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The character may subtract their Willpower bonus from the Degrees of
Failure on a failed Fear or Pinning test. If this reduces the result of the
test to 0 or less Degrees of Failure, the character counts as having
passed the test with 1 Degree of Success.
Ambidextrous
The character adds 5 x psy rating to any Opposed test the character
makes when defending against psychic powers.
Battle Rage
The character can use the use the Evasion (Parry) action while
Frenzied. In addition, the character can re-roll a failed test to snap out
of Frenzy and resist entering Frenzy (if they choose to do so).
Blademaster
The character ignores all penalties for fighting with a melee weapon
while suffering from obscured vision, peritting them to fight in fog,
smoke, or darkness more effectivly (see page 229).
Bulging Biceps
The character can fire a heavy weapon using Semi-Auto Burst or Full-
Auto Burst without bracing the weapon and does not suffer the -30
penalty fo failing to brace it. In addition, whenever the character uses
the Heft specual use of the Athletics skill, the character can add +20 to
the characters Athletics skill test to reflect the characters powerful
musculature.
Catfall
Once per day, the character may re-roll a test made to gather
information from a group of people.
Combat Master
The character can use the characteristic that matches the talents
Specislisation when rolling for Initiative instead of using their Agility
value, and rolls two dice for the roll, picking the highest of the two for
the characters score.
Contact Network
The character gains a +10 bonus to all Interrogation tests and gains an
additional +5 for each other character participating in the interrogation
who also has Coordinated Interrogation. This counts as test assistance
and thus also gains the standard assistance bonuses as per page 25.
Counter Attack
The character adds half the characters Weapon Skill bonus (rounding
up) to the damage that the character inflicts with melee attacks.
Deathdealer (Ranged, Melee)
When the characters attack with the combat type deisgnated in this
talents Specialisation inflicts Critical damage, the character adds their
Perception bonus to the damage result.
Delicate Interrogation
Once per turn, after resolving an All Out Attack action that
successfully hits, the character may make a second All Out Attack
action against the same target as a Free Action, with the same bonuses
and penalties as the first.
Die Hard
When this character would suffer a level of Fatigue due to the Blood
Loss condition, the character makes a Challenging (+0) Willpower test;
if the character succeeds, the character does not suffer a level of fatigue.
Disarm
When making a second ranged attack action in the same turn against
the same target, the character gains a +20 bonus to the attack test if the
characters first attack scored one or more successful hits.
Double Team
When employing the Shadowing special use of the Stealth skill, the
character can use their Fellowship characteristic instead of Agility.
Favoured by the Warp
When stuck in an investigation, the character can spend one Fate point
to reveal a single clue or lead to aid in the progression of his efforts.
Frenzy
The character can spend one full round fuelling his anger, gaining a +10 bonus to Weapon Skill, Strength,
Toughnessm and Willpower, but suffering a -20 penalty to Ballistic Skill, Intelligence, and Fellowship,
While Frenzied, the character must attack the nearest enemy in melee combat if possible or move towards
the nearest enemy and engage them.
Whie Frenzied, he is immune to Fear, Pinning, Stunning effects, and the effects of Fatigue; he cannot
Parry, retreat, or flee. He remains Frenzied for the duration of the combat, and cannot use psychic powers
while Frenzied. After combat ends, the character must make a Willpower test. If he fails, he must continue
to attack favouring NPCs over PCs. Each successive round, he can retake that test with a cumuative +10
bonus. After Frenzying, he cannot Frenzy again for an hour.
Halo of Command
When targeting friendly NPCs through skills that have either the Social
or Leadership Aptitudes (such as Charm, Command, and Intimidate),
the character can affect those within 100 times his Fellowship bonus in
metres, rather than 10 times that number.
Hammer Blow
When the character uses an All Out Attack action to make a single
melee attack, they can add half of the characters Strength bonus
(rounded up) to the weapons penetration. The attack also counts as
having the Concussive (2) weapon quality, representing the shocking
force of the blows impact.
Hard Target
As a Full Action, the character can both move up to his Full Move rate
and make a single attack with a ranged weapon. This attack can only be
a single shot (Called Shot, Standard Attack, etc.). Characters with the
Two-Weapon Fighting talent can make two single shots as per the
talent, if they are armed with a ranged weapon in each hand.
Independent Targeting
When firing two weapons as part of a single action (using the Two-
Weapon Fighting talent, for example), the character does not need to
have their targets within 10 metres of each other.
Inescapable Attack (Ranged, Melee)
The character counts as having all Common Lore and Scholastic Lore
skills at rank 1. The character also adds 1 Degree of Success to any
successful Common or Scholastic Lore test.
Iron Jaw
After failing an Awareness test, the character can re-roll the test with a
-10 modifier.
Killing Strike
The character can make the Lightning Attack Action (see page 222)
Luminen Blast
The character can hover for a number of minutes equal to 1d10 plus
twice their Toughness bonus minutes. The character can also move his
Run speed when making a Half Move action and suffers no damage
from falling if the coils are active. Each use drains half the power stored
in the coils (therefore, the character can use the coils twice before
recharging them.
Marksman
The character can spend a Fate point to automatically pass a skill test
with the skill designated in the Specialisation, provided the final
modifier to the skill test is Challenging (+0) or better. The character
counts as scoring a number of Degrees of Success equal to the
characteristic bonus of the skills associated characteristic.
Mechadendrite Use (Weapon, Utility)
The character may add half of their Ballistic Skill bonus (rounded up)
to the damage they inflict with a ranged weapon.
Never Die
The character may spend a Fate point to ignore the effects of injury
(such as those from Critical damage), Fatigue, and Stunning for a single
combat, so long as they would not kill the character immediately. Once
the encounter ends, the effects trigger as normal.
Nowhere to Hide
When the character damages cover, they add the Degrees of Success
from the attack to the reduction of the covers Armour value. If using a
weapon that does not require a skill test, the character reduces the
covers Armour value by an additional 1.
Peer (Social Group) (X)
The character gains a +10 bonus to all Fellowship and Influence tests
when interacting with the social group designated in the Specialisation
for each instance this talent is taken (given by X) and, at GMs
discretion, call upon them for favors.
Precision Killer (Ranged, Melee)
When making a Charge action, the character doubles his movement for
the action.
Prosanguine
As a Free Action, the character may draw and ready a Pistol or Basic
weapon, or a one-handed Melee weapon.
Rapid Reload
The character halves all reload times, rounding down. Thus, a Half
Action reload becomes a Free Action, a Full Action reload becomes a
Half Action, and so on.
Resistance (Effect)
The character gains a +10 bonus when making tests to resist effects of
the type designated in the Specialisation.
Sound Constitution (X)
When the character takes a Full Move action, they can move an extra
number of metres equal to their Agility bonus. Additionally, whenever
the character makes a Run Action, they can move double the normal
distance. If the character does so, they suffer 1 Fatigue.
Step Aside
The character can make an additional Evasion attempt once per round.
In effect, this gives the character a second Reaction that can only be
used for the Evasion action in each turn. The character can still only
attempt a single Evasion against each individual attack.
Strong Minded
The character can re-roll failed Willpower tests to resist any psychic
powers that affect his mind. This talent does not affect psychic powers
that have a physical effect, such as Smite or Assail.
Superior Chirurgeon
The character gains a +20 bonus on all Medicae skill tests. When
providing first aid, the character ignores the penalties for Heavily
Damaged patients and only suffers a -10 penalty for those suffering
Critical damage.
Swift Attack
The character can make the Swift Attack action (see page 225).
Takedown
When making a melee Standard Attack or Charge action, the character can
declare that he is attempting to takedown the target. The character rolls to hit as
normal. If the character hits and would have done at least 1 point of damage
(after damage reduction), no wounds are caused. The opponent must then make a
Challenging (+0) Toughness test or be Stunned for 1 Round and knocked Prone.
In addition, when performing the Stun action, the character does not suffer the
normal -20 penalty to their Weapon Skill.
Target Selection
The character can shoot into melee with no penalty. If the character
makes an Aim action beforehand, they can prevent any chance of
hitting friendly targets as well, in addition to the normal effects.
Technical Knock
Once per round, the character may attempt to unjam a gun (see page
224) as a Half Action rather than a Full Action. The character must
touch the weapon to make use of this talent.
Thunder Charge
When the character makes a Charge action, they can barrel through
enemies to get to their target. The character makes an Opposed
Strength test against each foe their movement would take them
through. Each foe that fails the Opposed test is knocked Prone. After
resolving these Opposed tests, the characters Charge action resolves
against his original target as normal.
True Grit
When armed with two one-handed weapons, the character can declare
that they are attacking with both of them, making a Half Action attack
with one of the weapons and, as a Free Action, an additional Half
Action attack with the other weapon. Both of these attacks suffer a -20
penalty. The character may only attack in this manner with the type of
weapon designated in the talents Specialisation.
Unarmed Specialist
The character gains the Deadly Natural Weapon trait. While fighting
opponents unarmed, the character can re-roll the damage inflicted by
their unarmed attacks.
Warp Conduit
When Pushing, before the character rolls their Focus Power test, the
character may spend one Fate point to add an additional 1d5 to the
effective psy rating of the power. Channelling such vasts amounts of
power is dangerous, however, and so adds +30 to rolls on Table 6-2
Psychic Phenomana made as a result of using this talent.
Warp Lock
Once per game session, the character may ignore the results of a single
Psychic Phenomana or Perils of the Warp result, completing negating
its effects.
Warp Sense
The character can use the Psyniscience skill as a Free Action instead of
a Half Action. The character can also passively detect psychic effects
and entites without the need to actively seek them out.
Weapon-Tech
Once per encounter, the character may enhance any Melta, Plasma,
Power, or Exotic weapon they are wielding. This increases the
weapons damage and penetration by an amount equal to the
characters Intelligence bonus until the end of the round.
Whirlwind of Death
As a Half Action, the character may make one Standard Attack action
(see page 224) with a melee weapon against a foe, plus one additional
Standard Attack action for each other foe engaged in melee combat
with the character beyond the first, up to a number of attacks equal to
the characters Weapon Skill bonus.