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Adamantium Faith

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

When combined with the Two-Weapon Wielder talent, the character


only suffers a -10 penalty when making attacks with two-weapons.
Armour-Monger

The character gains an extra amount of Armour points equal to theit


Intelligence bonus, which they can distribute to any locations that
their armour would normally cover, as long as the character takes at
least an hour each day to clean and repair it or make minor
modifications. This bonus only applies to armour when the character is
wearing it.
Assassin Strike

After making a successful melee attack, the character may make a


successful Challenging (+0) Acrobatics skill test to make a Half Move as
a Free Action. The character may only make this move once per round,
The characters opponent does not receive a free attack resulting from
this move.
Bastion of Iron Will

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

When making attacks with any bladed weapon, including chainswords,


axes, and power swords, the character can re-roll one missed attack per
round.
Blind Fighting

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

The character automatically reduces the effective distance of all falls


(see page 243) by a number of metres equal to the characters Agility
bonus, ignoring this distance as if it did not exist. The character also
adds +20 to the characters Acrobatics skill tests when using the Jump
special skill use, as it pertains to reducing damage from falling.
Clues From the Crowds

Once per day, the character may re-roll a test made to gather
information from a group of people.
Combat Master

Opponents fighting the character in hand-to-hand combat gain no


bonuses for Ganging Up (see page 229).
Constant Vigilance (Intelligence, Perception)

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 can use their Fellowship characteristic in place of their


Influence when making Requisition tests (see page 142).
Coordinated Interrogation

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

Once per turn, after successfully Parrying an opponents attack, this


character may immediately make a Standard Attack action as a Free
Action against that opponent, using the weapon with which the
character Parried. The character suffers a -20 penalty on the Weapon
Skill test for this attack.
Cover Up

At the GMs discretion, the character can reduce his Influence to


increase the groups Subtlety. For every point of Influence lost in this
way, the Character increases his Warbands Subtlety by 1d5.
Crushing Blow

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

Whenever the character would decrease his warbands Subtlety due to


an Interrogation, the amount of Subtlety lost is reduced by 1d5. If this
results in a negative number, the characters skilled efforts instead
increase the warbands Subtlety by 1.
Deny the Witch

The character may use their Willpower characteristic when making an


Evasion Reaction against a ranged or melee attack that is made against
them with psychic powers. When successfully evading an attack with
an area of effect, the character does not move, but instead is simply
unaffected by the psychic power.
Devastating Assault

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

As a Full Action, the character may make an Opposed Weapon Skill


test against one target with whom the character is engaged. If the
character wins the test, the enemy drops his weapon to the ground.
Should the character score three or more Degrees of Success, they can
take the enemys weapon from them.
Double Tap

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 Ganging Up on an opponent, the character gains an additional


+10 bonus to Weapon Skill tests. If both the characters outnumbering
the enemy have this talent, they both gain an additional +10 bonus for
a total of +20 This bonus is in addition to the normal bonus gained
from Ganging Up on an opponent (see page 229)
Enemy (Social Group) (X)

The character suffers a -10 penalty to Fellowship and Influence tests


when dealing with the group designated in the Specialisation for each
instance which the character has this talent (as indicated by X).
Exotic Weapon Training (Exotic Weapon)

The character may use the Exotic weapon designated in the


Specialisation without suffering the penalty for using an untrained
weapon.
Eye of Vengeance

Before making a ranged Standard Attack action, the character can


spend a Fate Point. If the character does this, they add the number of
Degrees of Success scored on the attack test to both the damage and
penetration of the hit.
Face in a Crowd

When employing the Shadowing special use of the Stealth skill, the
character can use their Fellowship characteristic instead of Agility.
Favoured by the Warp

Whenever the character rolls on Table 6-2 Psychic Phenomana (see


page 196), so long as he does not receive the Perils of the Warp result,
he may roll a second time and choose which result he receives.
Ferric Summons

The character can summon to their hand an unsecured metal object


weighing up to 2 kilograms per point of his Willpower bonus, and can
summon such objects up to 40m distant.
Flash of Insight

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

When the character performs a Charge or Run action, opponents suffer


a -20 penalty to Ballistic Skill tests made to hit the character with
ranged attacks. The penalty continues until the start of the characters
next turn.
Hardy

When undergoing medical treatment or healing from injuries, the


character always recovers damage as if Lightly Damaged, regardless of
the level of damage the character has sustained.
Hatred (Social Group)

When fighting opponents of the group designated in the Specialisation,


the character gains a +10 bonus to all Weapon Skill tests made against
them. The character also finds it difficult to back down from a fight
with their hated foe, and must make a Challenging (+0) Willpower test
to retreat or surrender when fighting them, unless suicidally
outnumbered or outclassed.
Hip Shooting

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)

After making an attack test of the type designated in the Specialisation


as part of an All Out Attack, Called Shot, Charge, Standard Attack or
Stun actions, the characcter imposes a penalty on all Evasion tests made
against this attack equal to 10 times the Degrees of Success scored on
the attack test.
Infused Knowledge

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

Whenever the character becomes Stunned, they may make a


Challenging (+0) Toughness test as a Free Action to ignore the effects.
Jaded

Mundane events from deaths horrific visage to xenos abominations do


not force the character to gain Insanity points or make Fear tests.
Daemons, Warp manifestations, and other unnnatural effects still affect
the character normally.
Keen Intuition

After failing an Awareness test, the character can re-roll the test with a
-10 modifier.
Killing Strike

During combat, at the beginning of the characters turn, they may


spend a Fate point to make their melee attacks unavoidable with the
Dodge or Parry skills until the end of the round. Other means of
avoiding or stopping the attack (such as displacer fields or alien
protective devices) are unaffected.
Leap Up

The character can stand up as a Free Action.


Lightning Attack

The character can make the Lightning Attack Action (see page 222)
Luminen Blast

The character always counts as being equipped with a Pistol weapon


with a 10m range. This can only be used in single shot mode, and deals
1d10 plus twice the charaters Willpower bonus in Energy damage with
a Penetration of 0 and the Shocking quality. The character always
counts as having Weapon Training for this weapon and after making an
attack with it, must pass a Toughness test or suffer 1 level of Fatigue.
Luminen Shock

The character always counts as being equipped with a melee weapon


that inflicts 1d10 plus his Willpower bonus in Energy damage with a
Penetration of 0 and the Shocking quality. The character always counts
as having Weapon Training for this weapon and after making an attack
with it, must pass a Toughness test or suffer 1 level of Fatigue.
Maglev Transcendence

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 suffers no penalties for making Ballistic Skill tests at


Long or Extreme range.
Mastery (Skill)

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 use the type of Mechadendrite designated in the


Specialisation without incurring the penalty for non-proficiency.
Mighty Shot

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 the character makes a Called Shot action as a ranged or melee


attack (as designated in the talents Specialisation), they do not suffer
the usual -20 penalty.
Preternatural Speed

When making a Charge action, the character doubles his movement for
the action.
Prosanguine

The character must spend 10 minutes in mediation and make a


Challenging (+0) Tech-Use test. If the character succeeds, he removes
1d5 points of damage. If the character rolls a 96 or higher, they lose the
ability to their Autosanguinator for one week.
Quick Draw

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)

The character gains an additional wound. The character can purchase


this talent a number of times equal to twice their Toughness bonus. The
amount of times the character has taken this talent is noted by (X).
Sprint

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 the character suffers Critical damage, reduce the amount by


their Toughness bonus (to a minimum of 1 damage).
Two- Weapon Master

When armed with two single-handed weapons (such as a pistol or


sword in either hand) they ignore the -20 penalty for Two- Weapon
Fighting.
Two- Weapon Wielder (Melee, Ranged)

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.

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