Combat:
Melee [T]: 40. You are very close to the level of an expert in direct combat. Difficulty of Combat Checks somewhat reduced from greater understanding of direct combat.
Ranged: 15. Ah, that's what the safety's for. Malus to ranged combat from lack of understanding of firearms reduced.
Stealth: 15. Oh, to keep from alerting the rest of the army and bringing it down on your head. Okay, but... wouldn't that let you kill off their bodyguards, the best troops in the army? Malus to assassination kills reduced.
Tactics:
Preparation: 15. You have learned the importance of preparation when planning anything, especially battle. Traps may now be set, though only the poorest of commanders would fall into them. Malus to dealing with surprises and traps reduced.
Cleverness: 15. You've learned how to incorporate your previous experiences into your plans when making things up as you go. Malus to actions without a plan, or going off-rails reduced.
Trickery: 15. You've learned the why of tricking others, minimizing harm to you and yours while maximizing theirs, and the basics of accomplishing it. Malus to attempts to trick others reduced. Malus to others attempts to trick you.
Evasion:
Lying: 15. You recognize that there are those you simply can't be sure of either way, and information too dangerous to allow the possibility of falling into the wrong hands. How to make Void munitions, for example, as it can get the planet destroyed if it goes wrong. You still have trouble with the whole 'telling untruths' thing, but you won't simply tell people the answer to a question if you have reason to doubt them. Malus to Intrigue actions reduced.
Dodging: 15. You can dodge projectiles and/or strikes, but it's more instinctive than planned. This can be a good thing if you don't have time to consciously react, but it makes planning a fight even more difficult since you can't even guarantee your own position. Malus to Combat Checks reduced.
Trickery: 15. You can manipulate some people into harming themselves or their causes without them realizing, as well as hide small objects on your person, though someone who's really looking will see through your efforts. Similarly, your disguises are downright crude compared to the experts in the Witch Hunters. Malus to attempts at hiding small objects and disguising your intentions or even yourself reduced.
Speech:
Persuasion: 70. You can convince even the most fanatical of people of your viewpoint with some reliability. Even the greatest fanatics can be persuaded of your views being correct fairly easily considering their mindset.
Diplomacy: 70. Compromising between two groups of howling fanatics is more than just possible for you. Compromises you broker will stick even if the governing body is entirely replaced, unless via mass executions carried out at your order.
Intimidation: 70. You are absolutely terrifying when you want to be, despite seeming like a peaceful giant under most circumstances. Only die-hard fanatics, rallying around some kind of champion, will avoid a massive morale debuff when fighting you and will probably break immediately upon losing their champion.
Perception:
Objects: 15. You can tell the difference between objects that are of the same type, but with minor differences. Different types of guns or brands of a food, for example. Malus to examination of objects and logistics-related Skill Checks reduced.
People: 15. Ah, you can recognize a person reliably, being able to tell the difference between them and all but the most lifelike of simulacrums. Malus to detection rolls reduced. Malus to diplomacy from accidental ignorance of diplomats reduced.
Environment: 15. You are now as perceptive as the average person when it comes to the world around you, which is especially helpful with your superior senses. Malus to detection rolls reduced. Malus to acting as field commander reduced.
Medicine:
Surgery: 30. You can now perform most surgeries (removing small organs such as the appendix, implanting replacement organs) on your fellow man. Malus to extrication and/or implantation of pre-existing organs removed. Less likely to cause damage in the process.
Narcotics: 15. You know most of the common poisons on the planet, and the best ways to deal with them. Chance of misdiagnosing a poison or drug and harming your subject reduced. Increased effectiveness of attempts to cure common poisons.
First-Aid: 15. You know the common practices for halting loss of blood, binding wounds, tourniquets, and the use of rubbing alcohol to prevent infection. Chance of those with injuries dying under your watch reduced.
Forging:
Weapons: 15. You know how to make small, crude weapons, though with your powers, you can do it anywhere by providing the rapid heating and cooling necessary. Malus to crafting weapons reduced.
Armor: 15. You can craft simple pieces of armor, though they compare favorably only to Orkish attempts at the same. Malus to crafting armor reduced.
Gear: 15. You can now craft simple, somewhat ugly pieces of equipment not intended for direct combat. Malus to crafting of various bits and bobs, from rings to tools, reduced.
Electronics:
Security: 15. You have learned how to defend against hacking attempts (as well as what hacking means) and can even attempt it yourself, though you rely more on you accelerated processing than skill at this point. Malus to hacking, both offensively and defensively, reduced.
Wiring: 15. You can identify common problems, and aren't stumped if turning the device off and on again doesn't work, and you know their common weak points. Malus to attempts to break or repair broken electronics reduced.
Programming: 15. Turns out it's a little more complicated than that, but you've got the basics down. Malus to building or destroying digital infrastructure reduced.
Explosives:
General: 15. You know the basics of using explosives, such as the pin on the grenade generally requiring pulling before you throw it. Unless it's on fire, in which case, run like hell if you can't put it out. Malus to use of explosives and prevention of their going off when you don't want them to reduced.
Extravagant: 15. You have learned the basics of using Void munitions, which are actually a lot like regular munitions other than their effects and the extra safety precautions taken by sane human beings (you know, pretty much everybody who isn't possessed or corrupted) when using them. Malus to use and dealing with Void munitions, landmines, explosives on a timer, etc, reduced.
Preparation: 15. You know how to safely make grenades, provided you have the proper materials, or somewhat less safely create a makeshift one if you have no other option. Malus to creation of small explosives removed. Malus to creation of large or complicated explosives reduced. Makeshift small explosives probably won't explode as you make them.
Education:
General [T]: 105. You have eclipsed experts in their own fields, and all but the most genius of researchers won't know as much as you do. Enormously large Bonus to Invention, Explosives, Medicine, Electronics, etc. from deeper understanding of background knowledge.
Culture: 100. You have a knowledge of xenos culture comprehensive enough to discern everything about cultures you've never encountered before. Malus to diplomacy with cultures you are unfamiliar with removed.
Esoteric [T]: 100. You have a comprehensive understanding of the Warp, or as it was once called, the Realm of Souls. Enormously Large bonus to Psyker Skill Checks.
Psyker:
Manipulation [T]: 80. You are able to fine-tune your body and those around you to an impressive degree. +40 modifier to yourself in combat, and +20 to allies within 100 meters.
Willpower [T]: 60. You have begun turning your mind into the equivalent of a fortress, and can root around in the minds of non-psykers as you please, though minor psykers may notice the intrusion. Large bonus to attempts at mind-reading/domination, and to defending against such attempts. Daemons will find your soul extremely difficult to take by force, and almost as hard to slide past your defenses.
Esoteric: 60. You have learned the best ways to disrupt rituals, and can casually close small rifts to force Warp Horrors out of those they possess. You can reliably predict events 30 seconds into the future, and get the occasional flash of events up to four hours hence. +30 to combat checks. Can disrupt even large-scale rituals alone with reliability.
Invention:
Necessity: 30. You can create moderately complex tools from random junk lying around a home. Moderately complex traps may be constructed. Surprise Malus removed.
Practicality: 30. You can substitute materials you lack with vaguely similar materials when building something. Malus to building without proper materials removed.
Extravagance: 30. You understand that using more resources can be beneficial, and do so efficiently. You may double a creation's specs for 2.5 times the cost, triple them for 7 times the cost, or quadruple them for 20 times the cost.