Talents List

Talent Costs

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 Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
- - - - - -
Tier Two
- - - - - -
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 10 Realisation 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

General Combat Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Quick Draw - - 1 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 2 Weapon Skill 2 Ballistic Skill You take no penalties for using your off-hand, and reduce the penalty for making Multiple Attacks by 10. Furthermore, you ignore the penalty to making a Multiple Attack if both weapons are either a Pistol; or a melee weapon with the Handling (Balanced) Quality.

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Melee Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Disarm - Melee Training 1 Weapon Skill 1 Offense This talent permits use of the Disarm Action.
Double Team - Melee Training 1 Weapon Skill 1 Offense Whenever you benefit from the Ganging Up modifier, you increase the total bonus by +10.
Street Fighting - Melee Training 1 Weapon Skill 1 Offense Whenever you deal Lethal Damage with a Compact Melee or Unarmed attack, you add your WSB/2 to the total amount of Lethal Damage dealt.
Duelist - Melee Training 1 Weapon Skill 1 Offense Whilst engaged in melee with only a single enemy who is not engaged with anyone else, you gain +2 Degrees of Success to all Weapon Skill tests against that enemy.
Furious Charge - Melee Training 1 Weapon Skill 1 Strength You gain a +10 bonus to Charge attack tests. Whenever you make a Heavy 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 1 Weapon Skill 1 Strength This talent permits use of the Takedown Action.
Unarmed Warrior - Melee Training 1 Weapon Skill 1 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.
Grappler - Melee Training 1 Strength Offense You gain a +10 to Grappling tests, and can use Strength in place of WS or Agility when needed during Grapples.
Tier Two
Battlemaster - Melee Training, WS 50 2 Weapon Skill 2 Offense Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Combat Master - Street Fighting 2 Weapon Skill 2 Offense So long as you are not helpless, Drowsed, Brainwashed or Panicked, you deny enemies the Ganging Up bonus against you. Furthermore, you reduce the Melee attack called shot penalty by 20.
Crippling Strike - Furious Charge 2 Weapon Skill 2 Offense Deal +2 Lethal Damage with Melee Weapons.
Fencer - Disarm 2 Weapon Skill 2 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.
Assassin Step - Melee Training, Agility 40 2 Weapon Skill 2 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.
Unarmed Master - Melee Training 2 Weapon Skill 2 Strength Your Unarmed Attacks gain +4 damage and no longer count as Primitive. Furthermore, when making grapple attacks with your hand, you gain +20 to the test.
Swift Attack - Melee Training 2 Weapon Skill 2 Offense You increase the Hits rating of all Melee weapons by +1.
Tier Three
Blade Dancer - Melee Training, WS 50 3 Weapon Skill 3 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).
Crushing Blow - Crippling Strike, WS 50, Strength 50 3 Weapon Skill 3 Strength Your melee attacks deal extra damage equal to WSB/2.
Killing Strike - Crippling Strike, WS 50, Strength 50 3 Weapon Skill 3 Strength Heavy Attack. Expend a reaction and 5 Realisation to make a single Heavy Attack that cannot be parried or dodged.
Lightning Attack - Swift Attack 2 Weapon Skill 2 Offense You increase the Hits rating of all Melee weapons by +1 (to a total of +2 with Swift Attack). Furthermore, the maximum penalty you can take due to a Burst is -20.

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Ranged Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Covering Fire - Ranged Training 1 Ballistic Skill 1 Offense Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to attack tests so long as they are within the field of fire and Suppressive Fire is sustained.
Hip Shooter - Ranged Training 1 Ballistic Skill 1 Offense You may move a Full Move or Run and fire single shot with one Pistol or Basic weapon. 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.
Rapid Reload - Ranged Training 1 Ballistic Skill 1 Fieldcraft Weapon reload times are reduced by a half action. Half Action reload times now become Free Action reload times.
Deadeye Shot - Ranged Training 1 Ballistic Skill 1 Finesse You reduce the penalty to called shots and for shooting at long or extreme range by -10.
Tier Two
Barrage - Hip Shooter 2 Ballistic Skill 2 Offense Once per round, you may reroll a ranged Burst attack test made with a ranged weapon and take the preferred result. Furthermore, you always score at least 2 hits with a ranged Burst attack, so long as you pass the test.
Crack Shot - Deadeye Shot 2 Ballistic Skill 2 Offense Whenever you deal Lethal Damage with a ranged weapon, you deal +2 extra.
CQC Gunplay - Ranged Training 1 Ballistic Skill 1 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.
Flush Out - Covering Fire 2 Ballistic Skill 2 Offense When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion and to Pinning tests. Furthermore, enemies who are already pinned must take an immediate Pinning test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.
Gun Care - Rapid Reload 2 Ballistic Skill 2 Fieldcraft You take a +10 bonus to unjam tests. Furthermore, Unjam tests now count as Free Actions instead of Fulls.
Sharpshooter - Deadeye Shot 2 Ballistic Skill 2 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.
Tier Three
Gunslinger - CQC Gunplay, Barrage 3 Ballistic Skill 3 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 3 Ballistic Skill 3 Offense Add BSB/2 to ranged weapon damage, rounding down.
Point Shooter - CQC Gunplay, BS 50 3 Ballistic Skill 3 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 3 Ballistic Skill 3 Offense Enemies take a -15 penalty to evade hits made by your ranged attacks.
Target Selection - Sharpshooter, BS 50, Perception 50 3 Ballistic Skill 3 Finesse You take no penalty for firing into melee combat.

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Defensive Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Guardian - Melee Training Toughness 1 Defense This permits use of the Guardian, Sacrifice and Sacrifice on Self actions.
Shield Bash - Melee Training 1 Weapon Skill 1 Defense When wielding a shield, you receive a +10 bonus to the Knockdown and Counter-Attack actions.
Tier Two
Armour Master - Guardian Toughness 2 Defense The AP value of all armour, although not shields, currently equipped by you increases by 1.
Shield Specialist - Guardian Toughness 2 Defense When wielding a shield, you increase the shield's AP bonus by 1, and gain a +5 to parry tests.
Halt Advance - Shield Bash 2 Weapon Skill 2 Defense When using the Guard Mode 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
Defiant Defender - Armour Master, Shield Specialist Toughness 3 Defense When using the Guard Mode 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 3 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 3 Weapon Skill 3 Defense Gain an extra Reaction once per round, that may be used only to Parry.

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Personal Talents

Interpersonal Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Beyond Reproach - Fellowship 40 Fellowship Social When interacting with others, you may spend 5 Realisation. 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 You may reroll Charm, Inquiry and Deceive tests and take the preferred result.
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.
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 always 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
Networking - Charm+10, Inquiry+10 Fellowship Social At the start of each week, you gain FB/2 ranks in the Peer trait, distributed as you like; these ranks vanish at the start of the next week.
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.
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.
Inspire Emotion - Charm+20 Fellowship Social On purchasing this talent, you gain the ability to inspire courage amongst others. You can, as a Full Action, perform a +10 Command skill test; ona pass, you 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; however, further command tests on affected characters take a -20 penalty, and a furious crowd can do unpredictable things. The effects last for 10*FB minutes.
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.
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, the Character counts 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 an ailment until the start of your next turn. Does not stack.

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Mental Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
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, you may choose to use your IB in place of your 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 use 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.
Frenzy - Willpower 40 Willpower Resolution Free Action. At the start of your next turn you become Enraged. You remain Enraged for the duration of the combat.
Grounded Mind - Willpower 40 Willpower Resolution You take a +10 to tests made to resist Confusion, Fear and Panic. Whenever you fail a test to resist Confusion, you may reroll twice to see what behaviour you do 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 (Enemy's Arcana), Awareness+10 Perception Knowledge Select one enemy's body part and test Lore (Shadows)-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.
Battle Rage - Frenzy Willpower Resolution You gain the ability to make Evasion actions whilst Enraged.
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 interrogation, Brainwashing and Enraged.
Unshakeable Faith - Grounded Mind Willpower Resolution You may reroll failed tests to resist Fear and Panic 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 10 Realisation 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 status effects by 1 round to a minimum of 1.
Shake it Off - Unshakeable Faith, Willpower 50 Willpower Resolution You may spend 10 Realisation to remove all Ailments from you.
Spirit Guard - Orthoproxy, Unshakeable Faith Willpower Resolution You gain a +10 bonus to resist Mental ailments.
Strong Minded - Unshakeable Faith, Willpower 50 Willpower Resolution You re-roll any failed Willpower tests to protect you against psychic 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 Effect Prerequisites Aptitude 1 Aptitude 2
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 as a Free Action.
Muffled Armament - Stealth+10 Agility Finesse You reduce the Stealth penalty for wearing armour 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.
Decadence - Endurance Toughness General You may ignore up to your TB*2's worth of intoxicants a day.
Exertion - Athletics 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 tests to resist Blood Loss's effects and take the preferred result.
Intestinal Fortitude - Toughness 40 Toughness Defense You take a +10 to tests to resist extreme environments (cold, heat, etc) as well as poison and gas.
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, enemy attacks against you take a -20 attack penalty (for a total of -40 ranged, flat melee 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 make 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, Intestinal Fortitude Toughness Defense You take a +10 bonus to resist fatigue, dazing or stunning. Furthermore, when you become Dazed or Stunned, you may test Toughness to shrug off the effect.
Shrug Off - Hardy, Intestinal Fortitude Toughness Defense You reduce all Lethal Damage taken by 1, to a minimum of 1.
Tier Three
Alacritous Survival - Hard Target, Sprint Agility Defense You may use your AB in place of your TB when reducing damage from incoming attacks.
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.
Dark Execution - Silent Hunter, Swift Shadow Agility Offense When attacking an enemy you treat as Surprised, you may spend 10 Realisation to apply the Brutal quality to your attack.
Pathfinder - Hard Target, Lightning Reflexes, Sprint, Agility 55 Agility Fieldcraft You may make a single free Half Move action once per round.
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.
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.
Step Aside - Hard Target, LIghtning Reflexes, Rapid Reaction Agility Defense Gain an extra Reaction once per round, that may be used only to Dodge.
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.
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 ignore Lethal Damage effects from Lethal Damage level 7 or lower, you roll Toughness tests with a +20 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.
Go Beyond - Iron Jaw, Shrug Off, Toughness 60 Toughness Defense This ability triggers the first time during an encounter you take Lethal Damage or your Realisation drops below 5, whichever comes first. On being triggered, you gain, for the rest of the day, 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 day.
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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Metaphysical Talents

Evoker Rank

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Evoker Rank 1-10 - General General Your Evoker Rank, which measures how powerful you are as a Persona User. You may not fuse or control a Persona with a Grade higher than your Rank. Evoker Rank also has many other effects, most notably on your Spirit and Exertion. Every time you take this talent, you increase your Rank by One. You must spend an amount of XP equal to the purchasing rank multiplied by ten; if you are purchasing Rank 3, then you must spend 300 XP for example. You may only purchase an Evoker Rank once every 2,000 XP spent, starting at Rank 1 at 0 XP.

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Tome Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Analysis - Evoker Rank 1 General General Allows you to perform the Analysis action.
Tome Inventory 1-5 Evoker Rank 1 General General Unlocks the Tome Inventory ability, which stores up to X*2 items within the Tome itself that can be retrieved as you would any other item from a pocket. Stored consumables can be used without being withdrawn. You begin with one purchase in this talent.
Tome Communicate - Evoker Rank 2 General General Allows you to use the Tome Communicate action.
Tome Tracker - Evoker Rank 4 General General Allows you to use the Tome Tracker action.
Tier Two
Advanced Analysis - Analysis, Evoker Rank 4 General General Allows you to perform the Advanced Analysis action.

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