General |
Benefit |
Archeotechnologist |
Gain +1 Tier in Forbidden Lore (Archeotech) and an Omnissian Archeotech Pistol. |
Bounty Hunter |
Gain +1 Tier of Forbidden Lore (Underworld), also any Inquiry Test to locate a Bounty Target gains +10%. You take a -10% to Social Tests dealing with High Society or Nobility. |
Child of the Creed |
Gain the Unshakeable Faith Talent and -3% to Weapon Skill |
Child of the Dark |
All tests for movement in Zero-G are at +30, and you are never Void-Sick. However, you take a level of Fatigue automatically on landing on a Planet with gravity above 1 G, that cannot be ignored or removed until you leave the planet. |
Combat Flair |
When you are fighting a single opponent, you may make a Charm vs. Willpower opposed test. Should you succeed you gain +5 % to WS tests against this target. For each 2 DoS above the first you gain an additional +5%. |
Contaminated Environs |
Gain +1 Tier of Forbidden Lore (Mutants), and +10% to Survival Tests tied to a contaminated area. You also gain 1 Malignancy from your experience. |
Criminal |
You are wanted either by the Arbites or a Criminal Cartel (the GSC in Sternwald). If the Arbites: Gain Exceptional Wealth (+1) and Enemy (Arbites). If the Cartel: +1 Tier Forbidden Lore (Specific Cartel), Excessive Wealth (+1) and Enemy (Specifice Cartel). |
Crusader |
Gain Hatred (any 1), Pure Faith (Specific Cult) and 1d10+5 Insanity Points. You also lose 1 limb, but regain a common craftsmanship replacement. |
Dark Secret |
Gain +10% to any 1 Characteristic, and +5 Insanity. You and the GM should craft a good reason for you to have gained this. |
Duty to the Throne |
Gain the talents Orthoproxy and Armor of Contempt. |
Endurance beyond life |
You gain +5 Wounds. |
Enduring Grit |
You may ignore the effect of 1 level of Fatigue, and count any Fatigure levels greater than 1 as 1 level lower (3 would be 2 and so on). |
Face of My Enemy |
Gain Hatred (Any 1) and replace the WS bonus to hit with +20% instead of +10%. You lose 1 limb, but regain a common craftsmanship replacement. |
Face of the Law |
You may reroll any failed Interogate or Intimidate tests, once per test. You are unable to willingly violate known Law. You must test Willpower (-10%) to do so. If you are able to violate the law, and choose to do so, you take 1 Corruption as you betray what you stand for. |
Family Lineage |
You gain 1 Item of Rare Availability or better. If it is of Common Availability or better, it is of Best Craftsmanship. |
Fanatic |
You may spend a Fortune Point to gain the benefits of the Hatred (Specific) for the duration of this encounter. If you Flee, without winning, you gain +1 Insanity. |
Fortes Fortuna Adjuvat |
When spending a Fortune Point OR Burning a Fate Point, you may roll 1d10. On a 10 you do not count the Fortune or Fate point as expended, but gain the benefit sought. |
Fringe Survivor |
You may sustain yourself and your allies indefinately in an area with potable water and a supply of edibles. You must spend a number of hours each day in doing so equal to 5 less your Int Bonus, to a minimum of 1. |
Fruit of the Tainted Tree |
You gain +1 Tier in Tech Use (Any 1 Race), but you take a -10% to Social Tests with the Adeptus Mechanicus. |
Glorious Past, Glorious Future |
Gain +1 Fate Point, but also 1d5+5 Insanity. |
Gunfighter |
You gain +1 DoS with Pistol Weapon attacks. |
Hammer of the Emperor |
When rolling damage against a Foe who has been targetted by an Ally's attack during this Encounter, you may reroll damage dice results of a 1 or 2. The second result stands. |
Haunted by the past |
Gain +1 Tier of Forbidden Lore (any 1), but also 1d5 Insanity. |
Incorruptible Devotion |
You may Trade Corruption for Insanity on a 1:1 Basis. |
Inured to Xenos |
You gain +10% to tests vs. Fear from Xenos, and take no penalties for Social Interactions. However you take -10% to social interactions with members of the Imperium. |
Know the Foe |
Gain Hatred (any 1) and +1 Tier of Forbidden Lore (Matching). |
Knowledge is Life |
Gain Talent Total Recall and +1d10 Insanity. |
Knowledge is Power |
Gain +1 Tier in Common Lore (any 3), Forbidden Lore (any 1) and +1d10+5 Insanity points. |
Rogue Trader |
Any orders given while aboard a Voidship or Spacecraft you command gain +2 DoS. However, any act of Cowardice or "Strange Behavior" (as would be judged by those aboard the craft) will render this talent ineffective for the duration of the Session. |
Loyalty to the ship |
While aboard a Specific Voidship you gain +10% to Operate (Voidcraft) and +5% to social tests. Gain +1 Tier Trade (Voidsman). |
Master of Paperwork |
Reduce the Rarity of Imperial Equipment by 1 tier. Gain Associate (Administratum) talent. |
New Blood |
Gain Excessive Wealth (+1) and Enemy (Specific Organization). You may choose to add +1d5 to the Profit Factors available to your team instead of Excessive Wealth (+1). Work with your GM to bring the Enemy into your narrative. |
New Horizons |
Gain +1 Tier of Common Lore (Sternwald) and +1 tier of either Scholastic Lore (Astromancy) or Trade (Explorer) |
Pit Fighter |
Gain Resistance (Fear) and any improvised weapon you weild gains a bonus to damage equal to your Weapon Skill Bonus. You also gain +1d5 Insanity. |
Purity of Faith |
Gain Orthoproxy, and in order to resist any challenge to the Imperial Creed, you must pass a Willpower (-10) test. If you fail this test, you gain +1 corruption. |
Quest for knowledge |
You may spend a Fortune Point to pass any Common Lore or Scholastic Lore test with DoS equal to your Int Bonus, but take a -10% to any Social Test. |
Recidivisit |
Gain +1 tier in Forbidden Lore (any 2), but also Enemy (Ecclesiarchy) |
Replace the Weak flesh |
Cybernetics are two levels less scarce for you, but any Haywire effect you suffer causes you a level of Fatigue and to be Stunned for 1d5 Rounds. |
Savant! |
Gain +1 Tier in Logic or the Peer (Academics). Also take -3% to your Toughness characteristic. |
Scapegrace |
Gain +1 Tier in Sleight of Hand. |
Scavanger |
Gain either Unremarkable or Resistance (Fear), and either 1d5 Insanity or Corruption. |
Seeker after Truth |
Gain +1 Tier of Scholastic Lore (Any 1) |
Seen things man should not |
Gain Resistance (Fear), +1 Tier in Forbidden Lore (Any 2), and also 1d5+5 in Corruption and Insanity. |
Self-Reliant |
Reduce the Rarity of Non-Imperial Equipment by 1 Tier and unless there is an interdiction of the system or you cannot access the criminal syndicates operating in it, you can always buy these goods. Gain Enemy (Ad. Arbites). |
Stubjack |
Gain +1 Tier in Intimidate and Quick Draw Talent. Also, 1d5 Insanity. |
Suave, so Suave |
Double the bonus from any Associate, Good Reputation or Peer Talents you possess. |
Sworn to the Creed |
Gain +1 Tier in Common Lore (Ecclesiarchy) and Scholastic Lore (Ecclesiarchy) |
Tainted |
Gain +1 Tier in Forbidden Lore (Mutants) and Forbidden Lore (Heresy), but also gain +1 Malignancy. |
Tainted by the Warp |
Gain +1 Tier in Forbidden Lore (Warp) and Fearless (2) talent. Take 1d10+5 Corruption and Insanity. |
Tainted Flesh |
You start with a Mutation, roll on DH2 Core p. 292 or work with your GM. It should be awesome, but if revealed could spell your doom. |
Taste of Every Fruit |
Gain Jaded and +10% to tests relating to consuming Alcohol. Gain +1d5 Corruption. |
The Immaterium Obeys |
You may adjust the roll on the Phenomena Table by your Willpower Bonus. Psyker's only |
They know where I live⦠|
Gain the Paranoia and Lightning Reflexes talents. Gain +1d10 Insanity. |
This I Hate |
Gain Hatred (Any 1) |
Thrill of War |
Gain +1 Tier of Tactics (Any 1), Resistance (Fear) and 1d5 Insanity. |
Unspeakable Tormentor |
Gain Light Sleeper, Paranoia and Resistance (Fear). Also 10+1d5 Insanity. |
Vaunted |
Gain Jaded and Resistance (Fear), but also 5 Corruption and Insanity. |
Vengeance |
When you kill a Hated Opponent, you regain 1 Fortune Point spent this session. |
Xeno Arcanist |
Gain +1 Tier of Forbidden Lore (Xenos - Specific) |
Xenophile |
Gain Xenos Medic or Xenos Technophile for a specific race. Also gain Enemy (Ad. Mechanicus). |
Xenos Hunter |
Gain +12Tier on Scholastic Lore (Beasts), also the Leap Up Talent. Gain a number of interesting Scars that have fine stories behind them. |
Zealot |
Gain Pure Faith (Specific Cult), and 5 Insanity. If it is not a Sanctioned Imperial Cult, Gain Enemy (Ecclesiarchy) and 5 additional Insanity. |
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Ork Klans: |
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Bad Moon |
Ork Equipment costs 25% less than list price, rounding down. |
Blood Axe |
Gain +1 Tier of Common Lore (Imperium) or Stealth. |
Death Skulls |
Gain +1 Tier of Tech Use (Ork) or Sleight of hand. Also Gain Runtz (1) talent to get with a Squig or Gretchin. You also have fine blue body paint or tattoos. |
Evil Suns |
Gain +1 Tier in Operate (any 2) or Tech Use (Ork). Also a can of Red Paint. |
Goffs |
Gain +5% to starting Strength Characteristic, and also generally appear to others to be the boss ork unless a Nob is around. |
Snakebites |
Gain Reistance (Poison) and +1 Tier in Survival or Stealth. |
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Eldar |
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Guardian |
Gain +2 Tiers of Trade (any 1) and the Jaded Talent. |
Guardian Pilot |
Gain +1 tier to Operate (Skimmer, Any 1 other). You never take more than a -30% to Operate tests relating to Skimmer craft. |
Ranger |
Reroll failed Stealth Tests 1/test, and when using an Eldar Longrifle, your range modifier cannot be worse than -10% |
"Vile Pleasures |
" |
You gain the Vile Pleasure system from RT: Soul Reaver, as you move to the dark side of your race. |
Waystone of the Old Master |
You gain the Soul Stone of an old master as a mentor. Chose 1 Skill at Creation that is not Agility based. You may reroll failed tests 1/test. If your first roll did succeed, you gain +1 DoS. |
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Kroot: |
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Bold Hunter |
Gain +1 Tier in Survival, and +5% to starting BS. |
Cunning Hybrid |
Gain +1 Tier in Commerce and Charm relating to negotiation. Also +5% to Intelligence. |
Greenskin Hybrid |
Gain +10% to Starting Toughness. Also, Double starting wounds. |
Headhunter |
Automatically pass all Toughness tests relating to Poison or Toxins. Your Beak Attack loses the Primitive Quality, but gain Toxic (1) Quality. |
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Loyal Chapters: |
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Black Templar |
Gain Chapter Solo and Squad Mode Abilities |
Blood Angels |
Gain Chapter Solo and Squad Mode Abilities |
Dark Angels |
Gain Chapter Solo and Squad Mode Abilities |
Imperial Fists |
Gain Chapter Solo and Squad Mode Abilities |
Iron Hands |
Gain Chapter Solo and Squad Mode Abilities |
Raven Guard |
Gain Chapter Solo and Squad Mode Abilities |
Salamanders |
Gain Chapter Solo and Squad Mode Abilities |
Space Wolves |
Gain Chapter Solo and Squad Mode Abilities |
Storm Wardens |
Gain Chapter Solo and Squad Mode Abilities |
Ultramarines |
Gain Chapter Solo and Squad Mode Abilities |
White Scars |
Gain Chapter Solo and Squad Mode Abilities |
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Heretic Chapters: |
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Alpha Legion |
Gain Legion Solo and Squad Mode Abilities |
Black Legion |
Gain Legion Solo and Squad Mode Abilities |
Death Guard |
Gain Legion Solo and Squad Mode Abilities |
Emperor's Children |
Gain Legion Solo and Squad Mode Abilities |
Iron Warriors |
Gain Legion Solo and Squad Mode Abilities |
Night Lords |
Gain Legion Solo and Squad Mode Abilities |
Thousand Sons |
Gain Legion Solo and Squad Mode Abilities |
Word Bearers |
Gain Legion Solo and Squad Mode Abilities |
World Eaters |
Gain Legion Solo and Squad Mode Abilities |
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Skitarii |
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Skitarii |
Imperial and Omnissian equipment is 1 Tier less scarce for you. |
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