aura eliminará el temor y la duda, así como galvanizarlos corazones y las mentes contra los males de la [[Disformidad]], dando a los seguidores del [[Culto Imperial]] la fuerza para enfrentarse a los más insidiosos enemigos.
   
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=== Bendita ignorancia ===
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''No miréis al demonio, al hereje o a los inmundos enemigos del Emperador; es a través de vuestros propios ojos que los enemigos de la pureza pondrán asedio a vuestra alma.'' Esto permite a los fieles cegarse a sí mismo o a otros de criaturas y objetos que desgarrarían su mente o empañarían su alma. Desafortunadamente para los fieles, lo que no pueden ver aún puede arrancarles la garganta ...
   
*'''<u>La firma del emperador</u>: Runas y símbolos utilizados por los fieles al Emperador, protegen contra los demonios y el caos.'''
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=== Luz del Emperador ===
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''Abre tu mente, cuerpo y alma a la luz del Emperador y deja que lave tu miedo; en su resplandor estarás protegido y ninguno podrá oponerse a vuestra espada.'' Esto llena la mente de los fieles y sus aliados de una calma inapelable, impidiendo incluso que las cosas más horribles las perturben y les permitan atacar a los enemigos del Emperador con malsana brutalidad.
   
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=== Espíritu del Mártir ===
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''Es a través del sacrificio y de la sangre como demostraremos nuestra devoción al Emperador; ofrecemos voluntariamente nuestras vidas a su servicio para que él nos juzgue dignos en su luz.'' Con esto el fiel se infunde y a sus aliados con el espíritu del santo mártir, fortaleciendo vida y miembros contra las dificultades para seguir sirviendo al señor de la [[Humanidad]] donde otros fracasan.
   
*'''<u>La piedad del emperador</u>: milagros de curación y restauración que pueden curar las más desastrosas heridas y dar un vigor casi divino durante un corto periodo de tiempo.'''
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=== Alma marchita ===
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''Los impíos y los corruptos se pudrirán ante los fieles del Emperador, pues su divina luz convertirá sus corazones en ácido dentro de sus pechos y arderán con su pecado.'' Esto vuelve la corrupción de la criatura contra sí misma, arrasando su cuerpo en dolor y llamas, mientras su mal es redirigido por la bendita presencia de los elegidos por el Emperador.
   
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=== Espejo espiritual ===
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''El miedo es la moneda de los [[Xenos]], [[Herejes]] y [[Mutantes]]; mediante la fuerza del Dios-Emperador y la voluntad de los justos, los fieles pagarán esa deuda en especie.'' Esto permite a los fieles devolver el miedo a sus enemigos y quebrantar sus mentes al igual que las mentes de su rebaño se quiebran, cerniendo sobre ellos la oscuridad que nace de sus propios corazones retorcidos.
   
*'''<u>La ira del emperador</u>: daño sagrado que el fiel puede utilizar para derrotar a sus enemigos o desterrar demonios a la disformidad.'''
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=== Repeler demonios ===
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''Expulsad al demonio, al impuro y la progenie de la Disformidad; de sus santas gracias eres entregado a la luz y a las tinieblas del abismo volverán tus enemigos.'' Esto permite a los fieles forzar a una criatura de la Disformidad, como un [[Demonio]], a retirarse y poder, con una fuerza de voluntad adecuada, mantenerlo a raya, pues queda impotente para acercarse al siervo del Dios-Emperador.
   
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=== Trampa para demonios ===
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''Así como la señal del Emperador es aborrecible para los demonios, también lo son los signos de su fe; estas runas son los grilletes de los justos y las cadenas de los sinceros, con las cuales atan y encadenan a la progenie de la Disformidad dentro de una prisión del Materium.'' Esto permite a los fieles atrapar a un demonio bendiciendo un círculo protector, construido a tal efecto, con símbolos poderosos y el poder divino del Dios-Emperador.
   
*'''<u>Carga de culpa</u>: El Emperador no tolera las mentiras de sus enemigos en su reino, asique proyecta su enfado a través de un fiel, que causa que todo enemigo al que mire se vuelva loco al escuchar como sus oscuros secretos intentan escapar de su interior.'''
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=== Luz divina ===
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''De sus ojos nace la visión de la claridad, de su boca las palabras de la verdad y de su corazón la luz del justo que brilla a través de las estrellas hasta los rincones más oscuros de su dominio.'' Esto convoca una luz divina desde dentro de los fieles que les hace brillar con un brillo blanco nacarado, disipando la oscuridad y haciéndoles difíciles de mirar, especialmente por los corruptos o los sirvientes de la Disformidad.
   
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=== Símbolo divino ===
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''Con su marca estás protegido, con su signo te proteges contra la oscuridad y con su símbolo cierras tu alma contra el mal de la Disformidad.'' Esto permite a los fieles colocar una marca divina sobre sí mismos o uno de sus aliados, protegiéndolos del ataque psíquico, la posesión y la manipulación daemónica entre otros.
   
*'''<u>Bendita ignorancia:</u> el Emperador concede el poder de cegar a sus enemigos, desgarrar su alma o destruir su mente.'''
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=== Sello de Pureza ===
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''Y los enemigos del Dios-Emperador miraron su sello y desesperaron, porque bajo su sombra fueron impotentes y sólo pudieron acobardarse ante su poder.'' Con esto los fieles pueden inscribir una versión potente del Aquila sobre el terreno y bendecirla con el poder del propio Dios-Emperador para que sus enemigos retrocedan ante su presencia y sean incapaces de escapar en alas.
   
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== La Misericordia del Emperador ==
   
*'''<u>Luz del emperador</u>: El emperador protege al fiel y sus aliados cercanos del miedo y el terror, les produce calma y pensamientos más claros.'''
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=== Gracia ===
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''El hijo del hombre tiene dentro de sí la semilla de la divinidad del Dios-Emperador, que puede ser nutrida y prosperar a través del poder de la fe verdadera.'' Con esto el fiel comparte un fragmento de su conexión divina con el [[Dios-Emperador]] sobre sus aliados, bendiciéndolos con una poderosa gracia para moldear su destino y protegerles del daño.
   
=='''Blood of Martyrs.'''==
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=== Regalo del Mártir ===
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''Sólo mediante el dolor y la sangre el cuerpo se purifica, y su frágil carne completada a través del sacrificio de los fieles y las lágrimas de los mártires.'' Con esto los fieles pueden curar a los heridos, reconstruyendo la carne y reparando huesos astillados. Sin embargo, tan gran regalo conlleva un precio muy alto: por cada corte o hueso que rehaga el fiel, este sufrirá una herida similar.
   
“Through faith are wars won, through war is faith fuelled. Blessed
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=== Resistencia divina ===
are those who slay the xenos, the heretic, and the mutant for they
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''En el servicio al Dios-Emperador, un hombre resistirá tanto como el [[Imperio de la Humanidad|Imperio]] que él creó y se mantendrá firme e intacto como lo ha hecho este.'' Con esto el fiel imparte la eterna resistencia del Imperio a sus aliados, permitiéndoles proseguir incluso cuando sus cuerpos estén cansados o sus miembros insensibles, motivados por visiones de la gloria del dominio milenario del Emperador.
shall inherent the galaxy.”
 
–Sister Isha
 
   
Faith as a manifest power is an ability that only the
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=== Respiro ===
most dedicated of the Emperor’s servants will ever see,
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''Los fuertes son reforzados por la palabra del Dios-Emperador y las oraciones de los fieles. Con un corazón abierto y una mente vengativa los cantos de los justos les elevarán y permitirán volar como santos guerreros que desatarán el miedo en las almas de los inmundos.'' Con esto los fieles pueden orar por uno de sus aliados, concediéndoles la fuerza y el espíritu para sobreponerse a sus heridas, soltarse de sus grilletes mortales y cargar al borde de la muerte misma.
let alone command. How and why it works, and just
 
why certain individuals or groups of individuals display it is
 
even less understood than the powers of the psyker or the
 
gifts of the Navigator. In fact there is only a tiny fraction of
 
the Imperium that know it exists. Even within the ranks of
 
the Ecclesiarchy, most priests live their entire lives accepting
 
faith without ever seeing such wondrous miracles as can be
 
performed by those touched by the divine. If there were to
 
be an exception it would be the Adepta Sororitas, the Brides
 
of the Emperor, women blessed with a special connection to
 
the divine and the light of the Master of Mankind. Within the
 
ranks of this sisterhood, the Sororitas live lives of complete
 
dedication to the God-Emperor, raised and guided by his
 
teachings. Perhaps it is this total devotion or their special
 
connection to the divine that grants them the gifts of Faith, or
 
perhaps it is their role as the militant arm of the church and
 
their duty to protect it from its foes. Whatever the reason, the
 
Adepta Sororitas share a special bond with the God-Emperor
 
and more than any other group within His domain can channel
 
the power of Faith, perhaps proving their favour in His eyes.
 
However faith chooses its vessels, and however they can
 
channel it to the Emperor’s bidding, one thing is for certain:
 
faith cannot be forced, hunted, or captured, it must be found
 
by a pure mind, a righteous heart and a complete devotion to
 
the God-Emperor.
 
   
In Dark Heresy, faith is something that exists all around
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=== Ministrar divino ===
the characters, infl uencing their world and the actions of its
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''Bienaventuradas son las manos del sanador para que puedan restaurar los miembros de los fieles y devolverles a la refriega.'' Esto permite a los fieles mejorar sus habilidades curativas y disipar los efectos de la fatiga sobre sus aliados, restaurando su vigor y permitiéndoles que sigan causando la muerte y la ruina a los enemigos del Dios-Emperador.
inhabitants. For them, however, as rare individuals, it can become
 
something more, a force with which their devotion to the GodEmperor
 
is made manifest. This is the role that Faith plays within
 
the game, granting certain characters the ability to create effects
 
through the strength of their religious belief. However, Faith is
 
not available to everyone, even among the ranks of those chosen
 
to serve the Master of Mankind. Only those with the Pure Faith
 
Talent (see below) may access or use Faith Powers.
 
   
faith talents as elite advances
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=== Recuperación milagrosa ===
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''Potente es el poder del Dios-Emperador que incluso las más grandes y dolorosas heridas son nada cuando con bañadas en su divina luz.'' Esto permite a los fieles realizar una curación milagrosa y reparar los miembros rotos, la carne desgarrada y las orejas perdidas. Sin embargo, sólo los fieles pueden beneficiarse de este milagro y rara vez sobreviven intactos.
   
It may be that a player wishes his character to acquire
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=== Calma mental ===
Faith Talents even though his Career Path does not include
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''Limpiad vuestra mente de miedo, locura y decadencia; al servicio del Dios-Emperador, ningún hombre necesita cargar con la humanidad en solitario: somos las masas de la humanidad y dueños legítimos de la [[galaxia]].'' Esto permite a los fieles lavar los horrores más recientes y reforzar el sentido del propósito y poder en sus seguidores, concentrando sus mentes en una única tarea: servir al Emperador.
them. In this case, with the GM’s permission, Faith Talents
 
can be used as Elite Advances (see page 42 in the Dark
 
Heresy rulebook) just like other skills and Talents. The
 
cost of gaining Talents in this way is ultimately up to the
 
GM, however as a general rule they should always be more
 
expensive than the same advance from a Career Path which
 
has access to Faith Talents as part of its Advancement Tables.
 
This book provides two alternate career ranks suitable for
 
faithful clerics (the Confessor and the Redemptionist). Many
 
clerics are true men of faith, devout in their belief and pure
 
of purpose. A GM may wish to consider allowing Clerics to
 
purchase Faith Talents as the Confessor or Redeemer does, even
 
if they do not take these alternate career ranks, if faith Talents are
 
appropriate for the campaign and character in question.
 
Finally, before a character can acquire any Faith Talents, they
 
must have the Pure Faith Talent, gained either through their
 
choice of background or some extraordinary circumstances.
 
   
USING FAITH
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=== Limpieza espiritual ===
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''Vuestros cuerpos son templos para el Dios-Emperador, vuestra sangre y huesos sus sacramento, vuestra alma un símbolo de su fe; que ninguno desprecie su templo, salvo que su fe sea igual de despreciable.'' Esto permite a los fieles purgar su alma de muchas de las manchas de la [[Disformidad]], desechando una porción de su oscuridad antes de que tenga tiempo de arraigarse y comenzar una lenta decadencia del espíritu.
   
Characters with Faith Talents can channel their faith into
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=== Revelación ===
effects, manifesting the power of the God-Emperor and their
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''¡Liberad vuestras mentes de la duda, el miedo y la oscuridad! Mirad a la luz del Dios-Emperador y dejad que su presencia divina os recuerde vuestro propósito: sois los fieles del Imperio y no podéis vacilar frente a vuestros enemigos.'' Esto permite que los fieles liberen su mente, o la de sus aliados, de las ataduras del miedo o de las insidiosas habilidades de los [[psíquicos]], devolviéndoles la claridad y el autocontrol.
unfl agging belief in his righteousness into protective wards,
 
holy blades, healing hands and other similar miraculous
 
effects. The main difference between normal Talents and Faith
 
Talents is that to use a Faith Talent a character must spend a
 
point of Fate, tapping into their destiny and expending it to
 
touch the divine. Using a Faith Talent also requires taking an
 
action (see page 188 in the Dark Heresy rulebook). This
 
means to use a Faith Talent a character needs to:
 
Use either a Full Action, Half Action or Reaction as
 
detailed in the Talents description. If no action is specifi ed
 
then using the Talent requires a Half Action.
 
Spend a Fate Point. If the character is a Void Born he may
 
use the Charmed Trait (see page 21 in the Dark Heresy
 
rulebook) as normal to recover this point of Fate.
 
Once these two requirements are met then the Faith Talent
 
will manifest its power as detailed within the Talent description.
 
   
Burning fate
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=== No hay descanso para los fieles ===
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''Sólo en la muerte termina el deber hacia el Dios-Emperador, y sólo cuando tu fe se extingue mueres.'' Con esto los fieles se empujan más allá de las fragilidades de sus cuerpos mortales, ignorado heridas, mutilaciones o el dolor para seguir sirviendo a la voluntad del Emperador hasta el final. Este impulso divino tiene su precio y una vez que la tarea de los fieles esté hecha, su cuerpo jamás podrá recuperarse.
   
Faith Talents can also have additional effects if the character
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=== Resurrección ===
chooses to burn a Fate Point (see page 185 in the Dark
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''Y volvió a levantarse, como levantado de la tumba por la mano del Dios-Emperador, restaurado por la providencia divina y dispuesto a enfrentarse a los enemigos de la humanidad.'' Con esto el fiel canaliza el poder de su fe en un compañero caído, llenando su cascarón roto de vida y propósito, encargándole una vez más llevar adelante la santa cruzada del Emperador.
Heresy rulebook) to activate it rather than spending one as
 
normal. This represents the character making an impassioned
 
plea to the God-Emperor and reaching deep inside himself
 
to give his gift extra potency and divine energy. In many
 
cases the enhanced effects gained from a Talent by burning a
 
Fate Point are signifi cant, refl ecting that even the most fated
 
of individuals will only ever be able to manage this feat a
 
handful of times within their lives.
 
   
duration
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== La Ira del Emperador ==
   
As suits its nature, Faith is not something that is easily or
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=== Ira de los justos ===
exactly quantifi ed into hours, minutes or seconds. When a
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''Que el [[Dios-Emperador]] guíe mi mano hacia los enemigos para que yo les desgarre con mi justa indignación, rompiendo sus huesos, derramando su sangre y perforando su carne con mi fe.'' Esta habilidad enfoca la ira de los fieles del Emperador en sus ataques, canalizando la suya y la de su dios en cada golpe de su espada sobre los herejes y los incrédulos.
miracle occurs it can last but a moment or persist for days.
 
To refl ect this, unless otherwise specifi ed within the Talent’s
 
description, all Faith Talent will last for one encounter/
 
combat. When a combat or encounter is over is always decided
 
by the GM, though usually it will be fairly obvious as battles
 
end or the Acolytes move on to another part of the adventure.
 
The exception to this broad rule for durations are Faith
 
Talents which either infl ict damage or heal wounds (or other
 
maladies) which will typically last only for an instant and end
 
once the effect has been resolved, i.e. the damage dealt or the
 
wounds healed. As always however the GM can decide to
 
have a Talent last longer or end sooner based on the situation.
 
After all, these are Emperor-given gifts and just as He bestows
 
them He can take them away...
 
   
FAITH POWERS
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=== Mano del Emperador ===
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''Y he aquí que la mano del Dios-Emperador bajó sobre el [[hereje]], el [[mutante]] y el [[xenos]], aplastándolos bajo su furia y revelándoles la insensatez de sus acciones.'' Esta habilidad carga a los fieles con una fuerza poderosa, reforzando su cuerpo con energía divina, fortaleciendo huesos y músculos para poder aplastar mejor a sus enemigos con golpes poderosos y una brutalidad implacable.
   
There are three kinds of Faith Talents refl ecting different
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=== Guía divina ===
aspects of the God-Emperor and the different ways in which
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''Deja que el Emperador guíe mi objetivo, que su ojo sea mi ojo mientras disparo mi arma contra los enemigos del Imperio, para que mis golpes puedan ser verdaderos y enviar a mis enemigos a su eterno descanso.'' Esta habilidad guía el objetivo de los fieles de modo que sienten más que ven cuándo disparan contra el enemigo, pues sus disparos alcanzan su objetivo aun en distancias extremas o en la oscuridad, guiados por la voluntad del Dios-Emperador y el poder de su fe.
his servants interpret His Will. The three groups of Faith
 
Talents are:
 
   
The Emperor’s Sign: Wards and symbols used by the
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=== La pasión ===
faithful of the God-Emperor to protect against his enemies
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''Vuestro amor por el Dios-Emperador no conocerá límites, su gloria llenará vuestros corazones hasta estallar y correréis y gritaréis con gozo al oir su nombre; llenos de luz divina, seréis soldados infatigables del Imperio y el santo instrumento de su fe.'' Esta habilidad infunde a los fieles una poderosa pasión, permitiéndoles moverse en un frenesí de justa velocidad para que puedan alcanzar mejor a sus enemigos y despedazarlos.
or repel evil.
 
   
The Emperor’s Mercy: Healing and restoration miracles
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=== Llamas de fe ===
which can mend fl esh and bone as well as grant divine vigour
+
''Santa es la llama del Emperador, pues quema el mal de sus enemigos y arrojar a los que han sido engendrados en la [[Disformidad]] a sus heladas e interminables tinieblas.'' Esto impone una poderosa bendición a los fuegos de la fe, haciéndolos arder con mayor ferocidad y especialmente mortales contra Demonios y criaturas del Inmaterium.
to the faithful.
 
   
The Emperor’s Wrath: Holy damage and exorcism
+
=== Justo frenesí ===
with which the faithful can strike down their foes or banish
+
''Nunca olvidéis lo justo de nuestra causa, porque vacilar en nuestra convicción al Dios-Emperador es invitar a sus enemigos a nuestro corazón e infectarnos con su inmundicia.'' Con esto los fieles y sus aliados se llenan de una locura e ira divinas hacia sus enemigos, volando en un frenesí y golpeando a los incrédulos y herejes como un abismo sin fondo de ira.
daemons back to the warp
 
   
Emperor’s Sign
+
=== Poder del Emperador ===
  +
''Bienaventurados sean los fieles, porque tienen dentro de ellos el poder del Dios-Emperador y son transformados por este en su divino recipiente y herramienta de venganza.'' Esto permite que los fieles se conviertan en un recipiente para el poder del Emperador, aumentando su fuerza y resistencia, pero al mismo tiempo sumiéndoles en una manía religiosa que puede cegarles a la razón y hacer sus palabras ininteligibles a los oídos del común de los hombres.
   
Dedicated followers of the Imperial Creed reverie and
+
=== La Espada Implacable ===
worship the symbolism of the Emperor and the sacred
+
''Bienaventuradas sean las espadas que golpean al demonio, la bruja y el psíquico. Con el acero divino los hijos de la Disformidad serán destrozados y su sangre derramada como señal de su traición a la pureza de la [[Humanidad]].'' Esta habilidad permite a los fieles bendecir una espadas para con ella hacer un daño catastrófico a aquellos que están tocados por la Disformidad o invocan sus poderes como parte de su maldita existencia.
marks and runes associated with Him. Throughout
 
the Imperium the faithful greet each other with holy gestures
 
such as the sign of the Aquila, or mark their homes with signs
 
and wards, such as images of the Golden Throne, in order to
 
repel evil. For those blessed with Pure Faith, however, these
 
gestures, symbols, and signs are more than mere ritual and
 
each one can become a potent focus for their single minded
 
devotion and bond with the God-Emperor.
 
Faith Talents of the Emperor’s Sign are focused on
 
protection and warding, allowing a character with the Pure
 
Faith Talent to enact powerful protective rituals and keep at
 
bay the powers of the warp. With these symbols a faithful
 
disciple of the Emperor can repel warp spawn, shield himself
 
or others from harm or even uncover a person’s true intent by
 
bathing them in the unforgiving light of the Emperor.
 
   
Burden of guilt
+
=== Toque divino ===
  +
''Incluso el toque más ligero de aquellos benditos por el Dios-Emperador es como ácido para la carne de los corruptos, pues la luz pura del alma de los fieles arde en la vil oscuridad de la mente del hereje y le hace gritar, sumido en dolor y desesperación.'' Esto permite a los fieles llevar un dolor terrible y una agonía sin igual a los que están contaminados por la Disformidad, ya sea disminuyendo su poder (en el caso de los Demonios) o causándoles un tormento debilitador (en el caso de los psíquicos y otros afectados por la Disformidad).
   
The God-Emperor suffers not the lies of his enemies and in
+
=== Histeria religiosa ===
His presence even the darkest of hearts will feel the weight
+
''Juntos los fieles son imparables. Somos los billones de billones que formamos la humanidad, los fieles del Dios-Emperador y sus devotos servidores. Nuestro poder reside en los labios de los devotos y se extiende como fuego por el aire sobre la fuerza de nuestras palabras.'' Esta capacidad comienza una cadena de histeria religiosa que se extiende a través de la mente de los ciudadanos y puede convertir a una multitud de obreros malhumorados en una turba de fanáticos religiosos dispuestos a rasgar las gargantas de los injustos.
of their falsehood heavy on their shoulders. With this Talent
 
the faithful projects the Emperor’s disdain for deceit so that
 
all who look upon him or hear his voice will feel their own
 
secrets gnawing at their conscience like a frenzied rat hungry
 
for escape.
 
Prerequisites: Pure Faith
 
Effect: Any character that can hear the voice of the
 
faithful, either face to face or via remote means such as a vox,
 
will fi nd it diffi cult to lie to them. If the character’s Willpower
 
is equal to or less than the faithful’s then he must win an
 
Opposed Willpower Test with the faithful to utter an out
 
and out lie without making a choking or coughing noise.
 
The GM may however grant the character a bonus of +10 to
 
+30 depending on whether or not they are merely bending
 
the truth or as a result of the severity of the lie. Characters
 
with a Willpower higher than the faithful are unaffected by
 
this Talent. GM should note that clever NPCs will seldom lie
 
directly, and may choose not to answer or change the subject
 
if they suspect something is up.
 
Burn: The faithful automatically wins the Opposed Test,
 
in addition he may attempt this Talent against those with a
 
Willpower higher than his (though he must make an Opposed
 
Test as normal).
 
   
holy radiance
+
=== Tormenta del alma ===
  +
''Tú eres el centro del poder del Dios-Emperador, tú eres su avatar en el mundo de los hombres y por tu voluntad y tu alma fluye su luz.'' Esta capacidad permite a los fieles desencadenar una temible tormenta del alma, manifestado en un destello de luz cegadora y llamas, el cual limpia un área de todo atisbo de Disformidad, sus creaciones y aquellos tocados por su influencia corruptora.
   
To stand in the presence of a truly faithful disciple of the GodEmperor
+
==Fuentes.==
is to bath in their confi dence and conviction. With
+
*Codex: Hermanas de Batalla (2ª Edición).
this Talent the faithful emanates an aura of pure faith and
 
devotion to the Emperor that others nearby can experience.
 
This aura will banish fear and doubt as well as steeling hearts
 
and minds against the evils of the warp, giving the followers
 
of the Creed the strength to stand against the foulest of foes.
 
Prerequisites: Pure Faith
 
Effect: All allies of the faithful that can both see and hear
 
him will gain immunity to Daemonic Presence just as if they
 
had the Pure Faith Talent themselves. In addition his calming
 
presence will reassure his allies that the Emperor is with them
 
and grants a +10 on all Fear Test regardless of their source.
 
Burn: Allies of the faithful that can both see and hear
 
him are immediately freed from the effects of Fear and any
 
ongoing psychic powers cast by daemons. In addition they
 
will also become immune to Fear for the remainder of the
 
encounter.
 
   
Blessed ignorance
+
*Dark Heresy: Blood of Martyrs (Juego de Rol).
 
Look not upon the daemon, the heretic or the unclean enemies
 
of the Emperor; it is through your eyes the foes of purity will
 
lay siege to your soul. This Talent allows the faithful to blind
 
himself or others to creatures and objects which would rend
 
his mind or tarnish his soul. Unfortunately for the faithful,
 
that which he cannot see can still tear his throat out...
 
Prerequisites: Pure Faith, Holy Radiance
 
Effect: The faithful and a number of allies up to his
 
Fellowship Bonus cannot perceive anything that would either
 
force a Fear Test, infl ict Insanity Points or infl ict Corruption
 
Points. Such creatures and objects become effectively invisible
 
to them (in actuality those affected simply cannot look
 
directly at them). This means that the faithful and his allies
 
will not need to make Fear Tests and will not suffer Insanity
 
Points or Corruption Points from such sources. However this
 
in no way prevents such a creature from attacking or acting in
 
any other way, and should the faithful or his allies attempt to
 
fi ght such creatures they must do so as if they were blind (see
 
page 201 in the Dark Heresy rulebook). This Talent can be
 
combined with the Master Orator Talent to affect more allies.
 
Burn: This Talent can be used retroactively after an
 
encounter, causing the faithful and his allies to completely
 
forget recent events and negate any Corruption Points,
 
Insanity Points or lasting Fear effects gained as a result of the
 
combat/encounter.
 
 
light of the emperor
 
 
Open your mind, body, and soul to the light of the Emperor
 
and let it wash away your fear; in His radiance you are
 
protected and none can stand against your sword. This Talent
 
fi lls the mind of the faithful and his allies with a powerful
 
calm, preventing even the most horrifi c of things from
 
unsettling them and allowing them to fi ght the foes of the
 
Emperor with detached brutality.
 
Prerequisites: Pure Faith, Holy Radiance
 
Effect: The faithful and a number of his allies up to twice
 
his Fellowship bonus gain a +20 on Fear Tests. In addition
 
creatures with a Fear Rating of 1 do not cause them to take
 
Fear Tests. Such is the disturbing calm this Talent bestows
 
upon the faithful, however, that while under its effects they
 
will suffer a –20 on all Interaction Skill Tests as they fail to
 
read emotions in others and display none themselves. This
 
Talent can be combined with the Master Orator Talent to
 
affect more allies.
 
Burn: The effects last for the entire game session
 
 
SPIRIT OF THE MARTYR
 
 
It is through sacrifi ce and blood that we shall prove our
 
devotion to the Emperor; we offer up our lives willingly in
 
His service so that He may judge us worthy in His light. With
 
this Talent the faithful infuses himself and his allies with
 
the spirit of the holy martyr, strengthening life and limb
 
against hardship so that he might go on serving the Master of
 
Mankind where others fail.
 
Prerequisites: Pure Faith, Blessed Ignorance
 
Effect: The faithful and a number of his allies up to his
 
Fellowship Bonus become hardened against injury, especially
 
grievous and mortal wounds. While the power lasts, they add
 
the faithful’s Willpower Bonus to their Toughness Bonus
 
when reducing Impact and Rending Damage. In addition all
 
critical damage suffered is reduced by 1.
 
Burn: The faithful (though not his allies) can ignore death
 
effects from critical hits (though they may still lose limbs etc)
 
until the end of the encounter (at which point they will suffer
 
as normal, dying unless they burn a Fate Point).
 
 
SOUL DECAY
 
 
The wicked and the corrupt will rot in the sight of the
 
Emperor’s faithful, His divine light turning their dark hearts
 
to acid in their chests and burning them with their sin. This
 
Talent turns a creature’s corruption inwards, wracking its
 
body with pain and burning its fl esh as its evil is refl ected
 
back upon it by the blessed presence of the Emperor’s chosen.
 
Prerequisites: Pure Faith, Burden of Guilt
 
Effect: The faithful can choose a single creature that he
 
can both see and which can also hear his voice, but which
 
may not have a Willpower greater than his or more than
 
twice his number of Wounds. The chosen creature and the
 
faithful must then make an Opposed Willpower Test. If the
 
creature fails then it will be struck with Soul Decay for the
 
remainder of the encounter/combat. If the creature has any
 
Corruption Points then it will suffer a –10 on all tests as it
 
is wracked with pain. In addition Daemons and psykers also
 
suffer 1 point of damage each round that cannot be reduced
 
by armour or Toughness, until they fl ee the faithful’s sight.
 
Burn: The faithful will affect all creatures within his sight
 
with Soul Decay.
 
 
SPIRITUAL MIRROR
 
 
Fear is the currency of the alien, the heretic, and the mutant;
 
through the strength of the God-Emperor and the will of
 
the just, the faithful will repay such coin in kind. This Talent
 
allows the faithful to turn fear back upon his foes and break
 
their minds as the minds of his fl ock may be broken, visiting
 
upon them the darkest darkness from within their own
 
twisted hearts.
 
Prerequisites: Pure Faith, Light of the Emperor
 
Effect: This Talent will affect both the faithful and a
 
number of his allies up to his Fellowship Bonus. While in effect,
 
whenever they are affected by a result on the Shock Table (see
 
page 232 in the DARK HERESY RULEBOOK), the source of the
 
Fear must also make a Challenging (+0) Willpower Test or
 
suffer an identical result (as if they themselves had failed a Fear
 
Test and rolled it on the Shock Table). Creatures immune to
 
Fear are not affected by this ability.
 
Burn: The faithful and his allies must still make Fear Tests
 
and roll on the Shock Table; however they are no longer
 
affected by the results.
 
 
REPEL DAEMON
 
 
Cast out the daemon, the unclean, and the spawn of the warp;
 
from His holy graces you are delivered into the light and from the
 
darkness of the pit your foes will return. This Talent allows the
 
faithful to force a creature of the warp, such as a daemon, to retreat
 
and can, with a suitable strength of will, keep it at bay, powerless
 
to approach the favoured servant of the God-Emperor.
 
Prerequisites: Pure Faith, Holy Radiance, Soul Decay
 
Effect: The faithful utters a prayer of warding and makes a
 
powerful gesture against all warp spawn in his presence. While
 
in effect any creature of the warp, such as a daemon, must win
 
an Opposed Willpower Test to approach the faithful closer than
 
3 times his Willpower Bonus in metres. Should the creature
 
pass this test it must win a second Opposed Willpower Test to
 
touch the faithful. Creatures which are within this radius when
 
the ability is activated and fail the Opposed Willpower Test are
 
immediately pushed to a distance of 3 times the Willpower Bonus
 
of the faithful. This power only repels daemons from the faithful
 
and not from his allies, though they can stay close to him to
 
benefi t from it. In addition this Talent only repels daemons and
 
does not hurt them, prevent them from using ranged weapons
 
and psychic powers or penalise them in any other way.
 
Burn: The effects last for the entire game session
 
 
daemon trap
 
 
Just as the sign of the Emperor is abhorrent to the daemon,
 
so too are the marks of his faith; these sacred runes are the
 
shackles of the just and the chains of the true, binding and
 
fettering the warp spawn within a prison of the Materium.
 
This Talent allows the faithful to trap a daemon by blessing
 
a specially constructed protective circle with potent symbols
 
and the divine power of the God-Emperor.
 
Prerequisites: Pure Faith, Repel Daemon
 
Effect: The faithful must draw a protective circle on the
 
ground, taking at least 5 minutes. This circle can be no larger
 
in diameter than the faithful’s Willpower Bonus in metres,
 
though it can be constructed out of any materials at hand
 
(chalk, twigs, blood etc). The faithful then blesses the circle.
 
From this moment it becomes a daemon trap and any daemon
 
stepping into it or trying to cross it must make a Hard (–20)
 
Willpower Test or become trapped and unable to leave the
 
circle. Trapped daemons cannot themselves disturb the circle,
 
though they can otherwise act normally. If a trapped daemon
 
attempts to use a psychic power, its Threshold is increased by
 
10 refl ecting the diffi culty of drawing from the warp while
 
within the circle. The circle will remain indefi nitely until it
 
is broken in some way. A daemon will remain trapped in the
 
circle until it is broken and the daemon freed or the daemon
 
is destroyed and returns to the warp.
 
Burn: The faithful can construct vast daemon traps up to
 
10 times his Willpower Bonus in metres diameter. Such traps
 
take at least an hour to construct.
 
 
holy light
 
 
From His eyes the sight of clarity, from His mouth the words
 
of truth and from His heart the light of the just which shines
 
across the stars into the darkest corners of His domain. This
 
Talent summons a divine light from within the faithful which
 
causes him to glow with a pearly white radiance, dispelling
 
darkness and making him hard to look upon, especially by
 
the corrupt or the servants of the warp.
 
Prerequisites: Pure Faith, Holy Radiance
 
Effect: The faithful burns with a bright white inner light
 
illuminating the area around him as clear as day for 10 metres,
 
and in twilight for another 10 metres. Looking at the faithful
 
close up is hard, and melee attacks, or point blank ranged
 
attacks are at a –20 to hit. At range however he does stand
 
out and provides a +10 bonus to ranged attacks taken at long
 
and extreme range. This does more than merely illuminate,
 
however; it also burns those touched by the warp. Creatures
 
with 20 or more Corruption Points, daemons, or psykers
 
which stand within 5 metres of the faithful will suffer 1d10
 
Energy damage each round to their least armoured location.
 
They must also make an Easy (+20) Willpower Test each
 
round or catch on fi re (see page 210 in the Dark Heresy
 
rulebook).
 
Burn: The effects of this Talent last for the entire game
 
session.
 
 
divine symBol
 
 
With His mark you are protected, with His sign you shield
 
yourself against the dark and with His symbol you lock
 
your soul against the evil of the warp. This Talent allows the
 
faithful to place a divine mark upon himself or one of his
 
allies, protecting them from psychic attack, possession and
 
other daemonic tampering.
 
Prerequisites: Pure Faith, Daemon Trap
 
Effect: The faithful inscribes the divine symbol onto
 
himself or an ally. The bearer of the symbol is then immune
 
to possession while its power lasts. In addition the bearer
 
gains a +30 on all Tests to resist psychic powers, be they
 
from daemons or other sources. Finally daemons and other
 
creatures of the warp will suffer a –10 to hit the bearer with
 
their natural weapons such as claws and fangs. This Talent
 
will not work if the subject has more than 20 Corruption
 
Points (such individuals have a gateway in their soul through
 
which the evils of the warp might travel).
 
Burn: The faithful can affect himself and up to a number
 
of allies equal to his Willpower Bonus.
 
 
seal of purity
 
 
And the enemies of the God-Emperor looked upon His seal
 
and despaired, for in its shadow they were powerless and
 
could only cower before His might. With this Talent the
 
faithful can inscribe a potent and sacred version of the Aquila
 
upon the ground and bless it with the divine power of the
 
God-Emperor himself so that his foes might recoil from its
 
presence and be unable to cross its outstretched wings.
 
Prerequisites: Pure Faith, Divine Symbol
 
Effect: Crafting a Seal of Purity takes no less than 1 hour
 
to complete and requires a suitable surface and materials
 
(such as chalk, bones, blood etc). The faithful then blesses the
 
seal. Once blessed no daemon or creature of warp can cross
 
the seal or any point within 10 metres of it (for this reason
 
seals are often placed on doors, bridges and the like). Nor
 
can daemons disturb the seal directly (though their human
 
minions might). Finally psychic powers used by daemons
 
cannot cross the seal, their effects negated if their target or
 
area of effect lies beyond it. The seal will remain active and
 
in place until it is broken. Greater daemons are not affected
 
by this ability.
 
Burn: The seal will also repel any creature with a
 
strong connection to the warp—creatures with 20 or more
 
Corruption Points or a Psy Rating of 3 or more.
 
 
Emperor’s
 
Mercy
 
 
It is taught that the Emperor can show mercy just as he
 
may show wrath. For His avowed followers faith can
 
mend wounds, heal minds and strengthen souls against the
 
degradations and decay of the warp. Mercy is not always kind or
 
gentle however, and those that beseech the Master of Mankind
 
for clemency or respite may well fi nd his ministrations bloody
 
and fi nal. The servants of the Ecclesiarchy accept this as their
 
due and pass such mercies on to their fl ock as the just rewards
 
of a lifetime’s service to the God-Emperor; a service that can
 
only be fulfi lled in death.
 
 
Faith Talents of the Emperor’s Mercy are focused on
 
mending the body, minds, and souls of the faithful, though
 
usually at a cost (only in sacrifi ce can one serve the Emperor).
 
Mercy Talents can also harden the body and mind against
 
terrible trials and impart divine strength and fortitude when
 
in the service of the God-Emperor so that the faithful may
 
complete vital tasks despite hideous wounds.
 
 
grace
 
 
The child of the man holds within him the seed of the GodEmperor’s
 
divinity, which may be nurtured and grown only
 
through the power of true faith. With this Talent the faithful
 
imparts a fragment of his divine connection to the GodEmperor
 
onto his allies, blessing them with a powerful Grace
 
to shape their destiny and protect them from harm.
 
Prerequisites: Pure Faith
 
Effect: The faithful can choose to share his Fate Points with
 
his allies, allowing him to spend a Fate Point to allow an ally
 
that he can see to re-roll a failed test. In addition to this effect
 
the faithful also enhances his own fate and will recover any
 
Fate Points used in this encounter (including the one spent to
 
activate this Talent) on a 1d10 roll of 8, 9 or 10. If the faithful
 
is a Void Born this roll replaces the roll from the Charmed Trait
 
(see page 21 in the Dark Heresy rulebook).
 
This Talent only works on humans (i.e. not mutants, xenos
 
etc) and only on those with 20 or
 
fewer Corruption Points.
 
Burn: In addition to
 
the above effects, at the
 
end of the encounter
 
every ally that the
 
faithful can see
 
regains one spent
 
fate point and
 
immediately regains
 
a further spent fate
 
point on a 1d10 roll
 
of 8, 9 or 10 (replacing
 
Charmed).
 
 
martyr’s gift
 
 
Only through pain and blood is the body made pure, its
 
fragile fl esh made whole through the sacrifi ce of the faithful
 
and the tears of the willing martyr. With this Talent the
 
faithful can heal the injured, knitting together bloody fl esh
 
and mending splintered bones. Such a great gift comes with
 
a heavy price however, and for every cut or rend the faithful
 
restores he will himself suffer a similar wound.
 
Prerequisites: Pure Faith
 
Effect: The faithful can heal wounded creatures by laying
 
on his hands and taking their injuries onto himself. This is
 
a Full Action and requires the subject to remain perfectly
 
still (i.e. they may take no actions themselves). The faithful
 
can then transfer any amount of Damage from the subject
 
to themselves at ratio of 1:1. The faithful can also transfer
 
Critical Damage from the subject in the same way, suffering 5
 
wounds for each Critical effect healed while the subject will
 
be miraculously healed of them.
 
Note that it is entirely possible for the faithful to kill
 
himself if he uses this Talent to heal multiple critically
 
wounded subjects. If the faithful suffers critical damage from
 
healing it is considered energy damage.
 
Burn: The faithful may use this Talent to bring back the
 
recently deceased (provided of course their body is relatively
 
intact) as if they had burned a Fate Point to avoid death (see
 
page 185 in the Dark Heresy rulebook). Doing so however
 
immediately removes all the faithful’s wounds and infl icts
 
1d10 points of critical damage upon him which cannot be
 
reduced by armour or Toughness.
 
 
divine endurance
 
 
In the service of the God-Emperor a man will endure as
 
the Imperium has endured and he will stand unbowed and
 
unbroken as has the Imperium of Mankind. With this Talent
 
the faithful imparts the ageless endurance of the Imperium,
 
realm of the God-Emperor, into his allies, allowing them to
 
press on even when their bodies grow tired or their limbs
 
weary—motivated by visions of the glory of the Emperor’s
 
domain which has lasted millennia.
 
Prerequisites: Pure Faith
 
Effect: The faithful can grant this ability to himself and a
 
number of his allies equal to his Fellowship Bonus. While it
 
lasts, both the faithful and his allies will ignore any Fatigue
 
levels they suffer, regardless of the source. In addition, any
 
Fatigue levels they may have already suffered are ignored for
 
the duration of the ability. At the GM’s discretion he may
 
extend the duration of this ability to last for the course of a
 
journey (provided it is for a suitably holy purpose) such as a
 
trek across a world or climbing a mountain. This Talent can be
 
combined with the Master Orator Talent to affect more allies.
 
Burn: Those affected by Divine Endurance also again the
 
Unnatural Toughness (x2) Trait (see page 332 in the Dark
 
Heresy rulebook) for the duration of the encounter.
 
 
respite
 
 
The strong are bolstered by the word of the God-Emperor and
 
the prayers of the faithful. With an open heart and a vengeful
 
mind the songs of the just will lift him up and allow him to soar
 
like a holy warrior striking fear into the souls of the unclean. With
 
this Talent the faithful may pray for one of his allies, granting
 
them the strength and spirit to overcome their wounds, cast off
 
their mortal shackles, and push on to the very edge of death itself.
 
Prerequisites: Pure Faith, Divine Endurance
 
Effect: The faithful may choose a single ally which can
 
both see him and hear his voice. As long as the faithful then
 
spends a Full Action each round praying, the ally will gain
 
respite from his injuries and may ignore the effects of Fatigue
 
and critical injuries. Note however that this does not heal
 
the subject in any way and missing limbs, bleeding and the
 
like will continue to affect them. It also does not prevent the
 
subject from dying if they suffer a fatal critical effect.
 
Burn: The faithful may affect a number of allies up to
 
twice his Fellowship Bonus.
 
 
divine ministration
 
 
Blessed are the hands of the healer that they may restore the
 
mangled limbs of the faithful and send them back into the
 
fray. This Talent allows the faithful to enhance his healing
 
abilities and dispel the effects of fatigue upon his allies,
 
restoring their vigour and allowing them to continue to bring
 
death and ruin to the God-Emperor’s foes.
 
Prerequisites: Pure Faith, Martyr’s Gift
 
Effect: The faithful can use this Talent to add their
 
Willpower Bonus to the amount of Damage they heal using
 
the Medicae skills (See page 104 in the Dark Heresy
 
rulebook). This ability only works once for each test made,
 
though it may be activated after the faithful has successfully
 
passed a skill test and may effect multiple skill tests performed
 
on multiple targets in succession. Alternatively the faithful
 
may use this Talent to remove all levels of Fatigue from allies
 
who can both see him and hear his voice. Finally such is
 
the intuitive healing ability this Talent imparts on the faithful
 
that all Medicae tests, even those made without activating the
 
Talent, are made easier by one step (i.e. Diffi cult (–10) Tests
 
become Challenging (+0), Challenging (+0) become
 
Routine (+10) etc). This Talent only works on subjects with
 
20 or fewer Corruption Points.
 
Burn: The faithful restores all Wounds to a single ally
 
when using the Medicae skill to heal them.
 
 
miraculous recovery
 
 
Potent is the power of the God-Emperor that even the
 
greatest of injuries and the most grievous of wounds are as
 
nothing when bathed in his divine light. This Talent allows
 
the faithful to perform a miraculous healing and mend broken
 
limbs, torn fl esh, and missing ears. Only the faithful may
 
benefi t from this miracle however and they seldom survive
 
completely intact.
 
Prerequisites: Pure Faith, Divine Ministrations
 
Effect: The faithful can remove a crippling injury from
 
a creature by spending a night praying over their body and
 
beseeching the aid of the God-Emperor. In the morning the
 
creature can remove a single crippling injury (such as broken
 
limb or missing nose). However missing limbs and eyes cannot
 
be restored with this Talent. Such is the strain of this ritual on
 
both the faithful and the subject that upon its completion both
 
will suffer 1d5 Insanity Points which cannot be prevented in any
 
way (such as with the use of other Faith Talents). Only subjects
 
with 20 or fewer Corruption Points can benefi t from this Talent.
 
Burn: Even missing limbs or eyes can be restored.
 
 
mental calm
 
 
Clear your mind of fear, madness and decay; in the service of the
 
God-Emperor no man need carry humanity’s burden alone—we
 
are the teeming masses of humanity and rightful masters of the
 
galaxy. This Talent allows the faithful to wash away recent horrors
 
and reinforce a sense of purpose and might in his followers
 
focusing their minds to the single task of service to the Emperor.
 
Prerequisites: Pure Faith, Grace
 
Effect: The faithful can use this Talent as a Full Action
 
in the turn after he or any of his allies gain Insanity Points.
 
The ability washes away the taint of madness, negating 1d5
 
Insanity Points gained by either the faithful, or one of his
 
allies, in the previous round. In addition the calm instilled
 
by this ability will remain for the rest of the encounter and
 
reduce any further Insanity Point gains by 1.
 
Burn: The Talent will affect both the faithful and a
 
number of his allies up to twice his Fellowship Bonus.
 
 
spiritual cleansing
 
 
Your body is a temple to the God-Emperor, your blood and
 
bones your sacrament, your soul a symbol of your faith; let
 
none foul your temple lest your faith be likewise fouled. This
 
Talent allows the faithful to purge his soul of some of the taint
 
of the warp, casting off a portion of its dark power before it
 
has time to take root and begin a slow decay of spirit.
 
Prerequisites: Pure Faith, Divine Endurance
 
Effect: The faithful can use this Talent as a Full Action
 
in the turn after he or any of his allies gain Corruption
 
Points. The ability purges the touch of the warp negating
 
1d5 Corruption Points gained by either the faithful, or one
 
of his allies, in the previous
 
round. In addition the
 
warp protection invoked
 
with this ability will
 
remain for the rest of
 
the encounter and
 
reduce any further
 
Corruption Point gains
 
by 1. Characters with 20
 
or more Corruption Points
 
cannot benefi t from this
 
ability—they are too far gone
 
already.
 
Burn: The Talent will
 
affect both the faithful and
 
a number of his allies up to
 
twice his Fellowship Bonus.
 
of his allies, in the previous
 
round. In addition the
 
warp protection invoked
 
with this ability will
 
remain for the rest of
 
the encounter and
 
reduce any further
 
Corruption Point gains
 
by 1. Characters with 20
 
or more Corruption Points
 
cannot benefi t from this
 
ability—they are too far gone
 
The Talent will
 
affect both the faithful and
 
a number of his allies up to
 
twice his Fellowship Bonus.
 
 
revelation
 
 
Free the mind from doubt, fear, and darkness! Look to the light of
 
the God-Emperor and let his divine presence remind you of your
 
purpose—you are the faithful of the Imperium and you cannot
 
falter in the face of its foes. This Talent allows the faithful to free
 
his mind, or that of his allies from the grip of fear or the insidious
 
powers of the psyker, restoring them to clarity and control.
 
Prerequisites: Pure Faith, Mental Calm
 
Effect: The faithful uses this ability as a Full Action affecting
 
both himself and a number of allies equal to his Fellowship Bonus
 
that can both see and hear him. Those affected will immediately
 
overcome the effects of Fear (i.e., the results of their roll on the
 
Shock Table) and may act normally on their following turn. In
 
addition recipients of this ability may also make a Challenging
 
(+0) Willpower Test to free themselves of any detrimental
 
ongoing psychic powers. This Talent can be combined with the
 
Master Orator Talent to affect more allies.
 
Burn: Those affected by this ability automatically pass all
 
Fear Tests for the remainder of the encounter.
 
 
no rest for the faithful
 
 
Only in death does duty to the God-Emperor end, and only
 
when faith is extinguished will you truly die. With this Talent
 
the faithful push themselves beyond the frailties of their
 
mortal frames, shaking off wounds, casting aside injury and
 
ignoring pain so that they may serve His will until the end.
 
Such a divine drive has its price and once the faithful’s task is
 
done his body may never recover.
 
Prerequisites: Pure Faith, Respite
 
Effect: With this ability the faithful and a number of his
 
allies up to his Fellowship Bonus may ignore the effects of
 
critical injuries for the duration of the encounter, with the
 
exception of those that would result in limb loss or death.
 
However, should they suffer a critical effect that would result
 
in death they can instead choose to permanently lose 1d10
 
Toughness and choose to suffer another lesser critical effect
 
(of the GM’s choosing) to the same body location and of
 
the same damage type as the one that would have killed
 
them (which will affect them normally). This ability is
 
also hugely taxing and once the encounter ends any of those
 
who have benefi ted from it will suffer 1d5 Fatigue levels
 
(quite possibly knocking them unconscious).
 
Burn: Those affected by this ability may ignore the effects
 
of limb loss just as with other types of critical damage, but
 
only for the duration of the encounter, after which the critical
 
damage will take effect (i.e. a lost limb kept functioning for
 
the battle will now return to its crippled state).
 
 
resurrection
 
 
And he rose anew, as if lifted from the grave by the hand of
 
the God-Emperor, restored by divine providence and ready
 
once again to face the foes of mankind. With this Talent the
 
faithful channels the power of his faith into a fallen comrade,
 
fi lling their broken frame with life and purpose and tasking
 
them once more with carrying on the Emperor’s holy crusade.
 
Prerequisites: Pure Faith, Divine Ministration, No Rest
 
for the Faithful
 
Effect: Whenever the faithful or one of his allies (who can
 
hear him) dies and spends a Fate Point to avoid death (See
 
page 185 in the Dark Heresy rulebook) he may use this
 
ability to revitalise them. The target is immediately restored
 
to full Wounds, has all critical damage and levels of Fatigue
 
removed, crippled limbs and blindness are healed (though not
 
lost limbs), and the effects of any toxins are negated. In effect,
 
the target is restored completely.
 
Burn: For the duration of the encounter (provided the
 
faithful is alive) whenever the faithful or his allies burn
 
Fate to avoid death they will benefi t from the effects of the
 
Resurrection.
 
 
Emperor’s
 
Wrath
 
 
As all those who follow the Imperial Creed know, the
 
Emperor is a vengeful god, quite likely to smite and
 
not likely to forgive those who trespass against the
 
faith. Those that stray from the teaching of the God-Emperor,
 
or sin against his holy word are prone to find torment and
 
destruction at the hands of his faithful. In fact it is part of the
 
Cult of the Emperor that all those who swear allegiance to
 
the Golden Throne suffer not the unbelievers, heretics, and
 
sinners to live within his sight, seeking them out where they
 
hide beneath the skin of the Imperium and cleansing them in
 
burning flame. The Emperor’s wrath is ever plentiful and his
 
servants every ready to vent it on his foes.
 
Faith Talents of the Emperor’s Wrath are focused on
 
dealing damage to the foes of the Emperor: the alien, the
 
heretic, and the daemon. With these Talents the faithful can
 
strengthen their sword arms, guide their bolt shells, and
 
create blessed promethium with which to burn enemies to
 
ash. Those especially skilled in channelling the wrath of the
 
Emperor can even exorcise daemons, casting them out of their
 
mortal shells and hurling them back into the warp.
 
 
Wrath of the Righteous
 
 
May the God-Emperor guide my hand toward the foes that I
 
might rend him with my righteous indignation, breaking his
 
bones, spilling his blood and piercing his flesh with my faith.
 
This ability focuses the faithful’s Emperor-born rage into his
 
attacks, channelling His divine anger and wrath into each
 
stroke of his blade as he fells the heretics and the unbelievers.
 
Prerequisites: Pure Faith
 
Effect: With this Talent the faithful and a number of
 
his allies up to his Fellowship Bonus which can both see
 
him and hear his voice are filled with the Emperor’s wrath.
 
This increases all damage inflicted in melee (i.e. with melee
 
weapons or when fighting unarmed) by 1d5. In addition this
 
Talent also increases the chances of Righteous Fury (see page
 
195 in the Dark Heresy Rulebook) so that it occurs on a roll
 
of 9 or 10 rather than just 10. Note however this only affects
 
the first damage roll to trigger Righteous Fury and not any
 
subsequent damage rolls to determine its effects (i.e. the open
 
ended damage rolls). This Talent can be combined with the
 
Master Orator Talent to affect more allies.
 
Burn: The damage from Wrath of the Righteous is
 
increased to 2d10.
 
 
Hand of the Emperor
 
 
And lo, the hand of the God-Emperor came down upon the
 
heretic, the mutant, and the alien, crushing them beneath
 
its fury and revealing to them the folly of their ways. This
 
ability charges the faithful with a potent strength, binding his
 
frame in divine energies and strengthening bone and muscle
 
so that he might better crush his foes with mighty blows and
 
unforgiving brutality.
 
Prerequisites: Pure Faith
 
Effect: The faithful and a number of his allies up to his
 
Fellowship Bonus are filled with the might of the GodEmperor,
 
increasing their strength and physical power.
 
All those affected gain the Unnatural Strength (x2) trait as
 
their muscles harden. However with this strength comes a
 
lumbering slowness and a reduction of movement. Those
 
affected have their Agility Bonus reduced by 2 for the
 
duration of the ability (note that this will affect everything
 
dependant on AB such as movement and initiative).
 
Burn: The faithful and his allies gain the Unnatural
 
Strength (x3) trait rather than Unnatural Strength (x2).
 
 
Divine Guidance
 
 
Let the Emperor guide my aim, let his eye be my eye as I
 
fire my weapon at the foes of the Imperium so that my shots
 
might strike true and send my enemies to their eternal rest.
 
This ability guides the aim of the faithful so that they sense
 
more than see when to fire at the enemy, their shots striking
 
home over extreme distances or even in the pitch-dark,
 
guided to their targets by the will of the God-Emperor and
 
the power of their faith.
 
Prerequisites: Pure Faith, Wrath of the Righteous
 
Effect: With this Talent the faithful and a number of his
 
allies up to his Fellowship Bonus can be blessed with Divine
 
Guidance. Those affected can then ignore a single range
 
penalty (regardless of size) when making ranged attacks. So
 
for example they could choose to make a Called Shot (see
 
page 198 in the Dark Heresy Rulebook) and ignore the
 
–20 to hit, or fire at a target at Extreme Range (see page
 
198 in the Dark Heresy Rulebook) and ignore the –30 to
 
hit, or a Scrawny Target (see page 199 in the Dark Heresy
 
Rulebook) and ignore the –10 to hit. Only one penalty may
 
be ignored however and if multiple penalties are at work only
 
the largest may be ignored. In addition there is a chance that a
 
good shot may bypass the target’s armour, finding a chink or
 
hole that only divine providence could guide a round through.
 
If the faithful or his allies score (and confirm with a second
 
attack roll) Righteous Fury (see Dark Heresy page 195) with
 
a ranged attack, they may choose to ignore its effects and
 
instead discount the target’s armour (effectively only reducing
 
damage based on the target’s Toughness Bonus).
 
Burn: The faithful and his allies ignore all penalties to hit
 
with ranged weapons provided they do not exceed a total of
 
-60 to hit. In addition they may fire blind (such as through
 
doors or into darkness) without penalty, though there must
 
still be a target in the path of their fire for a there to be a
 
chance to score a hit.
 
 
The Passion
 
 
Your love for the God-Emperor will know no bounds, his
 
glory will fill your heart to bursting and you will run and
 
scream with joy at the sound of His name; filled with his
 
divine light you are a tireless soldier of the Imperium and a
 
holy instrument of the faith. This ability infuses the faithful
 
with a powerful passion and energy, allowing him and his
 
IV: Faith and Fury
 
110
 
allies to move in a frenzy of righteous speed so that they
 
might better reach their foes and rend them to pieces.
 
Prerequisites: Pure Faith, Divine Guidance
 
Effect: The faithful and a number of his allies up to his
 
Fellowship Bonus are gifted with a fathomless passion for
 
serving the God-Emperor, increasing their agility and speed.
 
All those affected gain the Unnatural Agility (x2) trait as their
 
limbs quicken and their movement becomes blurred (note
 
that this will affect everything dependant on AB such as
 
movement and initiative). In addition such is their zeal that
 
they react to attacks with blinding speed and an almost divine
 
sixth sense. This adds +10 to both Dodge and Parry Tests as
 
well as allowing them to roll two dice and choose the highest
 
when determining initiative.
 
Burn: The faithful and his allies gain the Unnatural Agility
 
(x3) trait rather than Unnatural Agility (x2).
 
 
Flames of Faith
 
 
Holy is the flame of the Emperor, that it might burn away
 
the evil of his enemies and cast those spawned from the warp
 
back into their places of freezing darkness and unending
 
night. This Talent places a powerful blessing on the fires
 
of the faithful making them burn more fiercely and making
 
them especially deadly to daemons and creatures of the
 
Immaterium.
 
Prerequisites: Pure Faith, Wrath of the Righteous
 
Effect: As a Full Action the faithful may bless a burning
 
fire (up to twice his Fellowship Bonus in metres diameter), a
 
clip of incendiary ammunition (this could also be a grenade
 
or rocket round) or a weapon that produces flame (such as a
 
flamer, though not a melta gun or plasma gun). Such blessed
 
fire then burns hotter and will inflict an additional 1d10
 
damage on all those that come into contact with it. It also
 
has a greater chance of setting things on fire and imposes
 
a –10 penalty to Agility Tests by those who are touched by
 
it to avoid bursting into flame. In addition, it is deadly to
 
daemons, inflicting a further 1d10 damage and counting as a
 
holy attack when used against daemons.
 
Burn: The fires burn hotter still. They inflict 2d10
 
additional damage rather than 1d10, and all their damage
 
counts as Explosive rather than Energy as the fire literally
 
tears the target into flaming gobbets of meat!
 
 
Righteous Frenzy
 
 
Never forget the righteousness of our cause, for to waver in
 
our conviction to the God-Emperor is to invite his foes into
 
our heart and infect us with their filth. With this Talent the
 
faithful and his allies fill themselves with a divine madness
 
and rage against their foes, flying into a righteous frenzy
 
and striking out at the unbelievers and the heretics like a
 
bottomless pit of anger.
 
Prerequisites: Pure Faith, Wrath of the Righteous, The
 
Passion
 
Effect: By taking a Full Action, chanting and screaming
 
prayers, the faithful and a number of allies up to his
 
Fellowship Bonus that can both see him and hear his voice
 
can enter into a frenzy. For the duration of the encounter the
 
faithful and his allies are considered to be in a state of frenzy
 
just as if they had the Frenzy Talent (see Dark Heresy page
 
116). This works in exactly the same way as the Talent with
 
the exception that those under the ability’s effects will never
 
attack each other regardless of the circumstances. In addition,
 
if the faithful already has the Frenzy Talent, using this ability
 
becomes easier and he may trigger it with a free action. This
 
Talent can be combined with the Master Orator Talent to
 
affect more allies.
 
Burn: Such is the power of the Frenzy that the faithful
 
and his allies gain strength from shedding the blood of their
 
foes. Whenever they kill a foe in their frenzied state they
 
immediately recover 1d5 lost Wounds. Only the character
 
which deals the killing blow gains the benefit.
 
 
Might of the Emperor
 
 
Blessed are the faithful, for they have within them the power
 
of the God-Emperor and are transformed by it into His divine
 
vessel and tool of vengeance. This Talent allows the faithful
 
to become a vessel for the Emperor’s power increasing his
 
strength and stamina but at the same time overcoming him
 
with a religious mania which can blind him to reason and
 
make his words unintelligible to the ears of common men.
 
Prerequisites: Pure Faith, Hand of the Emperor, The
 
Passion
 
Effect: With this ability the faithful fills himself with
 
divine power and grows in physical power and might. He
 
increases all his physical characteristics (Strength, Toughness
 
and Agility) by +10 (with the corresponding +1 to their
 
characteristic bonuses). However the power also fills the
 
faithful’s mind with religious madness and visions of the
 
God-Emperor’s glory, diminishing his ability to think and
 
interact socially. This has the effect of reducing all his mental
 
characteristics (Perception, Intelligence, and Fellowship) with
 
the exception of Willpower by –10 (with the corresponding
 
–1 to their characteristic bonuses). In addition he speaks in a
 
mix of religious riddles and holy verse which can be difficult
 
to understand (requiring a Hard (–30) Intelligence Test
 
or a Challenging (+0) Common Lore (Imperial Creed)
 
Test). The GM should encourage players to role-play this
 
mania.
 
Burn: The effects last for an entire game session rather
 
than just a single encounter.
 
 
The Unforgiving Blade
 
 
Blessed are the blades that smite the daemon, the witch, and the
 
psyker. With divine steel the children of the warp are cut deep,
 
and their blood spilled as a sign of their betrayal of the purity of
 
humanity. This ability allows the faithful to bless a blade to deal
 
horrific damage to those who are either touched by the warp or
 
call upon its powers as part of their cursed existence.
 
Prerequisites: Pure Faith, Wrath of the Righteous
 
Effect: With this Talent the faithful can place a potent
 
blessing on a single melee weapon that already inflicts
 
Rending Damage. The blessed weapon inflicts an extra 1d10
 
damage and gains 2 more points of penetration when used
 
against daemons, psykers and creatures with 20 or more
 
corruption points. In addition, blows from this weapon count
 
as holy attacks when used against daemons. Such a weapon
 
is difficult for the unclean to wield, and when grasped by a
 
psyker or character with 20 or more corruption points it will
 
burn, inflicting 1d5 Energy Damage each round he holds it
 
which cannot be reduced by armour or Toughness.
 
Burn: The faithful can bless a number of weapons equal
 
to twice his Fellowship Bonus provided he can lay hands on
 
each one (a Half Action per weapon).
 
 
Divine Touch
 
 
Even the lightest of touches by those blessed by the divine
 
God-Emperor are as acid to the flesh of the corrupt, the pure
 
light of the faithful’s soul burning into the vile darkness of
 
the heretic’s mind and causing him to cry out in pain and
 
despair. This Talent allows the faithful to bring terrible pain
 
and crippling agony to those tainted by the warp, either
 
diminishing their power (in the case of daemons) or causing
 
them debilitating torment (in the case of psykers and others
 
tainted by the warp).
 
Prerequisites: Pure Faith, The Passion, Divine Guidance
 
Effect: With this ability the faithful lays hands upon the
 
corrupt and warp tainted causing them excruciating pain.
 
This requires the faithful to touch the target (standard melee
 
attack) on exposed skin (this may be a Called Shot –20 at
 
the GM’s discretion). If the target is a psyker or has 20 or
 
more corruption points they must make a Challenging (+0)
 
Willpower Test. If they fail then the faithful rolls 1d5+2
 
and applies the effects of an Energy Critical to the location
 
touch. Note however that no actual wounds are inflicted but
 
Stunning and levels of Fatigue are applied.
 
The ability can also be used on daemons forcing them to
 
make an Instability Test (see Dark Heresy page 333) with a
 
–30 penalty.
 
Burn: The faithful may make Divine Touch attacks
 
until the end of the encounter. In addition the faithful rolls
 
1d10+2 to determine the effects of the critical.
 
If used on a daemon they suffer a -60 to their Instability
 
Test rather than a –30.
 
 
Religious Hysteria
 
 
Together the faithful are unstoppable. We are the teeming
 
billions of humanity, the God-Emperor’s faithful and his
 
devoted servants. Our power lives on the lips of the devout
 
and spreads like fire through the air on the strength of our
 
words. This ability starts a chain of religious hysteria which
 
spreads through the minds of citizens and can turn a crowd
 
of sullen hab workers into a raging mob of religious zealots
 
ready to tear the throats from the unrighteous.
 
Prerequisites: Pure Faith, Righteous Frenzy
 
Effect: This Talent allows the faithful to spread a religious
 
rapture among Imperial citizen filling them with righteous
 
zeal. For this to take root the faithful must be able to preach
 
to a group of citizens for at least 10 minutes and have their
 
attention for the duration of that time. After this, the faithful
 
makes an Opposed Willpower Test with the crowd (which can
 
be of any size provided they can see and hear him without
 
the means of technology, i.e. in the flesh) to see if his message
 
has taken root. If it does the crowd will become a mob and
 
begin to spread the word of the Emperor. For the next 24
 
hours any person the mob comes into contact with must pass
 
a Challenging (+0) Willpower Test or join the mob. The
 
faithful can then direct the mob against his enemies (as long
 
as they can reasonably also be the enemies of the Emperor),
 
either in his initial sermon or by leading them. The mob,
 
and all of its members, will benefit from the Hatred Talent
 
(see Dark Heresy page 117) toward a single foe, described by
 
the faithful in his sermon. This is not mind control and will
 
not cause the members of the mob to needlessly endanger
 
themselves or act wildly out of character, but it will awaken
 
their natural devotion to the Imperium and hatred of the
 
Emperor’s enemies.
 
Burn: Those affected by Religious Hysteria will also gain
 
the effects of Righteous Frenzy. This of course will probably
 
reduce an entire area into chaos and madness as the population
 
turns in upon itself in an orgy of cleansing violence.
 
 
Soul Storm
 
 
You are the centre of the God-Emperor’s might, you are his
 
focus upon the world of men and through your will and your
 
soul flows his burning light. This ability allows the faithful to
 
unleash a fearsome soul storm in a flash of blinding light and
 
burning flame, cleansing an area of the warp, its spawn, and
 
those touched by its corrupting influence.
 
Prerequisites: Pure Faith, Divine Touch, Flames of Faith
 
Effect: This Talent grants the faithful the ability to conjure
 
a Soul Storm, a blast of pure holy energy that bursts from his
 
eyes and mouth to consume everything nearby tainted by the
 
warp. Triggering the soul storm is a Full Action and will affect
 
everything within a radius of 10 metres times the faithful’s
 
Willpower Bonus. Psykers and anyone with corruption points
 
in this area will immediately suffer 1d10 Energy damage not
 
reduced by armour or Toughness. In addition Psykers must
 
pass a Challenging (+0) Willpower Test or suffer an additional
 
1d10 damage (also not reduced by armour or Toughness) and
 
lose access to their powers for the remainder of the encounter.
 
Those with corruption points will also take an additional 1
 
point of damage for every corruption point they have (also
 
not reduced by armour or Toughness) as their taint burns
 
within their soul. Daemons caught in the area of effect will
 
also suffer 1d10 Energy Damage (not reduced for armour or
 
Toughness) and must pass a Challenging (+0) Willpower Test
 
or lose access to their powers in the same way as psykers. Note
 
however that very powerful daemons (those with a Willpower
 
of 50 or more) are not affected by this power at all, though
 
they may cringe from the Emperor’s light.
 
Conjuring a Soul Storm is massively taxing to the faithful
 
and will immediately inflict a number of levels of fatigue
 
equal to his Toughness Bonus (effectively knocking him
 
unconscious and causing him to collapse). Even when he
 
comes to, the faithful may not conjure another Soul Storm
 
for at least 24 hours.
 
Burn: All damage inflicted by the Soul Storm is doubled.
 
 
==Fuentes.==
 
*Codex Hermanas de Batalla (Segunda Edición)
 
*Blood of Martyrs.
 
 
[[Categoría:Imperio de la Humanidad]]
 
[[Categoría:Imperio de la Humanidad]]
 
[[Categoría:Eclesiarquía]]
 
[[Categoría:Eclesiarquía]]
 
[[Categoría:Adepta Sororitas]]
 
[[Categoría:Adepta Sororitas]]
[[Categoría:Artículos para mejorar]]
 

Última revisión del 15:18 3 ene 2020

"Así como la fe gana las guerras, las guerras son alimentadas por la fe. Bienaventurados los que matan a los xenos, herejes y mutantes, pues ellos heredarán la galaxia."

Hermana Isha

La Fe, como poder manifiesto, es una habilidad que solo los más fieles de entre los siervos del Emperador podrán contemplar, mucho menos controlar. Cómo y por qué funciona, y por qué ciertos individuos o grupos de individuos la muestran es aún más incomprensible que los poderes de los psíquicos o los dones de los Navegantes. De hecho, sólo hay una pequeña fracción del Imperio que sepa de su existencia. Incluso dentro de las filas de la Eclesiarquía, la mayoría de los sacerdotes viven toda su vida aceptando la fe sin haber visto jamás milagros tan maravillosos como los que pueden realizar aquellos que son tocados por lo divino. Si hubiera una excepción, sería el Adepta Sororitas, las Hijas del Emperador, mujeres bendecidas con una conexión especial con la luz y divinidad del señor de la humanidad. Dentro de las filas de esta hermandad, las Sororitas viven en una total dedicación al Dios-Emperador, creadas y guiadas por sus enseñanzas. Tal vez sea esta devoción total o su especial conexión con lo divino lo que les otorga los dones de la Fe, o tal vez es su papel como el brazo militante de la iglesia y su deber de protegerla de sus enemigos. Comoquiera que fuese, el Adepta Sororitas comparte un vínculo especial con el Dios-Emperador y más que cualquier otro grupo dentro de su dominio puede canalizar el poder de la Fe, tal vez demostrando su favor a sus ojos.

Aunque la Fe escoge sus recipientes, y estos pueden dirigirla a las órdenes del Emperador, una cosa es cierta: la fe no puede ser forzada, cazada o capturada; debe ser encontrada por una mente pura, un corazón justo y una completa devoción a El Dios-Emperador.

Tipos de poderes de la fe Editar

Hay tres tipos de Fe que reflejan los diferentes aspectos del Dios-Emperador y las diferentes maneras en que sus siervos interpretan su voluntad. Los tres tipos de Fe son:

  • El Signo del Emperador: Los fieles seguidores del Credo Imperial adoran y se deleitan con el simbolismo del Emperador y las marcas y runas sagradas asociadas con él. A todo lo largo del Imperio los fieles se saludan con gestos sagrados como el signo del Áquila, o marcan sus hogares con signos y salvaguardias, como imágenes del Trono Dorado, para repeler el mal. Sin embargo, para aquellos que son bendecidos con la Fe Pura, estos gestos, símbolos y signos son algo más que meros rituales y cada uno puede convertirse en un foco para su devoción fanática y un vínculo con el Dios-Emperador. Con estos símbolos, un discípulo fiel del Emperador puede rechazar a los engendros de la Disformidad, protegerse a sí mismo o a otros del daño e incluso descubrir las verdaderas intenciones de una persona bañándola en la imperturbable luz del Emperador.
  • La Misericordia del Emperador: Se cuenta que el Emperador puede mostrar misericordia tanto como ira. Para sus seguidores, la Fe puede reparar heridas, curar mentes y fortalecer las almas contra las depredaciones y la decadencia de la Disformidad. Sin embargo, la misericordia no siempre es amable y amable, y aquellos que imploran al señor de la Humanidad en busca de clemencia o respiro pueden encontrar sus servicios sangrientos y letales. Los siervos de la Eclesiarquía aceptan esto como un mandato y transmiten tales misericordias a su rebaño como las justas recompensas de un servicio de por vida al Dios-Emperador; un servicio que sólo puede terminar en la muerte.
  • La Ira del Emperador: Como saben todos los que profesan el Credo Imperial, el Emperador es un dios vengativo, muy propenso a herir y no muy propenso a perdonar a aquellos que infrinjan la fe. Aquellos que se alejan de las enseñanzas del Dios-Emperador, o han cometido pecado contra su santa palabra son propensos a encontrar el tormento y la destrucción a manos de sus fieles. De hecho, es parte del Culto al Emperador el que todos los que juran lealtad al Trono Dorado no permitan a los incrédulos, herejes y pecadores vivir dentro de su Imperio, buscarlos allí donde se escondan y purificarlos con llamas. La ira del emperador nunca escasea y sus sirvientes están dispuestos a servirla a sus enemigos.

El Signo del Emperador Editar

Carga de culpa Editar

Al Dios-Emperador no le afectan las mentiras de sus enemigos y en su presencia incluso el más oscuro de los corazones sentirá el peso de su falsedad sobre en sus hombros. Con esto los fieles proyectan el desdén del Emperador hacia el engaño para que todos los que le miren o escuchen su voz sientan sus propios secretos royendo su conciencia como una rata hambrienta que busca su salida.

Resplandor divino Editar

Hallarse ante la presencia de un discípulo verdaderamente fiel al Dios-Emperador es bañarse en su confianza y convicción. Con esto los fieles emanan un aura de fe y devoción puras al Emperador que aquellos más cercanos pueden experimentar. Esta aura eliminará el temor y la duda, así como galvanizarlos corazones y las mentes contra los males de la Disformidad, dando a los seguidores del Culto Imperial la fuerza para enfrentarse a los más insidiosos enemigos.

Bendita ignorancia Editar

No miréis al demonio, al hereje o a los inmundos enemigos del Emperador; es a través de vuestros propios ojos que los enemigos de la pureza pondrán asedio a vuestra alma. Esto permite a los fieles cegarse a sí mismo o a otros de criaturas y objetos que desgarrarían su mente o empañarían su alma. Desafortunadamente para los fieles, lo que no pueden ver aún puede arrancarles la garganta ...

Luz del Emperador Editar

Abre tu mente, cuerpo y alma a la luz del Emperador y deja que lave tu miedo; en su resplandor estarás protegido y ninguno podrá oponerse a vuestra espada. Esto llena la mente de los fieles y sus aliados de una calma inapelable, impidiendo incluso que las cosas más horribles las perturben y les permitan atacar a los enemigos del Emperador con malsana brutalidad.

Espíritu del Mártir Editar

Es a través del sacrificio y de la sangre como demostraremos nuestra devoción al Emperador; ofrecemos voluntariamente nuestras vidas a su servicio para que él nos juzgue dignos en su luz. Con esto el fiel se infunde y a sus aliados con el espíritu del santo mártir, fortaleciendo vida y miembros contra las dificultades para seguir sirviendo al señor de la Humanidad donde otros fracasan.

Alma marchita Editar

Los impíos y los corruptos se pudrirán ante los fieles del Emperador, pues su divina luz convertirá sus corazones en ácido dentro de sus pechos y arderán con su pecado. Esto vuelve la corrupción de la criatura contra sí misma, arrasando su cuerpo en dolor y llamas, mientras su mal es redirigido por la bendita presencia de los elegidos por el Emperador.

Espejo espiritual Editar

El miedo es la moneda de los Xenos, Herejes y Mutantes; mediante la fuerza del Dios-Emperador y la voluntad de los justos, los fieles pagarán esa deuda en especie. Esto permite a los fieles devolver el miedo a sus enemigos y quebrantar sus mentes al igual que las mentes de su rebaño se quiebran, cerniendo sobre ellos la oscuridad que nace de sus propios corazones retorcidos.

Repeler demonios Editar

Expulsad al demonio, al impuro y la progenie de la Disformidad; de sus santas gracias eres entregado a la luz y a las tinieblas del abismo volverán tus enemigos. Esto permite a los fieles forzar a una criatura de la Disformidad, como un Demonio, a retirarse y poder, con una fuerza de voluntad adecuada, mantenerlo a raya, pues queda impotente para acercarse al siervo del Dios-Emperador.

Trampa para demonios Editar

Así como la señal del Emperador es aborrecible para los demonios, también lo son los signos de su fe; estas runas son los grilletes de los justos y las cadenas de los sinceros, con las cuales atan y encadenan a la progenie de la Disformidad dentro de una prisión del Materium. Esto permite a los fieles atrapar a un demonio bendiciendo un círculo protector, construido a tal efecto, con símbolos poderosos y el poder divino del Dios-Emperador.

Luz divina Editar

De sus ojos nace la visión de la claridad, de su boca las palabras de la verdad y de su corazón la luz del justo que brilla a través de las estrellas hasta los rincones más oscuros de su dominio. Esto convoca una luz divina desde dentro de los fieles que les hace brillar con un brillo blanco nacarado, disipando la oscuridad y haciéndoles difíciles de mirar, especialmente por los corruptos o los sirvientes de la Disformidad.

Símbolo divino Editar

Con su marca estás protegido, con su signo te proteges contra la oscuridad y con su símbolo cierras tu alma contra el mal de la Disformidad. Esto permite a los fieles colocar una marca divina sobre sí mismos o uno de sus aliados, protegiéndolos del ataque psíquico, la posesión y la manipulación daemónica entre otros.

Sello de Pureza Editar

Y los enemigos del Dios-Emperador miraron su sello y desesperaron, porque bajo su sombra fueron impotentes y sólo pudieron acobardarse ante su poder. Con esto los fieles pueden inscribir una versión potente del Aquila sobre el terreno y bendecirla con el poder del propio Dios-Emperador para que sus enemigos retrocedan ante su presencia y sean incapaces de escapar en alas.

La Misericordia del Emperador Editar

Gracia Editar

El hijo del hombre tiene dentro de sí la semilla de la divinidad del Dios-Emperador, que puede ser nutrida y prosperar a través del poder de la fe verdadera. Con esto el fiel comparte un fragmento de su conexión divina con el Dios-Emperador sobre sus aliados, bendiciéndolos con una poderosa gracia para moldear su destino y protegerles del daño.

Regalo del Mártir Editar

Sólo mediante el dolor y la sangre el cuerpo se purifica, y su frágil carne completada a través del sacrificio de los fieles y las lágrimas de los mártires. Con esto los fieles pueden curar a los heridos, reconstruyendo la carne y reparando huesos astillados. Sin embargo, tan gran regalo conlleva un precio muy alto: por cada corte o hueso que rehaga el fiel, este sufrirá una herida similar.

Resistencia divina Editar

En el servicio al Dios-Emperador, un hombre resistirá tanto como el Imperio que él creó y se mantendrá firme e intacto como lo ha hecho este. Con esto el fiel imparte la eterna resistencia del Imperio a sus aliados, permitiéndoles proseguir incluso cuando sus cuerpos estén cansados o sus miembros insensibles, motivados por visiones de la gloria del dominio milenario del Emperador.

Respiro Editar

Los fuertes son reforzados por la palabra del Dios-Emperador y las oraciones de los fieles. Con un corazón abierto y una mente vengativa los cantos de los justos les elevarán y permitirán volar como santos guerreros que desatarán el miedo en las almas de los inmundos. Con esto los fieles pueden orar por uno de sus aliados, concediéndoles la fuerza y el espíritu para sobreponerse a sus heridas, soltarse de sus grilletes mortales y cargar al borde de la muerte misma.

Ministrar divino Editar

Bienaventuradas son las manos del sanador para que puedan restaurar los miembros de los fieles y devolverles a la refriega. Esto permite a los fieles mejorar sus habilidades curativas y disipar los efectos de la fatiga sobre sus aliados, restaurando su vigor y permitiéndoles que sigan causando la muerte y la ruina a los enemigos del Dios-Emperador.

Recuperación milagrosa Editar

Potente es el poder del Dios-Emperador que incluso las más grandes y dolorosas heridas son nada cuando con bañadas en su divina luz. Esto permite a los fieles realizar una curación milagrosa y reparar los miembros rotos, la carne desgarrada y las orejas perdidas. Sin embargo, sólo los fieles pueden beneficiarse de este milagro y rara vez sobreviven intactos.

Calma mental Editar

Limpiad vuestra mente de miedo, locura y decadencia; al servicio del Dios-Emperador, ningún hombre necesita cargar con la humanidad en solitario: somos las masas de la humanidad y dueños legítimos de la galaxia. Esto permite a los fieles lavar los horrores más recientes y reforzar el sentido del propósito y poder en sus seguidores, concentrando sus mentes en una única tarea: servir al Emperador.

Limpieza espiritual Editar

Vuestros cuerpos son templos para el Dios-Emperador, vuestra sangre y huesos sus sacramento, vuestra alma un símbolo de su fe; que ninguno desprecie su templo, salvo que su fe sea igual de despreciable. Esto permite a los fieles purgar su alma de muchas de las manchas de la Disformidad, desechando una porción de su oscuridad antes de que tenga tiempo de arraigarse y comenzar una lenta decadencia del espíritu.

Revelación Editar

¡Liberad vuestras mentes de la duda, el miedo y la oscuridad! Mirad a la luz del Dios-Emperador y dejad que su presencia divina os recuerde vuestro propósito: sois los fieles del Imperio y no podéis vacilar frente a vuestros enemigos. Esto permite que los fieles liberen su mente, o la de sus aliados, de las ataduras del miedo o de las insidiosas habilidades de los psíquicos, devolviéndoles la claridad y el autocontrol.

No hay descanso para los fieles Editar

Sólo en la muerte termina el deber hacia el Dios-Emperador, y sólo cuando tu fe se extingue mueres. Con esto los fieles se empujan más allá de las fragilidades de sus cuerpos mortales, ignorado heridas, mutilaciones o el dolor para seguir sirviendo a la voluntad del Emperador hasta el final. Este impulso divino tiene su precio y una vez que la tarea de los fieles esté hecha, su cuerpo jamás podrá recuperarse.

Resurrección Editar

Y volvió a levantarse, como levantado de la tumba por la mano del Dios-Emperador, restaurado por la providencia divina y dispuesto a enfrentarse a los enemigos de la humanidad. Con esto el fiel canaliza el poder de su fe en un compañero caído, llenando su cascarón roto de vida y propósito, encargándole una vez más llevar adelante la santa cruzada del Emperador.

La Ira del Emperador Editar

Ira de los justos Editar

Que el Dios-Emperador guíe mi mano hacia los enemigos para que yo les desgarre con mi justa indignación, rompiendo sus huesos, derramando su sangre y perforando su carne con mi fe. Esta habilidad enfoca la ira de los fieles del Emperador en sus ataques, canalizando la suya y la de su dios en cada golpe de su espada sobre los herejes y los incrédulos.

Mano del Emperador Editar

Y he aquí que la mano del Dios-Emperador bajó sobre el hereje, el mutante y el xenos, aplastándolos bajo su furia y revelándoles la insensatez de sus acciones. Esta habilidad carga a los fieles con una fuerza poderosa, reforzando su cuerpo con energía divina, fortaleciendo huesos y músculos para poder aplastar mejor a sus enemigos con golpes poderosos y una brutalidad implacable.

Guía divina Editar

Deja que el Emperador guíe mi objetivo, que su ojo sea mi ojo mientras disparo mi arma contra los enemigos del Imperio, para que mis golpes puedan ser verdaderos y enviar a mis enemigos a su eterno descanso. Esta habilidad guía el objetivo de los fieles de modo que sienten más que ven cuándo disparan contra el enemigo, pues sus disparos alcanzan su objetivo aun en distancias extremas o en la oscuridad, guiados por la voluntad del Dios-Emperador y el poder de su fe.

La pasión Editar

Vuestro amor por el Dios-Emperador no conocerá límites, su gloria llenará vuestros corazones hasta estallar y correréis y gritaréis con gozo al oir su nombre; llenos de luz divina, seréis soldados infatigables del Imperio y el santo instrumento de su fe. Esta habilidad infunde a los fieles una poderosa pasión, permitiéndoles moverse en un frenesí de justa velocidad para que puedan alcanzar mejor a sus enemigos y despedazarlos.

Llamas de fe Editar

Santa es la llama del Emperador, pues quema el mal de sus enemigos y arrojar a los que han sido engendrados en la Disformidad a sus heladas e interminables tinieblas. Esto impone una poderosa bendición a los fuegos de la fe, haciéndolos arder con mayor ferocidad y especialmente mortales contra Demonios y criaturas del Inmaterium.

Justo frenesí Editar

Nunca olvidéis lo justo de nuestra causa, porque vacilar en nuestra convicción al Dios-Emperador es invitar a sus enemigos a nuestro corazón e infectarnos con su inmundicia. Con esto los fieles y sus aliados se llenan de una locura e ira divinas hacia sus enemigos, volando en un frenesí y golpeando a los incrédulos y herejes como un abismo sin fondo de ira.

Poder del Emperador Editar

Bienaventurados sean los fieles, porque tienen dentro de ellos el poder del Dios-Emperador y son transformados por este en su divino recipiente y herramienta de venganza. Esto permite que los fieles se conviertan en un recipiente para el poder del Emperador, aumentando su fuerza y resistencia, pero al mismo tiempo sumiéndoles en una manía religiosa que puede cegarles a la razón y hacer sus palabras ininteligibles a los oídos del común de los hombres.

La Espada Implacable Editar

Bienaventuradas sean las espadas que golpean al demonio, la bruja y el psíquico. Con el acero divino los hijos de la Disformidad serán destrozados y su sangre derramada como señal de su traición a la pureza de la Humanidad. Esta habilidad permite a los fieles bendecir una espadas para con ella hacer un daño catastrófico a aquellos que están tocados por la Disformidad o invocan sus poderes como parte de su maldita existencia.

Toque divino Editar

Incluso el toque más ligero de aquellos benditos por el Dios-Emperador es como ácido para la carne de los corruptos, pues la luz pura del alma de los fieles arde en la vil oscuridad de la mente del hereje y le hace gritar, sumido en dolor y desesperación. Esto permite a los fieles llevar un dolor terrible y una agonía sin igual a los que están contaminados por la Disformidad, ya sea disminuyendo su poder (en el caso de los Demonios) o causándoles un tormento debilitador (en el caso de los psíquicos y otros afectados por la Disformidad).

Histeria religiosa Editar

Juntos los fieles son imparables. Somos los billones de billones que formamos la humanidad, los fieles del Dios-Emperador y sus devotos servidores. Nuestro poder reside en los labios de los devotos y se extiende como fuego por el aire sobre la fuerza de nuestras palabras. Esta capacidad comienza una cadena de histeria religiosa que se extiende a través de la mente de los ciudadanos y puede convertir a una multitud de obreros malhumorados en una turba de fanáticos religiosos dispuestos a rasgar las gargantas de los injustos.

Tormenta del alma Editar

Tú eres el centro del poder del Dios-Emperador, tú eres su avatar en el mundo de los hombres y por tu voluntad y tu alma fluye su luz. Esta capacidad permite a los fieles desencadenar una temible tormenta del alma, manifestado en un destello de luz cegadora y llamas, el cual limpia un área de todo atisbo de Disformidad, sus creaciones y aquellos tocados por su influencia corruptora.

Fuentes.Editar

  • Codex: Hermanas de Batalla (2ª Edición).
  • Dark Heresy: Blood of Martyrs (Juego de Rol).
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