Talents List

Talents

Talents are special advances that you can purchase for your character. Talents offer your character new options or benefits in certain contexts. They could give you new combat options, improve tests with certain skills, improve some of your foundational abilities and more. They're highly useful, and will form a large bulk of what makes your character powerful and unique.

Talents may only be taken once unless otherwise specified in the effect. Furthermore many talents have prerequisites- conditions that you have to satisfy in order to purchase the talent. This could be skill levels, scores or other talents.

Skill Talents

Name Subname Prerequisites Aptitudes Effect
Speciality Skill Skill Level 3 The same aptitudes as the skill Select a skill in which you possess three ranks. You unlock a Bonus Rank in that skill and immediately fill it with a Focus of your choice. You can take this talent twice.

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Melee Talents

Name Subname Prerequisites Aptitudes Effect
Core Melee Talents
Berserk Charge - 1 Rank in Melee Might, Melee You gain an extra advantage as part of charge attacks.
Crushing Blow X 2 Ranks in Melee, Might 60 Melee You add +1 damage to all melee attacks. You can purchase this a number of times equal to your Might bonus.
Battlemaster - 3 Ranks in Melee, Might 65 Melee Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Blade Dancer - 3 Ranks in Melee, Might 65 Finesse Melee weapons now no longer suffer off-hand penalties for being wielded in your off-hand.
Defensive and Support Fighting Theme
Counter Attack - Parry Focus Might, Defense Whenever an enemy attacks you in melee and you successfully parry or dodge it, you may make a Chance Attack against them. This still counts toward the Chance Attack limit.
Disarm - Counter-Attack, Melee 60 Finesse When making a Called Attack or Counter Attack, you can choose to forego damage and wounding. If you win the test, you knock a weapon that is held or floating away a number of squares equal to your DoS. If the Dos exceeds the enemy's MB, then you can take the weapon off them.
Guardian - Parry Focus Might, Defense Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, although you it has to be an attack you can parry in the first place. Furthermore, when using the 'Protect' action, you can designate which of your body parts the attack hits.
Space Defender - Guardian, Melee 45 Defense Enemies who pass within range of your melee weapon without attacking or engaging you grant you an instant chance attack on them. If you inflict a wound, the target is stopped in its tracks adjacent to you.
Swordwall - Guardian, Melee 65 Defense You gain an extra advantage to Parry tests when parrying with a weapon with the Parry or Defensive Feature.
Double Team - 1 Rank in Melee Melee, Resolve Whenever you gain an Advantage from outnumbering an enemy, you gain one extra.
Unarmed Fighting/Grappling Theme
Wrestler - Natural Focus, Might 60 Melee You may reroll and take the preferred result the following tests: when others test against you to act when grappled; when you test against grapplers to act without interference.
Bully - Natural Focus Might, Melee Whenever you win a grappling test, you count as having successfully Pushed them as well, with you being free to follow them (and thus maintain the grapple).
Curbstomp - Bully, Might 45 Melee When grappling a prone target, you gain two advantages to all attack and evasion tests against that target.
Suplex - Bully, Might 65, Physique 45 Melee Whenever you successfully initiate a grapple, you may also count it as a successful Knockdown. This can be used at the same time as Bully, allowing you to push, grapple and knockdown a target all at the same time.
Unarmed Warrior - Natural Focus Might, Melee Your natural attacks deal +1 damage and no longer count as unarmed.
Unarmed Master - Unarmed Warrior, Might 65, Physique 45 Melee Your natural attacks deal an extra +1 damage (for a total of +2) and no longer take any penalty from the Small Feature.
One-Handed/Speed Theme
Kidney Sticker - One-Handed Focus Might, Melee You take one less Disadvantage with melee Called Attacks.
Dirty Fighting - Kidney Sticker, Melee 65 Melee Whenever you inflict an injury on a target with a Small or Unarmed attack, you inflict an extra injury point.
Swift Attack - One-Handed focus Might, Melee Attacks with one-handed melee weapons against enemies with a lower initiative than you reduce their Combo value by 1.
Lightning Attack - Swift Attack, Melee 65, Grace 45 Melee Fast Attacks with one-handed melee weapons add your MB to attacks against enemies with a lower initiative than you.
Two-Handed/Damage Theme
Leverage - Two-Handed focus Might, Melee You gain +1 square of range and Threat (+1) with two-handed weapons.
Reaper Swing - Leverage, Melee 65 Melee All of your Strong Attacks gain the Cleaving Quality.
Piercing Lunge - Two-Handed Focus, Melee 60 Melee When making a Strong Attack, you can choose to do a Piercing Lunge. Your attack gains the Penetrating Feature. You cannot oppose any attacks until the start of your next turn (although you can resist ailments and conditions).
Slaughterer - Piercing Lunge, Melee 65 Melee Whenever you inflict two or more Wounds with a melee attack, you inflict one extra.

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Ranged Talents

Name Subname Prerequisites Aptitudes Effect
Core Ranged Talents
Rapid Reload - 1 Rank in Ranged Senses, Fieldcraft You reduce the actions your ranged weapons need to reload by 1, to a minimum of 0.
Gun Care - Rapid Reload, Senses 45 Fieldcraft You can make a second Rangeds Skill test whenever you jam a gun; if you pass the gun does not jam.
Bulletmaster - 3 Ranks in Ranged, Senses 65 Ranged Once per Round, you may reroll an attack test made with a Ranged weapon and take the preferred result.
Gunslinger - 3 Ranks in Ranged, Senses 65 Ranged Ranged weapons now no longer suffer off-hand penalties for being wielded in your off-hand.
Mighty Shot X 3 Ranks in Ranged, Senses 60 Ranged You add +1 damage to all Ranged attacks. You can purchase this a number of times equal to your Ranged bonus.
Target Selection - 3 Ranks in Ranged, Senses 60 Ranged You gain no Disadvantages for firing at targets engaged in melee.
Pistol Talents
Stand and Shoot - Pistol Focus Senses, Fieldcraft Attacking enemies at Point Blank with a pistol grants you two Advantages instead of one.
Gun Kata - Stand and Shoot, Senses 60 Ranged You gain the Short Range and Point Blank advantages with pistols when using them in melee combat.
Quickdraw - Pistol Focus Senses, Ranged Whenever an enemy attacks you at ranged and you successfully anticipate or dodge it, you may make a Chance Attack against them with a pistol. This still counts against the Chance Attack limit.
Execution Style - Pistol Focus*2, Senses 65 Ranged Point Blank Ranged Attacks gain the Cruel Feature.
Basic/Accuracy Talents
Sharpshooter - Basic Focus Senses, Ranged Ranged Attacks benefitting from Focus double their range.
Hawkeye - Sharpshooter, Senses 45 Ranged You suffer one less Disadvantage with Ranged Called Attacks.
Crack Shot - Basic Focus Ranged Whenever you deal an injury with a Ranged attack, you deal one extra injury point.
Pink Mist - Crack Shot, Senses 65 Ranged Whenever you strike an enemy's weak spot with a Called Shot, instead of incurring an extra wound, you gain a Savage Attack.
Rifle Jockey - Basic Focus*2, Senses 65 Ranged When making a Ranged attack that benefits from the Burst, Accurate or Keen qualities, you add +2 DoS.
Heavy/Damage Talents
Barrage Heavy Focus, Ranged 45 Senses, Ranged Whenever you miss with a Heavy or Stationary Weapon, you reduce the action cost of the next reload by 1 action, to a minimum of 0.
Devastator - Barrage, Ranged 65 Ranged Whenever you deal two or more wounds with a Ranged attack, you inflict one extra.
Spotter - Heavy Focus Ranged As an action, you may designate one ally. You may now calculate range Advantages (Short range, Point Blank, etc) as though you were firing from their location instead of your own.
Cover Killer - Spotter, Ranged 45 Senses, Ranged Attacks with Heavy Weapons ignore one Disadvantage from Cover.

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Physical Talents

Name Subname Prerequisites Aptitudes Effect
Movement Talents
Catfall - Leaping Focus Grace, Finesse You may always test Grace or Acrobatics (Leaping) to mitigate a fall. You always land on your feet, even if you take damage. Each DoS on your test reduces the damage by 2 instead of 1.
Lightfoot - Navigation Focus Grace, Fieldcraft You reroll tests to resist Difficult Terrain and take the preferred result.
Elite Athlete X Athletics Focus, Physique 45 Physique, Finesse Select one of the following: Climbing, Swimming. You no longer count as Hindered when moving in this way. You can take this talent twice, selecting one or the other movement style each time.
Leap Up - Contortion Focus Finesse You may rise from Prone for free at the start of your turn. This can be blocked by grapples.
Sprint - Running Focus, Grace 60 Finesse Whenever you use the 'Running' or 'Sprinting' actions, you increase your Base Move value to GB*3 instead of GB*2.
Dodging/Avoidance Talents
Lightning Reflexes X Grace 45 Fieldcraft You gain +1 to Initiative per rank in this talent. You can have a maximum of GB ranks in this talent.
Hard Target - Dodge Focus and Running Focus Defense From now on, when you use the Run move, enemy melee attacks gain no Advantage against you, and Ranged attacks gain two disadvantages against you instead of one.
Step Aside - Hard Target, Grace 70 Defense When making Evasion tests, if your Grace is higher than your attacker's Grace, you may reroll the test and take the preferred result.
Rapid Reaction - Dodge and Threat Focuses, Grace 45 FIeldcraft On being Surprised in combat, you can test Dodge or Threat to remove Surprised from yourself.
Stealth Talents
Clank-Free - Level 1 Subterfuge Grace, Finesse You reduce the penalty to Stealth tests due to armour or weapons by 10.
Ambusher - Clank-Free, Grace 45 Finesse When making an attack whilst in Stealth, you may make an additional Stealth test; if you succeed, you remain in Stealth, and so enemies you attack still count as Surprised against your attacks. They do gain two advantages to tests to detect you, however.
Silent Running - Running Focus, Clank-Free, Grace 45 Finesse You do not take penalties to Stealth tests when trying to run or move quickly whilst undetected.
Infiltrator - Ambusher, Grace 60 Finesse At the start of battles in which you possess the Ambushing advantage, you gain two extra free Move actions, which does not trigger any Difficult Terrain, reactions or chance attacks, and does not prevent the use of actions that forbid moving.
Durability/Physical Ailment Resistance Talents
Sound Constitution X 1 Rank in Endurance Physique, Defense You gain one extra Wound. You can have a maximum of PB/2 ranks in this talent.
Tolerance - Intoxication Focus Physique, Defense You reroll Endurance tests to resist the effects of drugs, toxins, venoms, poisons etc that you've experienced before.
Second Wind X 1 Rank in Endurance, Physique 45 Physique, Defense Each Crisis or Downtime, you can ignore Fatigue or Exhaustion for 1 round for each purchase of this talent you have. You can take this talent up to your PB.
Hardy Bones - Injury Focus, Physique 60 Defense You never suffer the penalties associated with having 1 Injury point. Even if your injuries are higher than 1 and you are informed to apply a level 1 injury effect 'as above', you ignore it.
True Grit - Hardy Bones, Physique 65 Defense Whenever you take Injuries, you reduce the amount of Injury you take by 1, to a minimum of 1.
Element-Proof - Physical Ailments Focus, Physique 45 Defense You reroll tests to resist or shake off Burning, Frozen and Shocking, as well as to resist the broader effects of exposure to bad weather or harsh terrain.
Go Beyond - Injury Focus, Physique 65 Defense This talent triggers the first time each Crisis or Downtime any of the following happen: you lose your last Wound, take an Injury, or run out of Fate Points. For the rest of the day you gain +10 to your Toughness score, ignore the effects of Injuries, regain all lost Wounds and lose one Injury.
Iron Jaw - Physical Ailments Focus, Physique 45 Defense You reroll tests to resist or shake off Stunned and Dizzy.
Physique Skill Talents
Big Stick Diplomacy - Exertion Focus, Physique 45 Physique, Social You can always use Physique in place of Fellowship when trying to intimidate others. When intimidating others, if your Physique is higher than their Physique, you may reroll the test and take the preferred result.
Hysterical Strength - Exertion Focus, Physique 65 Defense When making a test or action that uses Physique, you may choose to take Stress; for each point of Stress you take, you add 1 point of Unnatural Physique for the duration of the test or action.

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Mental Talents

Name Subname Prerequisites Aptitudes Effect
Intellect Talents
Brilliance - Intellect 45 Intellect, Knowledge Once per day, you can use Intelligence in place of a different Score when making any kind of test.
Ambush Leader - Strategy or Trapping Focuses, Intellect 55 Intellect, Knowledge At the start of battles in which you possess the Ambushing advantage, you may shift the starting positions of IB/2 enemies by up to IB/2 metres in any horizontal direction. This cannot place them into obvious environmental hazards (lava or fire), but it can push them into hidden traps or difficult terrain. If allies also possess this talent, then collectively you use the highest IB, but add +1 for every extra possessor.
Logic Prevails - Reasoning Focus Intellect, Knowledge You can use the Logic (Reasoning) skill to resist the Domination and Confusion mental ailments in place of Fortitude (Mental Ailments).
Just as Planned - Logic Prevails, Intellect 55 Knowledge Whenever you take Stress from a mental cause (emotional distress, debating, studying etc), you take one less to a minimum of 0. Furthermore, the first Flashback Action or Group Action that would generate Stress for you each day instead provides 0 Stress.
Scholar - One rank in Academics Intellect, Knowledge You may reroll Academics tests and take the preferred result, so long as you have access to a source of knowledge on that topic, such as a book, a computer with internet access or a library.
Total Recall - Scholar, Two Ranks in Academics, Intellect 65 Knowledge At the start of each Long Downtime, you temporarily gain two extra Focuses in the Academics talent, which you may allocate however you like; these Focuses last until the start of the next Long Downtime. You have an uncanny memory for facts and things you've seen, which can have some roleplay advantages.
Combat Formation X Strategy Focus, Intellect 55 Knowledge For each rank in this talent, you may increase the starting initiative of up to IB/2 allies by one. You may select an ally multiple times. You can buy this talent a number of times equal to the number of times you've taken the Strategy Focus.
Hasty Aid - First Aid Focus, Intellect 55 Knowledge You now heal two Wounds per minute when using First Aid. Furthermore, when using First Aid, you can elect to hastily patch up your subject, restoring 1 Wound per round instead of per minute. However, once your ministrations are finished, the subject must receive proper First Aid care within your IB rounds; should they not get this aid, or that test fails, then they lose Wounds equal to the ones you healed. If this reduces them below 0, they don't suffer an Injury but instead incur Blood Loss.
Hurt/Comfort - Extended Care Focus Knowledge When using the Extended Care or Vetinary personal action, you gain an advantage bonus to your test per Bond rank with the subject.
Medical Reference - Diagnosis Focuses Knowledge You reroll Diagnosis tests when the symptoms are ones you've encountered before. A successful diagnosis of an injury or sickness grants you an Advantage to Medicine tests when treating that person for that problem.
Optimisation X Engineering or Computer Focus, Intellect 55 Knowledge Each time you purchase this talent, select a type of tool, machine or item. You reroll tests when using items of this type and take the preferred result.
Minesweeper - Explosives Focus Knowledge You reroll tests to set, unset or detect traps and explosives.
Senses Talents
Hunter-Tracker - Detective or Navigation Focuses Senses, Fieldcraft You reroll tests to track entities' trails.
Light Sleeper - 1 Rank in Awareness or Survival Senses, Fieldcraft When someone attempts to attack you whilst you sleep, you may test Threat to wake up and remove the Helpless condition from yourself. You do, however, still count as Surprised.
Heightened Senses Sight, Sound, Smell+Taste, Touch 1 Rank in Awareness, Senses 45 Senses, Fieldcraft Select one of the sensory specialisations. You take a +10 to any tests specifically involving this sense. So a test to strain to see something in the distance would benefit from Heightened Senses (Sight), but a Ranged test would go unaffected because it uses more than just your eyes.
Cat's Eyes - Heightened Senses, Senses 55 Fieldcraft You ignore the Low Light Disadvantage.
Read Foe - Anticipate Focus, Senses 45 Senses, Fieldcraft At the start of your turn, select one enemy. This enemy must be one whom you beat in an opposed test within the last turn. You gain an extra Advantage against them this turn.
Look Out - Read Foe, Threat Focus, Social 55 Fieldcraft Should you win an opposed test against an opponent, all allies (including you) gain Advantage on their Evasion tests against that opponent until the start of your next turn.
Danger Sense - Look Out, Social 65 Fieldcraft You can never be taken by Surprise, unless you are Fatigued, Exhausted or suffering from an Ailment.
Bat's Ears - Navigation Focus, Senses 55 Fieldcraft You ignore the Darkness and Obscuring Haze Disadvantages in areas that you're familiar with. If you aren't familiar with the area but have seen it before without the haze, you can test Navigation as an action to ignore the Disadvantage for the rest of the encounter.
Will Talents
Frenzy - Will 55 Will, Resolve On using this Talent you immediately become Enraged, and whilst Enraged for any reason, you can still take Evasion tests.
Jaded - Courage Focus, Will 45 Will, Resolve You gain the Fearless (Witnessing Collateral Damage) trait, and are also not affected by other relatively mundane horrors such as witnessing a murder or dismemberment.
Litany Against Fear - Jaded, Will 55 Resolve You may reroll tests to resist the Fear condition.
Baptism of Fire X Litany against Fear, Will 65 Resolve Select one of the following Fear triggers: Suffering an injury, Witnessing an important ally be defeated, being the only important Eva pilot left in a battle with an Angel, the Fear trait; you now gain the Fearless trait against that trigger.
Ego Guard - Three Ranks in Fortitude, Will 65 Resolve You add half your WB again to the number of rounds your grace period lasts for after suffering an Ego Fracture.
Grounded Mind - Mental Ailment Focus Will, Resolve You reroll tests to resist or shake off the Confusion and Hallucination ailments and take the preferred result. When you do succumb to Confusion and/or Hallucination, you can increase or decrease your DoF by 1 to determine their effects, to a minimum of 0.
My Own Mind - Grounded Mind, Will 55 Resolve You reroll tests to resist or shake off the Dominated, Enraged and Hypnotised ailments and take the preferred result.

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Interaction Talents

Name Subname Prerequisites Aptitudes Effect
Leadership Talents
Force of Will - 1 Rank in Authority Will, Resolve You may use Willpower in place of Fellowship when using the Authority skill.
Cultivate Efficacy - Command Focus Fellowship, Will, Resolve You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test.
Inspire - Demagogy Focus Fellowship, Will, Resolve You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Fear to all allies for the rest of the encounter, or until you fail a test to resist Fear yourself.
Air of Authority - Inspire, Cultivate Efficiency, Will 55 Resolve At the start of an encounter, you may activate the Incite Courage and Cultivate Efficiency talents as a Free Action. Group Actions generate a maximum of 1 Stress for you.
Spark into Action - Air of Authority, Will 65 Resolve Once per encounter, select an ally as a free action; that ally may take two actions instead of one during their turn.
Galvanising Presence - Command Focus, WIll 45 Will, Resolve So long as you are in an engagement have failed no reaction Will tests (ie. Resisting ailments or Fear) during it, all allies in communication with you gain Advantage on tests to resist all Mental Ailments and Fear themselves.
Iron Discipline - Galvanising Presence, Will 55 Resolve Once per round, an ally can use your Will in place of their own when resisting or shaking off a Mental Ailment or Fear.
Into Hell - Iron Discipline, Will 65 Resolve So long as you have not suffered any Mental or Spiritual Ailments in this encounter, all allies (not including you) take two Advantages to tests to resist Mental or Spiritual Ailments.
Persuasion Talents
Eloquence - Entice or Demagogy Focuses Fellowship, Social You may reroll, and take the better result, Manipulate attempts to convince, seduce or persuade someone with words, so long as your Fellowship is higher than their own.
Master Orator - Eloquence, Reasoning Focus, Fellowship 45 Social You may reroll, and take the better result, tests to persuade or address a crowd or group of people.
Charm Offensive - Eloquence, Fellowship 65 Social You may spend stress add DoS to Fellowship tests that you have already rolled, at a rate of 1 stress per 1 DoS.
Compel - Charm Offensive, Fellowship 70 Social In a terrifying sign of social power, should a Manipulate test earn more DoS than the target's Willpower Bonus, you can compel them to do almost any one single act, so long as it isn't suicidal or breaks any major laws, although there may be leverage based on context. Should the action violate the target's core values, all further attempts to manipulate them take 3 disdavantages until you somehow repair the breach of trust.
Deceit by Logic - Reasoning Focus Intelligence, Social You may use Intelligence in place of Fellowship when deceiving others.
Pick Fallacies - Scrutiny or Reasoning Focuses Intelligence, Social You may use Logic (Reasoning) in place of Inquiry (Scrutiny) to detect lies or false arguments, so long as your Intelligence is superior to their Fellowship.
Eye for People - 1 Rank in Inquiry Senses, Social You may use Senses in place of Fellowship when using the Inquiry skill.
Cold Reading - 1 Rank in Inquiry or Social Sciences Focus Social You may reroll, and take the better result, Inquiry tests that attempt to discern or glean information about a person's personality, hobbies, personal information or motive through social or psychological methods, so long as your Fellowship or Intellect is higher than their Intellect.
Cultured - Culture Focus, 1 Rank in Peer Skill, Fellowship 55 Social At the start of each Long Downtime, you temporarily gain two extra Focuses, which you may allocate however you like between the 'Peer' skill and the 'Culture' Focus of Academics; these Focuses last until the start of the next Long Downtime.
Emotional Overload - Level 1 Authority and Manipulation Social You may reroll, and take the better result, Authority or Manipulate tests that attempt to manipulate, inspire or intimidate others through sheer presence, personality or sense of authority, so long as your Fellowship exceeds the target's Willpower.
Social Mischief Talents
Counter-Charm - Entice and Resist Manipulation Focuses Social Whenever you successfully resist an attempt to Manipulate you, and your DoS margin of success is 2 or higher, then you can count your resistance as a successful attempt to Manipulate the instigator.
Social Chameleon - Deceive Focus Fellowship, Social You may reroll, and take the preferred result, Subterfuge tests, so long as you are in a fairly crowded area with lots of people in it; you essentially hide in plain sight. This talent also allows you to reroll, and take the preferred result, tests to create or maintain disguises or fake identities.
Social Vigneron - Rumour and Ask Around Focuses Social You may reroll Manipulate attempts to spread rumours, or manipulate public opinion on or around specific individuals. Furthermore when doing so, you are more protected from being discovered as the originator; those investigating you take two disadvantages to attempts to identify you as the originator.
Beyond Reproach - Social Vigneron, Fellowship 65 Social You may reroll, and take the better result, attempts to thwart or determine the origin of rumours; if these rumours are targeted at you, you take +2 advantages to the test.
Hate The Game - Resist Manipulation Or Social Science Focuses Will, Social You may reroll, and take the better result, Fortitude tests when resisting someone trying to entice or manipulate you, so long as your Willpower is greater than their Fellowship, or you are aware or pre-warned of their attempts to manipulate you.

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AT Field Talents

Name Subname Prerequisites Aptitudes Effect
Basic Pattern - - AT Field, Resolve You can use the Basic Pattern AT Field. All Eva Pilots start with this talent.
Momentum Pattern - 1 Rank in AT Control, Physical Science Focus, AT Field 55 AT FIeld, Finesse You can use the Momentum Pattern AT Field.
Lightbending Pattern - 1 Rank in AT Control, Electromagnetism Focus, AT Field 55 AT Field, Knowledge You can use the Lightbending Pattern AT Field.
Thermal Pattern - 1 Rank in AT Control, Thermodynamics Focus, AT Field 55 AT Field, Fieldcraft You can use the Thermal Pattern AT Field.
Mutation Pattern - 2 Ranks in AT Control, Life Science Focus OR 1 Rank in Medicine, AT Field 75 AT Field, Knowledge You can use the Mutation Pattern AT Field.
Psychic Pattern - 2 Ranks in AT Control, Sensing Focus, AT Field 65 AT Field, Social You can use the Psychic Pattern AT Field.
Dirac Pattern - 3 Ranks in AT Control, AT Field 80 AT Field, Knowledge You can use the Dirac Pattern AT Field.

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