Where Characteristics represent your raw potential, Skills represent a level of expertise and training in a particular area, such as climbing, using a gun, or forbidden knowledge. Each Skill is associated with a Characteristic, which is noted in parentheses in the Skill’s description on the following pages. As you gain XP, you can purchase Advances to increase the odds of success with that Skill, or learn Specialisations to reflect your expertise with a specific aspect of a broader skill.
Advances
Your aptitude with a Skill is determined by the associated Characteristic plus any Advances you have in the Skill. Each Advance grants +5 to Tests made with the Skill. You can have a maximum of 4 Advances in each Skill and each Specialisation (see below). Your Skills and Advances are noted on your character sheet.
Specialisations
Each Skill represents a broad range of knowledge and understanding, but you can only go so far before your ability plateaus — at most you can have four Advances in any Skill, for a total bonus of +20. You might be a good all-around athlete, but eventually you will need to focus on an area of expertise, such as climbing, swimming, or strength. Specialisations represent this focus and more directed application of a Skill. Advances in a Specialisation are cumulative with the Advances in the parent Skill.
Each Skill in this chapter includes a number of Specialisations. You do not need to have the maximum Advances in a Skill before purchasing a Specialisation, though it may be more beneficial to do so. The Specialisations section of the character sheet provides space to note down your Specialisations and any Advances you have acquired.
New Specialisations
The Specialisations in this chapter cover many of the most common Specialisations for each Skill, but the list is not exhaustive. If there is a Specialisation that you feel is important for your character that isn’t covered here, speak with your GM about creating a new Specialisation. Likewise, if the GM feels there is a Specialisation that will be important during the campaign, they may add new Specialisations. Future supplements will also add new Specialisations.
Keep in mind that Specialisations are a way to do just that — specialise. It should not be too broad and should be easily tied to an existing Skill. By looking at the existing Specialisations and working with your GM and other players, you should have no trouble creating an appropriate Specialisation for your character.
Restricted Skills
Characters may learn any new Skill or Specialisation where that makes sense — for example, a character who has been firing a pistol in combat should be allowed to spend their XP on the Ranged (Pistols) Specialisation if they wish. On the other hand, the opportunities to learn Navigation (Void) are few and far between, and the GM should rule if it is appropriate for a character to learn this Specialisation, as very few outside the Navis Imperialis or Rogue Trader dynasties know anything of commanding a voidship.
Some Skills and Specialisations are quite literally restricted, however. They may require a certain event in your history to have occurred, such as being touched by the Warp; or their study or practice may be considered heretical. To use these Skills and Specialisations, you must meet the requirements listed. This typically means having a certain Origin or Faction, or purchasing the requisite Talent. The GM may waive these requirements at their discretion, but this should be agreed before play begins.