Chapter 5: Talents
Talents represent special abilities that allow
characters to bend or break the rules of standard skill use, gaining bonuses in
specific situations, or performing actions that would otherwise be impossible.
Talent Prerequisites: To pick a talent from a higher
tier, you must have at least 1 talent from each of that group’s lower
tiers. Some talents may have additional prerequisites, as detailed in their
descriptions. Talents with a Roman numeral in their name, such as ‘II’, cannot
be picked unless you have a lower-tier talent of the same name.
·
Example: You want to pick the Danger
Sense talent (Combat Instincts, Tier 2). To be eligible, you must first pick a
talent from Combat Instincts, Tier 1, such as Alertness. Later, you want to
select Evasion Mastery (Combat Instincts, Tier 3), but although you do have a
Tier 2 talent from this group, you lack the prerequisite talent, Instinctive
Defense.
·
Example: To pick Combat Reflexes III, you
need Combat Reflexes II; to have Combat Reflexes II, you need Combat Reflexes I.
You must also ensure that you have an in-character reason
for having a talent. For example, if you’re playing a scholar, why would you
start with Combat Reflexes? Maybe because you were called up and served a
couple of years.
Group 1 Combat Instincts
Specializes in detecting threats, reacting quickly to
danger, and gaining the upper hand in combat through superior awareness and
reflexes.
Tier 1
Alertness
You have heightened awareness and are rarely surprised.
·
Effect: Gain Advantage on Perception checks (usually the
Vigilance skill) to avoid Surprise. Has no effect on other types of
Perception checks, including checks made during combat.
·
Notes: This talent applies regardless of
whether you are actively on the lookout for danger or merely using passive Perception.
The difficulty of the Perception check will depend on the type of action you
use, so going passive might cause you to fail.
Combat Reflexes I
Your reflexes, honed through battlefield experience, give you
an edge in combat.
·
Effect: When rolling for Initiative,
roll an additional d6, then remove the lowest die from the result.
Instinctive Reaction
You can act without thinking when caught off guard.
·
Effect: Gain a bonus
Reaction during the first round of combat. You may use this Reaction
even if you are Surprised. If you are not Surprised, you’ll have
2 Reactions during the first round of combat.
Tier 2
Combat Reflexes II
Your reflexes, honed through battlefield experience, give you
an edge in combat.
·
Effect: When rolling for Initiative,
roll an additional d6.
Danger Sense
You have developed
an instinctual ability to sense danger.
·
Effect: At the start of the first round of combat,
after rolling initiative, you may spend 1 Reaction and 3 Stamina to take
1 Minor action. You may do this whether you are Surprised or not. If multiple
combatants have this ability, resolve their actions in initiative order.
·
Example: You could use this to draw a weapon using
Fast Hands. Then, if you had a second Reaction (through Instinctive Reaction,
for example), you could do a Snapshot against an oncoming enemy.
Instinctive Defense
You instinctively move to avoid incoming attacks.
·
Effect: When you use
Reactive Defense, you may spend 5 Stamina to gain Advantage
on Dodge or Parry defense vs. one
attack. You must decide to use this talent before the attacker makes the
roll.
·
Notes: This talent obviously does not
work well with spending Edge, as both give Advantage. You are essentially
spending 5 Stamina instead of 1 Edge.
Quick Eyes
You constantly scan your surroundings, taking in minute
details with little effort.
·
Effect: You can make
Active Perception checks as Minor actions (instead of Major actions) without
incurring an increase in TN. It does not apply to social perception
(Insight).
Tier 3
Combat Reflexes III
Your reflexes, honed through battlefield experience, give you
an edge in combat.
·
Effect: When rolling for Initiative,
roll an additional d6.
·
Prerequisite: Combat
Reflexes II
Evasion Mastery
You have mastered the art of evading attacks, allowing you
to avoid danger more effectively.
·
Effect: Reduce the Stamina cost of
Instinctive Defense to 3.
·
Prerequisite: Instinctive Defense
Killer Instincts
You can react
swiftly and capitalize on surprise, dealing more damage to unsuspecting foes.
·
Effect: You have Advantage on attacks against
Surprised opponents, and your attacks against surprised foes deal +1d6
damage.
Tactical Move
You have trained to strike back swiftly when attacked
unexpectedly.
·
Effect: When using Danger
Sense, you can take 1 Move action instead of 1 Minor action.
·
Prerequisite: Danger Sense
·
Example: At the start of combat, you
could use this to move into cover before anything else happens, even if you are
surprised.
Tier 4
Combat Reflexes IV
Your reflexes, honed through battlefield experience, give you
an edge in combat.
·
Effect: When rolling for Initiative,
roll an additional d6.
·
Prerequisite: Combat
Reflexes III
Ever Ready
Your instincts are
so honed that you cannot be surprised.
·
Effect: You cannot be surprised.
·
Example: Even if shot by an unseen sniper, you’d
still get to apply your full Dodge score and act normally during the surprise
round. You would not, however, automatically act before the sniper, as that is
the action that triggers combat.
Lightning Reflexes
Your reflexes are so
quick you can react to changes around you with hardly a thought.
·
Effect: Gain 1
additional Reaction each round.
·
Example: If combined with
Instinctive Action, you’d have 3 Reactions during the first round of combat.
Reactionary Attack
You are trained to strike back swiftly when attacked
unexpectedly.
·
Effect: When using Danger
Sense, if you spend 5 Stamina (instead of 3), you can take 1 Major action
instead of Move or Minor. This effectively lets you attack even if you’re
surprised (if you aren’t, you can still do this attack and then attack again
during your normal first turn).
·
Prerequisite: Tactical Move
Tier 5
Combat Reflexes V
Your reflexes, honed through battlefield experience, give you
an edge in combat.
·
Effect: When rolling for Initiative,
roll an additional d6.
·
Prerequisite: Combat
Reflexes IV
Temporal Awareness
Your heightened perception of time allows you to act
multiple times in quick succession.
·
Effect: Spend 5 Stamina
to temporarily increase your initiative by 10 for one round.
·
Notes: This ability can
be combined with other action-granting talents, such as Reactionary Attack or
Flurry of Blows.
Ultimate Predator
Your reflexes and
instincts have reached supernatural levels.
·
Effect: You always surprise your opponents
unless they have Ever Ready or similar abilities.
Group 2 Tactical Insight
Talents in this group provide advantages through superior
planning, positioning, and battlefield command.
Tier 1
Battlefield Awareness
You constantly monitor the battlefield, gaining insights
into enemy tactics.
·
Effect: During combat,
you gain Advantage on Active Perception checks. This talent has
no effect outside of combat.
·
Notes: Alertness (Combat
Instincts, Tier 1) helps you not get Surprised. This talent lets you stay on
top of the situation during combat.
Combat Insight
Your combat experience lets you anticipate enemy actions.
·
Effect: The first attack
against you each round has Disadvantage. This does not apply if you are
surprised or unaware of the attacker.
·
Notes: Since you need to
be aware of the attack, this talent works well with talents that help you avoid
surprise and keep track of opponents.
Mobile Defense
You have embraced defense through mobility.
·
Effect: If you move at
least 6m during your turn, you gain a +2 bonus to Dodge and Parry Defense
until your next turn.
·
Notes: Don’t forget that
cover is your friend during firefights. Think of this talent as something
that’ll keep you alive of/when you have to move.
Tier 2
Cover Mastery
You have
mastered the use of cover, gaining enhanced protection from enemy fire.
·
Effect: Half cover counts
as Full cover for you (Full cover is still Full cover).
Focused Combatant
You can maintain focus even in chaotic situations.
·
Effect: When you make
a Reaction that would normally incur Disadvantage, ignore that
Disadvantage.
·
Example: If you make a
Snapshot, you’d normally have Disadvantage, but with this talent, the
Disadvantage is canceled.
Overwatch Expert
You can expertly cover a wide area of the battlefield.
·
Effect: When entering
Overwatch, you cover a wider area than you otherwise would. For example,
instead of covering a single doorway or a couple of windows, you might be able
to cover a larger section of a building. You obviously still can’t shoot at
targets you can’t see.
Tier 3
Elusive Target
You have mastered the art of avoiding incoming attacks
through precise positioning.
·
Effect: If you spent a
Move action to move at least 6 meters this round, any area attack or BF/AF
attack has Disadvantage against you until your next turn.
·
Prerequisite: Mobile
Defense
Field Commander
You can issue commands to allies, boosting their combat
effectiveness.
·
Effect: As a Minor action, grant 1 ally within 30 meters Advantage
on their next attack.
Tactical Acumen
You have a deep understanding of enemy tactics.
·
Effect: Each round, you
gain 1 bonus Minor action that can only be used for Active Perception.
·
Prerequisite: Battlefield
Awareness
Tier 4
Command Authority
Your ability to command is second to none.
·
Effect: When using Field Commander, you
may instead use a Major action to give all allies Advantage on their
next attack, provided they are all working towards the same objective (not
necessarily the same target, but it has to be the same fight).
Flawless Defense
Your defensive game is on point.
·
Effect: Increase all your Defense scores
by 1. If you spend a Reaction on an Active Defense check and succeed, you
regain that Reaction.
Master Tactician
You have developed a near-supernatural ability to anticipate
enemy movements.
·
Effect: All ranged
attacks against you have Disadvantage. This applies even if you are
surprised or unaware of the attacker, as you constantly evaluate your
surroundings for potential threats.
Tier 5
Disrupting Counter
You time your attacks perfectly to put your opponents off
balance.
·
Effect: Before an enemy you're aware of
is about to attack you, you may spend a Reaction to either make an Overwatch
attack (ranged) or an Attack of Opportunity (melee) against them. You can do
this only once per opponent per fight.
Impenetrable Defense
Your defensive abilities are so advanced that no enemy can
touch you.
·
Effect: Spend 5 Stamina
and 1 Major action. Until your next turn, you gain +10 Dodge defense against ranged attacks and +20 Dodge/Parry defense
against melee attacks.
Group 3 Weapon Mastery
Specializes in mastering weapon techniques to improve
accuracy, damage, and critical-hit potential. Characters in this group excel in
using their chosen weapons to maximum effect, both defensively and offensively.
Tier 1
Armor Piercer
You strike with pinpoint accuracy, aiming for your target’s
weak spots.
·
Effect: Reduce the target’s
PT by 2.
Fast Hands
You can swiftly draw a weapon or other piece of equipment in
one fluid motion.
·
Effect: You may reload or ready (draw) a weapon (or other piece of
easily accessible kit) as a Minor action (instead of
a Major action). This includes readying a grenade for throwing and switching
firing modes for weapons with underslung grenade launchers and the like.
Weapon Specialist
You have dedicated your training to a specific weapon type.
·
Effect: Choose a specific
weapon type (such as katana, heavy pistol, SMG, or assault cannon). You gain a bonus to damage rolls equal to your skill
specialization bonus when using the chosen weapon type.
·
Prerequisite: Skill specialization in the chosen weapon type.
Tier 2
Focused Attack
You are adept at spotting any weaknesses in your enemy’s
defense.
·
Effect: When making an
attack, you may spend 1 Minor action to reduce the target’s Dodge or Parry
defense by 2.
Vital Strike
You are trained
to aim for vital spots, increasing the chances of landing a fatal blow.
·
Effect: When attacking,
if you have Advantage, cancel that Advantage. If you hit, add +1d6 damage.
·
Notes: Using this talent
doesn’t prevent you from using other attack options, such as making an Aimed
Shot. For example, if you have Advantage and make an Aimed Shot, you now have
Disadvantage, but if you hit, you do +2d6 damage. And if you land a Solid or
Perfect hit, you’ll of course add even more dice.
Weapon Expert
You’re a certified expert with a specific type of weapon.
·
Effect: You may reroll one damage die when
using the weapon type chosen in Weapon Specialist. If you
have multiple instances of the Weapon Specialist talent, this talent applies
to all your Specialist weapons.
·
Prerequisite: Weapon Specialist
(Tier 1)
Tier 3
Critical Chain
You can deliver
devastating strikes one after another.
·
Effect: After you attack,
if you scored a Solid or Perfect hit, your next attack has Advantage.
Critical Strike
You are trained
to aim for vital spots, increasing the chances of landing a fatal blow.
·
Effect: When attacking
using Vital Strike and an Aimed Shot, you do +1d6 damage.
·
Prerequisite: Vital Strike
Power Throw
You can throw weapons or objects with great force.
·
Effect: When attacking
with a Thrown weapon, spend 1 Minor action to deal +1d6 damage. If you accept Disadvantage on the
attack, deal +2d6 damage instead.
Signature Weapon
You focus your combat training on mastering one specific
weapon.
·
Effect: Select one specific weapon model (not
just a weapon type) with the exception of unarmed or natural attacks. While
attacking with your signature weapon, you may spend 3 Stamina to remove one
instance of Disadvantage from the attack.
Tier 4
Lethal Precision
Your attacks hit with lethal precision.
·
Effect: Your Solid and
Perfect hits deal +1d6 damage (in addition to ordinary damage bonuses).
Living Armory
You are a master of all kinds of weapons and switch between
weapons effortlessly.
·
Effect: Your Signature Weapon
talent extends to either all melee weapons or all ranged weapons, and once per
turn, you may switch weapons as a Free action.
·
Requires: Signature
Weapon (Tier 3)
Weapon Mastery
You have perfected your
form with your chosen weapon.
·
Effect: You always have
Advantage with the weapon type chosen in Weapon Specialist. If you
have multiple Specialist weapons, this talent applies to all of them.
·
Prerequisite: Weapon Expert (Tier 2)
Tier 5
Paragon of Battle
You are a true master
of melee combat.
·
Effect: While making a
melee attack, you may count normal hits as Solid hits and Solid hits as Perfect
hits. There is no effect if you miss.
True Strike
Your strikes are so precise that they cannot miss.
·
Effect: Spend 1 Minor
Action and 5 Stamina to automatically score a Perfect hit with your next attack,
regardless of the target’s Defense. Armor and other abilities still apply
normally.
Group 4 Close Quarters Combat
This group specializes in melee combat, grappling, and
defending in close quarters.
Tier 1
Close Combat Specialist
You excel
in close combat, delivering swift and precise strikes.
·
Effect: You gain a bonus
to damage rolls equal to your skill specialization bonus when using the Brawl skill.
Disarming Strike
You are skilled at removing weapons from the hands of your opponents.
·
Effect: You gain Advantage on all Disarm attempts.
Duellist
You are adept at using deceptive moves to trick opponents
into leaving themselves open for an attack.
·
Effect: Spend 1 Minor action (instead of a Major action) to gain Advantage on your next melee attack if you succeed
at a Deception vs. Composure check.
Master Grappler
You have
honed your grappling skills.
·
Effect: You gain Advantage on all Grapple checks (including
counter-grapples).
Tier 2
Focused Combatant
You are trained to resist attempts to disarm or overpower you
in combat.
·
Effect: Opponents have Disadvantage
when targeting you with melee attack options such as Disarm, Feint, or
Grapple.
Knockback Strike
Your powerful strikes can send enemies flying backward.
·
Effect: If you hit with a
Smash attack, you may knock an opponent back 2 meters.
Add +2 meters for a Solid hit and +4
meters for a Perfect hit.
Power Smash
You can deliver powerful melee attacks quickly and
efficiently.
·
Effect: When you make a
Smash attack, you do not suffer Disadvantage.
Sweeping Attack
You can perform sweeping attacks that are capable of hitting
multiple opponents simultaneously.
·
Effect: When you use the
Flurry attack option, you do not suffer the -1d6 damage reduction.
Swift Assault
Your speed and precision allow you to strike quickly and
effectively.
·
Effect: Your Rush attack
requires 1 Major and 1 Move action (instead of 1 Full action), freeing up your
Minor action for additional options.
Tier 3
Counterattack
You can counterstrike after successfully defending against
an attack.
·
Effect: After defending against
a melee attack that missed by at least 5 points, you may spend 1 Reaction
to make an immediate counterattack.
Crushing Grip
Your grappling technique allows you to deal significant
damage.
·
Effect: While grappling,
you deal +2d6 damage to restrained
targets.
Fluid Movements
You move fluidly, preventing multiple enemies from effectively
ganging up on you.
·
Effect: Your enemies gain
no bonuses from outnumbering you in close combat. This talent only affects the
default effect of being outnumbered, not specific enemy talents.
Master Duelist
You excel in one-on-one combat, gaining bonuses when
fighting a single opponent.
·
Effect: Gain Advantage
on melee attacks when engaged with only
one enemy. That enemy has Disadvantage on melee attacks against you. If
you both have this talent, it cancels out.
Stunning Blows
You can deliver a devastating strike that temporarily
incapacitates or disorients their opponent.
·
Effect: On a successful Smash
attack, if the target suffers any damage, the target must make a Resilience check or become Stunned (cannot take Major actions) for one round.
Tier 4
Combat Mastery
You have reached the pinnacle of melee combat skill.
·
Effect: You gain Advantage
on all melee attacks.
Impossible Reach
You use a combination of mobility, tactics, and weapon skill
to outmaneuver your opponent.
·
Effect: You count as having Reach against
all enemies, except enemies with a Reach advantage against you, in which case
neither side has Reach.
Tier 5
Flurry of Blows
Your prowess in combat is so great you can engage multiple
opponents with ease.
·
Effect: Gain an extra Major action during each round of combat,
which can only be used for melee attacks.
·
Note: You can still get
additional Major actions from other sources, such as high initiative. So a Tier
5 Street Samurai with maxed Wired Reflexes could get 3 (or more) attacks with
his mono-katana each round!
Unstoppable Blows
Your melee attacks are so powerful that they are nearly
impossible to resist.
·
Effect: Your melee
attacks reduce the target’s PT by 8 and DR by 20. On a Solid hit, reduce DR by
30 instead, and on a Perfect hit by 40.
Group 5 Ranged Combat
Expertise
This group specializes in ranged combat.
Tier 1
Double Tap
You fire two successive shots with pinpoint accuracy.
·
Effect: When making a
regular attack with a weapon in SA mode (but not SS), you may spend 1
Minor action to do +1d6 damage. You do not expend additional ammo.
·
Notes: Ammunition is
somewhat abstracted, so semi-automatic (SA) fire doesn’t comprise one
shot only, but rather approximately three rounds fired.
Fire Discipline
You’ve learned to conserve ammunition, only firing for
effect rather than spraying and praying.
·
Effect: When using automatic
weapons, your attacks consume less ammunition (2 points for BF and 4 for AF,
instead of 3 and 6 respectively).
Sharpshooter
You are an accomplished sharpshooter.
·
Effect: When using the
Aimed Shot attack option with a weapon in SA mode, if you spend 1 additional
Minor action, you gain Advantage.
·
Notes: The gained
Advantage effectively negates the Disadvantage from Aimed Shot. Since you need
1 Major + 2 Minor actions to use Sharpshooter, you must be stationary to swap
your Move for a second Minor action unless you have high Initiative. Combining
Sharpshooter with talents like Double Tap is also possible, but you’d need 3
Minor Actions for this (remaining stationary combined with Initiative 20+ would
do the trick, for example).
Spray and Pray
You think the maximum
number of bullets is the way to go.
·
Effect: When using BF or
AF modes, you gain Advantage on your attacks, but you use more ammo than usual
(4 for BF, 8 for AF). This cannot be mitigated by Fire Discipline or
other effects that conserve ammo—the whole point is to empty your clip ASAP.
·
Notes: This talent lets
you get Advantage and extra damage when using automatic weapons, which
is a neat feature. But since you can’t double down on Advantage, this becomes
less potent if you already have Advantage.
Tier 2
Hammer the Gap
Your shots are highly effective against heavily armored
foes.
·
Effect: When making a ranged
attack, if you have Advantage, reduce the target’s PT by 3.
Gunslinger
You can draw and shoot in one lightning quick motion.
·
Effect: At the start of
combat, if you are not holding a weapon, you may declare a Quick Draw. If you
do, you may roll +1d6 for initiative, but you must use your actions to draw and
fire a pistol-type weapon on your first turn. If you do not, you must skip your
turn and reduce your initiative by 6. On later turns, if you switch weapons,
reduce your initiative by 6 at the start of the next round.
Smooth Action
You are intimately familiar with your weapons and work them
with confidence.
·
When attacking with a ranged weapon, your
Significant failures count as Marginal (so no adverse effects), and your
Catastrophic failures count as Significant (so much less harmful for you). This
talent will significantly decrease the number of jams or other gun-related
mishaps you suffer (no shooting yourself in the foot, for example).
Sniper’s Patience
Your icy calm lets you line up the perfect shot.
·
Effect: If you did not
move during your turn, your next SA or BF ranged attack (including Reaction
attacks) has Advantage. If your shot already has Advantage, the target’s DR is
reduced by 10 (reduce it by 20 instead if it was a SA attack).
·
Note: Remember that
popping over to cover to take a shot—and then covering again—counts as
movement, so to use this talent, you have to be exposed for a whole round. But
if you’re a good sniper, you’re positioned so that this isn’t a problem.
Tier 3
Bullseye
You can target weak points with incredible precision,
bypassing defenses.
·
Effect: When making an
Aimed Shot attack, on a Solid hit, ignore 5 PT; on a Perfect hit, ignore 10 PT.
Fire for Effect
You’re used to working
with automatic weapons, using their rapid-fire capabilities to devastating
effect.
·
Effect: Your ranged BF/AF
attacks do +1d6 damage (in addition to the normal bonuses), but use more ammo
than usual (4 for BF, 8 for AF). If you have the Fire Discipline talent, you
use the normal amount of ammo for that attack instead (3 and 6, respectively).
o
You can combine this with the effects of
Spray and Pray, but you use even more ammo (8/16), and Fire Discipline does
nothing for you. Furthermore, not all weapons have enough ammo to even attempt
this combo. The FAM-90, for example, has Ammo 12.
Piercing Shots
You aim for the weak spots—and know the value of some good
AP ammo.
·
Effect: Your ranged
attacks ignore 10 points of DR.
·
Note: Remember you need
to get through PT before DR becomes relevant, so the value of this talent is
making penetrating hits hurt more.
Tier 4
Kill Zone
You turn an area of the battlefield into a death trap.
·
Effect: If you use AF
mode against multiple targets, you do not incur the normal Disadvantage and
gain the +2d6 damage modifier against each target.
·
Requires: Fire for Effect
(Tier 3)
Perfect Accuracy
Your accuracy is so refined that you hardly ever miss your
target, no matter how difficult the shot.
·
Effect: Your ranged SA and BF attacks ignore cover and obstacles
(but not Defenses or special abilities).
Tier 5
Heart of the Sniper
Your understanding of anatomy and shot placement allows you
to cripple or kill with ease.
·
Effect: When making
ranged SA or BF attacks, any injuries you cause are increased by 1 level of
severity.
Storm of Fire
You fire a massive barrage of projectiles, overwhelming
their enemies with sheer firepower.
·
Effect: When attacking
with a weapon in BF or AF modes, you do +1d6 damage per hit.
·
Requires: Kill Zone of
Fire (Tier 4)
Group 6 Physical Resilience
This group encompasses toughness and resistance to damage
and environmental effects.
Tier 1
Healthy
You are rarely sick.
·
Effect: You have Advantage on active
Resilience checks to avoid or limit the effects of disease (but not other
harmful effects such as poison).
Resilient I
Your body has become hardened, reducing damage from
physical sources.
·
Effect: Gain +2 to Resilience defense
Toughness I
Your body has adapted to absorb more punishment, increasing
survivability in combat.
·
Effect: Gain +3 to maximum Health.
Tier 2
Adrenaline Surge
You can tap into an adrenaline rush, ignoring pain and
fatigue for a short while.
·
Effect: Once per Short
Rest, ignore all Fatigue as well as Initiative reductions and action
restrictions due to injuries for 1 round.
Resilient II
Your body has become hardened, reducing damage from
non-magical physical sources.
·
Effect: Gain +2 to Resilience defense
Robust
You are remarkably resistant to the harmful effects.
·
Effect: You have Advantage on all
active Grit defense checks.
·
Prerequisite: Healthy
Toughness II
Your body has adapted to absorb more punishment, increasing
survivability in combat.
·
Effect: Gain +3 to maximum Health.
Tier 3
Iron Jaw
Your physical resilience allows you to shrug off knockout
effects and stunning blows.
·
Effect: Whenever an
attack would cause you to become Unconscious or Stunned, reduce the duration of
the effect by 1, to a minimum of 0.
Resilient III
Your body has become hardened, reducing damage from
non-magical physical sources.
·
Effect: Gain +2 to Resilience defense
Toughness III
Your body has adapted to absorb more punishment, increasing
survivability in combat.
·
Effect: Gain +3 to maximum Health.
Tier 4
Tough as Nails
You’re not invulnerable—just very difficult to kill.
·
Effect: You gain DR 20. This counts as armor for DR
stacking purposes, but not against the maximum number of armors you can layer. Maximum
DR is still capped at 80.
Tier 5
True Grit
You can be taken down—but you can’t be kept down.
·
Effect: Reduce the severity of each injury you suffer by
1 step. If reduced to less than Light, you are
not injured (but still suffer damage from that attack).
Group 7 Mental Discipline
This group encompasses mental fortitude, willpower, and
determination.
Tier 1
Adroit
You have a sharp and disciplined mind.
·
Effect: You may use Intellect
instead of Cunning to determine Initiative.
Bilingual
You speak a second native language, often because your
family is multicultural.
·
Effect: You speak a
second native language. You gain IN ranks in this language.
Disciplined I
You have mastered your mental faculties, making them
difficult to manipulate.
·
Effect: Gain +2 Discipline defense.
Educated I
You are well educated.
·
Effect: Select a number
of Knowledge skills equal to your IN. You must have at least 2 ranks in the
chosen skills. Gain 1 rank in each of these skills. You may do this even if it
would raise the rank above the maximum allowed for your Tier.
Endurance I
You can carry on where others would falter.
·
Effect: Gain +4 to maximum Stamina.
Tier 2
Disciplined II
You have mastered your mental faculties, making them
difficult to manipulate.
·
Effect: Gain +2 Discipline defense.
Dogmatic
You have a closed mind. You have a hard time accepting
knowledge that conflicts with your biases or interacting with people who
disagree with your worldview.
·
Effect: You have Advantage on all
active Will defense checks. You suffer a -1 penalty to all Knowledge checks
where the information contradicts your viewpoints, and a -1 penalty to Social
checks when interacting with people who do not share your worldview.
Educated II
You are well educated.
·
Effect: Select a number
of Knowledge skills equal to your IN. You must have at least 4 ranks in the
chosen skills. Gain 1 rank in each of these skills. You may do this even if it
would raise the rank above the maximum allowed for your Tier.
Endurance II
You can carry on where others would falter.
·
Effect: Gain +4 to maximum Stamina.
Inquisitive Mind
Your mind is always searching for clues and connections.
·
Effect: You have Advantage on
Investigation checks.
Polygot
You are well-versed in a variety of languages.
·
Effect: You have Advantage on all Language checks.
·
Prerequisite: At least 3
languages at rank 5+
Second Wind
You can recover lost stamina in the midst of battle.
·
Effect: Once per Short Rest, when in combat, recover 3
Stamina as a Minor action or 5 Stamina as a Major action.
Tier 3
Disciplined III
You have mastered your mental faculties, making them
difficult to manipulate.
·
Effect: Gain +2 Discipline defense.
Educated III
You are well educated.
·
Effect: Select a number
of Knowledge skills equal to your IN. You must have at least 6 ranks in the
chosen skills. Gain 1 rank in each of these skills. You may do this even if it
would raise the rank above the maximum allowed for your Tier.
Endurance III
You can carry on where others would falter.
·
Effect: Gain +4 to maximum Stamina.
Steadfast
You fight harder when the odds are against you.
·
Effect: Gain Advantage on all checks when facing overwhelming
odds (more than 2 to 1 or just hopelessly outclassed in some other way).
Tier 4
Fearless
You are utterly immune to fear.
·
Effect: Gain immunity to all fear-based effects.
·
Notes: Being fearless is
mostly a good thing—until it makes you overconfident and gets you killed.
Tier 5
Terrifying
Your mere presence makes your enemies cover in fear or run
away.
·
Effect: You cause fear
in creatures that oppose you.
Group 8 Social Composure
Specializes in social interaction, leadership, and sense of
self.
Tier 1
Attractive I
You are physically attractive.
·
Effect: Reduce the TN of Charm checks by
2 if the other party is attracted to your type.
·
Note: This talent can only be purchased
during character creation.
Composed I
You have mastered your emotions, making you difficult to
manipulate.
·
Effect: Gain +2 Composure defense.
Brute
You can send street scum scurrying with but a glance.
·
Effect: You may substitute
ST for PR when making Coercion checks.
Diplomat
You are able to see both sides of the argument—and use logic
to sway others to your point of view.
·
Effect: You may substitute
IN for PR when making Negotiation checks.
Drill Instructor
You’re a natural at teaching military proficiencies.
·
Effect: Gain Advantage on Instruction checks
in a military context.
Empathic
You have a keen ability to read emotions but your emotions
are also easy to read.
·
Effect: Gain Advantage on
Insight checks, but others have
Advantage on their Insight checks against you.
Social Status I
You have a degree of social privilege, often from belonging
to the upper class, but it could also be things like fame or military rank.
At Tier 1, you belong to the upper class, but only barely so. You might be the younger
child of a noble family or someone otherwise highly placed in society. Tier 2
and Tier 3 represent correspondingly higher degrees of social status. At Tier
3, for example, you might be directly related to the King or other hereditary
ruler (or dictator) of a nation.
·
Effect: Gain Advantage on
Charm and Negotiation checks when interacting with members of your own and lower social classes.
Tier 2
Attractive II
You are physically attractive.
·
Effect: Reduce the TN of Charm checks by
2 if the other party is attracted to your type.
·
Note: This talent can only be purchased
during character creation.
Charismatic
You are unusually charismatic.
·
Effect: Gain a +1 bonus
on all Social skill checks.
Composed II
You have mastered your emotions, making you difficult to
manipulate.
·
Effect: Gain +2 Composure defense.
Jaded
You are not easily impressed or moved, and may come across
as aloof or disinterested in social settings.
·
Effect: You have Advantage on all
active Poise defense checks, but suffer a -1 penalty to all Social checks.
Manipulator
You lie and manipulate without second thought.
·
Effect: Gain Advantage on
Deception checks but Disadvantage on Leadership checks. You also tend to get in trouble when interacting with the
same persons over time, as they get tired of your toxic behavior.
Natural Leader
You can easily inspire or influence allies.
·
Effect: Gain Advantage on
Leadership checks.
Social Status II
You have a degree of social privilege, often from belonging
to the upper class, but it could also be things like fame or military rank.
·
Effect: Gain Advantage on
Charm and Negotiation checks when interacting with members of your own and lower social classes.
Stage Presence
You belong on a stage.
·
Effect: Gain Advantage on
Performance checks.
Tier 3
Attractive III
You are physically attractive.
·
Effect: Reduce the TN of Charm checks by
2 if the other party is attracted to your type.
·
Note: This talent can only be purchased
during character creation. Since you normally cannot purchase Tier 3 talents
during character creation, this talent requires special permission from the GM
to acquire.
Commanding Presence
You can easily command or influence groups of people.
·
Effect: While performing
a Social check, if you have Advantage, you may affect a number of targets equal
to your Presence (without any increase in TN).
·
Enables: Master Orator
(Tier 4)
Composed III
You have mastered your emotions, making you difficult to
manipulate.
·
Effect: Gain +2 Composure defense.
One With Self
You know who and what you are.
·
Effect: Anyone trying to use a Social
skill on you has Disadvantage.
Social Status III
You have a degree of social privilege, often from belonging
to the upper class, but it could also be things like fame or military rank.
·
Effect: Gain Advantage on
Charm and Negotiation checks when interacting with members of your own and lower social classes.
Tier 4
Master Orator
Your presence can sway public opinion or influence large
crowds.
·
Effect: When using Commanding Presence,
you can affect up to 5 times your Presence targets (without any increase in
TN).
·
Requires: Commanding Presence (Tier 3)
Tier 5
Indomitable
You cannot be swayed.
·
Effect: You are immune to the effects of
Social skills. You can still choose to go along with whatever, but you are
never tricked, charmed, intimidated, or otherwise affected.
