See all Talents:
One of your primary five senses is highly developed, allowing you to spot what others miss. You may make Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include seeing a lone Servo-Skull at an incredible distance, detecting the p...
You are capable of impressive bursts of speed when your life is on the line. If you have a Critical Wound (page 214) your Speed increases by one step until the end of the Encounter, and you have Advantage on Athletics Tests made during a Pursuit (page 204) or while Fleeing (page 208).
Requirements: Agility 45, 2 Advances in Melee
Speed and accuracy make your attacks more potent than powerful blows. You may use your Agility Bonus instead of your Strength Bonus when calculating damage for melee weapons with the Subtle Trait.
Requirement: 2 Advances in Presence
You exude confidence and command, your mere presence influential to many. The first time you meet a group, you can make a Challenging (+0) Presence or Rapport Test. On a success, you gain +1 Influence with that group until the end of the mission.
You can use both hands equally well, and suffer no penalty for doing something with your ‘off ’ hand. As a result, you may wield a one-handed melee weapon and a pistol at the same time without penalty to attacks with either.
Requirement: 2 Advances in Medicae
Your knowledge of physiology gives you a keen familiarity with injuries and how they are caused. Though that usually helps you treat them, it also aids your understanding of how to inflict them. When you inflict a Critical Hit or Critical Wound, you may increase...
You have a natural talent for the arts. This Talent can be taken multiple times, each time choose one of the following:
Literature: +2 SL to any Test related to reading or writing, such as cataloguing a comprehensive and persuasive evidential case or recognizing which Imperial sagas are being...
You are a dutiful assistant, rendering aid with efficiency and aplomb even when the activity would normally be outside your skillset. You can use the Help Action (page 208) to assist someone even if you do not have Advances in the Skill being tested. Additionally, if you do have an Advance, they gai...
Requirements: Can only be taken during Character Creation. You can never be a Psyker and a Blank.
You are a Psychic Blank, one of the extremely rare Soulless. Psychic nulls like you carry the Pariah Gene, which denies you a psychic connection to the warp. Without that link, you have no presence w...
Requirement: 2 Advances in Medicae (Specialisation)
Your medical training allows you to find faults in anatomy and exploit them with ease. As an Action, you can break the bone of a Restrained target that you have the relevant Medicae Specialisation for. Select a Hit Location. That Hit Location no...
Requirement: 2 Advances in Intuition (People)
You have a natural instinct for who can be paid off, and how to manipulate them with an appropriate ‘donation’ of Solars. You have Advantage on all Intuition (People) Tests to gauge whether someone would be amenable to a bribe. Additionally, you decre...
Requirement: 3 Advances in Reflexes
You are proficient in using a shield to deflect danger from multiple sources. When using a shield and taking the Defend Action, you may choose to Defend an additional ally that is within Immediate Range, or choose to Defend both an ally within Immediate Range a...
Requirements: 1 Advance in both Athletics and Stealth
Breaking and entering comes naturally to you. You have Advantage on Tests related to breaking and entering a location, such as climbing the exterior of a building, quietly breaking windows, or unlocking doors or lockboxes.
Requirement: 2 Advances in Medicae
You can use a Chirurgeon’s Kit (see page 145) to perform surgery. You can perform Amputations (see page 217) and treat Critical Wounds that are beyond the skills of others. Additionally you gain Advantage when treating Critical Wounds in combat.
Requirements: 2 Advances in both Discipline and Ranged
Countless hours of practice, training, and drilling have taught you to focus on firing your weapon, even when you are mere inches from danger. An enemy within Immediate range of you does not impose Disadvantage on your Ranged Attacks.
Requirement: 2 Advances in Melee
Your accumulated years of combat experience allow you to keep lesser fighters at bay. You count as two people for the purposes of determining if one side outnumbers the other in combat.
Requirements: Willpower 40, Psyker Talent
Simply denying a psyker access to the warp isn’t enough for you. You twist their power, redirecting it to sear their mind, punishing them for their sorcerous transgressions and unforgivable blasphemies. When you successfully use Deny the Witch (page 163)...
You can bend and twist your body to escape restraints and squeeze into smaller places. You are capable of fitting into unusually small or cramped spaces, such as the narrow pipes of a manufactorum. Additionally you have Advantage on Tests to resist or end the Restrained Condition or a grapple (page...
Requirement: 3 Advances in Melee
Conforming to the idiom that 'the best defence is offence', you respond to an incoming attack with a lightning-fast counterstrike of your own.
If you are the target of a melee attack and win the Opposed Melee Test (page 211), you can choose to deal Damage to you...
Requirement: 3 Advances in Reflexes
You know how to deliver a crushing final blow when you are dominating a situation. If you have 2 or more Superiority, you can take 2 turns in a row, sacrificing your turn next round.