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Requirement: Mechanicus Implants

You have learned to focus the power stored within your Potentia Coil with greater efficiency. He no longer gains Fatigue Condition from using Luminen Charge, Luminen Shock, and Luminen Blast.

Requirement: 2 Advances in Awareness

Your senses are permanently engaged in a hunt for the enemies of the Emperor, to the extent that you sleep with one eye open. You gain +1 SL to Tests to detect hidden enemies, and you suffer no penalties from the Unconscious or Blinded Conditions while sleeping...

Requirement: 2 Advances in Intuition (People)

You are ruthless in your use of information on your opponents. If you spend time to Know Thy Foe (page 196) before combat, you may choose the Hit Location of your first successful attack.

Requirement: 3 Advances in Pilot (Specialisation)

Your sense of your body’s spatial movement and location extends to encompass the entirety of a vessel when you are piloting it. For vessels of your chosen Specialisation you always know their size and position in relation to their surroundings, me...

Requirement: You must be a member of the Adeptus Ministorum. If not, you must have +2 Ministorum Influence or 2 Advances in Lore (Theology).

You are a true believer of the Imperial Cult, a pious and devout member of the state religion of the Imperium and worshipper of the God-Emperor. You are cap...

Requirement: 3 Advances in Rapport (Deception)

You know how to use the confusion of battle to reposition yourself by feigning cowardice. As an Action, you can pretend to Flee (page 208). Reduce Superiority by 1 and remove yourself from the encounter. At the start of your next turn, you can choose...

You are so familiar with the particular environs of your upbringing that you can better find cover to protect yourself or disappear entirely. Choose an environment from the following list. Within that environment you have Advantage on Stealth Tests and gain +1 Armour from Cover (page 204) in additio...

Requirement: Character creation only

You are innately lucky, enjoy the Emperor’s grace, or perhaps have been chosen by the ruinous powers themselves for some great and terrible purpose. Regardless of the reason, you gain 1 point of Fate. You can only take this Talent once.

Requirement: Adeptus Mechanicus Implants

You haywire your vox synthesisers, causing a hideous blast of noise that shocks and distracts others. All unprotected creatures within Medium Range who have the ability to hear must make a successful Challenging (+0) Discipline Test or become Stunned o...

Requirements: Mechanicus Implants, 2 Advances in Lore (Cult Mechanicus)

As an Action you can can cause an unsecured metal object within your field of vision to fly into your hand. The object may mass up to 1 Encumberance and must lie within Short Range. Using this Talent requires a Challenging...

Requirement: 2 Advances in Medicae

There typically isn’t time to properly treat wounds during a crisis, but a savvy healer like yourself knows how to patch up wounds and render immediate first aid to save lives under pressure. When you make a Medicae Test to heal a character (page 219), the Diffi...

Your dedication to your faith is such that you have shed many of the concerns of your flesh. You are happy to endure as much pain as required in service to the Emperor, and may even come to see that suffering as a form of worship far more holy than even the most sweetly sung hymn or devout prayer.

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Requirement: 2 Advances in Ranged

Your ally's attacks can open up your enemy's defences, allowing you to better place your shots. When you make a ranged attack targeting an enemy target in the same Zone as one of your revealed allies, your attack can bypass some of their cover. If your target is...

Requirement: 2 Advances in Tech (Augmetics)

The Cult of the Omnissiah preaches that the flesh is inferior to the perfection of the machine, and you have fully internalised that teaching. The number of Augmetics (page 152) you can take is equal to double your Toughness Bonus.

Requirement: Character creation, or with GM permission (see Forbidden Lore)

Through accident, proscribed research, or by order of your Patron, you have gained access to unsanctioned information. Each time you take this Talent, you gain access to one of the following Specialisations. You may mak...

Requirements: 2 Advances in both Linguistics and Lore

You are capable of forging documentation that allows you to wield Influence over a specific Faction. The Faction you are trying to gain Influence over determines the type of Test you must make when attempting to create the forgery, which takes...

You can work yourself into a frothing battle rage. As a Free Action you can make a Challenging (+0) Willpower Test to enter a frenzied state. While frenzied your Strength Bonus increases by +1 and you are immune to the Frightened Condition. On your turn, you must attempt to engage the nearest en...

Requirement: 3 Advances in Ranged

You are a fearsome foe when you wield a weapon with a high rate of fire. If your weapon has the Rapid Fire Trait (page 125), you can choose to spend double the number of ammunition required for its Rapid Fire Rating. If you do so the weapon's Spread Trait (page 1...

Requirement: 2 Advances in Rapport (Charm)

You find humour in the darkest of places, and can use it to bolster the morale of your allies, keeping them alive in the direst of times. As an Action, you can use Charm (Rapport) to make a joke that can stabilise someone in a dire situation.

  • If your...

Requirement: 1 Advance in Linguistics

Gothic Gibberish is the appropriately verbose name given to the practice of talking rapidly and incessantly to confound a target by burying them beneath a deluge of obscure information.

You can use Gothic Gibberish by making a Rapport (Charm) Test oppo...