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Talents

From Heresypedia

Talents are unique abilities which a character develops over the course of his training and active duty. These are advantages a character will have when performing certain actions or tasks or may unlock new actions which can be performed. Talents do not require tests to use. Unless otherwhise indicated talents are only available to a career path that specifically offers them.

Contents

[edit] Assemble Gubbins

You are an ork that is skilled at turning a pile of junk into a working piece of equipment. Some things can only be built this way.

[edit] Requirement

Skills: Tech Use (Int)

[edit] Benefit

Depending on the specialty (Weapons, Bionikks or Wheelz) you can use this to build new gear. Assemble Gubbins: Weapons allows you to build new guns or melee weapons, as well as built weapon upgrades. Assemble Gubbins: Bionikks allows you to build armor, bionikk implants or cybork bodies. Assemble Gubbins: Wheelz allows you to build vehicles such as Warbikes, Trukks or Battle Wagons.

You have to have spare parts (or Gubbins) equal to half the price (rounded down) of the equipment you are building. This process takes as many rounds to complete as the number of spare parts.

Example: To build a Shoota, which has a price of 15 teef, you have to have 7 spare parts and it would take 7 rounds to build.

Whenever you successfully build something, roll a d10 and apply the chart if applicable.

  • 1-2|Poor Quality item
  • 3-6|Average Quality item
  • 7-8|Good Quality item
  • 9-10|Best Quality item

[edit] Used By:

Mek Boy (150 XP)


[edit] Beast Herding

You are experienced in rounding up a certain type of animal or beast and forming a bond with them.

[edit] Requirement

Skills: Wrangling

Fellowship: 30

[edit] Benefit

Choose a type of animal, these range from the Fenrisian Wolves of the Space Wolf Chapter, to Kroot Hounds or even Grots and Squigs among Ork tribes. You may have one animal or beast of the specified type, or two in the case of Attack Squigs, considered your pet. The character has an intimate bond with these pets, whether it be his devoted care and affection or his demonstrated physical superiority. Other Characters or NPCs cannot befriend the pet using Wrangling.

A character with this talent doubles his intelligence for the purpose of any Wrangling tests and may choose to substitute his fellowship for his intelligence in the test as well. Additionally he is able to make Command tests at double his fellowship. These bonuses only apply to interactions with the individual pets, not the entire beast type.

It is assumed that in taking this talent the character is capable of finding and establishing a connection with the chosen beast type at the time. Rarer Beasts may need to be searched for or paid for and tamed at the GMs discretion

[edit] Emperor's Benediction

You are trained to grant a psyker the Emperor's Benediction.

[edit] Requirement

Agility 35

[edit] Benefit

Should a Psyker within a number of meters equal to your Agility bonus suffer a Perils of the Warp attack you may make a single attack with any weapon. Resolve the attack as if the Psyker was a helpless target. If this attack kills the Psyker then then the Perils of the Warp does not occur. You must choose to use this talent before the Perils of the Warp check is rolled. If the psyker is killed then the power he was attempting to use does not occur.

[edit] Used By:

Savant-Militant (100 XP), Sergeant (100 XP), Cleric (100 XP)

[edit] Fortress of Steel

Your parrying skills are unmatched. No matter how forcefully the Emperor's foes press the assault, they will find no gaps in your defense.

[edit] Requirements

Agility 45, Wall of Steel

[edit] Benefit

You may make any number of parries in a round, without spending a Reaction to do so. You may still only attempt a single parry against any one attack. This Talent replaces Wall of Steel.

[edit] Used By:

Any Acolyte or Explorer who may purchase Wall of Steel may purchase Fortress of Steel upon attaining the next highest Career Rank. The XP cost of this Talent is the cost of purchasing Wall of Steel +100 XP.

[edit] Gun Kata

Whether through training, hypno-indoctrination, or sheer talent, you are able to wield a firearm as though it were an extension of your own hand. This gives you an edge when using such weapons in close quarters.

[edit] Benefit

When using a pistol in close combat, you may choose whether to test Weapon Skill or Ballistic Skill when making an attack.

[edit] Used By:

Intelligencer (200), Free Blade / Death Adept (100), Exorcist (200), Assault Veteran (200), Lieutenant-Savant (300), Cutter / Fixer (200)

[edit] Nimble Blow

Where others use brute force to deal damage in melee, you use finesse, striking at an opponent's most vulnerable and vital spots to maximize the damage dealt.

[edit] Talent Groups

Primitive, Shock, Chain, Power, Exotic (any one)

[edit] Requirements

Weapon Skill 35

[edit] Benefit

Choose a category of melee weapons (Primitive, Shock, Chain, Power, or any single Exotic melee weapon) whose use you are trained in. When wielding one of these weapons, you may choose to apply your Agility Bonus to the weapon's damage, rather than your Strength Bonus. This Talent may not be applied to weapons with the Unwieldy quality except at the GM's discretion, as there is usually no way to wield these massive tools of destruction with anything resembling subtlety.

[edit] Used By:

Scribe (200), Regulator (100), Shadesman (100), Priest (100), Outcast (100), Electro-Priest (200)

[edit] Uncanny Evasion

You move like quicksilver, weaving effortlessly between shots and blows.

[edit] Requirements

Agility 50, Step Aside

[edit] Benefit

You may make any number of Dodges in a round, without spending a Reaction to do so. You may still only attempt a single Dodge against any one attack. This Talent replaces Step Aside.

[edit] Used By:

Any Acolyte or Explorer who may purchase Step Aside may purchase Uncanny Evasion upon attaining the next highest Career Rank. The XP cost of this Talent is the cost of purchasing Step Aside +100 XP.

[edit] Wards and Abjurements

'Avaunt thee!' Trice yelled at the oncoming monster, his hands forming a hexagrammic sign in its face. The incunabula recoiled for a moment, then spun its blades and pounced at the chief provost.

- Ravenor Returned by Dan Abnett

You know the correct words, signs and autohypnotic mental states that allow even a non-psyker to excercise their mental energies against creatures of the warp.

[edit] Requirement

Willpower 40

Scholastic Lore: Occult

[edit] Benefit

You may use a fate point to make a contested willpower roll against any warp entity or psyker within a number of meters equal to your wilpower bonus. If you succeed on the roll they are stunned for a number of rounds equal to your degree of success, minimum one.

[edit] Used By:

Scribe (200 XP), Arbitrator (200 XP), Exorcist (200 XP), Scholar Materium (100 XP)

[edit] Warp Tamer

Like the legendary Sebastien Thor himself your very presence exudes such holiness that the warp becomes calm and placid in your passing, like a savage beast soothed by celestial music.

[edit] Requirement

Willpower 50

Favoured by the Warp or Unshakeable Faith

[edit] Benefit

The navigator on any ship you occupy gains a +30 bonus on all rolls to safely navigate the warp. If you are occupying the lead ship of a fleet then all other ships recieve the same bonus. In addition, you may burn a fate point when encountering a warp phenomena to automatically cancel it.

[edit] Used By:

Scholar Empyrean (300xp), Heirophant (300xp)