Talents 1l
Talents 1l
Talents
•
Talent
Groups
•
Talent
Listing
109
Air of Authority move at your Half Move rate as a Free strikes true. When attacking with a
Action. Your opponent may not take the sword or a knife of any type, including
Prerequisites: Fellowship 30. customary free attack. chainswords and power swords, you may
You exude a natural aura of command, re-roll a missed attack once per Round.
instilling subservience in all around you.
On a successful Command Test, you
Autosanguine
may affect a number of targets equal Ancient and blessed technology filters
Blind Fighting
to 1d10 plus your Fellowship Bonus. your blood. Handed down from Prerequisites: Perception 30.
Such is the authority in your voice that generations past, your implants repair Through years of practice and
even those who are not in your service minor injuries. For the purposes of heightening your senses, you no longer
jump to attention when you speak. You healing, you are always considered need to be able to see your opponents
may attempt to get non-servants to to be Lightly Wounded. In addition, to be able to hit them. You take half
follow your commands by making a you naturally heal at an increased rate, the usual penalties when fighting in
Command Test with a –10 penalty. removing 2 points of Damage each day. environments that obscure your vision,
Your autosanguinators also sooth the such as fog, smoke and darkness.
minor pains and sores caused by the
Ambidextrous blessed metal of your implants pressing
Prerequisites: Agility 30. upon your weak flesh. This has no game
Bulging Biceps
You can use either hand equally well. effect, but does make you slightly less Prerequisites: Strength 45.
You do not take the normal –20 penalty irritable than before. Whereas a weaker man would be sent
for making attacks with your secondary flying when using powerful weapons,
hand. your strong physique allows you to
Special: If you have the Two-Weapon
Basic Weapon remain standing. You can fire a heavy
Wielder talent, the penalty for making Training weapon on semi- or autofire modes
attacks with both weapons in the same Talent Groups: Bolt, Flame, Las, without first bracing.
Turn drops to –10. Launcher, Melta, Plasma, Primitive, SP.
You have received Basic Weapon
Training in a group of weapons, and
Catfall
Armour of Contempt can use them without penalty. Prerequisites: Agility 30.
Prerequisites: Willpower 40. You are nimble and balanced, like a cat,
You drape yourself in the armour and are able to fall much greater distances
of scorn and hatred. Whenever you
Battle Rage unharmed than others might. Whenever
would gain Corruption Points, reduce Prerequisites: Frenzy talent. you fall, you may Test Agility as a Free
the amount you would earn by 1. In Despite your frenzied nature, you Action. On a success, and for every degree
addition, you may Test Willpower as a remain in control when engaging in of success, reduce the distance fallen by a
Free Action to ignore the effects of your melee. You can spend reactions to Parry number of metres equal to your Agility
accumulated Corruption for one Round. while Frenzied. Bonus for the purposes of determining
the Damage dealt by the fall.
Arms Master Berserk Charge
Prerequisites: Ballistic Skill 30, Basic You hurl yourself at your enemies with
Chem Geld
Weapon Training in at least two groups reckless abandon, using the force of A variety of chemical and surgical
of weapons. your Charge to add force to your strikes. treatments have rendered you immune to
Such is your skill with a gun that you When you make a Charge manoeuvre the temptations of the flesh. Seduction
are able to pick up an unfamiliar weapon you gain a +20 bonus to Weapon Skill attempts against you automatically fail,
and use it as though you had trained instead of the usual +10. and the Difficulty of all Charm Tests
with it for years. You can use ranged made against you increase by one step (a
weapons you do not have training in at Challenging (+0) Test becomes Difficult
–10 rather than –20.
Binary Chatter (–10) and so on). When you take this
You are adept at controlling servitors. Talent you gain one Insanity Point.
Gain a +10 bonus to any attempt to
Assassin Strike instruct, program or question servitors.
Prerequisites: Agility 40, Acrobatics.
Cleanse and Purify
You are like a serene dancer when Prerequisites: Basic Weapon Training
engaged in combat, leaping and spiralling
Blademaster (Flame) talent.
between dismembered corpses like some Prerequisites: Weapon Skill 30, Melee Burn! Burn! Burn! None shall escape
butcher ballerina. Whenever you engage Weapon Training. your fiery wrath! Targets exposed to
an opponent and make a melee attack, Your mastery of sword and knife your flamer attacks take a –20 penalty
you may make an Acrobatics Test to is unsurpassed and your blade always to avoid being hit.
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Combat Master Whenever you deal Critical Damage to Disarm
an opponent using a melee weapon, you
Prerequisites: Weapon Skill 30. may deal an additional 1d5–1 points. Prerequisites: Agility 30.
Through a combination of reflex and You are able to knock your
perception you are able to keep many opponent’s weapons from their hands.
more opponents at bay in melee than a
Crushing Blow When engaged with an opponent
lesser skilled Acolyte might. Opponents Prerequisites: Strength 40. wielding a melee weapon, you may
fighting you in hand-to-hand gain no Your melee strikes land with force use a Full Action to disarm your foe by
bonuses for outnumbering you. enough to shatter bone. You add +2 to making an Opposed Weapon Skill Test.
Damage you inflict in melee. If you beat your opponent, he drops
his weapon to his feet. Should you get
Concealed Cavity three or more degrees of success, you
You have a small compartment hidden
Dark Soul not only disarm him but also take his
upon your person. This might be a pouch Your soul is darkly stained, making you weapon from him!
within your flesh, or a chamber fitted resilient to the effects of Corruption.
into one of your cybernetic implants. Whenever you are called to make a
You may conceal one small item, no Malignancy Test, you take half the
Discipline Focus
bigger than the palm of your hand, normal penalty. See Chapter VIII: Talent Groups: Biomancy, Divination,
within this cavity. The compartment The Game Master, page 238 for Pyromancy, Telekinetics, Telepathy.
may be discovered on a Difficult (–10) details on Corruption. Prerequisites: Psy Rating 3
Search Test. If the searcher employs You devote a great deal of time and
additional technology, such as a medicae effort into mastering your Discipline.
scanner or chem-sniffer, this difficulty
Deadeye Shot Choose one of your Disciplines. You
is reduced to Ordinary (+10). Prerequisites: Ballistic Skill 30. gain a +2 to Power Rolls made to
You always hit an opponent right manifest any powers of this Discipline.
between the eyes… or wherever else
Corpus Conversion you intended to hit him. When making
Prerequisites: Psy Rating 2. a Called Shot, you take only a –10
Disturbing Voice
You can siphon the health of your penalty instead of the normal –20. You have a sinister and upsetting
physical body to fuel your powers. voice. This may be due to infrasonic
For every 2 points of Damage you cadences produced by a vox synthesiser,
voluntarily take, you may add your
Decadence interrogation training or just an inborn
Willpower Bonus to your Power Roll. Prerequisites: Toughness 30. air of malice. You gain +10 bonus to all
Using this Talent is a Free Action. Either through mental and physical Intimidate or Interrogation Tests when
conditioning or long years of abuse, your you use your voice. You take a –10
body has built up a tolerance to chemicals. penalty to Fellowship Tests when dealing
Counter-attack When drinking alcohol or similar with persons who are likely to be off put
Prerequisites: Weapon Skill 40. beverages, you do not pass out until you by your manner (psykers, small children,
You are skilled at switching from defence have failed a number of Toughness Tests nervous Grox and so on).
to attack in the blink of an eye. When you equal to twice your Toughness Bonus.
successfully Parry an opponent’s attack, You also gain a +10 bonus to tests made
you may immediately make an attack to continue using drugs within 24 hours.
Double Team
against that opponent using the weapon You fight best shoulder to shoulder
with which you Parried. This attack takes with a loyal ally. When ganging up on
a –20 penalty to the Test.
Deflect Shot an opponent with an ally, you gain an
Prerequisites: Agility 50. additional +10 bonus to Weapon Skill
You are able to knock aside Thrown Tests. If you both have this Talent you
Crack Shot weapons and shots fired from Primitive both gain an additional +10 bonus,
Prerequisites: Ballistic Skill 40. weapons. You may spend a Reaction for a total of +20. This bonus is in
You are able to target your shots at the to Parry an incoming ranged attack so addition to the normal bonuses gained
places where they will inflict more harm. long as the attack is from a Primitive or from outnumbering an opponent.
When your ranged attack deals Critical Thrown weapon.
Damage, you deal an extra 2 points.
Dual Shot
Die Hard Prerequisites: Agility 40, Two-
Crippling Strike Prerequisites: Willpower 40. Weapon Wielder.
Prerequisites: Weapon Skill 50. It takes more than most to finish you You are able to focus the firepower
You are able to land your blows in the off. When you suffer from Blood Loss, of two guns to maximise the impact.
spot where they will inflict the most harm. you may roll twice to avoid death. When armed with two pistols, you
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can fire both simultaneously as a Full Favoured by the Warp Feedback Screech
Action. Make a single Ballistic Skill
Test. On a success, you hit the target Prerequisite: Willpower 35. Prerequisites: Tech-Priest (Respirator
with both shots. Whenever a Power Roll triggers Unit).
Psychic Phenomena, you may roll two By muttering illogical formulae under
dice on that table and take the more your breath, you are able to foment
Dual Strike favourable result. rebellion within your vox synthesisers.
Prerequisites: Agility 40, Two- Your audio circuits protest in a screeching
Weapon Wielder. blast of noise, shocking and distracting
You are able to focus your melee
Fearless others in equal measure. All creatures,
attacks to maximise the impact. When Whether through fervent loyalty or except Daemonic and machine-based,
armed with two melee weapons, you a derangement of the mind, you are within a 30 metre radius must make a
can attack with both simultaneously as impossible to frighten or unnerve. Willpower Test or lose a Half Action on
a Full Action. Make a single Weapon You are immune to the effects of their next Turn as they shudder, swear,
Skill Test. On a success, you hit the Fear and Pinning, but to disengage cover their ears or otherwise react to the
target with both weapons. from combat or back down from a horrid noise. This is a Full Action and
fight you must first succeed on a may not be used again for 1d5 Rounds
Willpower Test. while your audio circuits reset.
Electrical Succour
Prerequisites: Tech-Priest (Electoo
inductor/Potentia coil).
You call upon the sacred flow of
energy to replenish your weak flesh.
Whilst in contact with a functioning,
powered machine, or fully charged
battery, you may make an Ordinary
(+10) Toughness Test. If you succeed,
remove one level of Fatigue plus
one additional level of Fatigue for
each degree of success. This takes
one minute of meditation and ritual
incantation to activate.
Energy Cache
Prerequisites: Tech-Priest (Potentia
coil).
You have learnt how to focus some of
the power stored within your potentia
coil. You no longer gain Fatigue from
using Luminen Charge, Luminen Shock
and Luminen Blast.
Exotic Weapon
Training
Talent Groups: All Exotic Weapons.
You have received Exotic Weapon
Training in a single exotic weapon, and
can use it without penalty.
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Ferric Lure Flagellant Out Attack Manoeuvre, you may spend
your Reaction to make an extra attack
Prerequisites: Tech-Priest (Electoo You have dedicated your pain to the (this extra attack retains any bonuses or
inductor/Potentia coil). service of the Emperor. Each day, you penalties of the original attack).
You can call an unsecured metal object must spend twenty minutes praying
that you can see to your hand. You may and inflicting 1 point of Damage upon
summon objects of up to 1 kilogram per yourself. You may not treat this Damage
Good Reputation
point of your Willpower Bonus. The or allow it to be healed. Once you have Prerequisites: Fellowship 50, Peer.
object must be within a 20 metre radius. castigated your flesh, you gain a +10 Talent Groups: Administratum,
To use this Talent, you must succeed on bonus to Willpower Tests made to resist Ecclesiarchy, Imperial Guard, Imperial
a Willpower Test as a Full Action. mind control or Malignancy. Additionally, Navy, Inquisition, Underworld
if you have the Frenzy talent, you may You are well respected within your
enter a frenzied state as a Free Action. social group or organisation. You gain
Ferric Summons Should you fail to flagellate yourself on an additional +10 bonus to Fellowship
Prerequisites: Tech-Priest (Electoo any given day, you take a –5 penalty to Tests when dealing with this group.
inductor/Potentia coil), Ferric Lure. all Tests due to shame and guilt. This Talent is cumulative with the Peer
You can call an unsecured metal talent, for a total of a +20 bonus.
object that you can see to your hand.
You may summon objects of up to 2
Foresight
kilograms per point of your Willpower Prerequisites: Intelligence 30.
Gun Blessing
Bonus. The object must be within You are adept at identifying the Prerequisites: Tech-Priest (Electoo
a 40 metre radius. You must make a consequences of any action. If you take inductor/Potentia coil).
Willpower Test and spend a Full Action some time to consider what you are doing, With a wave you can unjam a number
to enact this rite. you can deduce the best action for success. of guns equal to your Intelligence Bonus.
You may spend ten minutes contemplating You may bless any weapon in a 10 metre
a problem to gain a +10 bonus to your radius. To do so, make an Intelligence
next relevant Intelligence Test. Test. A success indicates that you have
rallied the spirits of the weapons. This
blessing is a Full Action.
Frenzy
You can incite yourself into a frothing
rage. You must spend one Round
Gunslinger
psyching yourself up (howling, Prerequisites: Ballistic Skill 40, Two-
beating yourself or injecting psychosis- Weapon Wielder.
inducing drugs). The next round you You are ready for anything when
lose control and go berserk, gaining a you have a pistol in each hand. When
+10 bonus to Strength and Willpower so armed, you reduce the penalty for
but a –10 penalty to Weapon Skill fighting with two weapons by –10.
and Intelligence. You must attack the If you have the Ambidextrous talent,
nearest enemy in melee combat and you take no penalty when firing
you may not flee, retreat or Parry. both weapons.
When possible, you must use the All-
Out Attack Manoeuvre. You remain
frenzied for the duration of the combat.
Hard Target
Some creatures, particularly certain Prerequisites: Agility 40.
types of Daemon, do not need to spend The best way to stay alive is to keep
a Round inciting the frenzy—they are on moving, no matter what might come
either permanently Frenzied or can your way. Whenever you Charge or
Frenzy at will. Unless you have a Talent Run, all opponents take a –20 penalty
that allows you to do so, you may not to Ballistic Skill Tests made to hit you
use Psychic Powers whilst in Frenzy. with a ranged weapon. This penalty
lasts until the start of your next Turn.
Furious Assault
Prerequisites: Weapon Skill 35.
Hardy
Your blows follow one another in Prerequisites: Toughness 40.
quick succession, raining down on your For the purposes of removing
opponents like fiery bolts. Whenever you Damage, you are always considered to
hit an opponent whilst using the All- be Lightly Wounded.
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Hatred Into the Jaws of Hell Lightning Attack
Talent Groups: Criminals, Cult Prerequisites: Iron Discipline. Prerequisites: Swift Attack.
(specific), Daemons, Xeno (specific), Such is the fervour and loyalty you As a Full Action, you may make
Psykers, Heretics, Mutants. inspire in your followers that they would three melee attacks on your Turn. This
You have reason to hate one particular follow you wherever you lead, even in Talent replaces Swift Attack. You may
race or organisation, and your malice search of the dread Tyrant Star. Whilst not use the Dual Strike talent during a
hones your melee attacks. Choose one you are visible to them, your minions are Lightning Attack Full Action.
race or group from those listed above. immune to Fear and Pinning.
When fighting opponents that qualify
as members of that group, you gain a
Lightning Reflexes
+10 bonus to all Weapon Skill Tests
Iron Discipline You react like a flash of lightning. When
made to attack them. Prerequisites: Willpower 30, Command. rolling for Initiative, you add twice your
Not through mercy and kindness Agility Bonus to the roll of 1d10.
but through a stern demeanour and a
Heavy Weapon sense of justice do you inspire loyalty
Training in your followers. So long as you are
Litany of Hate
Talent Groups: Bolt, Flame, Las, visible to them, your minions may re- Prerequisites: Hatred (any).
Launcher, Melta, Plasma, Primitive, SP. roll failed Willpower Tests made to You are so impassioned in your
You know how to use one resist Fear and Pinning. hatred that you can rouse others
particular type of heavy weapon, and to similar heights of emotion. As a
can use weapons of that type without Full Action, you may make a Charm
penalty.
Iron Jaw Test to extend the effects of your
Prerequisites: Toughness 40. Hatred talent to those around you. A
You are made of sturdy stuff and successful Test grants a +10 bonus
Heightened Senses can weather minor blows. When you to Weapon Skill Tests to one target
Talent Groups: Sight, Sound, Smell, become Stunned you may make a per point of your Fellowship Bonus
Taste, Touch. Toughness Test to shrug off its effects. when fighting your hated foes. The
One of your senses is better than effects last for the duration of the
average. When you gain this Talent, encounter.
select one of the five senses. You gain a
Jaded
+10 bonus to any Tests involving this Prerequisites: Willpower 30.
sense. You have seen the worst the galaxy
Logis Implant
has to throw at you to the point that You may utilise analytical circuits to
you are acclimatised to the worst calculate trajectory and reactions to
Hip Shooting horrors. You never gain Insanity a preternatural extent. Your ability
Prerequisites: Ballistic Skill 40, Points from the sight of blood, death to read possible outcomes lets you
Agility 40. or violence, or indeed any mundane anticipate the movement of your
You are able to shoot whilst on horror. Supernatural terrors still affect opponents. As a Reaction you may
the move. As a Full Action, you may you as normal, however. make a Tech-Use Test to activate your
simultaneously move up to your Full Logis Implant. Note that this uses up
Move rate and make a single attack your Reaction for the Round. Until
with a pistol.
Leap Up the end of your next Turn, you gain
Prerequisites: Agility 30. a +10 bonus to all Weapon Skill and
You are hard to keep down. You may Ballistic Skill Tests. Each successful
Independent Targeting stand up as a Free Action. use of this Talent causes one level of
Prerequisites: Ballistic Skill 40. Fatigue.
You are skilled enough with firearms
that you can fire in two directions at
Light Sleeper
once. When firing two weapons at Prerequisites: Perception 30.
Luminen Blast
once, you may attack targets that are You are a light sleeper and remain Prerequisites: Tech-Priest (Electoo
more than 10 metres apart. alert when most would be fast asleep. inductor/Potentia coil).
You are always assumed to be awake, With the proper prayer and projection
even if you are asleep, for the purposes of will, you are able to strike at the
Insanely Faithful of making Awareness Tests, being enemies of the Omnissiah. Using your
You take refuge in your madness. When Surprised or getting up in a hurry. electoo inductors, you may create a
rolling to determine the effects of The downside is that you often feel crackling ball of bio-electrical energy
Shock, you may roll twice and take the tired during the day and as a result are that you may fling at your foes. On a
better result. grumpy or distracted. successful Ballistic Skill Test, you may
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direct this energy against a single target Maglev Grace Tests. If you are treating a Heavily or
within 10 metres. The target takes Critically Wounded patient, a successful
Energy Damage equal to 1d10 plus Prerequisites: Tech-Priest (Potentia Test heals 2 Wounds instead of the
your Willpower Bonus. coil). normal 1. If this character is in danger
Each time you use this Talent, you By long hours of rote learning, you of losing a limb from a Critical Hit (see
gain a level of Fatigue. have mastered one of the miracles Chapter VII: Playing the Game),
of the Omnissiah. By spending a you also provide the patient with a +20
Half Action, you may hover 20–30 bonus to the Toughness Test to resist
Luminen Charge centimetres off the ground for a limb loss.
Prerequisites: Tech-Priest (Electoo number of minutes equal to 1d10
inductor/Potentia coil). plus your Toughness Bonus. You may
You have learnt how to lend move at your normal walking pace
Master Orator
your life force to technology. On and must employ a Half Action each Prerequisites: Fellowship 30.
a successful Toughness Test you round to concentrate on maintaining You are skilled at speaking to large
may use your bio-electrical field to the rite. You may activate this rite audiences. Your Fellowship Tests
recharge or power machinery. This whilst falling to slow your rate of and Fellowship-based Skill Tests can
takes one minute of meditation and descent. Treat all falling Damage affect 10 times the normal number of
ritual incantation to activate. The as 1d10+3 Impact Damage. Each people.
Difficulty of the Toughness Test Maglev Grace exhausts the power
varies depending on the nature of the stored in your potentia coil, and thus
technology, as follows: you may only use this rite once in
Mechadendrite Use
every twelve hour period. Prerequisites: Tech-Priest (Cyber
Difficulty Example Mantle/Cranial Circuitry).
Ordinary (+10) Chemical battery, glow Talent Groups: Gun, Manipulator,
globe.
Maglev Medicae, Optical, Utility.
Challenging (+0) Las gun charge pack, Transcendence You have been given the
data-slate, personal Prerequisites: Tech-Priest (Potentia appropriate training, initiation and
heater. coil), Maglev Grace. hypnodoctrination to use a particular
Difficult (–10) Overcharge pack, air Devotion to the Machine God has type of mechadendrite.
conditioning unit, servo- granted you greater knowledge of
skull. miracles. As a Half Action, you may
Hard (–20) Land speeder engine, hover 20–30 centimetres off the ground
Meditation
lascannon charge for a number of minutes equal to 2d10 By putting your mind at rest and
pack, servitor. plus your Toughness Bonus. You may entering a trance you can repair the
Very Hard (–30) Industrial press, cogita- move at your normal running speed and hurts of your body. You must succeed
tor engine, xenos tech. must employ a Half Action each Round on a Willpower Test. If so, for every
to concentrate on maintaining your rite. ten minutes you remain in a trance, you
Note that at the GM’s discretion, You may activate this rite whilst falling to remove one level of Fatigue.
some technology is simply too produce a controlled descent. Provided
arcane, broken or power-hungry for that this rite is active when you reach the
you to be able to activate. Each time ground, then you take no Damage from
Melee Weapon
you use this Talent, you gain a level falling. You may enact this rite twice in Training
of Fatigue. every twelve hour period. Talent Groups: Primitive, Chain,
Shock, Power.
You have received basic training in a
Luminen Shock Marksman group of hand-to-hand weaponry, and
Prerequisites: Tech-Priest (Electoo Prerequisites: Ballistic Skill 35. can use them without penalty.
inductor/Potentia coil). Distance is no object with a gun in
By focusing your bio-electrical your hand, and you are just as adept
energy through electoo inductors, you at picking off far away targets as those
Mental Fortress
are able to damage your opponents. nearby. You suffer no penalties for Prerequisites: Willpower 50, Strong
You must touch your enemy for this shooting at Long or Extended range. Minded.
ability to work. In combat, you must You are trained to aggressively resist
either make a successful Weapon psychic attacks. Whenever you are the
Skill Test or be Grappling to deliver
Master Chirurgeon target of a psychic attack, you force the
the blast. Each Luminen Shock deals Prerequisites: Medicae +10. psyker to make a Willpower Test. On
1d10+3 points of Energy Damage. You are trained in the most advanced a failure, the psyker takes 1d10 points
Each time you use this Talent, you medical techniques known to man. of Damage plus 1 Damage per point of
gain a level of Fatigue. You gain a +10 bonus on all Medicae your Willpower Bonus. This Damage is
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considered Impact Damage, directed at
the head (more specifically, the face).
The psyker can reduce this Damage
by an amount equal to his Willpower
Bonus. This Damage bypasses armour
and any Toughness Bonus.
Mental Rage
Prerequisites: Frenzy.
You channel your madness and hate
into your Psychic Powers. You may
use your Psychic Powers whilst in a
Frenzied state,.
Mighty Shot
Prerequisites: Ballistic Skill 40.
You know how to blast away with
a gun to cause the most damage to
a target. You add +2 to Damage you
inflict with a ranged weapon.
Mimic
You have an extraordinary ability to
copy another person’s voice patterns.
This may be due to implanted vox
synthesisers, training or natural
Talent. You must have listened to your
target for at least one hour in order
to study their voice properly. You
must also understand their language
and be of the same race (a human, for
example, cannot convincingly copy
an Ork). Listeners must succeed on a
Difficult (–10) Scrutiny Test to realise
that you are not the person you are
mimicking. If you have based your
voice patterns on anything other than
“live” conversations where you are
in the same room as your target (for
example vox recordings, or comm-
link conversations), the Difficulty
of this Scrutiny Test is reduced to
Challenging (+0). Note this does not
make you look like your target; you Nerves of Steel a +20 bonus to Willpower Tests made to
merely sound like them. If a listener You are able to remain calm, even when resist mind control or interrogation.
can clearly see you are not the person bullets fly past and bombs fall around
you are copying, your deception you. You may re-roll a failed Willpower
automatically fails. Test to avoid or recover from Pinning.
Paranoia
You are always on the look out for
danger and secretly know that the
Minor Psychic Power Orthoproxy galaxy is out to get you. You gain a +2
Talent Groups: All Minor Psychic You have learnt to draw mental fortitude bonus on Initiative rolls. In addition, the
Powers. from a liturgical circuit buried deep within GM may secretly Test your Perception
You have acquired an additional your skull. You may “tune out” mind control to see if you notice hidden threats.
psychic ability. You gain one Minor attempts by concentrating on the prayers Others, however, may find your constant
Psychic Power. recited by the proxy unit. This grants you muttering and twitchy looks unnerving.
119
Peer Psy Rating 1
Prerequisites: Fellowship 30. You have unlocked your Psychic Powers.
Talent Groups: Academics, Adeptus Select a number of Minor Psychic
Arbites, Adeptus Mechanicus, Admin- Powers equal to one-half your Willpower
istratum, Astropaths, Ecclesiarchy, Feral Bonus (round up) from those described
Worlders, Government, Hivers, Inquisi- in Chapter VI: Psychic Powers. You
tion, Middle Classes, Military, Nobility, gain a Psy Rating of 1 and roll one dice
The Insane, Underworld, Void Born, and add your Willpower Bonus when
Workers. manifesting Psychic Powers.
You know how to deal with a Special: If your Willpower Bonus
particular social group or organisation. later increases, you do not retroactively
You gain a +10 bonus to all Fellowship gain additional powers.
Tests when interacting with your
chosen group.
Psy Rating 2
Prerequisites: Psy Rating 1.
Pistol Training You have advanced knowledge of
Talent Groups: Bolt, Flame, Las, Psychic Power. Select a number of
Launcher, Melta, Plasma, Primitive, SP. Minor Psychic Powers equal to half
You have received training in a group of your Willpower Bonus (round up).
pistols and can use them without penalty. You now have a Psy Rating of 2 and
may roll up to two dice and add your
Willpower bonus when manifesting
Power Well Psychic Powers.
Prerequisites: Psy Rating 2. Special: If your Willpower Bonus
Power suffuses your being, allowing later increases, you do not retroactively
you to manifest powers more easily. gain additional powers.
When manifesting powers, you gain
a +1 bonus to your Manifesting rolls.
You may select this Talent multiple
Psy Rating 3
times. Its effects are cumulative. Prerequisites: Psy Rating 2.
Your psychic abilities grow in power
and proficiency. Select one Discipline.
Precise Blow Gain one power from this Discipline.
Prerequisites: Weapon Skill 40, Sure You also gain a number of Minor Psychic
Strike. Powers equal to one-half your Willpower
You are skilled at making difficult Bonus (round up). You now have a Psy
strikes. When making a Called Shot Rating of 3 and may roll up to three dice
with a melee weapon, you do not incur and add your Willpower bonus when
the normal –20 penalty. manifesting Psychic Powers.
Special: If your Willpower Bonus
later increases, you do not retroactively
Prosanguine gain additional powers.
Prerequisites: Autosanguine.
By an act of will, you speed the
workings of your autosanguinators. Once
Psy Rating 4
every twelve hours you may make a Tech- Prerequisites: Psy Rating 3.
Use Test. On a success, you remove 1d5 You have distinguished yourself by
points of Damage. If you roll a 96-100 your skill with psychic energy and
however, in addition to failing, you the breadth of your knowledge of
overstrain your implants. They cease to Psychic Powers. Gain a number of
function for one week. For that time you Discipline Powers in any Discipline
are unable to use this Talent, and gain that you know equal to one-half your
none of the benefits of the Autosanguine Willpower Bonus and the same number
talent. Once the week is over, both of Minor Psychic Powers (round up).
Talents are restored. Prosanguination Alternatively, instead select one new
takes ten minutes of meditation and Discipline and gain one power from
ritual incantation to activate. this Discipline. You now have a Psy
120
Rating of 4 and may roll up to four Rapid Reaction All humans, regardless of their ability
dice and add your Willpower bonus to hear, within a 50 metre radius
when manifesting Psychic Powers. Prerequisites: Agility 40. consider you to have a Fear Rating of
Special: If your Willpower Bonus You have a hair trigger and react to 1. Whilst incanting the dirge, you may
later increases, you do not retroactively a change in any situation in an instant. not talk on any additional frequency.
gain additional powers. When Surprised or ambushed, you may The rite is two minutes long, and
make an Agility Test to act normally. it is considered very bad form to
break off incantations at any point
Psy Rating 5 within the liturgy. Note that humans
Prerequisites: Psy Rating 4.
Rapid Reload without auditory implants cannot hear
You are among the most powerful You have spent so long practising infrasonic sound, and thus will assume
psykers in the Imperium. Gain a weapons drills that you can reload a you are not speaking.
number of Discipline powers in any gun in an instant. All reload times are
Discipline that you know equal to reduced by half (round down)—so
one-half your Willpower Bonus (round a Half Action reload become a Free
Rite of Pure Thought
up). Alternatively, instead select one Action, a Full Action reload becomes a Prerequisites: Tech-Priest (Cranial
new Discipline and gain one power Half Action and so on. Circuitry).
from this Discipline.You now have a You have replaced the creative right
Psy Rating of 5 and may roll up to five half of your brain with a cogitator.
dice and add your Willpower bonus
Resistance You no longer feel emotion, and are
when manifesting Psychic Powers. Talent Groups: Cold, Fear, Heat, instead filled with the cold purity
Special: If your Willpower Bonus Poisons, Psychic Powers. of logic. You are now immune to
later increases, you do not retroactively Whether through past exposure, Fear, Pinning and any effects that
gain additional powers. gruelling physical training or luck of cause emotional disturbance. Others
genetics, you are highly resistant to a now find you disturbing to say the
particular thing. When you pick this least. Your GM will remove any
Psy Rating 6 Talent select a group to be resistant to. Mental Disorders that are no longer
Prerequisites: Psy Rating 5. You gain a +10 bonus when making relevant, and grant you new ones of
You have reached perhaps the a test to resist or avoid the object of equal severity.
greatest human potential with psychic your resistance.
powers and few can compare with
your mastery. Gain a number of
Sharpshooter
Discipline Powers in any Discipline
Rite of Awe Prerequisites: Ballistic Skill 40,
that you know equal to one-half your Prerequisites: Tech-Priest (Respirator Deadeye Shot.
Willpower Bonus and the same number Unit). You are skilled at making difficult
of Minor Psychic Powers (round up). You may recite an infrasonic liturgy shots. When making a Called Shot you
Alternatively, instead select one new that causes awe and fear. All humans do not incur the normal –20 penalty.
Discipline and gain one power from within a 50 metre radius regardless This Talent replaces Deadeye Shot.
this Discipline. You now have a Psy of their ability to hear, feel a sense of
Rating of 6 and may roll up to six dice dread and religious guilt. Alongside
and add your Willpower bonus when these emotional effects, all humans
Sound Constitution
manifesting Psychic Powers. take a –10 penalty to their next Skill You are able to absorb more damage
Special: If your Willpower Bonus Test. Characters may make a Willpower before you die. You gain an additional
later increases, you do not retroactively Test to shake off these effects. Whilst Wound. If your advance scheme
gain additional powers. incanting the rite, you may not talk on allows it, you may purchase this Talent
any additional frequency. The rite is multiple times.
two minutes long, and it is considered
Psychic Power very bad form to break off incantations
Talent Groups: All Psychic Powers. at any point within the liturgy. Note
Sprint
You have acquired an additional that humans without auditory implants You are able to put on a burst of speed
Psychic Power. You gain one power of cannot hear infrasonic sound, and thus to get out of—or into—trouble fast.
any Discipline you know. will assume you are not speaking. When taking the Full Move action,
you may move an extra number of
metres equal to your Agility Bonus.
Quick Draw Rite of Fear When taking the Run action, you
You are quick to the draw, able to have Prerequisites: Tech-Priest (Respirator may double your Movement for one
a weapon in your hand and ready for Unit). Round. If you use this Talent two
combat in the blink of an eye. You can You may recite an infrasonic dirge, turns in a row, you gain one level
Ready as a Free Action. which causes terror within the weak. of Fatigue.
121
Step Aside an opponent before Testing Weapon
Skill. If you hit and do at least 1 point Example
Prerequisites: Agility 40, Dodge. of Damage, this damage is ignored and
Drake has the True Grit talent and is shot for
You are quick at getting out of the way your opponent must make a Toughness
of attacks. You may make an additional Test or be Stunned for one Round. 12 points of Damage. He has a TB of 3, 2
Dodge once per Round. In effect this points of armour and 3 Wounds remaining.
gives a character a second Reaction This means that after reduction for TB,
that may only be used to Dodge, thus
Talented armour and Wounds, the Critical Damage
allowing them to make two Dodges in a Talent Groups: All Skills. he takes (i.e. damage suffered once a character
Turn. Note they may still only attempt a Choose any one of your Skills. reaches 0 Wounds) is 4 (12-3+2+3=4).
single Dodge against any one attack. You gain a +10 bonus to Tests when Because he has the True Grit talent this
using this Skill. Damage is then halved. Drake therefore only
Street Fighting takes 2 points of Critical Damage.