Talents - Mental Related

Name Tier Pre-reqs Benefits
Cold Hearted 1 You take +1 Insanity Point at the time of purchase, but are thereafter immune to mundane seduction attempts, and charm tests against you take a -10% penalty
Jaded 1 WP 40, Insanity 20+ Mundane events do not force Fear Tests or Insanity Points.
Orthoproxy 1 Tests to resist Mind Control or Interrogation gain +20%
Psychic Power * 1 May take 1 Psychic Power Costs Vary, see Psychic Rules Section of Core book. AP Cost is: listed elsewhere in the psychic section.
Warp Sense 1 Psy Rating, Psyniscience, Per 30 Psyniscience Tests are a Free Action or Passive as required.
Abhor the witch 2 Adeptus Astartes Reduce your Total Fortune by 1 to gain Resistance (Psychic Powers) for the duration of the mission, or spend 1 Fortune per Encounter to gain Resistance (Psychic Powers) for that encounter only. This does not permanently reduce your Fate poitnts.
Child of the Warp 2 Psy Rating 1+ When Pushing gain +1 to Max Power Rating bonus, and gain a persistent Warp Based effect (BC core p. 121).
Corpus Conversion 2 Psy Rating 1+, Human Trade 1d10 temporary Toughness damage and 1 corruption to gain +1 PR on a Psychic Power.
Dark Soul 2 Jaded, Cold hearted Gain 5 Insanity points on Purchasing this talent, but you no longer take a penalty to Malignancy tests.
Deny the Witch 2 Willpower 35, Resistance (Psychic) When evading Psychic Attacks using Agility, you may substitute your Willpower instead.
Mental Rage 2 Will 40+, Psy Rating 3+, Frenzy, Strong Minded While Frenzied you may use Psychic Powers, as long as: The power does not have Concentration as subtype.
Strong Minded 2 Will 45, Resistance (Psychic Powers) Once per test you may immediately reroll a failed test to resist a Psychic Power.
Unshakeable Faith 2 Pure Faith, Resistance (Fear) Once per test you may immediately reroll a failed Willpower test to resist Fear
Warp Conduit 2 Psy Rating 3+, Strong Minded, Will 50 Spend a Fate Point to add 1d5 to Psy Rating for a power (which may be sustained at the same level), but you must roll on the Psychic Phenomina table with a +30 modifier.
Adamantium Faith 3 Unshakeable Faith Remove Willpower Bonus Degrees from Failed Willpower Test vs. Fear or Pinning
Bastion of Iron Will 3 Psy Rating 5+, Strong Minded Add 5% x Psy Rating to any opposed Psychic Powers check.
Blasphemous Incant. 3 Psy Rating 2+ Add 1/2 action to Psychic Power Manifestation time, gain +1 PR to power. You need to test Channeling as usual, and if you need to roll on the Psychic Phenomina Table you gain a +10% modifier.
Favored by the Warp 3 WP 35, Warp Conduit, Dark Soul Once per check on the Psychic Phenomina table you may reroll the check, but must accept the second roll. This does not carry over onto the Perils of the Warp table.
Mental Maze 3 Psy Rating 3+, Strong Minded When you perform an Opposed Test for a Psychic Power you may choose to spend a Fate Point to gain half of your Intelligence Bonus in bonus Degrees of Success. This may convert a failure into a success.
Mindtrap Maze 3 Mental Maze When performing an Opposed test against a Psychic Power gain half your Intelligence Bonus degrees of success. You may spend a Fate Point to gain your full Intelligence Bonus in bonus degrees of success. If you win the test your opponener takes 1 level of Fatigue.
Pure Faith * 3 Corruption less than 10 to enter, anything thereafter…. Immune to Demonic Presence, Spend fate to ignore Fear, insanity, corruption for Encounter, Burn Fate to avoid a demonic attack or psychic power after the result of the blow/effect is tabulated (it’s a miracle!).
Rite of Sanctioning 3 Psy Rating 1+, Pure Faith (God Emperor of Man) Choose 1 psychic Phenomina on chart other than Perils, Replace rolled value with that one, unless you pushed….
Sacrifice 3 Psy Rating 3+, Pure Faith (Any Chaos) You may expend the life of a living creature to gain a bonus to the PR of the power you are using, without taking a penalty or bonus to the Focus test. For a living, sentient creature you can add 1d5 PR to power manifest for a number of minutes equal to the maximum wounds of the creature sacrificed. You gain 1 corruption as a result that cannot be avoided by any other rule.
Shield of Piety 3 Unshakeable Faith As a reaction to taking Corruption or Insanity, you may spend a Fate Point to reduce this amount by Willpower Bonus, to a minimum of 0. You may choose Either Corruption or Insanity, but may not split the value.
Warp Affinity 3 Psy Rating 5+, Warp Conduit You may spend a Fortune point to add PR equal to you Willpower Bonus to a Psychic Power. This value does not add a penalty or bonus to the Focus test as normally would occur.
Warp Banisher 3 Resistance (Psychic Powers), Mental Maze After winning an Opposed test against a Psychic Power, you may spend a Fortune Point to prevent the opposing Psyker from using Psychic Powers for a number of turns equal to the Degrees of Success by which you won the opposed test. Against a creature with Warp Instability this generate an Instability test.
Warp Lock 3 Psy Rating 5+, Strong Minded Once per Encounter you may ignore the result on a Psychic Phenmonina Test by taking Energy damage equal to the 10's value of the roll, which by passes Armor and Toughness. You must also pass a Toughness Test or be Stunned for 1 Round. This may be used to avoid moving up to the Perils table. Example: if you roll a 73 on the Phenomina test you would take 7 Energy Damage.
Navigator At Character Creation Only You are a Navigator. A sanctioned Mutant with a third Eye.
Psy Rating * Gain Psy Rating +1 at New rating x 2 Advancement Points
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Haec lingua est etiam, ut est in mensa munus.A11A2:D30A1:D30D27A22:D30"

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