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.
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.
Name |
Subname |
Prerequisites |
Aptitude 1 |
Aptitude 2 |
Effect |
Tier One |
Advantage Kill |
- |
Two-Handed focus |
Melee |
Offense |
When making a melee attack with Advantage, you can choose to forego the test bonus from an Advantage and gain an two extra points of damage instead. You can do this to up to three Advantages. |
Berserk Charge |
- |
Melee Skill Level 1 |
Melee |
Offense |
You gain an extra advantage as part of charge attacks. |
Guardian |
- |
Parry Focus |
Melee |
Defense |
Whenever an adjacent ally is attacked, you can choose to oppose the attack in their place with your parry, assuming you have the right equipment. After this, attacks aimed at you gain Advantage for each Guardian you use. |
Street Fighting |
- |
One-Handed focus |
Melee |
Offense |
Whenever you inflict an injury on a target with a Light or Unarmed attack, the target suffers an injury one category worse than usual. |
Takedown |
- |
Melee Skill Level 1 |
Melee |
Strength |
You gain an advantage to Tricks, and enemies' chance attacks on you for failing take an extra disadvantage. |
Unarmed Warrior |
- |
Melee Skill Level 1 |
Melee |
Strength |
Your unarmed attacks deal +1 damage and no longer count as unarmed. |
Wrestler |
- |
Grappling focus |
Melee |
Strength |
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. |
Tier Two |
Cautious Attack |
- |
Parry Focus |
Melee |
Defense |
When making a standard attack, you can choose to do a Cautious Attack in exchange for all of your Advantages for that test. You benefit from the Defend action until the start of your next turn. |
Counter Attack |
- |
Parry Focus |
Melee |
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 against the Chance Attack limit. |
Space Defender |
- |
Guardian |
Melee |
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. |
Battlemaster |
- |
Melee Skill Level 3 |
Melee |
Offense |
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Disarm |
- |
One-Handed focus |
Melee |
Offense |
When making a Called 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 metres equal to your DoS. If the Dos exceeds the enemy's MB, then you can take the weapon off them. |
Kidney Sticker |
- |
Street Fighting |
Melee |
Offense |
You take one less Disadvantage with melee Called Attacks. |
Leverage |
- |
Two-Handed focus |
Melee |
Offense |
You gain +1 metre of range and Threat (+1) with two-handed weapons. |
Piercing Lunge |
- |
Advantage Kill |
Melee |
Offense |
When making a standard attack, you can choose to do a Piercing Lunge. Your attack ignores the Armour of a single hit target. Damage is as normal. You cannot oppose any attacks until the start of your next turn (although you can resist ailments and conditions). |
Plate Break |
- |
- |
Melee |
Offense |
When applying the Armour Breaker Quality, you increase the damage to AP by 1. |
Slaughterer |
- |
Two-Handed focus |
Melee |
Offense |
Whenever you inflict two or more Wounds with a melee attack, you inflict one extra. |
Swift Attack |
- |
One-Handed focus |
Melee |
Offense |
Attacks with one-handed melee weapons against enemies with a lower initiative than you gain the Burst (+2) Quality. Extra hits with this attack can only be allocated to enemies with Initiative lower than yours. |
Double Team |
- |
- |
Melee |
Resolve |
Whenever you gain an Advantage from outnumbering an enemy, you gain one extra. |
Beat Blade |
- |
Takedown |
Melee |
Strength |
When making a standard attack, you can choose to do a Reaper Swing. All enemies within reach of the weapon must oppose the attack, with each enemy who fails taking a hit. Damage is as normal. You cannot oppose any attacks until the start of your next turn (although you can resist ailments and conditions). |
Bully |
- |
Grappling focus |
Melee |
Toughness |
Whenever you win a grappling test, you count as having successfully Shoved them as well, with you being free to follow them (and thus maintain the grapple). |
Curbstomp |
- |
Grappling focus |
Melee |
Strength |
When grappling a prone target, you gain two advantages to all attack and evasion tests against that target. |
Suplex |
- |
Wrestler |
Melee |
Strength |
Whenever you successfully initiate a grapple, you may also count it as a successful Knockdown or Shove, with you being free to move with the target as they go in order to maintain grapple. |
Unarmed Master |
- |
Unarmed Warrior |
Melee |
Strength |
Your unarmed attacks deal an extra +1 damage (for a total of +2) and no longer count as primitive. |
Tier Three |
Swordwall |
- |
Parry focus*2, Melee 60 |
Melee |
Defense |
You gain the Shield (+1) Quality with all melee weapons. |
Blade Dancer |
- |
Ambidextrous, Melee 60 |
Melee |
Finesse |
You take no penalties to your main hand when making melee attacks with multiple weapons. |
Galespeed Strike |
- |
One-Handed focus*2, Melee 60 |
Melee |
Finesse |
Focused Attacks with Melee attacks against enemies with a lower Initiative than you gain the Unavoidable (+20) Quality. |
Crushing Blow |
X |
Melee Skill Level 3, STR 60 |
Melee |
Offense |
You add +1 damage to all melee attacks. You can purchase this a number of times equal to your Melee bonus. |
Reaper Swing |
- |
Two-Handed focus*2, STR 60 |
Melee |
Offense |
When making a standard attack, you can choose to do a Reaper Swing. All enemies within reach of the weapon must oppose the attack, with each enemy who fails taking a hit. Damage is as normal. You cannot oppose any attacks until the start of your next turn (although you can resist ailments and conditions). |
Submission Hold |
- |
Grappling focus*2, STR 60 |
Melee |
Strength |
Melee attacks you make against grappled targets gain, at your discretion, the Subdual and Tiring (SB) Qualities. |
Name |
Subname |
Prerequisites |
Aptitude 1 |
Aptitude 2 |
Effect |
Tier One |
Rapid Reload |
X |
Ballistic Skill Level 1 |
Ballistic |
Fieldcraft |
You increase the 'Ammo' Quality of all Ballistic weapons by 2 (1 for Heavy). This talent may be taken multiple times, to a max equal to your RB. |
Hip Shooter |
- |
Pistol Focus |
Ballistic |
Finesse |
You can make Focused Attacks with Pistols even if you've already moved. Making such an attack doesn't remove your ability to move this turn either. |
Bombard |
- |
Heavy Focus |
Ballistic |
Offense |
Whenever you miss with a Heavy Weapon, you reduce the needed DoS of that weapon's next Reload test by 2. |
Sharpshooter |
- |
Basic Focus |
Ballistic |
Offense |
Focused Attacks with Basic Weapons double the weapon's range. |
Suppressive Fire |
- |
Ballistic Skill Level 1 |
Ballistic |
Offense |
When making a Ballistic attack benefitting from the Burst Quality, any targets that fail to evade your attack count as being in Difficult Terrain (1) until the start of your next turn. If they run and fail their difficult terrain test, instead of falling Prone they suffer 1 standard hit from your weapon. |
Tier Two |
Covering Fire |
- |
Ballistic Skill Level 2 |
Ballistic |
Defense |
When wielding a Ballistic weapon, you may use your action to provide Covering Fire. Select one ally. That ally gains an Advantage on all evasion tests until the start of your next turn. If your weapon has the Burst function, then it can provide Covering Fire to allies up to X, but this procs a reload as normal. |
Overwatch |
X |
Suppressive Fire |
Ballistic |
Defense |
During your turn, you may spend your action to enter Overwatch. You do nothing at the moment, but until the start of your next turn, you may make a standard attack against an enemy during their turn, at any point during their turn. You may purchase this talent multiple times, to a max equal to your RB. You can make a number of Overwatch attacks equal to the ranks in the talent. Overwatch attacks trigger the Reload quality as normal. |
Gun Care |
- |
Rapid Reload |
Ballistic |
Fieldcraft |
You can make a second Ballistics Skill test whenever you jam a gun; if you pass the gun does not jam. |
Mark |
- |
Ballistic Skill Level 2 |
Ballistic |
Fieldcraft |
When wielding a Ballistic weapon, you may Mark a target by making a Focused Attack against them. Marking automatically succeeds and deals no damage. All allies' attacks against the target gain one Advantage until the start of your next turn. |
Gun Kata |
- |
Pistol Focus |
Ballistic |
Finesse |
You gain the Short Range and Point Blank advantages with pistols when using them in melee combat. |
Quickdraw |
X |
Hip Shooter |
Ballistic |
Finesse |
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. |
Stand and Shoot |
- |
Pistol Focus |
Ballistic |
Finesse |
Attacking enemies at Point Blank with a pistol grants you two Advantages instead of one. |
Bulletmaster |
- |
Ballistic Skill Level 2 |
Ballistic |
Offense |
Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result. |
Cover Killer |
- |
Bombard |
Ballistic |
Offense |
Attacks with Heavy Weapons ignore Cover. |
Crack Shot |
- |
Basic Focus |
Ballistic |
Offense |
Whenever you deal an injury with a Ballistic attack, the injury is worsened by one level. |
Devastator |
- |
Heavy Focus |
Ballistic |
Offense |
Whenever you deal two or more wounds with a Ballistic attack, you inflict one extra. |
Hawkeye |
- |
Basic Focus |
Ballistic |
Offense |
You suffer one less Disadvantage with Ballistic Called Attacks. |
Pink Mist |
- |
Sharpshooter |
Ballistic |
Offense |
Whenever you strike an enemy's weak spot with a Basic Weapon's Focused Attack, instead of incurring an extra wound, your attack becomes a Savage Attack. |
Spotter |
- |
Heavy Focus |
Ballistic |
Offense |
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. |
Tier Three |
Gunslinger |
- |
Ambidextrous, Ballistic 60 |
Ballistic |
Finesse |
You take no penalties to your main hand when making Ballistic attacks with multiple weapons. |
Mighty Shot |
X |
Ballistic Skill Level 3, Ballistic 60 |
Ballistic |
Offense |
You add +1 damage to all Ballistic attacks. You can purchase this a number of times equal to your Ballistic bonus. |
Execution Style |
- |
Pistol Focus*2, Ballistic 60 |
Ballistic |
Finesse |
Point Blank Ballistic attacks against targets who are prone, dazed, stunned, helpless, staggered, shocked, frozen or grappled gain the High Crit (20) Quality. |
Target Selection |
- |
Ballistic Skill Level 3, Ballistic 60 |
Ballistic |
Offense |
You gain no Disadvantages for firing at targets engaged in melee. |
Rifle Jockey |
- |
Basic Focus*2, Ballistic 60 |
Ballistic |
Offense |
When making a Ballistic attack that benefits from the Burst, Accurate or Keen qualities, you add +2 DoS. |
Barrage |
|
Heavy Focus*2, Ballistic 60 |
Ballistic |
Offense |
When making a Ballistic attack, you can choose to perform a Barrage attack. After your first attack, you perform a second attack with the same weapon with all the modifiers of the first. However, this always incurs Reload, to a level equal to the weapon's base Reload amount times two. If it doesn't have Reload, then the test is Reload (2). |
Name |
Subname |
Prerequisites |
Aptitude 1 |
Aptitude 2 |
Effect |
Tier One |
Catfall |
- |
Leaping Focus |
Agility |
Fieldcraft |
You may always test Agility or Acrobatics 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. |
Clank-Free |
- |
Level 1 Subterfuge |
Agility |
Fieldcraft |
You reduce the penalty to Stealth tests due to armour or weapons by 10. |
Interpretative Dance |
- |
Level 1 Acrobatics |
Agility |
Social |
You can test Acrobatics to communicate concepts without the use of language. The concepts communicated will likely be broad or basic. |
Abseiler |
- |
Climbing Focus |
Strength |
Finesse |
You are no longer Hindered when climbing. |
Flesh Torpedo |
- |
Swimming Focus |
Strength |
Finesse |
You are no longer Hindered when swimming. |
Pitcher |
- |
Level 1 Athletics |
Strength |
Finesse |
You double your Strength Bonus when calculating how far you can throw objects and throwing weapons. So long as you have one hand free, whenever you do the 'Use Consumable' action you can use two consumables instead of one. |
Bulging Biceps |
X |
Level 1 Endurance |
Strength |
Toughness |
You improve your base carrying, lifting and pushing capacities by 2 points per level of this talent. Maximum 5 levels. |
Second Wind |
X |
Level 1 Endurance |
Toughness |
General |
Each day, you may ignore the effects of Exhaustion for 1 round per level of this talent. You do not need to use these rounds up all at the same time. Maximum TB levels. |
Sprint |
- |
Running Focus |
Toughness |
General |
When using the Run move, you can choose to Sprint, adding 2 metres to your movement per DoS on your Athletics/Running test. However, you suffer 5 Stress. |
Tolerance |
- |
Intoxication Focus |
Toughness |
General |
You reroll Endurance tests to resist the effects of drugs, toxins, venoms, poisons etc that you've experienced before. |
Tier Two |
Hard Target |
- |
Dodge Focus and Running Focus |
Agility |
Defense |
From now on, when you use the Run move, enemy melee attacks gain no Advantage against you, and Ballistic attacks gain two disadvantages against you instead of one. |
Lightfoot |
- |
Navigation Focus |
Agility |
Fieldcraft |
You reroll tests to resist Difficult Terrain and take the preferred result. |
Lightning Reflexes |
X |
Agility 50 |
Agility |
Fieldcraft |
You gain +1 to Initiative per rank in this talent. You can have a maximum of AB ranks in this talent. |
Rapid Reaction |
- |
Dodge and Threat Focuses |
Agility |
Fieldcraft |
On being Surprised in combat, you can test Dodge or Threat to remove Surprised from yourself. |
Ambusher |
- |
Stealth Focus |
Agility |
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 a +20 bonus to tests to detect you, however. |
Leap Up |
- |
Contortion Focus |
Agility |
Finesse |
You may rise from Prone for free at the start of your turn. This can be blocked by grapples. |
Silent Running |
- |
Stealth and Running Focuses |
Agility |
Finesse |
You do not take penalties to Stealth tests when trying to run or move quickly whilst undetected. |
Lockjam |
- |
Level 1 Athletics and Security Focus |
Strength |
Finesse |
You can reroll attempts to jam or break locks and doors and take the preferred result. |
The Gun Show |
- |
Level 1 Athletics and Ballistic Skill |
Strength |
Offense |
You can fire Basic Ballistic weapons one-handed without penalty. |
Big Stick Diplomacy |
- |
Level 1 Athletics and Intimidate Focus |
Strength |
Resolve |
You can always use Strength in place of Fellowship when trying to intimidate others. When intimidating others, if your Strength is higher than their Toughness, you may reroll the test and take the preferred result. |
Elite Athlete |
- |
Level 2 Endurance |
Toughness |
Defense |
You reroll tests to resist bad weather, Frozen and Shocking. Whenever you take Stress from a physical cause (exertion, pain, etc), you take one less to a minimum of 0. |
Hardy Bones |
- |
Injury Focus |
Toughness |
Defense |
The first Injury you suffer each day is always a Graze. |
Iron Jaw |
- |
Physical Ailments Focus*2 |
Toughness |
Defense |
You reroll tests to resist Stunned and Dizzy. Furthermore, you can always test Endurance to resist such an ailment, even if you ordinarily wouldn't be allowed to. |
Sound Constitution |
X |
Level 1 Endurance |
Toughness |
Defense |
You gain one extra Light Wound. You can have a maximum of TB/2 ranks in this talent. |
Tier Three |
Step Aside |
- |
Dodge, Anticipate and Parry Focuses, Agility 60 |
Agility |
Defense |
When making Evasion tests, if your Agility is higher than your attacker's Agility, you may reroll the test and take the preferred result. |
Infiltrator |
- |
Silent Running, Stealth Focus*2, Agility 60 |
Agility |
Finesse |
At the start of battles in which you possess the Ambushing advantage, you gain an extra free Move action, which does not trigger any Difficult Terrain or reactions, and does not prevent the use of heavy weapons. |
Hysterical Strength |
- |
Level 3 Athletics, Strength 60 |
Strength |
Offense |
When making a test or action that uses Strength, you may voluntarily gain Stress in exchange for increasing your Strength. You count your Strength as being 1 point higher per point of Stress you expend. |
Armour Master |
- |
Level 2 Endurance and armour or metal based Trade |
Toughness |
Defense |
You increase the value of all worn Armour (but not shields) by 1 AP. |
Go Beyond |
- |
Hardy Bones, Level 3 Endurance |
Toughness |
Defense |
This talent triggers the first time each day any of the following happen: you lose your last Light Wound, lose a Heavy Wound, 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 Light Wounds and regain one Heavy Wound. |
True Grit |
- |
Sound Constitution*2, Toughness 60 |
Toughness |
Defense |
You gain one extra Heavy Wound. |
Name |
Subname |
Prerequisites |
Aptitude 1 |
Aptitude 2 |
Effect |
Tier One |
Brilliance |
- |
Intelligence 50 |
Intelligence |
Knowledge |
Once per day, you can use Intelligence in place of a different Score when making any kind of test. |
Combat Formation |
X |
Strategy Focus |
Intelligence |
Knowledge |
You may use your IB to calculate Initiative instead of AB or PB. For each rank in this talent, you may increase the starting initiative of any ally 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. |
Medical Reference |
- |
Life Science or Diagnosis Focuses |
Intelligence |
Knowledge |
You reroll Diagnosis tests when the symptoms are ones you've encountered before. A successful diagnosis of an injury or sickness grants you a +10 bonus to Medicine tests when treating that person for that problem. |
Scholar |
- |
Level 1 Academics |
Intelligence |
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. |
Cat's Eyes |
- |
Level 1 Survival |
Perception |
Fieldcraft |
You ignore the Low Light Disadvantage. |
Heightened Senses |
Sight, Sound, Smell+Taste, Touch |
Level 1 Awareness |
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 test would go unaffected because it uses more than just your eyes. |
Read Foe |
- |
Anticipate Focus |
Perception |
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. |
Frenzy |
- |
- |
Willpower |
Resolve |
On using this Talent you immediately become Enraged. This Enrage lasts for the rest of the battle, but can be broken by being hit with a different Mental Ailment. |
Grounded Mind |
- |
Mental Ailment Focus |
Willpower |
Resolve |
You reroll tests to resist the Confusion ailment. When you do succumb to Confusion, you can increase or decrease your DoF by 1 to determine Confusion's effects, to a minimum of 0. |
Jaded |
- |
Resist Fear Focus |
Willpower |
Resolve |
You reroll tests, taking the preferred result, to resist fear, disgust or intimidation when the source is something you've encountered before. For non-specific sources of fear, such as low-level Shadows, blood, or horrific scenes, then seeing one is much like the other. For more specific sources of fear, such as Archetypes, then this talent only applies for that specific entity. |
Tier Two |
Ambush Leader |
- |
Strategy and Trapping Focuses |
Intelligence |
Fieldcraft |
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. |
Hasty Aid |
- |
First Aid Focus |
Intelligence |
Fieldcraft |
You now heal two Light Wounds per minute when using First Aid. Furthermore, when using First Aid, you can elect to hastily patch up your subject, restoring 1 Light 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 Light Wounds equal to the ones you healed. If this reduces them below 0, they don't suffer a Heavy Wound but instead incur Blood Loss. |
Hurt/Comfort |
- |
Extended Care Focus |
Intelligence |
Fieldcraft |
When using the Extended Care or Vetinary personal action, you gain a +5 bonus to your test per Social Link rank with the subject. |
Just as Planned |
- |
Level 2 Logic and Knowledge |
Intelligence |
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. |
Optimisation |
X |
Level 2 Technology |
Intelligence |
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. |
Logic Prevails |
- |
Reasoning Focus |
Intelligence |
Resolve |
You reroll tests to resist the Brainwashed or Amnesiac ailments. You can use Intelligence in place of Willpower to resist those ailments. |
Bat's Ears |
- |
Navigation Focus |
Perception |
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. |
Hunter-Tracker |
- |
Detective or Navigation Focuses |
Perception |
Fieldcraft |
You reroll tests to track entities' trails. |
Light Sleeper |
- |
Level 1 Awareness and Survival |
Perception |
Fieldcraft |
You reroll tests to resist the Drowsing ailment. 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. |
Minesweeper |
- |
Trapping or Explosives Focuses |
Perception |
Knowledge |
You reroll tests to set, unset or detect traps and explosives. |
Battle Rage |
- |
Frenzy |
Willpower |
Resolve |
You may make Evasion tests whilst Enraged. |
Litany Against Fear |
- |
Level 2 Fortitude |
Willpower |
Resolve |
You reroll tests to resist the Despairing, Enraged and Panicked ailments, as well as fear in general. |
Spirit Guard |
- |
Spiritual Ailment Focus*2 |
Willpower |
Resolve |
You reroll tests to resist Spiritual Ailments. |
Tier Three |
Fitness Coach |
- |
Extended Care and Life Science Focuses, Intelligence 60 |
Intelligence |
Knowledge |
Subjects of your Extended Care personal action improve the effects of any Generic or Unique Training Actions by one category, turning a single level use into a Doubled and a Doubled into a Tripled. |
Total Recall |
- |
Level 3 Academics, Intelligence 60 |
Intelligence |
Knowledge |
At the start of each week, you temporarily gain three extra Focuses in the Academics talent, which you may allocate however you like; these Focuses last until the start of the next week. You have an uncanny memory for facts and things you've seen, which can have some roleplay advantages. |
Danger Sense |
- |
Anticipate and Threat Focuses, Perception 60 |
Perception |
Fieldcraft |
You can never be taken by Surprise, unless you are Fatigued, Exhausted or suffering from an Ailment. |
Look Out |
- |
Anticipate and Strategy Focuses, Perception 60 |
Perception |
Knowledge |
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. |
Shake Off |
- |
Level 3 Fortitude, Willpower 60 |
Willpower |
Resolve |
Ailments last one turn less than usual. Whenever you are Staggered, you can test Fortitude with 2 Disadvantages; on a success you are not Staggered and you deny your enemy a One More. |
Strong Minded |
- |
Mental AIlment and Anticipate Focuses, Willpower 60 |
Willpower |
Resolve |
You gain a +20 bonus to Evasion tests to resist psychic attacks. |
Name |
Subname |
Prerequisites |
Aptitude 1 |
Aptitude 2 |
Effect |
Tier One |
Cultivate Efficacy |
- |
Level 1 Authority |
Fellowship |
Resolve |
You may make an Authority test as an action; should you pass, all allies gain an Advantage to their next test. |
Inspire |
- |
Level 1 Authority |
Fellowship |
Resolve |
You may make an Authority test as an action; should you pass, you grant an advantage to all tests to resist Despair and Panic to all allies for the rest of the encounter, or until you fail a test to resist fear and panic yourself. |
Distract |
- |
Deceive or Predict Motive Focuses |
Fellowship |
Social |
Select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target takes disadvantage to evasion and perception tests, plus another if you gain 4 or more DoS. |
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. |
Taunt |
- |
Entice or Predict Motive Focuses |
Fellowship |
Social |
You may provoke and insult a target to draw its attention to you; select one target and make a Manipulate test as an action, opposed by Willpower or Inquiry; on a success, the target gains Disadvantage to all attack tests, plus another if you gain 3 DoS or more. However, it does not gain Disadvantages against you, but instead gains an Advantage to attack and evasion tests against you. This effect lasts for a number of rounds equal to your FB. |
Deceit by Logic |
- |
Reasoning Focus |
Intelligence |
Knowledge |
You may use Intelligence in place of Fellowship when deceiving others. |
Pick Fallacies |
- |
Scrutiny or Reasoning Focuses |
Intelligence |
Knowledge |
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. |
Battle Reading |
- |
Predict Motive or Threat Focuses |
Perception |
Social |
Select one target and make an Inquiry test as an action, opposed by Subterfuge or Manipulation; on a success, at any time between now and your next turn, you can force the target to reroll a single test and take the result you prefer. |
Eye for People |
- |
Level 1 Inquiry and Perception 40 |
Perception |
Social |
You may use Perception in place of Fellowship when using the Inquiry skill. |
Mimic |
- |
Perception 40 |
Perception |
Social |
Given about an hour of study, you may mimic the voice of another. It takes a -10 Opposed Scrutiny test, opposed by your Manipulate, 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. |
Force of Will |
- |
Level 1 Authority |
Willpower |
Resolve |
You may use Willpower in place of Fellowship when using the Authority skill. |
Tier Two |
Person of Culture |
- |
Level 1 Linguist and Academics |
Fellowship |
Knowledge |
At the start of each week, you temporarily gain three extra Focuses, which you may allocate however you like between the Linguist skill and the 'Culture' Focus of Academics; these Focuses last until the start of the next week. You also have a general air of culture, which appeals to some people. |
Air of Authority |
- |
Inspire, Cultivate Efficiency |
Fellowship |
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 10 Stress for you. |
Incite Fury |
- |
Inspire |
Fellowship |
Resolve |
Select one target and make an Authority test as an action; should you pass, all allies besides you gain Advantage to attacks against that target. This lasts for a number of rounds equal to your FB. |
Terrify |
- |
Intimidate Focus |
Fellowship |
Resolve |
When engaging a target who possesses the Fear trait, you can make an Intimidate test against them, opposed by their Authority, Fellowship or Strength scores. If you win, you steal one Rank of the Fear trait from them, plus another per 3 DoS; this lasts until the end of the encounter. |
Counter-Charm |
- |
Entice and Resist Manipulation Focuses |
Fellowship |
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. |
Master Orator |
- |
Demagogy and Reasoning Focuses |
Fellowship |
Social |
You may reroll, and take the better result, tests to persuade or address a crowd. |
Emotional Overload |
- |
Level 1 Authority and Manipulation |
Fellowship |
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 Chameleon |
- |
Deceive Focus |
Fellowship |
Social |
You may reroll, and take the preferred result, Stealth 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 |
Fellowship |
Social |
You may reroll Manipulate attempts to manipulate public opinion on or around specific individuals. Furthermore when doing so, you are more protected from being discovered as the originator; you take a +20 bonus to tests to resist being found out. |
Cold Reading |
- |
Scrutiny Or Social Sciences Focuses |
Perception |
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 Intelligence is higher than their Perception or Intelligence. |
Hate The Game |
- |
Resist Manipulation Or Social Science Focuses |
Willpower |
Knowledge |
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. |
Galvanising Presence |
- |
Inspire |
Willpower |
Resolve |
So long as you are in an engagement have failed no reaction Willpower tests (ie. Resisting ailments) during it, all allies in communication with you gain Advantage on tests to resist all Mental Ailments. |
Iron Discipline |
- |
Level 2 Authority |
Willpower |
Resolve |
Select one ally suffering from a Mental Ailment and test Authority as an action. If your DoS surpasses the number of rounds remaining on the Ailment's duration (or beats 3 DoS on an ailment without a duration), they clear the Ailment. |
Beyond Reproach |
- |
Resist Manipulation and Ask Around Focuses |
Willpower |
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 a +20 bonus to tests as well. |
Tier Three |
Charm Offensive |
- |
Level 3 Manipulation, Fellowship 60 |
Fellowship |
Social |
You may spend stress add DoS to Fellowship tests that you have already rolled, at a rate of 10 stress per 1 DoS. |
Compel |
- |
Entice Focus*2, Fellowship 60 |
Fellowship |
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 a -30 penalty until you somehow repair the breach of trust. |
Strategic Genius |
- |
Threat Focus*2 and Strategy Focus, Perception 60 |
Perception |
Knowledge |
Once per encounter, select an ally as a free action; that ally may take two actions instead of one during their turn. |
Into Hell |
- |
Iron Discipline, Galvanising Presence, Willpower 60 |
Willpower |
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. |