Talents
Game Mechanics / Character Creation
Source: BCGaius - Warhammer Conversion
Source: Tom Cruise - Warhammer 40k Conversion
Source: BCGaius - Warhammer Conversion
Source: Tom Cruise - Warhammer 40k Conversion
Talent PDF
Expanded Talents PDFTier 1
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Tier: 1
Activation: Passive
Ranked: Yes
Your character adds b per rank of Mimic to all Deception checks made to imitate the voice of another person.
Tier: 1
Activation: Active (Maneuver)
Ranked: No
Your character does not add any b to their combat checks due to use of the Aim maneuver.
Tier: 1
Activation: Active (Action)
Ranked: Yes
When making a melee combat check, you may add a number of b to the check up to your ranks in All Out Attack. Until the beginning of your next turn, adversaries add an equal number of b when making an attack against you.
Activation: Passive / Active (Incidental)
Ranked: Yes
The first time you take this talent, you become an Apprentice Wizard and choose a Wind of Magic. You gain the ability to cast spells from your chosen Wind and only that Wind, of a difficulty equal to your ranks in this talent + 1.
When you cast a spell, you may suffer Strain equal to your ranks in this talent. If you do, upgrade both your ability and the difficulty of your Arcana check a number of times equal to the Strain you suffered.
Activation: Active (Incidental, Out of Turn)
Ranked: No
You may keep 1 Grudge. When an individual wrongs you or slights you in some way, for whatever reason or justification you can imagine, you may declare the offending character the target of your Grudge. For the rest of eternity, all checks you make against the target of your Grudge are upgraded once.
You may only have 1 Grudge active at a time. You cannot voluntarily end your Grudge for any reason -- it remains active forever, until restitution for the offense has been paid and the GM decides that the Grudge has been settled.
Activation: Passive
Ranked: Yes
You must be a Dwarf to use this talent.
The Dawi have a legendary resistance to magic. When targeted by a spell or similar magical effect, you may increase your Defense by a number equal to your ranks in Rock in the Mud.
Activation: Active (Action)
Ranked: No
Your character may perform the Blather action against a target, making an opposed Charm or Deception check. If the check is successful, while the target is engaged in conversation with your character they add f f to Perception checks made to detect the actions of your allies. aa may be spent to affect an additional target.
Activation: Passive
Ranked: Yes
Reduce the damage and strain suffered from falling by 2 per rank of Catfall. When rolling Athletics or Coordination to reduce damage from falling, add b b.
Activation: Passive
Ranked: No
When you gain this talent, select a target for your character’s hatred. This must be a specific group, such as regional humans, dwarves, elves, gnomes, varl (unspecific), an organization, beasts, monster type (from Bestiary), or similar.
When making attacks against a target that belongs to this group, add b to the roll.
To retreat or surrender when fighting a foe that belongs to this group, your character must first pass an Average Cool check. You may purchase this talent multiple times, selecting a new target for your character’s hatred each time.
Activation: Passive
Ranked: No
When attacking with a Burn weapon, you may spend a Story Point to trigger the Burn quality, rather than spending a a.
Mimic
Tier: 1
Activation: Passive
Ranked: Yes
Your character adds b per rank of Mimic to all Deception checks made to imitate the voice of another person.
Deadeye Shot
Tier: 1
Activation: Active (Maneuver)
Ranked: No
Your character does not add any b to their combat checks due to use of the Aim maneuver.
All Out Attack
Tier: 1
Activation: Active (Action)
Ranked: Yes
When making a melee combat check, you may add a number of b to the check up to your ranks in All Out Attack. Until the beginning of your next turn, adversaries add an equal number of b when making an attack against you.
College Wizard
Tier: 1Activation: Passive / Active (Incidental)
Ranked: Yes
The first time you take this talent, you become an Apprentice Wizard and choose a Wind of Magic. You gain the ability to cast spells from your chosen Wind and only that Wind, of a difficulty equal to your ranks in this talent + 1.
When you cast a spell, you may suffer Strain equal to your ranks in this talent. If you do, upgrade both your ability and the difficulty of your Arcana check a number of times equal to the Strain you suffered.
Grudgekeeper
Tier: 1Activation: Active (Incidental, Out of Turn)
Ranked: No
You may keep 1 Grudge. When an individual wrongs you or slights you in some way, for whatever reason or justification you can imagine, you may declare the offending character the target of your Grudge. For the rest of eternity, all checks you make against the target of your Grudge are upgraded once.
You may only have 1 Grudge active at a time. You cannot voluntarily end your Grudge for any reason -- it remains active forever, until restitution for the offense has been paid and the GM decides that the Grudge has been settled.
Rock in the Mud
Tier: 1Activation: Passive
Ranked: Yes
You must be a Dwarf to use this talent.
The Dawi have a legendary resistance to magic. When targeted by a spell or similar magical effect, you may increase your Defense by a number equal to your ranks in Rock in the Mud.
Blather
Tier: 1Activation: Active (Action)
Ranked: No
Your character may perform the Blather action against a target, making an opposed Charm or Deception check. If the check is successful, while the target is engaged in conversation with your character they add f f to Perception checks made to detect the actions of your allies. aa may be spent to affect an additional target.
Catfall
Tier: 1Activation: Passive
Ranked: Yes
Reduce the damage and strain suffered from falling by 2 per rank of Catfall. When rolling Athletics or Coordination to reduce damage from falling, add b b.
Hatred
Tier: 1Activation: Passive
Ranked: No
When you gain this talent, select a target for your character’s hatred. This must be a specific group, such as regional humans, dwarves, elves, gnomes, varl (unspecific), an organization, beasts, monster type (from Bestiary), or similar.
When making attacks against a target that belongs to this group, add b to the roll.
To retreat or surrender when fighting a foe that belongs to this group, your character must first pass an Average Cool check. You may purchase this talent multiple times, selecting a new target for your character’s hatred each time.
Purifying Flames
Tier: 1Activation: Passive
Ranked: No
When attacking with a Burn weapon, you may spend a Story Point to trigger the Burn quality, rather than spending a a.
Tier 2
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Tier: 2
Activation: Passive
Ranked: No
When you gain this Talent, select one of the five senses. All Perception and Vigilance checks involving this sense add b. This talent may be purchased multiple times, selecting a new sense each time.
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Your character may use this talent to make an Average (dd) Leadership check. For each s the check generates, one ally within medium range adds b to their next skill check. For each a, one ally benefiting from Heroic Leadership heals 1 strain.
Tier: 2
Activation: Active (Incidental)
Ranked: No
Whenever your character would gain Corruption, they may ignore the Corruption gain. If they do so, they immediately develop a mental trauma.
Tier: 2
Activation: Active (Ten minutes or more)
Ranked: Yes
If your character spends ten minutes or more ritually inflicting pain on themselves, they may reduce their wound threshold by 1 a number of times equal to ranks in Flagellant.
For each point their wound threshold is reduced in this way, they add b to all Corruption checks and checks to resist mind altering psychic/warp/magic effects. These effects last until the beginning of the next day.
Tier: 2
Activation: Active (Incidental)
Ranked: No
Only magic wielders may benefit from this talent.
When making a magic skill check, you may choose to ignore the effects of any a (they still cancel out h as usual). This choice is made before rolling any dice. If you do so, downgrade the difficulty pool of the check once. This may not be done at the same time as Pushing.
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When your character makes a combat check with a Ranged or Melee (Light) weapon, they may suffer 2 strain to use this talent to add the Ensnare quality to the attack. The rating of the Ensnare quality is equal to your character’s ranks in Exploit.
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, your character may add b b to any one skill check.
Tier: 2
Activation: Active (Incidental)
Ranked: No
When making a psychic power check, you may suffer 2 wounds per rank of Corpus Conversion. For each 2 wounds suffered in this way, add s or a a to the results of the check.
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When making a melee attack after moving straight towards your target, you may suffer a number of strain up to ranks in Berserk Charge to increase the damage by 2, plus 1 for each point of strain suffered.
Activation: Active
Ranked: Yes
On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw action (this action may be specifically performed even though you are normally barred from performing actions when staggered). Make a Daunting Discipline check.
If you succeed, your character is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy.
Activation: Passive
Ranked: No
Your character can reload weapons that require maneuvers to reload with an incidental instead, one required maneuver can be replaced with an incidental per turn (E.g, Prepare 2: 1 Incidental + 1 Maneuver to reload instead of 2 Maneuvers). Weapons that require an action to reload can be instead reloaded with a maneuver.
Activation: Passive
Ranked: No
When rolling to manifest magic, you may push up to four times, rather than the usual three.
Activation: Active (Action)
Ranked: No
You may prepare a feast for you and (possibly) your allies. If you take the time to painstakingly craft a gourmet meal from suitable ingredients, roll an Average Skulduggery check. For each s you roll, one ally (starting with yourself first, of course!) who partakes in the feast adds b to all skill checks they make until the end of the next encounter. For every a a, this effect may be extended to one additional encounter.
Regardless of how many encounters are affected, these effects expire after 8 hours.
Activation: Active (Maneuver)
Ranked: No
You must revere a being against Undeath to use this talent.
As a maneuver, your character may maintain an on-going chant against undeath. Until the beginning of your next turn, your character and all allies within Short Range gain b b on skill checks to resist and combat checks against the undead. While maintaining this chant, your character cannot otherwise speak.
Activation: Active (Maneuver)
Ranked: No
You must revere Silir/Svarog/Tyr/Ancestor Gods to use this talent.
As a maneuver, your character may maintain an on-going canticle of purity. Until the beginning of your next turn, your character and all allies within Short Range gain 2 Boosts on skill checks to resist and combat checks against minions of Chaos or the Great Horned Rat. While maintaining this chant, your character cannot otherwise speak.
Honed Senses
Tier: 2
Activation: Passive
Ranked: No
When you gain this Talent, select one of the five senses. All Perception and Vigilance checks involving this sense add b. This talent may be purchased multiple times, selecting a new sense each time.
Heroic Leadership
Tier: 2
Activation: Active (Maneuver)
Ranked: No
Your character may use this talent to make an Average (dd) Leadership check. For each s the check generates, one ally within medium range adds b to their next skill check. For each a, one ally benefiting from Heroic Leadership heals 1 strain.
Hardened Soul
Tier: 2
Activation: Active (Incidental)
Ranked: No
Whenever your character would gain Corruption, they may ignore the Corruption gain. If they do so, they immediately develop a mental trauma.
Flagellant
Tier: 2
Activation: Active (Ten minutes or more)
Ranked: Yes
If your character spends ten minutes or more ritually inflicting pain on themselves, they may reduce their wound threshold by 1 a number of times equal to ranks in Flagellant.
For each point their wound threshold is reduced in this way, they add b to all Corruption checks and checks to resist mind altering psychic/warp/magic effects. These effects last until the beginning of the next day.
Fettered Power
Tier: 2
Activation: Active (Incidental)
Ranked: No
Only magic wielders may benefit from this talent.
When making a magic skill check, you may choose to ignore the effects of any a (they still cancel out h as usual). This choice is made before rolling any dice. If you do so, downgrade the difficulty pool of the check once. This may not be done at the same time as Pushing.
Exploit
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When your character makes a combat check with a Ranged or Melee (Light) weapon, they may suffer 2 strain to use this talent to add the Ensnare quality to the attack. The rating of the Ensnare quality is equal to your character’s ranks in Exploit.
Divinity’s Blessing
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per session, your character may add b b to any one skill check.
Corpus Conversion
Tier: 2
Activation: Active (Incidental)
Ranked: No
When making a psychic power check, you may suffer 2 wounds per rank of Corpus Conversion. For each 2 wounds suffered in this way, add s or a a to the results of the check.
Berserk Charge
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When making a melee attack after moving straight towards your target, you may suffer a number of strain up to ranks in Berserk Charge to increase the damage by 2, plus 1 for each point of strain suffered.
Archaiar
Tier: 2 Activation: Passive Ranked: No When making a Forbidden, Lore, Adventuring, or Geographue skill check utilising sources of recorded information such as, tomes, maps, or slates, your character can re-roll a failed check once per session.Iron Jaw
Tier: 2Activation: Active
Ranked: Yes
On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw action (this action may be specifically performed even though you are normally barred from performing actions when staggered). Make a Daunting Discipline check.
If you succeed, your character is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy.
Rapid Reload
Tier: 2Activation: Passive
Ranked: No
Your character can reload weapons that require maneuvers to reload with an incidental instead, one required maneuver can be replaced with an incidental per turn (E.g, Prepare 2: 1 Incidental + 1 Maneuver to reload instead of 2 Maneuvers). Weapons that require an action to reload can be instead reloaded with a maneuver.
Warp Conduit
Tier: 2Activation: Passive
Ranked: No
When rolling to manifest magic, you may push up to four times, rather than the usual three.
Amazing Cook
Tier: 2Activation: Active (Action)
Ranked: No
You may prepare a feast for you and (possibly) your allies. If you take the time to painstakingly craft a gourmet meal from suitable ingredients, roll an Average Skulduggery check. For each s you roll, one ally (starting with yourself first, of course!) who partakes in the feast adds b to all skill checks they make until the end of the next encounter. For every a a, this effect may be extended to one additional encounter.
Regardless of how many encounters are affected, these effects expire after 8 hours.
Prayer Against Undeath
Tier: 2Activation: Active (Maneuver)
Ranked: No
You must revere a being against Undeath to use this talent.
As a maneuver, your character may maintain an on-going chant against undeath. Until the beginning of your next turn, your character and all allies within Short Range gain b b on skill checks to resist and combat checks against the undead. While maintaining this chant, your character cannot otherwise speak.
Prayer to Silir/Svarog/Tyr/Ancestor Gods
Tier: 2Activation: Active (Maneuver)
Ranked: No
You must revere Silir/Svarog/Tyr/Ancestor Gods to use this talent.
As a maneuver, your character may maintain an on-going canticle of purity. Until the beginning of your next turn, your character and all allies within Short Range gain 2 Boosts on skill checks to resist and combat checks against minions of Chaos or the Great Horned Rat. While maintaining this chant, your character cannot otherwise speak.
Tier 3
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Tier: 3
Activation: Passive
Ranked: No
When you succeed on a Fear test, a a a may be spent to bless your strikes with Source. All attacks you make are considered Source, ignoring the defensive properties of cosmic and other warp entities, making your attacks count as silvered. This effect lasts for a number of rounds equal to your Willpower.
Tier: 3
Activation: Passive
Ranked: No Once per session, you may re-roll a failed Fear check.
Tier: 3
Activation: Passive
Ranked: No
When making a Ranged combat check targeting a character engaged with one of your character’s allies, downgrade the difficulty of the check once (thus negating the penalty for shooting at engaged targets).
Tier: 3
Activation: Active (Action)
Ranked: No
As an action, you may spend a Story Point to intone holy words and repel a warp entity within short range. Make an opposed Discipline check against the warp/cosmic entity. If the check succeeds, the creature is repelled, unable to approach to engaged range for 1 round. For each a, inflict 1 wound on the entity, ignoring soak. Each h causes you to suffer 1 strain.
While armed with a Melee weapon, your character may use this talent to make an Average (dd) Melee (Light/Heavy) check. If successful, your character may force one engaged target to either drop one weapon they are holding or move up to one range band in a direction of your choosing.
If your character forces a named rival or nemesis into dangerous terrain (or off a ledge or cliff) using this talent, your GM can spend a Story Point to allow them to catch themselves at the edge and fall prone instead. Double Team
Tier: 3
Activation: Passive
Ranked: No
When you and an ally are both engaged in melee combat with an enemy, add b to all melee combat checks targeting that enemy. If your ally also has the Double Team talent, add b b instead.
Tier: 3
Activation: Passive
Ranked: No
When you are engaged by three or more adversaries, your melee defence increases by 1.
Tier: 3
Activation: Passive
Ranked: No
Attack checks made with flamer weapons decrease their difficulty once (to a minimum of Easy (d)).
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Hatred talent to benefit from this talent.
When you gain this talent, select a target group for which your character possesses the Hatred talent. When making attacks against a target that belongs to this group, your attacks gain Vicious 2, or increase their existing Vicious quality by 2. You may spend a Story Point to reduce the attack’s crit rating by 1 (to a minimum of 1).
You may purchase this talent multiple times, selecting a new target group each time.
Activation:Passive
Ranked: No
When targeted by a Deception check, your character automatically adds f to the check equal to their ranks in Vigilance.
Activation: Passive (Maneuver)
Ranked: No
When using the Counterspell maneuver, your character affects all targets within long range.
Activation: Passive
Ranked: No
When making Melee (Light) or Melee (Heavy) attack checks, you ignore all penalties for obscured vision, such as low-light, smoke and blindness.
Activation: Passive
Ranked: No
Allies add b to their Fear checks when you are within line of sight.
Activation: Active (Action)
Ranked: No
Your character must have the Hatred talent to benefit from this talent.
Select a group for which you have the Hatred talent. As an action, make an Average Leadership check.
If successful, targets within earshot equal to your Presence gain the Hatred talent targeting the same group. This effect lasts until the end of the encounter.
Activation: Active (Incidental, Out of Turn)
Ranked: No
You must worship Silir/Svarog/Tyr/Ancestor Gods to use this talent.
Once per session, you may spend a Story Point to use this talent to have your character and all allies within Medium Range ignore all disabling status effects and penalties from Critical Injuries. This lasts until the end of your next turn.
Activation: Passive
Ranked: No
You must have Prayer to Silir/Svarog/Tyr/Ancestor Gods to use this talent.
When your character uses Prayer to Silir/Svarog/Tyr/Ancestor Gods, sacred rites of banishment disturb creatures of Chaos and cause them to be Disoriented while Engaged with your character, for as long as the chant is maintained.
Activation: Passive
Ranked: No
Medicine, Survival, and Vigilance are now career skills for your character.
Activation: Passive
Ranked: No
Discipline, Melee (Heavy), and Resilience are now career skills for your character.
Activation: Passive
Ranked: No
Cool, Leadership, and Riding are now career skills for your character.
Activation: Passive
Ranked: No
Mechanics and Gunnery are now career skills for your character, and you remove b b from all checks relating to battlefield engineering.
Wrath of the Righteous
Tier: 3
Activation: Passive
Ranked: No
When you succeed on a Fear test, a a a may be spent to bless your strikes with Source. All attacks you make are considered Source, ignoring the defensive properties of cosmic and other warp entities, making your attacks count as silvered. This effect lasts for a number of rounds equal to your Willpower.
Unshakeable Faith
Tier: 3
Activation: Passive
Ranked: No Once per session, you may re-roll a failed Fear check.
Target Selection
Tier: 3
Activation: Passive
Ranked: No
When making a Ranged combat check targeting a character engaged with one of your character’s allies, downgrade the difficulty of the check once (thus negating the penalty for shooting at engaged targets).
Purge the Abhorrent
Tier: 3
Activation: Active (Action)
Ranked: No
As an action, you may spend a Story Point to intone holy words and repel a warp entity within short range. Make an opposed Discipline check against the warp/cosmic entity. If the check succeeds, the creature is repelled, unable to approach to engaged range for 1 round. For each a, inflict 1 wound on the entity, ignoring soak. Each h causes you to suffer 1 strain.
Martial Weapon Master
Tier: 3 Activation: Active (Action) Ranked: NoWhile armed with a Melee weapon, your character may use this talent to make an Average (dd) Melee (Light/Heavy) check. If successful, your character may force one engaged target to either drop one weapon they are holding or move up to one range band in a direction of your choosing.
If your character forces a named rival or nemesis into dangerous terrain (or off a ledge or cliff) using this talent, your GM can spend a Story Point to allow them to catch themselves at the edge and fall prone instead. Double Team
Tier: 3
Activation: Passive
Ranked: No
When you and an ally are both engaged in melee combat with an enemy, add b to all melee combat checks targeting that enemy. If your ally also has the Double Team talent, add b b instead.
Combat Master
Tier: 3
Activation: Passive
Ranked: No
When you are engaged by three or more adversaries, your melee defence increases by 1.
Irondrake Quality
Tier: 3
Activation: Passive
Ranked: No
Attack checks made with flamer weapons decrease their difficulty once (to a minimum of Easy (d)).
Purity of Hatred
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Hatred talent to benefit from this talent.
When you gain this talent, select a target group for which your character possesses the Hatred talent. When making attacks against a target that belongs to this group, your attacks gain Vicious 2, or increase their existing Vicious quality by 2. You may spend a Story Point to reduce the attack’s crit rating by 1 (to a minimum of 1).
You may purchase this talent multiple times, selecting a new target group each time.
Unrelenting Skeptic
Tier: 3Activation:Passive
Ranked: No
When targeted by a Deception check, your character automatically adds f to the check equal to their ranks in Vigilance.
Bastion of Iron Will
Tier:3Activation: Passive (Maneuver)
Ranked: No
When using the Counterspell maneuver, your character affects all targets within long range.
Blind Fighting
Tier: 3Activation: Passive
Ranked: No
When making Melee (Light) or Melee (Heavy) attack checks, you ignore all penalties for obscured vision, such as low-light, smoke and blindness.
Into the Jaws of Hell
Tier: 3Activation: Passive
Ranked: No
Allies add b to their Fear checks when you are within line of sight.
Litany of Hate
Tier: 3Activation: Active (Action)
Ranked: No
Your character must have the Hatred talent to benefit from this talent.
Select a group for which you have the Hatred talent. As an action, make an Average Leadership check.
If successful, targets within earshot equal to your Presence gain the Hatred talent targeting the same group. This effect lasts until the end of the encounter.
Spirit of Silir/Svarog/Tyr/Ancestor Gods
Tier: 3Activation: Active (Incidental, Out of Turn)
Ranked: No
You must worship Silir/Svarog/Tyr/Ancestor Gods to use this talent.
Once per session, you may spend a Story Point to use this talent to have your character and all allies within Medium Range ignore all disabling status effects and penalties from Critical Injuries. This lasts until the end of your next turn.
Prayer to Silir/Svarog/Tyr/Ancestor Gods (Improved)
Tier: 3Activation: Passive
Ranked: No
You must have Prayer to Silir/Svarog/Tyr/Ancestor Gods to use this talent.
When your character uses Prayer to Silir/Svarog/Tyr/Ancestor Gods, sacred rites of banishment disturb creatures of Chaos and cause them to be Disoriented while Engaged with your character, for as long as the chant is maintained.
Survival Training
Tier: 3Activation: Passive
Ranked: No
Medicine, Survival, and Vigilance are now career skills for your character.
War Experience
Tier: 3Activation: Passive
Ranked: No
Discipline, Melee (Heavy), and Resilience are now career skills for your character.
Leadership Training
Tier: 3Activation: Passive
Ranked: No
Cool, Leadership, and Riding are now career skills for your character.
Sapper
Tier: 3Activation: Passive
Ranked: No
Mechanics and Gunnery are now career skills for your character, and you remove b b from all checks relating to battlefield engineering.
Tier 4
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Tier: 4
Activation: Passive
Ranked: No
Once per game session, as an out of turn incidental, the character may suffer two strain to turn one GM Source point into a Player Source point (this cannot be used to interrupt the spending of a Source point).
Tier: 4
Activation: Passive
Ranked: No
The first time your character would develop a mental trauma/insanity/bout of madness during a session, you may spend a Story Point to make a Daunting (dddd) Discipline check. If you succeed, the trauma is ignored.
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Before making a skill check, you may perform the Intense Focus maneuver. Your character suffers 1 strain and upgrades the ability of the skill check once.
Tier: 4
Activation: Active (Incidental)
Ranked: No
After making a successful attack against a cosmic/warp entity (including attacks made using magic skills), your may spend a Source point to inflict a number of wounds on the target equal to your Willpower. This damage bypasses soak.
Tier: 4
Activation: Passive
Ranked: No
Whenever you would gain Corruption, reduce the amount by 1, to a minimum of 1.
Activation: Active (Incidental)
Ranked: No
When targeted by a Deception check that fails, your character may spend one Story Point to retroactively add d to the pool results.
Activation: Active (Action)
Ranked: No
Your character may take the Whirlwind of Death action, making a Melee combat check with + 1 difficulty against one engaged target. You may spend a a generated by this combat check to hit one additional target your character is engaged with. You may do this once per engaged target, paying a a for each additional hit.
When performing a Whirlwind of Death action, your character must always target the opponent with the highest difficulty and highest defense (if two targets have the same difficulty and defense, the GM chooses which target is the initial target).
Activation: Passive
Ranked: No
Your character must have purchased the Wrath of the Righteous talent to benefit from this talent.
The effects of Wrath of the Righteous apply to your character, and a number of allies equal to your Willpower within medium range.
Activation: Active (Action)
Ranked: No
Your character must have purchased the Iron Jaw talent to benefit from this talent.
Your character may use their Iron Jaw action to recover from being incapacitated due to exceeding their strain threshold. On your next turn after being incapacitated, you may make a Formidable Discipline check as your Iron Jaw action (this action may be specifically performed even though you are normally barred from performing actions).
If you succeed, your character reduces their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Iron Jaw, to a minimum of Easy.
Activation: Active
Ranked: No
Your character may take the Lightning Attack maneuver, suffering 1 strain. Your next Melee (Light) combat check this turn gains the Linked item quality, with ranks equal to your Agility.
Activation: Passive
Ranked: No
When making a fear check, reduce the difficulty of the check once.
Activation: Passive
Ranked: No
When targeted by the effects of magic, you add one f to the pool for each rank you have in Discipline.
Activation: Passive
Ranked: No
Your character must have purchased the Deny the Veil talent to benefit from this talent.
When you successfully resist magic using the Deny the Veil talent, the caster that targeted you suffers one point of strain for each rank you have in Discipline.
Activation: Active
Ranked: No
When your character rolls on a Perils of the Warp table, you may roll twice and pick which result takes effect.
Activation: Active (Action)
Ranked: No
You must be able to use the Wind of Azyr to use this talent.
Once per session, you may spend a Story Point and roll a Daunting Astrology check. For each Success rolled, the GM grants your character a vague glimpse of something in the future, possibly forming a coherent narrative, or possibly a series of unrelated events. Each Advantage makes a vision slightly more clear by adding a single, vivid detail.
For each Threat, your character is unnerved by disturbing visions of their own future, causing increasing levels of Fear, or may receive misleading clues about a future that may never come to pass. On a Despair, your character suffers a Mental Trauma.
Your character must be able to study the stars to benefit from this talent, so this cannot be used if the stars are not visible for any reason.
Activation: Active (Action)
Ranked: No
You must be consecrated in some tangible way against the forces of Chaos to use this talent, such as dedication to faith of Silir/Svarog/Tyr/Ancestor Gods.
As an action, your character may suffer 3 Strain to roll a Hard attack roll with one melee weapon or one-handed ranged weapon against a target that is Engaged with you. If you hit, your righteous catechisms and blessed strength smite a foe of mankind, causing each Success to deal +2 damage instead of +1 as long as the target is a bona'fide heretic, mutant, Beastman, witch, undead, daemon, or Skaven.
True Source
Tier: 4
Activation: Passive
Ranked: No
Once per game session, as an out of turn incidental, the character may suffer two strain to turn one GM Source point into a Player Source point (this cannot be used to interrupt the spending of a Source point).
Strength Through Conviction
Tier: 4
Activation: Passive
Ranked: No
The first time your character would develop a mental trauma/insanity/bout of madness during a session, you may spend a Story Point to make a Daunting (dddd) Discipline check. If you succeed, the trauma is ignored.
Intense Focus
Tier: 4
Activation: Active (Maneuver)
Ranked: No
Before making a skill check, you may perform the Intense Focus maneuver. Your character suffers 1 strain and upgrades the ability of the skill check once.
Instrument of the Source
Tier: 4
Activation: Active (Incidental)
Ranked: No
After making a successful attack against a cosmic/warp entity (including attacks made using magic skills), your may spend a Source point to inflict a number of wounds on the target equal to your Willpower. This damage bypasses soak.
Armour of Contempt
Tier: 4
Activation: Passive
Ranked: No
Whenever you would gain Corruption, reduce the amount by 1, to a minimum of 1.
Unrelenting Skeptic (Improved)
Tier: 4Activation: Active (Incidental)
Ranked: No
When targeted by a Deception check that fails, your character may spend one Story Point to retroactively add d to the pool results.
Whirlwind of Death
Tier: 4Activation: Active (Action)
Ranked: No
Your character may take the Whirlwind of Death action, making a Melee combat check with + 1 difficulty against one engaged target. You may spend a a generated by this combat check to hit one additional target your character is engaged with. You may do this once per engaged target, paying a a for each additional hit.
When performing a Whirlwind of Death action, your character must always target the opponent with the highest difficulty and highest defense (if two targets have the same difficulty and defense, the GM chooses which target is the initial target).
Wrath of the Righteous (Improved)
Tier: 4Activation: Passive
Ranked: No
Your character must have purchased the Wrath of the Righteous talent to benefit from this talent.
The effects of Wrath of the Righteous apply to your character, and a number of allies equal to your Willpower within medium range.
Iron Jaw (Improved)
Tier: 4Activation: Active (Action)
Ranked: No
Your character must have purchased the Iron Jaw talent to benefit from this talent.
Your character may use their Iron Jaw action to recover from being incapacitated due to exceeding their strain threshold. On your next turn after being incapacitated, you may make a Formidable Discipline check as your Iron Jaw action (this action may be specifically performed even though you are normally barred from performing actions).
If you succeed, your character reduces their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Iron Jaw, to a minimum of Easy.
Lightning Attack
Tier: 4Activation: Active
Ranked: No
Your character may take the Lightning Attack maneuver, suffering 1 strain. Your next Melee (Light) combat check this turn gains the Linked item quality, with ranks equal to your Agility.
Adamantium Faith
Tier: 4Activation: Passive
Ranked: No
When making a fear check, reduce the difficulty of the check once.
Deny the Veil
Tier: 4Activation: Passive
Ranked: No
When targeted by the effects of magic, you add one f to the pool for each rank you have in Discipline.
Deny the Veil (Improved)
Tier: 4Activation: Passive
Ranked: No
Your character must have purchased the Deny the Veil talent to benefit from this talent.
When you successfully resist magic using the Deny the Veil talent, the caster that targeted you suffers one point of strain for each rank you have in Discipline.
Favoured by the Warp
Tier: 4Activation: Active
Ranked: No
When your character rolls on a Perils of the Warp table, you may roll twice and pick which result takes effect.
Astral Divination
Tier: 4Activation: Active (Action)
Ranked: No
You must be able to use the Wind of Azyr to use this talent.
Once per session, you may spend a Story Point and roll a Daunting Astrology check. For each Success rolled, the GM grants your character a vague glimpse of something in the future, possibly forming a coherent narrative, or possibly a series of unrelated events. Each Advantage makes a vision slightly more clear by adding a single, vivid detail.
For each Threat, your character is unnerved by disturbing visions of their own future, causing increasing levels of Fear, or may receive misleading clues about a future that may never come to pass. On a Despair, your character suffers a Mental Trauma.
Your character must be able to study the stars to benefit from this talent, so this cannot be used if the stars are not visible for any reason.
Hammer of the Witches
Tier: 4Activation: Active (Action)
Ranked: No
You must be consecrated in some tangible way against the forces of Chaos to use this talent, such as dedication to faith of Silir/Svarog/Tyr/Ancestor Gods.
As an action, your character may suffer 3 Strain to roll a Hard attack roll with one melee weapon or one-handed ranged weapon against a target that is Engaged with you. If you hit, your righteous catechisms and blessed strength smite a foe of mankind, causing each Success to deal +2 damage instead of +1 as long as the target is a bona'fide heretic, mutant, Beastman, witch, undead, daemon, or Skaven.
Tier 5
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Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Armour of Contempt talent to benefit from this talent.
Whenever an ally within Short range would gain Corruption, reduce the amount by 1, to a minimum of 1. Additionally, they may spend a Story Point to instead reduce the amount by 4.
Activation: Active (Incidental)
Ranked: No
Before you roll to determine initiative, you may choose to suffer 2 strain. If you do so, add s equal to half your Intellect (rounding up) to the result of each of your allies’ initiative rolls for this encounter, including your own.
Activation: Active (Incidental)
Ranked: No
When attacking with a ranged weapon, if your attack successfully incapacitates your target, you may spend t to immediately perform an attack against another target within range as an incidental. Further attacks may not be triggered by t generated on this incidental attack.
Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may perform a magic check as a maneuver. This can be used to allow you to perform two magic checks in one turn.
Aegis of Contempt
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Armour of Contempt talent to benefit from this talent.
Whenever an ally within Short range would gain Corruption, reduce the amount by 1, to a minimum of 1. Additionally, they may spend a Story Point to instead reduce the amount by 4.
Combat Formation
Tier: 5Activation: Active (Incidental)
Ranked: No
Before you roll to determine initiative, you may choose to suffer 2 strain. If you do so, add s equal to half your Intellect (rounding up) to the result of each of your allies’ initiative rolls for this encounter, including your own.
Perfect Shot
Tier: 5Activation: Active (Incidental)
Ranked: No
When attacking with a ranged weapon, if your attack successfully incapacitates your target, you may spend t to immediately perform an attack against another target within range as an incidental. Further attacks may not be triggered by t generated on this incidental attack.
Magic Mastery
Tier: 5Activation: Active (Maneuver)
Ranked: No
Once per encounter, your character may perform a magic check as a maneuver. This can be used to allow you to perform two magic checks in one turn.
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