Mechanics disconnected from the source material? Computer games tend to be going down this route much more than table top games (unless they are trying to emulate that feel). Many computer games have odd special abilities which either do things that are a bit hard to rationalise as in setting, or have arbitrary game balance derived limits put on them (cool downs etc). Tabletop games, from my experience, tend to try much more to get the feel of the source material when constructing a game (d20 versions of anything aside... but then d20 doesn't emulate anything except d20 well. It isn't a generic system).To be fair to cps, the powers Amaimon is describing don't sound anything at all like any video game I've ever player and trying to insult an RPG by comparing it to a video game (which most of us probably already play too much) is the laziest and dumbest insult. Maybe if RPGs took more cues from video games they'd be more than a niche hobby just above model trains. Or maybe if video games took a hint from RPGs they would still be making video games exactly like they did in NES games with arbitrary extreme difficulty, unfairness, and mechanics disconnected from the source material
Hard Target presumably gives you another -20 on top of that.* The Hard Target talent bestows a -20 on enemy shooters when you run or charge. But running without a talent already gives you a -20, it says in the combat modifiers section.
* The Awareness skill is superfluous compared to the Perception stat. If you want to know if the Acolyte hears something, you would roll for Perception. Why superimpose a skill that does exactly the same over a stat?
The same goes to say for Fellowship and Charm.
* I never liked the cover rules. I don't want to track the hitpoints of a brick wall or wooden doorpost. Our house ruling is -10 for soft cover and -20 for hard cover (to BS).
* I read that an Inquisitor can use a Fate Point to demand a clue to the investigation he is doing from the Gamesmaster? That's so gamey and stupid
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The Awareness Skill: If asked for it they don't have it they are rolling Perception at -20. They can also train awareness higher than the base stat level. The real question is whether it is justified having the Perception stat, as so little is based of it (it didn't exist in WRFP 2nd edition, which the 40k system was developed from). I think it has improved over the game lines (more talents that key off it, I think), but it is still an under used stat.
Cover: Use as much as you like. It is your rules. I would say if you don't want to track hit points, just go "This cover stops hits, this cover doesn't, but gives a couple of extra points of armour and this cover provides no protection, but if someone hides behind it they can't be seen."
FFG are trying 1) to give the system a more narrative slant (the system is a really non-narrative system... it is what I tend to call a representative one), which many of the "Spend Fate point to do x automatically" abilities are meant to do, 2) these kinds of abilities are meant to avoid plot derailment due to failed tests at crucial moments (which the old system was prone to, particularly with inexperienced GMs) and 3) it is a crutch for less experienced players (or even experienced players who get sidetracked and want to get back to the main plot). It gives them a mechanical way to go "We are a bit stumped here, but we want to engage with your plot. Can we please be told what the right direction is to take?" It also represents the broad experience that would give an Inquisitor the insight into these kind problems which a Player simply will not have.
Except the example quoted of a noble being able to use his presence to cause fatigue is pretty thematic. Even as inquisition agents, people are trained to fear the nobility and the power of their station. Think of the nobility as being like darkseid, who enforces loyalty through force of will, cult of personality, and pure intimidation. If a noble uses that power to inflict fatigue, it's essentially his big "you would dare to face ME?!" speech. If that isn't suitable for the character of the noble or the situation, it's the GM's prerogative to not use it, just like its his prerogative to not give special speed abilities to an eldar with a broken leg or give te listed equipment of a lasgun to a guard on a feudal planet. That and fatigue can be seen both as physical AND mental wear an tear.