Foci For SkWN
The following is the official list of Foci currently in use for Skulls Without Number.
Ace Driver
If it’s got wheels or wings, you can drive it. Your background may lend itself to a particular type of transport, but your natural talent lets you operate any vehicle with an almost instinctive aptitude. These Focus benefits do not apply to servitor-based pilots or voidships, however.
Level 1: Gain Drive as a bonus skill. You have a vehicle of Rare or less Availability, and automatically succeed on Upkeep Tests to keep this single vehicle. Once per scene, as an Instant action, reroll a failed skill check related to driving or vehicle maintenance and repair.
Level 2: Gain Fix as a bonus skill. The Speed of a vehicle you drive is increased by 1 point. Once per vehicle, you can add a mod to it for free, ignoring archeotech component costs. Only you can effectively operate this mod, but it requires no Maintenance. You can change this free mod with a week of downtime.
Ace Gunner
Level 1: Gain Shoot as a bonus skill. When operating a Heavy weapon or vehicle-mounted weapon, the effect of a target vehicle or flyer’s Speed on its AC is reduced by 2 (to a minimum of 0). Assuming you are holding the ammunition required, you can reload a Heavy weapon or vehicle weapon as an On-Turn Action, rather than a Main Action. Level 2: The effect of a target vehicle or flyer’s Speed on its AC is now reduced by 3 instead of 2 (to a minimum of 0). When firing scatter weapons (such as grenades or mortars), you subtract your attack bonus from the number of meters it scatters (minimum of 0). You can fire man-portable Heavy weapons without bracing.
Alert
You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.
Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.
Level 2: You always act first in a combat round unless someone else involved is also this Alert.
Apex Predator
You have extensive experience in hunting or handling dangerous wild animals, and know how to avoid, intimidate, or kill such beasts.
Level 1: Gain Survive and Shoot as bonus skills. Once per scene as an On Turn action, force any hostile beasts in combat with the party to make a Morale check. Add half your level, rounded up, to any damage or Shock done to sub-sapient beasts.
Level 2: Once per scene, as an Instant action, force a beast you’ve hit to make a Physical saving throw at a penalty equal to your Survive or combat skill, whichever is higher. On a failure, it takes your maximum hit points in extra damage.
Armor of Contempt
Whether through uncanny reflexes, remarkable luck, cybernetic subdermal armor, or subtle psychic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.
Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up.
Level 2: Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore Power Armor.
Armsman
You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.
Level 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
Level 2: Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.
Augmentacist
Your body has been specially adapted to allow for more cybernetic implants.
Level 1: Gain Fix as a bonus skill. You gain additional System Strain equal to half your level (rounded up).
Artisan
You have remarkable gifts as a crafter and can often improvise techniques even in fields unrelated to your usual background.
Level 1: Gain Fix as a bonus skill. Your Fix skill is treated as one level higher, up to a maximum of 5, for purposes of crafting and maintaining mods. Mods you build require one fewer unit of archeotech components, down to a minimum of one. Your Fix skill is applicable to any normal crafting profession’s work, allowing you to fashion their wares without penalty.
Level 2: The first mod you add to an item requires no Maintenance. This benefit is in addition to the benefits of installing a mod in masterwork gear you build. You automatically succeed at any attempt to build masterwork gear, and once per month you can reduce a created mod’s salvage cost by one further unit, down to a minimum of zero.
Assassin
You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack.
Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife from anything less invasive than a strip search. You can draw or produce this object as an On Turn action, and your point-blank thrown or melee attacks made during a surprise round with it cannot miss the target.
Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards.
Authority
You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent magical powers or an ancient bloodline of sorcerous rule. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.
Level 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic.
Level 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers
and henchmen will not act against your interests unless under extreme pressure.
Blank
You are a blank, a person born with no connection to the Warp and an inherent resistance to psychics and Warp-spawned things. You are often regarded as odd, cold, or dirty by most normal humans. This Focus cannot be taken by Navigators or Astropaths Transcendent.
Level 1: You and all allies within twenty feet gain a +2 bonus to all saving throws against pyschic or Warp-based effects. As an On Turn action, you can feel the presence or use of psychic powers within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a psychic or warp-based effect you suffer in a day is turned into a success.
Level 2: Once per day, as an Instant action, you are simply not affected by an unwanted magical effect or supernatural ability, even if it wouldn’t normally allow a saving throw. Immunity to a persistent effect lasts for the rest of the scene.
Close Combatant
You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.
Level 1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.
Level 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.
Connected
You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.
Level 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.
Level 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.
Die Hard
You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.
Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.
Level 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.
Diplomat
You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.
Level 1: Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.
Level 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.
Gifted Chirurgeon
You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care.
Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle.
Level 2: Your curative gifts count as magical healing. You can heal 1d6+Heal skill in damage to an adjacent wounded ally as a Main Action, potentially reviving them without any lingering Frailty. Each such application of healing adds 1 System Strain to the target, and the gift cannot be used on targets already at their maximum System Strain.
Gunslinger
You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.
Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.
Level 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.
Henchkeeper
You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.
You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.
Level 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will have the combat statistics of a normal adult from their culture. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.
Level 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as 2 HD combatants from their culture. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.
Impostor
You are exceedingly skilled at presenting yourself as something you are not, including disguises, voice mimicry, and lightning-fast wardrobe changes. Some impostors rely on the acting skills of Perform, while others lean more to the nefarious tricks of Sneak.
Level 1: Gain Perform or Sneak as a bonus skill. Once per scene, reroll any failed skill check or saving throw related to maintaining an imposture or disguise. Create one false identity of no great social importance; you can flawlessly pretend to be that person, such that only extremely persuasive proof can connect you with it. You can change this identity with a week’s worth of effort in building a new one.
Level 2: You can alter your clothing and armor such that a single Main Action lets you swap between any of three chosen appearances. In addition to your original false identity, you can establish a new false identity in each city or significant community you spend at least a day in.
Ironclad Mind
Through rigorous training, or merely enough careful low-level exposure, you are less susceptible to the corruption of the Warp and its dark powers.
Level 1: Gain Pray or Know Forbidden as a bonus skill. When gaining corruption, you can make a Pray/WIS or Know Forbidden/WIS (whichever was chosen) test against Difficulty 7 + the amount of corruption gained. On a success, you gain no corruption. When removing Corruption, you lose twice as much Corruption as normal.
Lucky
Some fund of remarkable luck has preserved your life at least once in the past, and continues to give you an edge in otherwise hopeless situations. This luck does not favor the already-blessed; this Focus can only be taken by a PC with at least one attribute modifier of -1 or less.
Level 1: Gain Gamble as a bonus skill. Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. When using Gamble for skill checks, roll 3d6 and drop the lowest die.
Level 2: Once per session, in a situation of need or peril, you can trust to your luck and roll 1d6. On a 2 or more, something fortunate will happen to further your goal, provide an escape from immediate peril, or otherwise give you an advantage you need, if not immediate victory. On a 1, the situation will immediately grow much worse, as the GM sees fit.
Motorhead
Level 1: Gain Drive as a bonus skill. If your vehicle crashes or is reduced to 0 hitpoints, you negate all damage on a Physical saving throw, and gain only half damage on a failed saving throw. When rolling Drive skill checks, roll 3d6 and drop the lowest. 2. Vehicles you pilot ignore any slowing effects from difficult terrain, but not any damage it inflicts.
Level 2: Any ground-based vehicle you pilot has a base AC of 12 against ranged attacks, instead of 10. When you use the “Total Defense” action, the ground-based vehicle you pilot ignores the “Instant Vehicle Kill” rule, regardless of the weapon.
Poisoner
You are a skilled poisoner, capable of compounding toxins out of readily-available flora and minerals. It takes an hour to brew a poison, and you can keep as many doses fresh as you have levels. Blade venoms take a Main Action to apply and last for ten minutes or until a hit or Shock is inflicted, whichever comes first. Detecting poisoned food is a Wis/Notice skill check against 10, or 12 if the diner’s not a noble or otherwise normally wary of poison. One dose can poison up to a half-dozen diners.
Level 1: Gain Heal as a bonus skill. Gain a reroll on any failed saving throw versus poison. Your toxins inflict 2d6 damage plus your level on a hit or Shock, with a Physical save for half. Your incapacitating or hallucinogenic toxins do the same, but those reduced to zero hit points are simply incapacitated for an hour.
Level 2: You are immune to poison and can apply a universal antidote to any poisoned ally as a Main Action. Any attempt to detect or save against your poisons takes a penalty equal to your Heal skill. Your ingested poisons count as an Execution Attack against unsuspecting targets, with Heal used for the Physical saving throw penalty and 1d6 damage per level done on a success. Such poisons can be non-lethal at your discretion.
Polymath
You have a passing acquaintance with a vast variety of practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note that the phantom skill levels granted by this Focus don’t stack with normal skill levels or give a skill purchase discount. Only Seneschals, Navigators, or Explorators can take this Focus.
Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely.
Level 2: You treat all non-combat skills as if they were at least level-1 for purposes of skill checks.
Rider
Anyone with any level of the Survive skill can fight competently on horseback (or culturally equivalent mount) or keep their mount healthy. You have an almost supernatural bond with your steeds, however, and can push them beyond normal limits.
Level 1: Gain Survive as a bonus skill. Your steeds all count as Morale 12 in battle, use your AC if it’s higher than theirs, and can travel 50% further in a day than normal for their kind. You can intuitively communicate with riding beasts, gaining as much information from it as its intellect can convey.
Level 2: Once per scene, negate a successful attack against your steed as an Instant action. Once per scene, reroll any failed Ride skill check. You can telepathically send and receive simple warnings, thoughts, and commands to and from your steed so long as it’s within two hundred feet. You can so bond with one steed at a time, taking an hour to do so.
Sanctioned Mutant
You are one of billions of Imperial subjects deemed to have degraded from humanity and become a mutant. Your taint is not easy to hide; you bear the mark of your twisted lineage or toxic upbringing. This is both a blessing and a curse, for your mutation has granted you power, but cost you as well. Thus, you have become a Sanctioned Mutant, able to avoid the worst of legal consequences due to your usefulness.
This is an Origin Focus that must be taken at character creation.
Level 1: Choose one set of benefits from the list below to reflect your beneficial mutation. Other gifts may exist.
- You are immune to heat damage and can breathe and see through smoke without hindrance.
- You are water-adapted and can breathe water and see through it up to 120’ regardless of light. You swim at double your normal Move rate.
- Your were built to heavier or lighter gravity conditions; gain a +1 to either your Strength or Dexterity modifiers, to a maximum of +3, and a -1 penalty to the modifier of the other attribute. You ignore the penalties from High Gravity or Low Gravity, respectively.
- You are nourished by invisible radiations and need neither eat, sleep, nor breathe. You can see clearly even in the absence of any light.
Shocking Assault
You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.
Level 1: Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock.
Level 2: In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks that do Shock. As usual, regular hits never do less damage than this Shock would do on a miss.
Sniper’s Eye
You are an expert at placing a thrown knife or arrow on an unsuspecting target. These special benefits only apply when making an Execution Attack with a ranged or thrown weapon.
Level 1: Gain Shoot as a bonus skill. When making a skill check for a ranged Execution Attack or target shooting, roll 3d6 and drop the lowest die.
Level 2: You don’t miss ranged Execution Attacks. A target hit by one takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.
Soul-Bonded Psyker
In a moment of horrific trauma, you were scooped up from your world and those you loved by the Black Ships. What came next put that trauma to shame. You’ve kneeled at the feet of the Golden Throne, and soul-bonded to the Emperor himself, in a process that left most of your fellow prisoners mere husks sacrificed to the Astronomicon. This grants you better control over your psychic powers, and sanction within Imperial society. You must be an Astropath Transcendent or another psyker class to pick this focus. This is an Origin Focus, and the first level may only be taken once at character creation. The second level may be gained any time you gain Foci, and represents your character coming into the fullness of their soul-bond.
Level 1: Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.
Level 2: When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.
Soul Shield
You have been consecrated against the effects of hostile arcana or other psychic powers, either through sophisticated rituals, long training, or esoteric arcanogenetic manipulation. You may suppress these abilities to allow friendly effects to be applied, whether or not you are conscious, but you must choose to drop your defenses before the caster in question chooses what effect they
will actually cast or apply. This focus may only be taken by Missionaries.
Level 1: Once per day as an Instant action, automatically succeed on an otherwise-failed saving throw versus a magical effect. You are always aware of the presence and source of any magical effect targeted at you, even if the effect is normally imperceptible. You may not fully understand what the magic is meant to do to you, but you can detect it and its source.
Level 2: Roll twice on all saving throws to resist magical effects, taking the better result. Once per day, you can choose as an Instant action to completely resist or end a hostile magical effect that kills you, paralyzes you, reduces you to zero hit points, transforms you, or otherwise inflicts a condition you find unacceptable; you immediately lose all but one hit point when you do this, however, and cannot use this ability if you do not have at least one hit point left.
Specialist
You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a famed athlete, a brilliant scholar, or some other savant, your expertise is extremely reliable. You may take this Focus more than once for different skills.
Level 1: Gain any skill as a bonus, except for Magic, Stab, Shoot, or Punch. Roll 3d6 and drop the lowest die for all skill checks in this skill.
Level 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.
Trapmaster
You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in dungeons or the lairs of sorcerers. You know how to improvise traps with materials you easily carry.
Level 1: Gain Notice as a bonus skill. Once per scene, reroll any failed saving throw or skill check related to traps or snares. Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission.
Level 2: You know secrets for unraveling even archeotech traps or warp-tainted hazards that would normally require a specialist to dispel them. Once per scene, you can attempt to negate such stationary traps you are in contact with. If the trap was created by a creature with levels or HD less than twice your level, it is disarmed automatically. Otherwise, a contested Int/Notice or Dex/Notice check must be made against the trapmaker's skill used in the trap, and if this creature has more HD or levels than twice your level, it receives an additional +2. Ties go to you. The trap remains disarmed for 1d6 rounds.
Valiant Defender
You are a bodyguard, shieldbearer, or other gifted defender of others, accustomed to the roil of bloody battle and desperate struggle. You have an exceptional ability to shield your allies from the attacks of those who would slay them.
Level 1: Gain Stab or Punch as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even psychic attacks or bodily shield them from an area-effect explosion. Such attempts require the usual successful opposing skill check, with the assailant using their relevant psychic skill.
Level 2: The first Screen Ally skill check you make in a round is always successful. Gain +2 AC while screening someone. You can screen against foes as large as Ogryn or groxes.
Void Captain
You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must be the Lord Captain, First Officer, or the acting commander of a voidship during Voidship Combat in order to benefit from this focus.
Level 1: Gain Lead as a bonus skill. Twice in each Strategic Turn, you may grant a reroll to player character or officer making a skill test on your ship (including yourself). These rerolls cannot be granted to the same character.
Level 2: Crew Population and Morale damage from each attack is reduced by your Lead skill (to a minimum of 1.) In addition, once per combat, you may cause an automatic success on a skill test by explaining how your leadership resolves the problem.
Wayfinder
You are an expert Navigator, able to keep your third eye keen as it is assaulted by the visions of the Empyrean. You have a knack for forging new warp routes and cutting courses too dangerous for lesser Navigators. This Focus may only be taken by Navigators.
Level 1: Gain Navigate as a bonus skill. As long as the Astronomicon can be located, you locate it. For skill rolls to avoid or mitigate Warp encounters, or rolls to improve Re-Entry, roll 3d6 and drop the lowest.
Level 2: Double your Navigate skill for all Warp navigation-related skill checks. As long as you arrive On-Target during Re-Entry from the Warp, you automatically make Detailed charts if the route is chartable. Decrease the number of days in realspace per day in Warp that a Warp jump takes is reduced by your Navigate skill (to a minimum of 1.)
Well Met
You have a striking ability to charm and pacify people and creatures you’ve just met. Once they get to know you, however, their opinions are more likely to be based on experience; this Focus works only once on a target.
Level 1: Reaction rolls made by those the party meets are given a +1 bonus so long as you are present, whether or not you do the talking. Even hostile encountered beings will usually give the party a round to parley before attacking unless they’re in ambush or have a clear reason for immediate violence.
Level 2: Once per game session, when a reaction roll is made, cause the subject to be as friendly and helpful to you and your party as it’s plausibly possible for them to be. It’s up to the GM to decide why the creature becomes so; it might be mistaken about your nature, or find you hilarious, or perhaps want a favor from you and your allies.
Whirlwind Assault
You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.
Level 1: Gain Stab as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.
Level 2: The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.
Witchfinder
You’ve been trained in methods of identifying the presence of psykers and the Warp. For some witchfinders, this is a matter of natural talent, while others have been educated or consecrated to the work. Experienced witchfinders are also capable of breaking enchantments and dispelling
existing hostile psychic effects. This focus may not be taken by Astropaths Transcendent and Navigators.
Level 1: Gain Know Forbidden as a bonus skill. Warp energies are clearly visible and audible to you, both in the form of static enchantments and spells that have been cast. You can identify the general purpose of a Warp-taint or lingering psychic effect, getting a sentence worth of description of its overall intent. Only powers specifically designed to avoid detection have any chance of avoiding this notice, in which case you can make an opposed Know Forbidden/WIS versus Psychic Skill/INT skill check against the original creator to overcome the deception.
Level 2: You have a chance of being able to dispel an existing enchantment or psychic effect, provided at least part of it is within arm’s reach of you. The attempt requires a Main Action and the gaining of one System Strain. The witchfinder may then make a Know Forbidden/CHA or Know Forbidden/WIS skill check against a difficulty of 7 plus the original caster’s Psychic skill; on a failure, the witchfinder cannot attempt to dispel this effect again, while on a success, the effect is broken. Particularly vast or wide-ranging enchantments may not be susceptible to this power.
Witch-Touched
Some men and women are born with an invisible taint - they are cursed with a connection to the warp, to be a very limited form of psyker. While these people are not true psychics, these “rogue psykers” can create one limited psychic effect. Their condition is mild enough that they were never picked up by the Black Ships, but they risk ostracization or death every time they use their powers. Unless, of course, they happen to have very understanding friends on a Rogue Trader crew.
The Witch-Touched are treated as psychics, but as if they are always hiding and suppressing their powers (which they do naturally and unconsciously when not in use.) When relevant, they are treated as having one point of Effort.
Astropaths Transcendent and Navigators cannot take this Focus. This is an Origin Focus, and can only be chosen at character creation.
Level 1: Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power.
Level 2: You now have a maximum Effort of one point. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus.