Talents

Talents may be purchased as an Advance. Talents are divided into tiers, which determines how expensive they are.
Note that many Talents possess Prerequisites; these must be met before the Talent can be purchased.
Matching Aptitudes Tier One Tier Two Tier Three
Two 200 XP 300 XP 400 XP
One 300 XP 450 XP 600 XP
Zero 600 XP 900 XP 1200 XP

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Skill Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
- - - - - -
Tier Two
Skill Reliant - Skill Level is 3+ Skill's Aptitude Skill's Aptitude Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.
Tier Three
Jack of All Trades - Skill Level 4 in 5 skills across 3 Characteristics General General You may take untrained Basic Skill tests at a -10 penalty instead of -20.
Skill Exemplar Chosen Skill Skill Level is 4 Skill's Aptitude Skill's Aptitude Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.

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Combat Talents

Proficiency Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Melee Training - - Weapon Skill General You may use Melee weapons, bar Exotic ones, without taking the -20 nonproficient penalty.
Ranged Training - - Ballistic Skill General You may use Ranged weapons, bar Exotic ones, without taking the -20 nonproficient penalty.

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General Combat Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Quick Draw - - Agility General You may use the Ready action on Basic, Pistol and one-handed weapons (or objects of smaller or equivalent size) as a Free Action.
Tier Two
Ambidextrous - Agility 30 Weapon Skill Ballistic Skill You take no penalties for using your off-hand, and reduce the penalty for making Dual Wielding attacks by 10. Furthermore, you ignore the penalty to making a Dual Wielding attack if both weapons are either a Pistol or a melee weapon with the Handling (Balanced or higher) Quality.
Tier Three
Righteous Blow - WS 45 or BS 45; Willpower 45 Willpower Offense Whenever you deal a confirmed Critical Hit, you may reroll the amount of Damage dealt and take the preferred result.
Aspire to Vengeance - Willpower 40 Willpower Offense Whenever a PC, Comrade or allied NPC is slain within 50 metres of you, for the rest of the encounter you add +3 to Critical Hit lethal damage rolls.

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Melee Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Grappler - Melee Training Strength Offense You can use Athletics in place of Strength or Agility when needed during Grapples.
Disarm - Melee Training Weapon Skill Offense This talent permits use of the Disarm Action.
Double Team - Melee Training Weapon Skill Offense Whenever you benefit from the Ganging Up modifier, you increase the total bonus by +10.
Street Fighting - Melee Training Weapon Skill Offense Whenever you deal Lethal Damage with a Light or Unarmed attack, you add your WSB/2 to the total amount of Lethal Damage dealt.
Swift Attack - Melee Training Weapon Skill Offense You may perform the Swift Attack action.
Furious Charge - Melee Training Weapon Skill Strength You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).
Takedown - Melee Training Weapon Skill Strength This talent permits use of the Takedown Action.
Unarmed Warrior - Melee Training Weapon Skill Strength Your Unarmed Attacks deal +2 damage and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Tier Two
Assassin Step - Melee Training, Agility 40 Weapon Skill Finesse Once per turn after making a melee attack, you may, make an Acrobatics test. On a success, you may make a free Disengage action.
Battlemaster - Melee Training, WS 50 Weapon Skill Offense Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Combat Master - Street Fighting Weapon Skill Offense So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you. Furthermore, you reduce the Melee attack called shot penalty by 20.
Crippling Strike - Furious Charge Weapon Skill Offense Deal +2 Lethal Damage with Melee Weapons.
Duelist - Disarm Weapon Skill Offense This talent permits use of the Counter-Attack Action. Furthermore, you may use the Parry skill in place of raw WS when using the Disarm action.
Lightning Attack - Swift Attack Weapon Skill Offense This talent permits use of the Lightning Attack Action.
Unarmed Master - Melee Training Weapon Skill Strength Your Unarmed Attacks gain +2 damage and no longer count as Primitive.
Tier Three
Blade Dancer - Melee Training, WS 50 Weapon Skill Offense When armed with two melee weapons (or melee/ranged if you have the Gunslinger talent as well), after making any Half Action attack with one weapon, you may make a Standard Attack with the other weapon as part of the same Half Action. Both attacks carry a -20 penalty, for a total of -40 with your off-hand. (With the Ambidextrous talent, this penalty becomes -10 for both).
Irresistable Force - Lightning Attack, WS 50 Weapon Skill Offense Charge Attack. Expend a reaction to make an attack that, if it passes, deals one hit to all enemies in range. If it is used against a Swarm, it deals extra casualties equal to your WSB if the hit deals damage.
Whirlwind of Death - Lightning Attack, WS 50 Weapon Skill Offense Heavy or Charge Attack. Expend a reaction to make an attack that, if it passes, deals one hit to all enemies in range. If it is used against a Horde, it deals extra casualties equal to your WSB if the hit deals damage.
Crushing Blow - Crippling Strike, WS 50, Strength 50 Weapon Skill Strength Your melee attacks deal extra damage equal to WSB/2.
Killing Strike - Crippling Strike, WS 50, Strength 50 Weapon Skill Strength Heavy Attack. Expend a reaction to make a single Heavy Attack that cannot be parried or dodged.
Thunder Charge - Furious Charge, Takedown Weapon Skill Strength When making a Charge attack, you may expect a reaction to make a free Unarmed attack against every opponent you can reach at your end location. After that, make an Opposed Strength test against all hit targets; on a success, they are knocked prone and take a level of fatigue. You then make your normal Charge attack after this.

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Defensive Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Guardian - Melee Training Toughness Defense This permits use of the Guardian, Sacrifice and Sacrifice on Self actions.
Maneuver Mastery - Melee Training Toughness Defense When making the Maneuver action, you may reroll and take the preferred result.
Shield Bash - Melee Training Weapon Skill Defense When wielding a shield, you receive a +10 bonus to the Knock Down, Maneuver and Stun actions.
Tier Two
Shield Specialist - Guardian Toughness Defense When wielding a shield, you increase the shield's AP bonus by 1, and gain a +5 to parry tests.
Forceful Push - Maneuver Mastery Toughness Defense Maneuver now pushes an enemy 1+SB metres.
Weapon Defense - Maneuver Mastery Weapon Skill Defense When using the Defensive Stance action whilst wielding a weapon with the Balanced, Defensive or Shield Quality, you increase your AP on all areas by +2 for the duration of the action. This does not stack with itself or with the Shield Quality.
Halt Advance - Shield Bash Weapon Skill Defense When using the Defensive Stance action, enemies that move through an adjacent square without attacking you trigger a standard attack from you. On a successful hit that deals at least 1 point of damage, that enemy is forced to end its round adjacent to you.
Tier Three
Armour Master - Trade (Armourer)+30 Toughness Defense The AP value of all armour, although not shields, currently equipped by you increases by 2.
Defiant Defender - Armour Master, Shield Specialist Toughness Defense When using the Defensive Stance action and are using a shield, you may, on a successful parry, choose to take instead any legal half action, including Counter-Attack. If you use the Knockdown or Takedown action, you take a +20 bonus to your test.
Immovable Object - Armour Master, Shield Specialist Toughness Defense When using a shield, any attempts to shift or move you against your will (except from gravity) take a -30 penalty. If the attempt is an automatic success, you may test Toughness to negate the movement anyway.
Wall of Steel - Shield Specialist, Parry+30 Weapon Skill Defense Gain an extra Reaction once per round, that may be used only to Parry.

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Ranged Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Rapid Reload - Ranged Training Ballistic Skill Fieldcraft Weapon reload times are reduced by a half action. Half Action reload times now become Free Action reload times.
Deadeye Shot - Ranged Training Ballistic Skill Finesse You reduce the penalty to called shots and for shooting at long or extreme range by -10.
Gun Volley - Ranged Training Ballistic Skill General When benefitting from the Ranged Volley Order, your pistol and basic ranged attacks deal +1 damage per Companion supporting you, to a maximum of +3.
Calculate Blast - Ranged Training Ballistic Skill Knowledge When firing a weapon with the Indirect Quality, all enemies within your IB metres of the impact spot must take a +20 Pinning test.
CQC Gunplay - Ranged Training Ballistic Skill Offense When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.
Hip Shooter - Ranged Training Ballistic Skill Offense You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.
Tier Two
Gun Care - Rapid Reload Ballistic Skill Fieldcraft You take a +10 bonus to unjam tests. Furthermore, Unjam tests now count as Free Actions instead of Fulls.
Sharpshooter - Deadeye Shot Ballistic Skill Finesse You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.
Barrage - Hip Shooter Ballistic Skill Offense Once per round, you may reroll a Burst attack test made with a ranged weapon and take the preferred result. Furthermore, when firing a Burst Attack and/or two ranged weapons at once, you may allocate hits to enemies up to 10m apart instead of 2m.
Crack Shot - Deadeye Shot Ballistic Skill Offense You deal +2 Lethal damage with ranged attacks.
Bombardier - BS 40, Tech Use Ballistic Skill Tech When firing at a location you cannot see with an Indirect weapon, you may fire it as a Half Action instead of a Full. Furthermore, when firing an Indirect weapon or a grenade, you may roll twice to determine the direction in which the attack scatters.
Blitz - BS 40, Deadeye Shot Ballistic Skill Finesse Guns or Bows with Free Action reloads count as having a Semi-Auto Burst Quality equal to your BSB/2
Tier Three
Eye of Vengeance - Sharpshooter, BS 50, Perception 50 Ballistic Skill Finesse You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit. Furthermore, when you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.
Target Selection - Sharpshooter, BS 50, Perception 50 Ballistic Skill Finesse You take no penalty for firing into melee combat.
Gunslinger - CQC Gunplay, Barrage Ballistic Skill Offense When armed with two ranged weapons (or melee/ranged if you have the Blade Dancer talent as well), after making any Half Action attack with one weapon, you may make a Standard Attack with the other weapon as part of the same Half Action. Both attacks carry a -20 penalty, for a total of -40 with your off-hand. (With the Ambidextrous talent, this penalty becomes -10 for both).
Mighty Shot - Ranged Training, BS 60 Ballistic Skill Offense Add BSB/2 to ranged weapon damage, rounding down.
Point Shooter - CQC Gunplay, BS 50 Ballistic Skill Offense You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.
Storm of Iron - Barrage, BS 50 Ballistic Skill Offense Your burst attacks add your BSB to casualties dealt against Swarms. Furthermore, attempts to evade your burst attacks take a -20 penalty.
Machine Hunter - BS 50 Ballistic Skill Finesse You add your BSB to your ranged weapons' Penetration when attacking vehicles.

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Personal Talents

Interpersonal Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Beyond Reproach - Fellowship 40 Fellowship Social When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.
Eloquent - Charm, Inquiry, Deceive Fellowship Social Your social skill actions now affect a number of people equal to 100 times your Fellowship Bonus instead of 10, and whenever you reroll a Charm, Inquiry or Deceive test, you add +10 to the reroll.
Mimic - Deceive Fellowship Social Given about an hour of study, you may mimic the voice of another. It takes a -10 Opposed Scrutiny test, opposed by your Deceive, to figure out it's a faked voice (or +0 if you weren't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails. In Social Conflicts, if you use this talent to mimic, mock and disparage the opponent, then the opponent loses 1d10 Willpower on a loss, not 1d5.
Unremarkable - - Fellowship Social You're know how to seem forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. This talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items.
Veiled Threats - Charm, Intimidate Fellowship Social You may use Fellowship in place of Strength when making Intimidate skill tests.
Cold-Hearted - Willpower 35 Fellowship Resolution Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers.
Disturbing Voice - Intimidate Fellowship Resolution You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill.
Tier Two
Air of Authority - Command+20 Fellowship Resolution The 'Inspire' and 'Terrify' uses of the Command skill are now Half Actions. When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB.
Inspirational - Charm+10, Command+10 Fellowship Resolution All allies within 5 metres of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.
Inspire Emotion - Command+20 Fellowship Resolution On purchasing this talent, you gain the ability to inspire courage amongst others. You can pass a +10 Command skill test to provide a +10 to fear and pinning tests for allies. You may also choose to inspire fury, which adds the same bonus but also grants them a +10 to attack tests as well as spreading your Hatreds to them; however, further command tests on affected characters take a -20 penalty, and a furious crowd can do unpredictable things. The effect lasts for 10*FB minutes.
Market Controller - Fellowship 35, Commerce Fellowship Social Once per Chapter, during the Acquisitions phase, you may make a -10 Commerce test. If you succeed, the party gains five points of Temporary Wealth that turn, plus five extra per 3 DoS, to a max equal to your Permanent Wealth level. Acquisitions may only benefit from one Market Charmer attempt per Chapter.
Master Orator - Charm+10, Intimidate+10 Fellowship Social You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds; when using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus.
Networking - Charm+10, Inquiry+10 Fellowship Social At the start of each Campaign Turn, you may, for the duration of that turn, gain FB/2 ranks in the Peer trait, distributed as you like.
Polyglot - Three Linguist specialisations Fellowship Social You may treat the Linguist skill as a Basic Skill, meaning you can make untrained skill tests in it. This gives you simple understanding of most languages, but you have to pass a Linguist skill test to achieve more than just the most basic exchange of information or ideas.
Creative Lie - Deceive, Intelligence 40 Intelligence Social You may use Intelligence in place of Fellowship when making Deceive skill tests.
Force of Will - Command, Willpower 40 Willpower Resolution You may use Willpower in place of Fellowship when making Command skill tests.
Galvanising Presence - Command+20 Willpower Resolution When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, you count as having Fear (2) for the purposes of all Terrify tests.
Iron Discipline - Command+20 Willpower Resolution Your subordinates may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Tier Three
Charm Offensive - Charm+30 Fellowship Social Once per week, you may trigger Charm Offensive. For the next 3 rounds, you gain the Unnatural Fellowship trait, with you choosing a number up to Fellowship Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Fellowship you chose.
Into the Jaws of Hell - Command+30 Willpower Resolution Whenever you use the Inspire or Terrify special uses of the Command skill, all affected allies may reroll all tests to resist a status effect until the start of your next turn. Does not stack.
Stirring Rhetoric - Command+30 Willpower Resolution Once per week, you may spend a Fate Point when using the Inspire use of the Command skill. Every affected character gains an extra +5 bonus per DoS to their next test to a maximum of +30.

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Mental Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Brilliance - Intelligence 40 Intelligence Knowledge Once per day, you may test Intelligence in place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Combat Formation - Lore (Tactics) Intelligence Knowledge You may swap your Initiative with one other ally at the start of combat. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative.
Scholar - Lore (Any three) Intelligence Knowledge You gain +2 DoS on Lore tests, so long as you have access to at least a small pool of relevant research materials and the time to peruse them (usually an hour).
Blind Fighting - Perception 40 Perception Fieldcraft You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Combat Sense - Perception 40 Perception Fieldcraft When ambushed or surprised, you may pass a free Perception test to act normally. You may roll your Perception Bonus instead of your Agility Bonus when making Initiative tests.
Heightened Senses Sight, Sound, Smell+Taste, Touch - Perception 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 Ballistic Skill test would go unaffected because it uses more than just your eyes.
Sensory Persistence - Perception 40 Perception Resolution You take a +10 to tests made to resist Blindness and Deafness.
Meditation - - Willpower Knowledge By spending ten minutes doing nothing but meditating and passing a Willpower test, you may remove a single rank of fatigue from your body.
Grounded Mind - Willpower 40 Willpower Resolution You take a +10 to tests made to resist Mental effects. Whenever you fail a test to resist Confusion or Fear, you may reroll twice on the relevant result table and take the preferred result.
Jaded - - Willpower Resolution You are unaffected by mundane horrors such as death, violence or the sight of blood.
Tier Two
Know your Enemy - Lore (Tactics), Awareness+10 Perception Knowledge Select one enemy's body part and test Lore (Tactics)-40 as a Full Action. On a success, until the end of the battle, you ignore Called Shot penalties on that target. You may grant this bonus to an ally instead.
Light Sleeper - Combat Sense Perception Fieldcraft You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Paranoia - Combat Sense Perception Fieldcraft You gain a +2 bonus to Initiative tests, and you make automatic hidden awareness tests.
Nerves of Steel - Jaded Willpower Resolution Reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.
Orthoproxy - Grounded Mind Willpower Resolution You take a +10 bonus to resist mind control, interrogation, charm or frenzy-inducing attempts.
Unshakeable Faith - Grounded Mind Willpower Resolution You may reroll failed Fear tests and take the preferred result.
Tier Three
Infused Knowledge - Scholar, Intelligence 50 Intelligence Knowledge You count as having all Lore skills at Rank 1 (Known), although if you wish to improve these skills you must still purchase them starting with Known as normal. You add a single Degree of Success to all Lore tests.
Just as Planned - Brilliance, Scholar, Intelligence 50 Intelligence Knowledge Reduce Brilliance's requirement time to 1 Full Action. Can spend a Fate Point to retroactively take an action in the last ten minutes that would just now come into play.
Mental Alacrity - Intelligence 50 Intelligence Knowledge Once per day, you may trigger Mental Alacrity. For the next 3 rounds, you gain the Unnatural Intelligence trait, with you choosing a number up to Intelligence Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Intelligence you chose.
Total Recall - Intelligence 50 Intelligence Knowledge You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you add 2 DoS to any successful Lore test.
Hyperactive Analysis - Know Your Enemy, Paranoia Perception Fieldcraft Once per day, you may trigger Hyperactive Analysis. For the next 3 rounds, you gain the Unnatural Perception trait, with you choosing a number up to your Perception Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Perception you chose.
Look Out! - Paranoia, Light Sleeper Perception Fieldcraft You may expend a reaction to grant an ally a +20 bonus to evasion tests until the start of your next turn.
Watchful - Paranoia, Light Sleeper Perception Fieldcraft You gain a +20 bonus to tests to act normally when ambushed.
Fearless - Unshakeable Faith, Willpower 50 Willpower Resolution You gain the Fearless (+1) trait.
Impervious - Unshakeable Faith, Willpower 50 Willpower Resolution You reduce the duration of ailments by 1 round to a minimum of 1.
Shake it Off - Unshakeable Faith, Willpower 50 Willpower Resolution You may spend a Fate Point to remove all ailments from you.
Soul of Adamant - Orthoproxy, Unshakeable Faith Willpower Resolution You may spend a Fate Point to add your WPB in DoS to a Magic Resistance test.
Strong Minded - Unshakeable Faith, Willpower 50 Willpower Resolution You re-roll any failed Willpower tests to protect you against mental attack.
Unfailing Will - Willpower 50 Willpower Resolution Once per day, you may trigger Unfailing Will. For the next 3 rounds, you gain the Unnatural Willpower trait, with you choosing a number up to your Willpower Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Willpower you chose.

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Physical Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Catfall - Agility 40 Agility Fieldcraft Whenever you fall, you always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Leap Up - Agility 40 Agility Finesse You may stand or rise from Prone or Knocked Down as a Free Action.
Muffled Armament - Stealth+10 Agility Finesse You reduce the Stealth penalty for wearing armour with an AP higher than 6 to -10 instead of -30.
Bulging Biceps - Athletics Strength Offense You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity.
Pitcher - Athletics Strength Offense Treat your strength as being double what it is for the purposes of the range of throwing objects.
Exertion - Endurance Toughness Defense Your Fatigue Threshold is increased by 2.
Hardy - Toughness 40 Toughness Defense You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll Toughness or Endurance tests to resist Blood Loss's effects and take the preferred result.
Decadence - Endurance Toughness General You may ignore up to your TB*2's worth of intoxicants a day.
Sound Constitution TB - Toughness General Each time you purchase this talent, your maximum Wound count increases by two. You may purchase this talent a number of times equal to your natural TB.
Tier Two
Hard Target - Leap Up, Agility 50 Agility Defense Whenever you Charge or Run, ranged enemy attacks against you take a -20 Ballistic Skill penalty (for a total of -40 if you Ran). This lasts until the start of your next turn.
Lightning Reflexes - Leap Up, Agility 50 Agility Fieldcraft Whenever you roll for Initiative, you may roll twice and take the preferred result.
Rapid Reaction - Leap Up, Agility 50 Agility Fieldcraft Whenever you are ambushed or surprised, you may test Agility. On a success, you act normally.
Silent Hunter - Muffled Armament, Stealth+20 Agility Finesse When making an attack from a hidden position, you may may another Stealth test to baffle attempts to locate the source. On a success, you continue to treat your enemies as Surprised until you are located, but they gain a +20 bonus to Awareness tests until they do so. Your stealth tests may also be negatively modified depending on circumstanes such as your proximity to your enemy, if your enemy survived your initial attack, the noise of your attack or so on.
Sprint - Agility 50 Agility Finesse When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row.
Swift Shadow - Muffled Armament, Stealth+20 Agility Finesse You do not take any penalties to Stealth due to running.
Elite Athlete - Exertion, Hardy Strength General Using the Athletics skill becomes a Half Action. When Climbing or Swimming, you move at full speed, not half. Furthermore, when Climbing, you only fall on 3 degrees of failure or worse.
Iron Jaw - Hardy, Endurance+10 Toughness Defense You take a +10 bonus to resist fatigue, dazing or stunning. Furthermore, when you become Dazed or Stunned, you may test Toughness or Endurance to shrug off the effect.
Shrug Off - Hardy, Endurance+10 Toughness Defense You reduce all Lethal Damage taken by 1, to a minimum of 1.
Tier Three
Alacrity - Hard Target, Sprint Agility Defense You may use your AB in place of your TB when reducing damage from incoming attacks.
Step Aside - Hard Target, LIghtning Reflexes, Rapid Reaction Agility Defense Gain an extra Reaction once per round, that may be used only to Dodge.
Pathfinder - Hard Target, Lightning Reflexes, Sprint, Agility 55 Agility Fieldcraft You may make a single free Half Move action once per round.
Burst of Speed Hard Target, Lightning Reflexes, Sprint Agility Finesse Once per day, you may trigger Burst of Speed. For the next 3 rounds, you gain the Unnatural Agility trait, with you choosing a number up to your Fellowship Bonus, and ignore Difficult Terrain. Every time you purchase this Talent, X increases by 1. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Agility you chose.
Stalking Predator - Silent Hunter, Swift Shadow Agility Finesse Whenever you hit an enemy that you treat as Surprised, you deal extra damage to that target equal to your AB/2.
Dark Execution - Silent Hunter, Swift Shadow Agility Offense When attacking an enemy you treat as Surprised, you may spend a Fate Point to apply the Brutal quality to your attack.
Preternatural Speed - Hard Target, Sprint, Agility 60 Agility Offense When making Charge attacks, the distance you move is based off your Run speed, not your Charge speed.
Feat of Strength - Elite Athlete, Strength 60 Strength Offense Once per day, you may trigger Feat of Strength. For the next 3 rounds, you gain the Unnatural Strength trait, with you choosing a number up to your Strength Bonus.. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Strength you chose. Every time you purchase this Talent, X increases by 1.
Abiding Resistance - Toughness 40 Toughness Defense Whenever you spend a Fate to recover wounds, you add your TB to the result. You also remove one rank of fatigue.
Extreme Endurance - Iron Jaw, Shrug Off, Toughness 60 Toughness Defense You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you gain the Stuff of Nightmares trait, you roll Toughness tests with a +10 bonus, and may reroll every Toughness test and take the preferred result. So long as Extreme Endurance is active, when taking fatigue, you may test Toughness. On a success, you reduce the amount of Fatigue taken by 1.
Second Wind - Iron Jaw, Shrug Off, Toughness 60 Toughness Defense This ability triggers the first time during an encounter you take Lethal Damage or you spend your last fate point, whichever comes first. On being triggered, you gain Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB*2 wounds. Any ailments with a temporary duration less than one hour are removed. This ability can only trigger once per Campaign Turn.
True Grit - Iron Jaw, Shrug Off, Toughness 60 Toughness Defense Whenever you take Lethal Damage, you may reduce the amount taken by your Toughness Bonus, to a minimum of 1.
Unstoppable - Iron Jaw, Shrug Off, Toughness 60 Toughness Defense Once per day, you may trigger Unstoppable. For the next 3 rounds, you gain the Unnatural Toughness trait, with you choosing a number up to your Toughness Bonus. At the end of the 3 rounds, you gain levels of fatigue equal to the level of Unnatural Toughness you chose.

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Specialist Talents

Berserker Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Battle Rage - Berserker Willpower Offense You may make Evasion tests during Frenzy, and reduce the penalty to Evasion tests due to Heavy Attacks by 10.
Blood Howl - Berserker Strength Resolution You gain a +20 bonus to your first use of the War Cry use of the Intimidate skill per encounter, and affected enemies take a -20 penalty instead of -10 to their Evasion tests.
Tier Two
Brutality - Battle Rage, Strength 45 Strength Offense Melee attacks made whilst Frenzied gain the Tearing Quality. If the attack already has the Tearing Quality, it instead gains Vorpal (-1).
Unleashed Strength - Strength 50 Strength Toughness You gain Unnatural Strength and Toughness (+2) on a Frenzy instead of +1.
Tier Three
Juggernaut - Unleashed Strength, Toughness 50 Toughness Defense When Frenzied, any Lethal Damage you suffer is reduced by 2, to a minimum of 1.
Rip and Tear - Brutality, Strength 60 Strength Offense Once per encounter, when you use a melee attack to inflict Lethal Damage on a target in a way besides a Critical Hit, you may spend a Fate Point. The target is instantly killed in the most brutal way possible (Equivalent, if important, to a result of -10 on the appropriate Lethal Damage chart, with an extra amount equal to your SB). For the rest of the encounter, all other enemies who witnessed the act treat you as though you had the Fear (+2) Trait. Note that certain enemies may be immune to this talent.

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Brawler Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Battle Stance - Brawler Weapon Skill Finesse Battle Stance is a talent that applies so long as you are capable of Unarmed attacks. The Unarmed Talent tree allows you to purchase a collection of 'Battle Styles'. Battle Styles are Weapon Qualities or modifiers (or, in some cases, multiple Qualities), which change how attacks operate. Battle Stance allows you to apply a single Battle Style to your unarmed weapons. You may change which Battle Style is applied to your Unarmed weapon as a half action, allowing your attacks to change to suit the situation. As you advance through the Unarmed talent tree, you will be able to purchase more Battle Styles, as well as talents which let you apply multiple Battle Stances to your Unarmed weapons. As part of this talent, you may choose two Battle Styles of the Basic List below. The Battle Styles can be found in the appendices of the Talent List.
- Balanced - - - Applies the Balanced quality to your Unarmed weapons.
- Defensive - - - Applies the Defensive quality and removes the Small quality from your Unarmed weapons.
- Devastating (WS/2) - - - Applies the Devastating (WSB/2) quality to your Unarmed weapons.
- Disabling - - - Applies the Disabling quality to your Unarmed weapons.
- Grappler - - - Applies the Grappler quality to your Unarmed weapons, allowing you to reroll Grapple tests and take the preferred result.
- Heavy Blow - - - Adds +2 damage and penetration to Unarmed attacks. Adds the Unwieldy quality to your Unarmed weapons.
- Honed Technique - - - You add your WS to damage in place of Strength when making Unarmed attacks.
- Powerful I - - - Adds AB/2 to Unarmed Attack damage.
- Precise - - - Applies the Precise quality to your Unarmed weapons.
- Vice Grip - - - You take a +10 bonus to Grapple tests, and deal +2 damage when using Grapple attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone.
Basic Style 5 Battle Stance Weapon Skill Finesse Each time you purchase this talent, you may gain two extra Battle Styles from the Basic Style list. Each Style may only be chosen once.
Enhanced Stance - Battle Stance, Basic Style Weapon Skill Finesse You may now apply two Battle Styles at once to your Unarmed Attacks.
Tier Two
Superior Stance - Enhanced Stance, WS 50 Weapon Skill Finesse You may now apply three Battle Styles at once to your Unarmed Attacks.
Improved Style 5 Enhanced Stance, WS 50 Weapon Skill Finesse Each time you purchase this talent, you may gain one extra Battle Styles from the Improved Style list. Each Style may only be chosen once.
- Brutal - - - Applies the Brutal quality to your Unarmed weapons.
- Iron Body - - - You gain the Shield (2) trait on both arms.
- Keen - - - Applies the Keen quality to your Unarmed weapons.
- Stopping Blow - - - Applies the Staggering quality to your Unarmed weapons.
- Powerful II - - - Adds AB/2 to Unarmed attack damage.
- Pugilist - - - When making a Heavy or Standard attack unarmed, you can use the Feint action as a free. Called Shots with unarmed attacks become a Half Action.
- Reactive - - - Applies the Redoubtable and Balanced qualities to your Unarmed weapons.
- Tearing - - - Applies the Tearing quality to your Unarmed weapons.
- Wrestler - - - You take a +10 bonus to Grapple tests. Any Full Action Grapple Actions become Half Actions instead, and when you use the 'Damage Opponent' action, you deal an extra WSB/2 damage.
Tier Three
Legendary Stance - - Weapon Skill Finesse You may now apply four Battle Styles at once to your Unarmed Attacks.
Elite Style 5 - Weapon Skill Finesse Each time you purchase this talent, you may gain one extra Battle Styles from the Improved Style list. Each Style may only be chosen once.
- Cleaving - - - Applies the Cleaving quality to your Unarmed weapons.
- Concussive - - - Applies the Concussive quality to your Unarmed weapons.
- Felling - - - Applies the Felling (WSB/2) Quality to your Unarmed weapons.
- Fist Storm - - - Applies the Storm Quality to your Unarmed weapons.
- Flexible - - - Applies the Flexible quality to your Unarmed weapons.
- Full Contact - - - You gain the Multiple Arms (1) trait.
- Powerful III - - - Adds AB/2 to Unarmed attack damage.
- Savage - - - Applies the Savage quality to your Unarmed weapons. Does not stack with Tearing.

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Demolition Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Sapper - Demolitions Perception Tech Whenever you damage Cover, you deplete the Cover's value by an extra amount equal to your DoS. If the weapon does not require a skill test, then you deplete it by +1.
Fireproof Hands - Demolitions Perception Tech You never accidentally cause explosives to explode prematurely due to a failed Demolitions test, and your jammed grenades always count as duds.
Tier Two
Hit the Deck - Adept Maneuvering, Reduce Profile Perception Defense When you are aware of an explosive, and that explosive explodes, any allies in vocal and visual range of the explosion gain a +20 to attempts to dodge the explosion. If they are out of reactions, they may still make a dodge at a -30 penalty. This includes any grenades you have fired or thrown. Incoming enemy explosives, such as missiles or grenades, do not automatically count as within the character's awareness; you may instead test awareness as a free action to count as being aware.
Maximum Effect - Adept Maneuvering, Reduce Profile Perception Tech When placing explosives or throwing grenades or bombs, for every three degrees of success on your test (either Demolitions or BS), the explosives deal an extra 1d10 damage to a max of 2d10.
Tamper Trap - Adept Maneuvering, Reduce Profile Perception Tech Any Demolitions you set are particularly difficult to disarm by anyone except you. Any attempt to disarm your bomb has a -20 penalty, and any attempt that fails by 3 degrees or more instantly sets the explosive off.
Tier Three
Demolitions Expert - Aggressive Maneuver Perception Tech You may halve the time required to use the Demolitions skill. For example, setting a demolition kit normally (which takes 2 rounds) now only takes 1 round, whilst setting an explosive for a +6 damage bonus (which would normally take 8 rounds) now only takes 4 rounds. Furthermore, you may test Demolitions in place of BS when using grenades or other thrown explosives.

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Dragon Knight Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Assault Jump - Dragon Knight, Weapon Skill 45 Weapon Skill Offense Any attacks you make immediately after making a Boosted Jump count as a Charge Attack for all intents and purposes, including with talents.
Tier Two
Skyhammer - Assault Jump, Weapon Skill 50 Weapon Skill Offense You gain a +20 bonus to the Knockdown, Takedown and Grapple action tests if made immediately after a Boosted Jump. Stacks with any inherent bonuses for movement.
Shooting Star - Assault Jump, Weapon Skill 50 Weapon Skill Offense Any attacks made immediately after a Boosted Jump, or made with the benefit of height, may add your AB/2 to the damage dealt.
Tier Three
Death from Above - Shooting Star, Weapon Skill 55 Weapon Skill Offense When Charging an enemy from the benefit of height advantage, you add +1 Penetration to your attack for every 4 metres of height advantage you had over the target, to a maximum of +4. Furthermore, attempts to parry this attack take a -20 penalty.
Shake the Earth - Skyhammer, Weapon Skill 55 Strength Offense Any Heavy or Standard made immediately after a Boosted Jump, or made with the benefit of height, gain the Blast (+SB/2) Quality (with you being exempted from the attack).

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Medical Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Master Chirurgeon - Medical Intelligence Fieldcraft When using First Aid on Heavily or Lethally Injured patients, you ignore the Heavily Wounded test penalty, and only take a maximum of -30 due to Lethal Damage. Grant +20 bonus to allies' Toughness Test to avoid losing a limb.
Medic's Eye - Medical Intelligence Fieldcraft When using the First Aid, you may take a free -20 Intelligence test prior to making your Medical test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of wound restoration.
Methodical Care - Medical Intelligence Fieldcraft Whenever one of your patients would suffer damage from your use of the Medical skill, you reduce that damage by your Intelligence Bonus, minimum 0.
Snap Out of It - Medical Intelligence Fieldcraft When using First AId on a patient, so long as you succeed on the test you remove Blood Loss from the patient, and reduce the following ailments' durations by one round, plus +1 per 3 DoS: Dazed, Stunned.
Tier Two
Back Into It - Snap Out of It Intelligence Fieldcraft When using the Snap Out of It talent, you may reduce the duration of an ailment by an extra number of rounds equal to your IB/2.
Hasty Aid - Medical+10, Medic's Eye Intelligence Fieldcraft The character reduces the time needed for use of the Medical talent. First Aid is now a half action, and Extended Care now tests once every 12 hours for Lightly Wounded patients and once every three days for Heavily and Lethally Injured patients.
Tier Three
Don't Die on Me - Medical+20, Back Into It Intelligence Fieldcraft Whenever a nearby character dies due to blood loss, a failed characteristic test or a Lethal Damage result 8 or below, you have a chance to save them. You may spend a Fate Point; the character now has your IB rounds left to live, during which you must reach them and pass a Full Action -30 Medical test. Each attempt past the first costs another Fate Point. If you succeed, the character lives and is stabilised, but does not reverse any of the consequences of the event that 'killed' the character, such as Lethal Damage or lost limbs.

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Operation Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Adept Maneuvering - Operate Agility Defense When your vehicle is successfully hit by an attack, you may take a free Operate test. On a success you reduce damage after soak by 1, +1 for every 2 degrees of success.
Brace for Impact - Operate Toughness Defense When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or other situation (but not from direct enemy attacks, i.e a sniper shot at a pilot), may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction.
Reduce Profile - Operate Agility Tech When operating a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle.
Tier Two
Aggressive Maneuver - Adept Maneuvering, Reduce Profile Agility Tech When you are operating an vehicle, you reduce any penalty to attack tests due to speed by 10.
Optimised Handling - Adept Maneuvering, Reduce Profile Agility Tech When you crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning.
Tier Three
Hotshot Pilot - Aggressive Maneuver Agility Tech Whenever you make a successful Operate test, you add your AB/2 to the degrees of success gained by the test. Conversely, on a failed test, you reduce the degrees of failure by AB/2 as well.
Push the Limit - Optimised Handling Intelligence Tech Once per round, you may elect to take a +20 bonus to an Operate test. If the test fails, however, the vehicle suffers 1d5 Lethal Damage to its Motive Systems.

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Riding Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Rough Rider - Animal Handling Fieldcraft Defense Whenever a blow strikes your Mount, you may make an Animal Handling (-10) test; on a success, and for every 2 Degrees of Success, you reduce the damage dealt by 1.
Tier Two
Steady Reins - Rough Rider Agility Fieldcraft Whenever you would be thrown from your Mount for any reason, you may make an Animal Handling (+10) test; on a success you either land on your feet or remain mounted, whichever you prefer. Additionally, the Mount/Dismount Action is now a Half Action.
Unstoppable Charge - Rough Rider, Furious Charge Strength Fieldcraft Whenever you perform the Cavalry Charge Mounted Attack Action, you gain the Felling (Mount's WSB/2) Quality and may add your Mount's Strength Bonus to the damage you deal.
Tier Three
Agile Steed - Steady Reins, Animal Handling+20 Agility Defense You gain an extra Reaction, which may only be spent on the "Sidestep" Mount action.
Legendary Rider - Steady Reins, Animal Handling+30 Agility Fieldcraft Once per round, you may reroll an Animal Handling test and take the preferred result. You treat the Animal Handling skill as a Basic Skill for the purposes of riding- in essence, you can ride almost anything.

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Tech Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Reinforce - Tech Use Tech Defense As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. Each piece of cover or armour may only benefit from this once per encounter.
Technical Knock - Tech Use Tech General You may unjam any adjacent weapon automatically as a half action.
Mechanical Guidance - Tech Use Tech Perception When a weapon wielded within IB/2m overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead.
Tier Two
Battlefield Engineer - Technical Knoc Tech Fieldcraft You ignore penalties to Tech Use and Repair tests due to external extractions, and reduce penalties due to poor tools or equipment by 10.
Jury-Rig - Technical Knock, Reinforce Tech Knowledge When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed.
Weapon Tech - Mechanical Guidance, Technical Knock Tech Perception For one round per encounter, you may add half your IB to the damage and penetration of an Explosive or Powder Weapon and prevent it from jamming.
Tier Three
Master Engineer - Applied Engineering, Jury Rig Tech Knowledge You take a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to your IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components.
Perfect Maintenance - Master Engineer Tech Perception Once per day, you may make a Full Action Tech Use test on a piece of equipment to improve its functioning. Success or failure, the item is treated as though its Craftsmanship were improved by one step for the rest of the day. For every +2 DoS on the test, the Craftsmanship improves by another step.

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