Talents

Generic Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Melee Training - - Weapon Skill General You may use Melee weapons without taking the -20 nonproficient penalty.
Ranged Training - - Ballistic Skill General You may use Ranged weapons without taking the -20 nonproficient penalty.
Tier Two
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 Three
Coordinated - WS or BS 50 Weapon Skill Ballistic Skill You take no penalties for using your off-hand, and reduce the penalty for making Multiple Attack actions by 10.
Jack of All Trades - Skill Level 4 in 5 skills 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, so long as the net modifier for the test is +0 or better.

-- Back to Top --

Melee Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
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.
Duelist - Melee Training Weapon Skill 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 Weapon Skill Strength You gain a +10 bonus to Charge and Ram 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).
Grappler - Melee Training Strength Offense You gain a +10 to Grappling tests, and can use Strength in place of WS or Agility when needed during Grapples.
Street Fighter - Melee Training Weapon Skill Offense Whenever you deal Lethal damage with an Unarmed attack (including from Critical Hits), or a melee attack with a 1d5 damage die, you deal +2 extra.
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 non-Ram or Boarding 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.
Counter-Attack - Melee Training, WS 45 Weapon Skill Defense This talent permits use of the Counter-Attack Action.
Gravity Kick - Furious Charge WS 45 Weapon Skill Strength This talent permits use of the Gravity Kick Action.
Lethal Strike - Furious Charge Weapon Skill Offense Whenever you deal Lethal Damage with a melee weapon (including from Critical Hits), you deal +2 extra.
Swift Attack - Melee Training, WS 50 Weapon Skill Offense You increase the Hits rating of all Melee weapons by +1.
Unarmed Master - Melee Training Weapon Skill 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.
Tier Three
Crushing Blow - Lethal Strike, WS 50, Strength 50 Weapon Skill Strength Your melee attacks deal extra damage equal to WSB/2.
Killing Strike - Battlemaster, WS 50, Strength 50 Weapon Skill Strength Heavy Attack. Expend a reaction to make a single Heavy Attack that cannot be parried or dodged.
Lightning Attack - Swift Attack, WS 60 Weapon Skill Offense You increase the Hits rating of all Melee weapons by +1 (to a max of +2). Furthermore, the maximum penalty you can take due to a flurry is -20.

-- Back to Top --

Ranged Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Covering Fire - Ranged Training Ballistic Skill Offense Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.
Deadeye Shot - Ranged Training Ballistic Skill Finesse You reduce the penalty to ranged called shots and for shooting at long or extreme range by -10.
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.
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.
Tier Two
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.
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.
Crack Shot - Deadeye Shot Ballistic Skill Offense Whenever you deal Lethal Damage with a ranged weapon (including from Critical Hits), you deal +2 extra.
Flush Out - Covering Fire Ballistic Skill 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 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 ranged 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.
Cleanse and Purify - Ranged Training Ballistic Skill Offense Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.
Tier Three
Eye of Vengeance - Sharpshooter, BS 60, Perception 50 Ballistic Skill Offense 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.
Mighty Shot - Ranged Training, BS 60 Ballistic Skill Offense Add BSB/2 to ranged attack 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 Enemies take a -15 penalty to evade hits made by your Burst attacks.
Target Selection - Sharpshooter, BS 60, Perception 50 Ballistic Skill Finesse You take no penalty for firing into melee combat.

-- Back to Top --

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.
Shield Bash - Melee Training Weapon Skill Defense When wielding a shield, you receive a +10 bonus to the Knockdown, Maneuver and Counter-Attack actions.
Tier Two
Armour Master - Guardian Toughness Defense The AP value of all armour, although not shields, currently equipped by you increases by 2.
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.
Halt Advance - Shield Bash Weapon Skill Defense When using the Guard Mode action, enemies that move through an adjacent square without attacking you trigger a standard attack from you. If the attack hits and isn't evaded, it deals no damage, but that enemy is forced to end its round adjacent to you.
Tier Three
Defiant Defender - Armour Master, Shield Specialist Toughness 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.
Wall of Steel - Shield Specialist, Parry+30 Weapon Skill Defense Gain an extra Reaction once per round, that may be used only to Parry.
Skywatcher - Point Defense+30 Ballistic Skill Defense Gain an extra Reaction once per round, that may be used only to Point Defend.

-- Back to Top --

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 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. 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
Networking - Charm+10, Inquiry+10 Fellowship Social At the start of each Cycle 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.
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 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.
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
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.

-- Back to Top --

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.
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 and Fear. 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 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.
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 Mind Control, Interrogation, Charm and Enragement.
Unshakeable Faith - Grounded Mind Willpower Resolution You may reroll failed Fear tests and take the preferred result.
Tier Three
Infused Knowledge - At least 3 Lores, 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.
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 a Realisation Point to remove all Status Effects from you.
Spirit Guard - Orthoproxy, Unshakeable Faith Willpower Resolution You gain a +10 bonus to resist Mental Attacks and ailments.
Strong Minded - Unshakeable Faith, Willpower 50 Willpower Resolution You re-roll any failed Willpower tests to protect you against mental attack.

-- Back to Top --

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.
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, 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.
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.
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
Alacrity - Hard Target, Sprint Agility Defense You may use your AB in place of your TB when reducing damage from incoming attacks.
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.
Step Aside - Hard Target, LIghtning Reflexes, Rapid Reaction Agility Finesse 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 gain the Stuff of Nightmares trait, 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.
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 status effects with a temporary duration less than one hour are removed. This ability can only trigger once per Cycle.
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.

-- Back to Top --

AT Field Talents

Name Subname Prerequisites Aptitude 1 Aptitude 2 Effect
Tier One
Innate Basic - - AT Field General You can use Tier 1 Innate AT Field abilities.
Dirac Basic - Innate Basic AT Field Resolution You can use Tier 1 Dirac AT Field abilities.
Kinetic Basic - Innate Basic AT Field Offense You can use Tier 1 Kinetic AT Field abilities.
Psychic Basic - Innate Basic AT Field Resolution You can use Tier 1 Psychic AT Field abilities.
Radiance Basic - Innate Basic AT Field Perception You can use Tier 1 Radiance AT Field abilities.
Thermal Basic - Innate Basic AT Field Knowledge You can use Tier 1 Thermal AT Field abilities.
Transmutation Basic - Innate Basic AT Field Knowledge You can use Tier 1 Transmutation AT Field abilities.
Tier Two
Innate Intermediate - Innate Basic, AT Field 40 AT Field General You can use Tier 2 Innate AT Field abilities.
Dirac Intermediate - Innate Intermediate, Dirac Basic, AT Field 60 AT Field Resolution You can use Tier 2 Dirac AT Field abilities.
Kinetic Intermediate - Innate Intermediate, Kinetic Basic, AT Field 60 AT Field Offense You can use Tier 2 Kinetic AT Field abilities.
Psychic Intermediate - Innate Intermediate, Psychic Basic, AT Field 60 AT Field Resolution You can use Tier 2 Psychic AT Field abilities.
Radiance Intermediate - Innate Intermediate, Radiance Basic, AT Field 60 AT Field Perception You can use Tier 2 Radiance AT Field abilities.
Thermal Intermediate - Innate Intermediate, Thermal Basic, AT Field 60 AT Field Knowledge You can use Tier 2 Thermal AT Field abilities.
Transmutation Intermediate - Innate Intermediate, Transmutation Basic, AT Field 60 AT Field Knowledge You can use Tier 2 Transmutation AT Field abilities.
Tier Three
Innate Master - Innate Intermediate, AT Field 40 AT Field General You can use Tier 3 Innate AT Field abilities.
Dirac Master - Innate Master, Dirac Intermediate, AT Field 80 AT Field Resolution You can use Tier 3 Dirac AT Field abilities.
Kinetic Master - Innate Master, Kinetic Intermediate, AT Field 80 AT Field Offense You can use Tier 3 Kinetic AT Field abilities.
Psychic Master - Innate Master, Psychic Intermediate, AT Field 80 AT Field Resolution You can use Tier 3 Psychic AT Field abilities.
Radiance Master - Innate Master, Radiance Intermediate, AT Field 80 AT Field Perception You can use Tier 3 Radiance AT Field abilities.
Thermal Master - Innate Master, Thermal Intermediate, AT Field 80 AT Field Knowledge You can use Tier 3 Thermal AT Field abilities.
Transmutation Master - Innate Master, Transmutation Intermediate, AT Field 80 AT Field Knowledge You can use Tier 3 Transmutation AT Field abilities.

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License