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NEW SKILLS/ PACKAGES/ TALENTS
Witch Hunter (New Elite Advance Package)
You have been trained in the dangerous business of dealing with rogue psykers.
This may be because you despise witches, or because you believe the weak-willed and heretic psychics must be separated from the faithful.
(Hatred talents do not stack, and two versions are included in the package to reflect differing mindsets of those who take it.)
Restrictions: GM Permission
Prequisites: None
Advance Cost: 400 XP
Effects:
Gain the following skills: Forbidden Lore: Inquisition, Forbidden Lore: Ordo Hereticus, Forbidden Lore: Psykers
Additionally, you may now take advances from the following chart.
| Advance | Cost |
| Suffer Not the Witch | 100 XP |
| Forbidden Lore: Psyker: +10 | 100 XP |
| Forbidden Lore: Psyker: +20 | 100 XP |
| Forbidden Lore: Inquisition +10 | 200 XP |
| Forbidden Lore: Ordo Hereticus + 10 | 100 XP |
| Forbidden Lore: Ordo Hereticus + 20 | 100 XP |
| Forbidden Lore: Daemonology | 300 XP |
| Resistance: Psychic Powers | 100 XP |
| Hatred (Psykers) | 100 XP |
| Hatred (Rogue Psykers) | 100 XP |
| Peer (Ordo Hereticus) | 200 XP |
Suffer Not The Witch (New Talent)
You are experienced in dealing with witches, rogue psykers, and other malicious users of psychic powers,
or have reflexes particularly attuned to the disturbance of certain psychic attacks with corporeal effects.
You may use your reaction to attempt a Dodge against any of the following psychic powers, as though they were a ranged attack:
Bio-Lightning, Fire Bolt, Holocaust, Force Bolt, Force Barrage. Use the rules on pg. 193 for resolving dodges against area attacks and multiple hits.
Cost and availability:
| Career | Rank | Cost |
| Adept | Lexographer | 200 XP |
| Arbites | Arbitrator | 200 XP |
| Assassin | Assassin at Marque | 100 XP |
| Cleric | Cleric | 100 XP |
| Guardsman | Shock Trooper | 200 XP |
| Imperial Psyker | Neonate | 100 XP |
| Scum | Fixer | 200 XP |
| Tech-Priest | Tech-Priest | 200 XP |
| Sororitas | Constantia | 200 XP |
Spook Fiend (New Elite Advance Package)
An addiction to spook is a good way to become destitute and crazy. However, certain people develop an affinity for the drug, awakening a small connection to the warp through repeated use of the psychoactive drug. Often, these people are latent psykers, many of such minute potential that they could never manifest powers without the drug's assistance. But others are simply touched by the warp or by insanity, and while they may harness these forces to gain better results from the drug, their addiction is sure to continue the downward spiral.
Restrictions: Psykers are barred from taking this Elite Advance Package. Must either be Void Born, or have at least 2 Corruption Points and 2 Insanity Points before taking the package.
Advance Cost: 200 XP
Effects:
Gain 1 Corruption Point.
Shady Connections: You are not just some rich noble dallying with proscribed substances for a thrill. You have a particular nose for spook, and know enough about the drug to haggle for the best price. You may purchase spook for 100 thrones per dose, but are still subject to the normal effects of availability.
Spook Addict: You need to indulge your habit at least once every 2 weeks. If you do not, make a WP test to avoid rolling on the mental Trauma table (pg 235). The Trauma roll will be at a cumulative +10 for every additional week you go without taking a dose of spook.
Attuned: Spook affects you to a greater degree than a casual user. The test to avoid being overwhelmed by visions of the warp is Easy (+30). If you make this check by one or more degree of success, you treat the Psyniscience skill as a Basic skill as long as you are under the effects of the drug. If you make this check by three or more degrees of success, you gain 2 psychic powers instead of one. Roll twice on the Random Psychic Powers table.
Warp-Touched: You manifest your psychic powers in a manner similar to a psyker, although you are not as open a conduit to the warp as a real psyker. Use the following rules to manifest rather than the rules on page 149: You roll 1d10 + your WP bonus and compare it to the power's threshold, as if you had Psy Rating 1. A roll of 9 will trigger Psychic Phenomena, but if the Result is Perils, re-roll. If you roll Perils again, the result stands. Manifesting takes the time indicated by the power's Focus Time. You may not attempt Invocation unless you have the skill, but if you spend an additional round concentrating before rolling, you may add +2 to the roll.
The Path to Madness: On a failed roll to control the effects of spook, you gain 2 Insanity Points. Additionally, you must make a WP test or gain 1 Corruption Point. This result replaces the usual result (1d5 Insanity Points) on page 149.
Gateway Drug (New Elite Advance Package)
Sometimes, due to latent ability or ...other circumstances... some people are capable of awakening limited psychic potential while under the effects of Spook.
Restrictions: Psykers are barred from taking this Elite Advance Package.
Prequisites: Spook Fiend
Advance Cost: 200 XP
Effects:
Gain the Psyniscience Skill and the Talent Psy Rating 1.
Spook now lasts for 1d10 hours. The effects below replace the normal effects and those of Spook Fiend.
Additionally, you may now take advances from the following chart.
These advances (but not those that come with the package) are active ONLY while you are under the effects of Spook.
The last column is the Career Rank you must be to purchase the advance on the table.
You may not purchase an advance from this chart before you reach the minimum required rank in your career.
| Advance | Cost | Minimum Rank |
| Psy Rating 2 | 100 XP | 3 |
| Power Well | 100 XP | 3 |
| Psy Rating 3 | 100 XP | 5 |
| Minor Psychic Power | 100 XP | 5 |
| Major Psychic Power | 200 XP | 6 |
| Invocation | 100 XP | 6 |
| Power Well | 100 XP | 7 |
| Major Psychic Power | 100 XP | 8 |
And the warp gazed back...

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