- Sight: Advanced capacity for perceiving important details and training in noticing elements that seem even a little incongruous.
- Smell: Aptitude for noting and identifying particularly distinct or unusual aromas. Some rare augmentations and genetic enhancements allow those imbued with them to track others entirely by scent alone.
- Hearing: Facility for detecting and identifying unusual sounds that stand out from local ambient ones. Greater ability to determine where a sound originated from.
- Taste: Superior ability to discern various flavours, including the signs of certain poisons and drugs.
- Touch: Capacity to feel unusual vibrations which indicate the passage of subterranean vehicles and weapon systems. Trained to discern the origin of fabrics and unusual materials by feel. Useful for detecting pickpockets.
- Psyniscience (Restricted): Psykers can be trained to use their connection to the immaterium in order to discern areas where realspace is being, or has been, disrupted due to the intrusion of the warp. This allows them to detect the presence of warp entities and even locate other psykers, so long as they draw on the empyrean to use their psychic abilities. Psyniscience requires the Psyker Talent, though prolonged exposure to warp phenomena and at the GM's discretion may allow others to take a single advance in this skill.
Awareness measures a character’s ability to notice their surroundings with all of their senses. This includes recognising when things change, but also when things seem contextually out of place due to social and environmental factors. Characters who focus on Awareness diligently hone their senses, often noting subtle changes that seem trivial to the uninitiated. This can include changes in pressure, temperature, subtle aromas, and even the patterns of a location’s environmental noise.