Malleus Pattern Lascarabine and Young Callidia vs her older counterpart.

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Malleus Pattern Lascarabine and Young Callidia vs her older counterpart.
Sister Hospitaller Callidia when she started at the Inquisition and after. Yeah I tried doing it in Vanripper's style.
Saying prayers is easy. Remaining stalwart in the face of horrors beyond your comprehension is not.
DH2: Cell Directives
Intro
The original Dark Heresy experimented with a lot of interesting ideas and mechanics. Not all of them were winners, but Cell Directives introduced in Blood of Martyrs and subsequently appearing in Deamon Hunter, and Book of Judgement is one I think worthy of reconsideration.
Cell Directives were essentially an Elite Advance for the whole party; requiring buy in from all of the Acolytes. Each offering a minor thematic boon not unlike the Patrons of Imperium Maledictum, and access to a list of advances that might otherwise be difficult to acquire.
The relative strength of DH2 Player Characters to Acolytes from DH1, and the flexibility of the Aptitude system, is likely why Cell Directives have never made a reappearance. Still, I think its useful to have a means of fostering particular character development without unintended effects of bonus Aptitudes.
Use in Second Edition Dark Heresy
If the GM feels it appropriate all Player Characters benefit from the Cell Directives and may advance associated Skills and Talents as if possession another Aptitude. Player Character may also receive 1 of the associated Skills and Talents if they already possessed 2 Aptitudes for no experience point cost.
If the Characters circumstances render their Cell Directive irrelevant it should be withdrawn. Hopefully, to be replaced with a new more appropriate Cell Directive.
Creating Cell Directives
Cell Directives have an origin and theme. Obvious but worth remembering.
Cell Directives have approximately 12 Skill advances and Talents total, which are divided roughly evenly. Highest Rank awarded in each Skill and Talent Tier counts toward the total.
Hive Gang (Adapted from DH1: Book of Judgement)
Common Lore (Adeptus Arbites) (Rank 1) Linguistics (Hive Dialect) (Rank 1) Scrutiny (Rank 1) Stealth (Rank 1) Tech-Use (Rank 1) Cold Hearted* (Tier 1) Double Team (Tier 1) Light Sleeper* (Tier 1) Unremarkable* (Tier 1) Constant Vigilance (Tier 2)
Total: 11 * These Talents appear in the Only War Core Rulebook.
Warp Dabbler Talent for Black Crusade
Few heretics have the interest and aptitude to become master sorcerers, but many who tread the path to glory have at least some knowledge of the art. Invoking the powers of the warp in such a way might be a the beginning of their dark path, or may simply be another weapon in the heretic’s arsenal.
Tier: 1 Alignment: Unaligned Prerequisites: Intelligence 35, Forbidden Lore (Daemonology or The Warp), Scholastic Lore (Occult), No Psyker trait.
Effects: Characters with the Warp Dabbler talent may purchase the Psy-rating and Psychic Power Talents as if they have the Psyker trait. When determining their Psychic Strength they count as Unbound. Taking this Talent gives the character 1d5 Corruption Points.
A Warp Dabbler requires a Path to Power (BC:Core pages 207-208) and cannot manifest their sorcery without one of the following; Blasphemous Incantation, Corpus Conversion, Profane Symbols, or Sacrifice. Their maximum Psy-rating is limited to their Corruption Bonus.
Should the character ever acquire the Psyker trait such as by acquiring the Mark of Tzeentch, or temporarily such as by the effects of Spook treat this talent as Psy-rating.
Authors Notes:
Mechanicus Construct Quirks
The names of the quirks and the descriptions are taken from Only War: Shield of Humanity, but I gave them rules, as I like adding rules to fluff.
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So one of my players came to us with a surprise this week... Some artist on Reddit drew the Dark Heresy Party I GM for!