This is an expanded Divinations table (Table 2-9) that I created. It's by no means finished, I want and appreciate your opinions on the table and hope for your opinions as I'm not sure the validity or balance of all the effects I made up. This was copied over from the General Discussion section at the request of Mr. Tim Huckelbery.
Sorry for lack of proper table the tech anima seems to be disagreeing with my formatting.
D100 Roll
Prophecy
Effect
01
The mutant bears his heresy on the outside, and the traitor hides it in his soul.
Roll once on Table 8-16: Mutations (see page 291) and apply the result.
02
Mutation without, corruption within.
Roll once on Table 8-15: Malignancies (see page 290) and apply the result.
03
Sins hidden in the heart turn all to decay.
Increase this character’s Corruption points by 3, and when this character gains a Malignancy they may choose a Malignancy with no physical manifestation. Rerolls may be required. (GM’s final approval allowed.)
04
Knowledge is power; hide it well.
Increase this character’s Intelligence or Fellowship by 3. Reduce their Agility or Strength characteristic by 3.
05
It is better to die for the Emperor than to live for yourself.
If this character reduces their Fate Threshold to survive death they may stay conscious until the end of their turn.
06
Trust in your fear.
Increase this character’s Perception by 5. They also gain the Phobia Mental Disorder (see page 288).
07
Humans must die so that Humanity can endure.
This character gains the Jaded talent. If they already possess this talent, increase their Willpower characteristic by 2 instead.
08
The lot of courage is to be sanctified upon the altar of battle.
This character gains the Frenzy talent. If they already possess this talent, increase their Toughness characteristic by 2 instead.
09
A coward always seeks compromise.
Increase this character’s Strength or Willpower characteristic by 3. Reduce this character’s Fellowship or Intelligence characteristic by 3.
10
Faith without deed is worthless.
Reduce this character’s Ballistic Skill or Weapon Skill characteristic by 3. The first time this character spends a fate point to reroll a test each session, roll 1d10. On a result of 10 the fate point is not expended.
11
The Dark Gods laugh at the foolishness of meek appeasers.
Roll once on Table 8-15: Malignancies (see page 290) and apply the first result that gives a physically noticeable Malignancy. This may require rerolls. (GM’s final approval allowed.)
12
The pain of the bullet is ecstasy compared to damnation.
Reduce this character’s Agility characteristic by 3. The first time this character suffers Critical damage each session, roll 1d10. On a result of 10 they do not suffer any Critical Effects, though the damage still counts as Critical damage.
13
Inspiration grows from the barrel of a gun.
Reduce this character’s Weapon Skill characteristic by 3. When this character successfully kills an enemy with a ballistic weapon they gain a (+10) to their next skill test.
14
Only the lost understand true terror.
Increase this character’s Insanity points by 5. This character treats only enemies with Fear (2) as Fear (1).
15
The mighty have no room for doubt.
Increase this character’s Strength or Toughness characteristic by 3. Reduce this character’s Intelligence or Willpower characteristic by 3.
16
Be a boon to your allies and the bane of your enemies.
This character gains the Hatred (choose any one) talent. If they already possess this talent, increase their Strength characteristic by 2 instead.
17
Victory needs no explanation, defeat allows none.
If this character survives a battle victoriously (GM’s discretion) they gain a (+10) to their Fellowship characteristic for the purposes of interaction skills for 1d5 hours after the battle is over.
18
Carry the Emperor’s Will as your torch, with it destroy the shadows.
Increase this character’s Willpower characteristic by 2. Additionally they may reroll a single missed attack while suffering from the Darkness modifier once per combat scenario.
19
The blood of martyrs is the seed of the Imperium.
Increase this character’s Toughness characteristic by 2. Additionally the first time they would suffer from Blood Loss each session they may reroll the Difficult (-10) Medicae test to remove the condition.
20
The wise learn from the deaths of others.
Increase this character’s Agility or Intelligence characteristic by 3. Reduce their Weapon Skill or Ballistic Skill characteristic by 3.
21
Pain is an illusion of the senses, despair an illusion of the mind.
Increase this character’s Toughness characteristic by 2. Additionally the first time they would suffer from the effects of Fear each session they may reroll the Willpower test to resist it.
22
The rewards of tolerance are treachery and betrayal.
This character gains the Deny the Witch talent. If they already possess this talent increase their Willpower characteristic by 2 instead.
23
The only rewards for treachery are vengeance and retribution.
This character gains the Hatred (Chaos Space Marine Legions) talent. If this character already possesses this talent then increase their Weapon Skill or Ballistic Skill characteristic by 2 instead.
24
Kill the alien before it can speak its lies.
This character gains the Quick Draw talent. If they already possess this talent increase their Agility characteristic by 2 instead.
25
To withdraw in disgust is not cowardice.
When this character uses the Withdraw action, enemies take (-10) to attacks against them.
26
Vengeance is yours.
Reduce this character’s Fellowship by 3. The first time he is successfully damaged by an enemy he gains a +10 on his next attack only if this attack is against the enemy that damaged him.
27
Know the Mutant; Kill the Mutant.
This character gains the Hatred (Mutant) talent. If they already possess this talent, increase their Weapon Skill or Ballistic Skill characteristic by 2 instead.
28
Better crippled in body than corrupted in mind.
The first time each session this character suffers critical damage severe enough to remove the use of a limb they may remove 3 Corruption points (down to the nearest value divisible by 10).
29
Truth is subjective.
Increase this character’s Perception characteristic by 3. The first time they would gain 1 or more Corruption points each session, they gain that amount plus 1 instead.
30
No barrier, no enemy will thwart Humanity’s purpose.
When successfully hitting an enemy in cover, this character may choose either their base roll, or the reverse of the roll when calculating the location of the hit.
31
Harden your soul against decadence.
Increase this character’s Willpower by 2. When using drugs and consumables this character makes addiction rolls every 12 hours instead of 24 hours.
32
Thought begets Heresy.
Reduce this character’s Intelligence characteristic by 3. The first time they would gain 1 or more Corruption points each session, they reduce that amount by 1 (to a minimum of 0) instead.
33
Heresy begets Retribution.
Increase this character’s Fellowship or Strength characteristic by 3. Reduce their Toughness or Willpower characteristic by 3.
34
Be strong in your ignorance.
Increase this character’s Willpower characteristic by 5. This character treats all Lore skill tests as one degree more challenging.
35
While obscene heretic’s hearts still beat, there can be no respite.
The first time a session this character suffers critical damage from a heretical threat (GM discretion), they may ignore any fatigue gained from the critical effect. They still take any other effects described in the Critical Damage recieved.
36
A narrow view sees better.
This character gains the Marksman talent. If this character already possesses this talent they increases their Ballistic Skill characteristic by 2 instead.
37
Be bloody, bold, and resolute.
The first time a session this character inflicts critical damage against an enemy to cause them blood loss they gain a (+10) to Willpower characteristic tests for the rest of the encounter.
38
My armor is contempt.
This character gains the Trade (Armorer) skill at Rank 1 (Known). If they already possess this skill increase their Intelligence characteristic by 2 instead.
39
The keenest blade is righteous hatred.
This character gains the Devastating Assault talent. If they already possess this talent increase their Weapon Skill characteristic by 2 instead.
40
By the manner of their death we shall know them.
The first time a session when a character inspects a corpse they gain a (+10) to their Intelligence characteristic for the purposes of determining information about the corpse.
41
A mind without purpose wanders in dark places.
When gaining Mental Disorders (see page 287), the character may choose to gain a new Disorder instead of increasing the severity of an existing Disorder.
42
Peace is Hell.
If this character is involved in a combat encounter due to a failed interaction test their first attack is given a (+10) bonus.
43
Every lone spirit doubts their strength.
When this character is assisted by another in an action requiring the Strength characteristic. They gain a further (+10) modifier to the test.
44
Never forget, never forgive.
This character gains the Enemy (GM’s choice) talent. They also gain the Hatred talent for the same faction.
45
If a job is worth doing, it is worth dying for.
Increase this character’s Toughness or Willpower characteristic by 3. Reduce his Fellowship or Strength characteristic by 3.
46
The brave never die, the coward never lives.
When this character flees from combat attacks against them garner a (+10) bonus. Increase this character’s Toughness by 2.
47
Only through war may the Emperor’s Will be spread.
This character gains the Common Lore (War) skill at Rank 1 (Known). If this character already possesses this skill increase their Weapon Skill or Ballistic Skill characteristic by 2 instead.
48
Better a thousand innocents die, than a single heretic live.
If this character suffers Shock from the blood and gore of known innocents they gain a (+10) to their Willpower characteristic test.
49
There are no civilians in the battle for survival.
This character gains the Constant Vigilance talent. If the character already possesses this talent increase their Perception characteristic by 2 instead.
50
Anyone who will not fight by your side is an enemy you must crush.
This character gains the Double Team talent. If the character already possesses this talent increase their Weapon Skill characteristic by 2 instead.
51
Think not what the Emperor can do for you, only what you can do for Him.
This character gains the Common Lore (Imperium) skill at Rank 1 (Known). If this character already possesses this skill increase their Intelligence characteristic by 2 instead.
52
To stand for nothing is to fall to everything.
This character gains the Leap Up talent. If this character already has this talent then increase their Agility characteristic by 2 instead.
53
Dark dreams lie upon the heart.
Whenever this character would roll on Table 8-15: Malignancies (see page 290), they may instead select any one result and gain that Malignancy.
54
The blood of Humanity oils the cogs of the Imperium.
This character gains the Tech Use skill at Rank 1 (Known). If this character already possesses this skill increase their Intelligence characteristic by 2 instead.
55
Violence solves everything.
Increase this character’s Weapon Skill or Ballistic Skill characteristic by 3. Reduce this character’s Agility or Intelligence characteristic by 3.
56
Fear begets doubt, doubt begets heresy.
When this character would gain insanity points from a failed Fear test, they also gain 1 Corruption point.
57
The Emperor’s work cannot be done without a weapon.
The character gains the Weapon Training talent (Las, Low-tech, or Solid Projectile). If this character possesses all three talents increase their Ballistic Skill or Weapon Skill characteristic by 2 instead.
58
Die if you must, but not with your spirit broken.
This character gains the Die Hard talent. If this character already possesses this talent then increase their Willpower characteristic by 2 instead.
59
Judge others as the Emperor judges you.
This character gains the Scrutiny skill at Rank 1 (Known). If this character already possesses this skill increase their Perception characteristic by 2 instead.
60
Heresy can never die, but may lie dormant for eternity.
The character gains the Forbidden Lore (Heresy) skill at Rank 1 (Known). If this character already possesses this skill then increase their Intelligence characteristic by 2 instead.
61
Ignorance is wisdom of its own.
Reduce this character’s Perception characteristic by 3. The first time they would gain 1 or more Insanity points each session, they reduce that amount by 1 (to a minimum of 0) instead.
62
The forces of Humanity will always stand united, the forces of the Archenemy can only stand divided.
When this character spends a Fate Point in reaction to another character they may roll a 1d10. If they roll a 10 the desired effect is still triggered and the Fate Point is unspent.
63
Live by the sword, kill by the sword.
The character gains the Whirlwind of Death Talent. If the character already possesses this talent then increase their Weapon Skill characteristic by 2 instead.
64
The gun is mightier than the sword.
The character gains the Rapid Reload talent. If the character already possesses this talent then they increase their Ballistic Skill characteristic by 2 instead.
65
If you must fall let the Emperor raise you.
This character gains the Catfall talent. If they already possess this talent then increase their Agility characteristic by 2 instead.
66
Only the insane have strength enough to prosper.
Increase this character’s Willpower characteristic by 3. The first time they would gain 1 or more Insanity points each session, they gain that amount plus 1 instead.
67
Only those who prosper may judge what is sane.
Increase this character’s Insanity points by 3. The first time a session this character treats a creature with Fear as 1 level lower they also gain a (+10) to a single roll their next round.
68
Those who increase their knowledge increase their sorrow.
Increase this character’s Corruption or Insanity points by 3. This character gains a Forbidden Lore skill at Rank 1 (Known) of their choice.
69
An ocean of courage is not equal to a drop of faith.
Until this character has expended Fate Points this session, or burned Fate Threshold to survive death, they may reroll a single Willpower test.
70
A suspicious mind is a healthy mind.
Increase this character’s Perception characteristic by 2. Additionally, they may re-roll Awareness tests to avoid being Surprised.
71
The true price of victory is measured by the sacrifice given for it.
Increase this character’s Ballistic Skill or Weapon Skill characteristic by 3. Reduce this character’s Toughness or Agility characteristic by 3.
72
In the darkness, follow the light of Terra.
The character gains the Blind Fighting talent. If they already possess this talent increase their Willpower or Perception characteristic by 2 instead.
73
Heavy is the hand that brings the end of one’s enemy.
This character gains the Ambidextrous talent. If this character already possesses this talent increase their Agility characteristic by 2 instead.
74
Suffering is an unrelenting instructor.
Reduce this character’s Toughness characteristic by 3. The first time that this character suffers any damage each session, they gain a (+20) bonus to the next test they make before the end of their next turn.
75
A strong soul dwells within a sound mind and a sound body.
Increase this character’s Intelligence or Toughness characteristics by 3. Reduce this character’s Agility or Willpower by 3.
76
The only true fear is dying without your duty done.
This character gains the Resistance (Cold, Heat, or Fear) talent. If they already possess this talent, increase their Toughness characteristic by 2 instead.
77
The enemy cares not for who has the authority to stop them, only those with the power.
The character gains the Command skill at Rank 1 (Known). If this character already has this skill increase their Fellowship characteristic by 2 instead.
78
To destroy the future, one must merely forget their past.
The character gains the Scholastic Lore (Legend) skill at Rank 1 (Known). If this character already possesses this skill increase their Intelligence characteristic by 2 instead.
79
Ignorance knows no bounds, hubris acknowledges none.
The first time a session this character fails a lore check for which they have a skill rank in they may ignore 1 Degree of Failure.
80
Only in death does duty end.
The first time this character would suffer Fatigue each session, they suffer that amount of Fatigue minus 1 (to a minimum of 0) instead.
81
Do not embrace death freely, your purpose is greater.
The first time a session a character spends a fate point to reroll a failed Dodge attempt they gain a (+10) to the roll.
82
To seek praise is to show your worthlessness.
This character gains the Stealth skill at Rank 1 (Known). If this character already has this skill then increase their Agility characteristic by 2 instead.
83
Live freely with the Emperor, die well, and earn a place at His side.
Increase this character’s Fellowship by 3. When this character is interacting with a person of authority they take a (-10) to interaction tests with that person.
84
Innocence is an illusion.
This character gains the Keen Intuition talent. If they already possess this talent increase their Intelligence characteristic by 2 instead.
85
The only mercy one may afford a heretic is a swift death.
This character gains the Nowhere to Hide talent. If this character already possesses this talent then increase their Perception characteristic by 2 instead.
86
Your life is finite; never waste the time the Emperor has allotted you.
Increase this character’s Agility or Perception characteristic by 3. Reduce this character’s Toughness or Intelligence characteristic by 3 instead.
87
To await victory is to earn defeat.
Reduce this character’s Toughness by 3. When this character takes a Run action Ballistic Skill characteristic actions against them take (-30) and Weapon Skill characteristic actions against them gain (+30).
88
To war is human.
This character gains the Dodge skill at Rank 1 (Known). If they already possess this skill, increase their Agility characteristic by 2 instead.
89
Willingly or unwillingly, all eventually serve.
Increase this character’s Agility or Willpower characteristic by 3. Reduce this character’s Toughness or Fellowship characteristic by 3 instead.
90
Wounds will heal, glory is forever.
This character gains the Peer (GM’s discretion) talent. Reduce this character’s Toughness characteristic by 2 instead.
91
A life without the Emperor is sound and fury signifying nothing.
Increase this character’s Fellowship or Willpower by 3. Reduce this character’s Strength or Intelligence characteristic by 3 instead.
92
There is no substitute for zeal.
This character gains the Clues from the Crowds talent. If they already possess this talent, increase their Fellowship characteristic by 2 instead.
93
Take action against your enemies today, lest they destroy you tomorrow.
Reduce this character’s Agility characteristic by 3. If this character is part of the initiation of a Surprise action then they receive a (+10) to a single role in the Surprise round.
94
Honor the fallen by carrying on their fight.
If this character is witness to a fellow character’s death (excluding situations where the character burns Fate Threshold to survive) they may take the Hatred talent of whatever killed that character as if it were a tier 1 talent.
95
Let the Emperor’s hand guide your righteous fury.
The first time a session when this character commits Righteous Fury and rolls a 1d5 for the Critical damage effect they may reroll a result of 1, but they must take the result of the reroll even if it is 1.
96
Even one who has nothing can still offer their life.
When this character burns Fate threshold to survive a lethal injury, roll 1d10. On a result of 10, they survive whatever grievous wound would have killed him, but they do not reduce their Fate threshold.
97
In only death may you be given atonement.
When this character burns Fate threshold to survive a lethal injury they remove 1d5+FT (new Fate Threshold) from their Corruption and Insanity points down to the nearest number divisible by 10.
98
There is no fate, but that which the Emperor decides.
This player rolls twice on the Divination Table. Should they roll 98 reroll that individual roll. From these two separate rolls the player may choose a divination.
99
Look to the Emperor, and He will provide.
This character may roll a second Emperor’s Blessing roll. This Emperor’s Blessing is (10+).
100
Do not ask why you serve. Only ask how.
Increase this character’s Fate threshold by 1.
Edited by ThenDoctor