Talents

Talents

Offense

Name Prerequisite Effect
Tier One
Battlemaster - You may reroll a single missed melee Attack per turn.
Tier Two
Berserk Charge Battlemaster Your Charge attacks gain +2 Penetration.
Careful Hands Impact Expertise You ignore the first Misfire result per encounter.
Combat Master Simple Expertise You gain an extra Attack in the Melee Phase, so long as you are engaged in melee with two or more enemies at once.
Rapid Reload - You increase the Attack Limit with Ranged Weapons by one.
Web of Steel - You perform two Attacks against Routing enemies instead of one.
Tier Three
Execute Strength 4+ Attacks against prone or stunned enemies take a +1 bonus to damage tests.
Hold Steady Rapid Reload You take no penalties when using the Stand and Shoot action.
Swift Attack - You permanently increase your Attack score by 1.
Tier Four
Lethal Strike - Whenever you reduce an enemy to 0 wounds with a Melee attack, they add +2 to their Injury roll.
Lightning Attack Swift Attack You permanently increase your Attack score by 1.
Surefire Attack Hold Steady You may make only one Attack this turn, which ignores the Superior Skill penalty.
Trick Shooter Surefire Attack, Ranged 5+ You ignore Cover penalties when shooting.
Tier Five
Killing Blow Melee or Ranged 5+ Once per encounter, you can declare a Killing Blow. You may make only one Attack this turn, which lands a Critical Hit on a roll of 1-2. No Defense Saves are allowed against a Killing Blow.

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Defense

Name Prerequisite Effect
Tier One
Internal Fortitude - You gain a +1 bonus to Toughness tests when resisting the effects of poison, intoxicants, drugs, gas and the like.
Parry - Enemies that attempt to attack you in melee whose Melee score is worse than your own take a -1 penalty (a Superior Skill Penalty).
Repel - If you used the Brace action and were charged this turn, you gain a +2 to to-Hit tests against the charging target.
Weathered - You gain a +1 bonus to Toughness tests when resisting the effects of bad weather, extreme temperatures, and the like.
Tier Two
Iron Jaw Stubborn Once per encounter, whenever you gain the Stunned result on an Injury roll, you can reduce it to Knocked Down instead.
Sentinel Toughness 4+ If you are Engaged in Melee with an enemy, they must allocate their first Melee attack each Phase against you before they can allocate any Attacks against your allies.
Sound Constitution - You permanently increase your Wound score by 1.
Tier Three
Bladeshield Parry, Melee 4+ Enemies that attempt to attack you in melee whose Melee score is worse than your own take a -2 penalty (a Superior Skill Penalty). This replaces Parry's effects.
Heroic Constitution Toughness 4+ You permanently increase your Wound score by 1.
Home in the Roughs Weathered You gain a +2 bonus to Toughness tests when resisting the effects of bad weather, extreme temperatures, and the like. Replaces Weathered's effects.
Leg Sweep Challenge Enemies that attempt to attack you in melee who fail by 3 DoF or more must make an Agility test or be knocked down.
Stalwart Stubborn, Resolve 4+ You may reroll a single failed Resolve test per turn.
Steel Gut Internal Fortitude You gain a +2 bonus to Toughness tests when resisting the effects of poison, intoxicants, drugs, gas and the like. Replaces Internal Fortitude's effects.
Tier Four
Counter Attack Bladeshield, Melee 5+ When an enemy makes a non-Counter Melee attack against you and misses, and their Melee score is worse than your own, you make an immediate Melee attack against them (a Superior Skill Penalty).
Defense Master Toughness 5+ You may reroll a single failed Defense Save per turn.
Tier Five
Permanently Sober Steel Gut You gain a +3 bonus to Toughness tests when resisting the effects of poison, intoxicants, drugs, gas and the like. Replaces Steel Gut's effects.
Hardened Ranger Home in the Roughs You gain a +3 bonus to Toughness tests when resisting the effects of bad weather, extreme temperatures, and the like. Replaces Home in the Rough's effects.

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Agility

Name Prerequisite Effect
Tier One
Acrobat - You gain a +1 bonus to Agility tests when leaping, jumping, performing acrobatic maneuvers, wriggling free of restraints or squeezing through tight spaces.
Dodge - Enemies that attempt to attack you whose tested score is worse than your Agility take a -1 penalty (a Superior Skill Penalty).
Sneak - You gain a +1 bonus to Agility tests when attempting stealth or stealthy maneuvers such as pickpocketing, lockpicking or disarming traps.
Swimmer - You gain a +1 bonus to Agility tests when attempting to swim.
Tier Two
Catfall Scale You add +2 to Defense saves against falling damage, and always land on your feet.
Lightning Reflexes - You add +2 to your Initiative Rolls.
Vault Acrobat If you start your Movement Phase Engaged in Melee, you can perform a Vault. Pass an Agility test (which counts as an acrobatic maneuver). On a success you move directly over one of your enemies, appearing behind them. This doesn't
Tier Three
Contortionist Acrobat, Agility 4+ Enemies take no bonuses to Melee attacks against you whilst you are Prone, and Ranged Attacks against you whilst you are in cover take an extra -1 penalty.
Feline Grace Acrobat, Agility 4+ You gain a +2 bonus to Agility tests when leaping, jumping, performing acrobatic maneuvers, wriggling free of restraints or squeezing through tight spaces. Replaces Acrobat's effects.
Fishlike Swimmer, Agility 4+ You gain a +2 bonus to Agility tests when attempting to swim. Replaces Swimmer's effects.
Mistlike Dodge, Agility 4+ Enemies that attempt to attack you whose tested score is worse than your Agility take a -2 penalty (a Superior Skill Penalty). This replaces Dodge's effects.
Unseen and Unheard Sneak, Agility 4+ You gain a +2 bonus to Agility tests when attempting stealth or stealthy maneuvers such as pickpocketing, lockpicking or disarming traps. Replaces Sneak's effects.
Tier Four
Furious Speed Agility 5+ Your charges now cover double your Agility in distance.
Hard Target Mistlike, Agility 5+ Whenever you move, attacks against you for the rest of that turn take a -1 penalty. If you sprint, the penalty becomes -2.
Step Aside Leap Up Whenever you perform the Disengage action, you move up to your Agility score distance, but still only subtract 1 square off your max movement in the Movement Phase.
Tier Five
Living Shadow Unseen and Unheard You gain a +3 bonus to Agility tests when attempting stealth or stealthy maneuvers such as pickpocketing, lockpicking or disarming traps. Replaces Unseen and Unheard's effects.
Sublime Form Feline Grace You gain a +3 bonus to Agility tests when leaping, jumping, performing acrobatic maneuvers, wriggling free of restraints or squeezing through tight spaces. Replaces Feline Grace's effects.
Upright Amphibian Fishlike You gain a +3 bonus to Agility tests when attempting to swim. Replaces Fishlike's effects.

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Insight

Name Prerequisite Effect
Tier One
Battle Tongue - Group Talent. The warband is drilled in a secret tongue that only they understand. This allows for battle information to be conveyed in a brisk and secret manner. The Captain's 'Leader' trait's radius is increased by your Insight score.
Formation - Group Talent. All members of the Warband add +1 to their Initiative Rolls. They may use your Insight in place of their Agility if they wish.
Learned - You gain a +1 bonus to Insight tests when attempting to recall knowledge on a topic (such as science, history, etc) or perform an action requiring logic.
Medic - You gain a +1 bonus to Insight tests when attempting to heal an injury, patch a wound or diagnose an affliction.
Perceptive - You gain a +1 bonus to Insight tests when attempting to look for clues from the environment, scrutinising an individual, searching for hidden enemies or looking for traps.
Technician - You gain a +1 bonus to Insight tests when attempting to understand or repair a machine, or use a complex machine (not including Constructs you are piloting!).
Tier Two
Scavenger - Group Talent. The Warband rolls an extra dice in the Looting part of anencounter.
Tactician Perceptive Group Talent. Whenever your Warband starts with Advantage, it gains +1 to hit, damage and Defense saves for the first two turns of combat.
Fixer Technician You gain a +1 bonus to Insight tests made as part of the "Maintain" Warband Action.
Tier Three
Brilliance Insight 4+ Once per turn, you may reroll a failed Insight test and take the preferred result. This applies to every Insight test made outside of combat as well.
Custom Modder Technician During your Personal Turn, you may select one piece of gear, which may either be yours or your Warband's, with the Director's permission. You may then make an Insight test with a penalty equal to half the item's value; on a success, you upgrade the item to Superior quality.
Doctor Medic, Insight 4+ You gain a +2 bonus to Insight tests when attempting to heal an injury, patch a wound or diagnose an affliction. Replaces Medic's effects.
Hawkeyed Perceptive, Insight 4+ You gain a +2 bonus to Insight tests when attempting to look for clues from the environment, scrutinising an individual, searching for hidden enemies or looking for traps. Replaces Perceptive's effects.
Mech Medic Technician, Insight 4+ You gain a +2 bonus to Insight tests when attempting to understand or repair a machine, or use a complex machine (not including Constructs you are piloting!). Replaces Technician's effects.
Scholarly Learned, Insight 4+ You gain a +2 bonus to Insight tests when attempting to recall knowledge on a topic (such as science, history, etc) or perform an action requiring logic. Replaces Learned's effects.
Tier Four
Moneymaker Investor, Insight 4+ You gain a +2 bonus to Insight tests made as part of the "Invest" Warband Action. Replaces Investor's effects.
Orthoproxy - You gain a +2 bonus to tests to resist mind control, coercion, charm and interrogation.
Do It Yourself Engineer, Custom Modder During your Personal Turn, you may decide to build a piece of equipment instead of acquiring it. You must still acquire the parts, which are treated as being equal to the gear's value, -1. You may discuss with the GM various upgrades and mods, within reason, although the more DoS you earn, the more willing the GM should be to accept your requests.
Tier Five
All-Seeing Hawkeyed, Insight 5+ You gain a +3 bonus to Insight tests when attempting to look for clues from the environment, scrutinising an individual, searching for hidden enemies or looking for traps. Replaces Hawkeyed's effects.
Genius Scholarly, Insight 5+ You gain a +3 bonus to Insight tests when attempting to recall knowledge on a topic (such as science, history, etc) or perform an action requiring logic. Replaces Scholarly's effects.
Legendary Healer Doctor, Insight 5+ You gain a +3 bonus to Insight tests when attempting to heal an injury, patch a wound or diagnose an affliction. Replaces Doctor's effects.
Miracle Worker Mech Medic, Insight 5+ You gain a +3 bonus to Insight tests when attempting to understand or repair a machine, or use a complex machine (not including Constructs you are piloting!). Replaces Mech Medic's effects.

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Resolve

Name Prerequisite Effect
Tier One
Charming - You gain a +1 bonus to Resolve tests when attempting to persuade, charm, convince or seduce others.
Guile - You gain a +1 bonus to Resolve tests when attempting to lie, hide your intentions, distract, provoke and mislead others.
Inspiring - Group Talent. All members of the Warband gain a +1 to Morale tests, which lasts until you fail your own Morale test. This talent remains in play even if you are incapacitated- so long as you didn't fail a Morale test.
Stubborn - You ignore your first failed Morale test of each encounter.
Threatening - You gain a +1 bonus to Resolve tests when attempting to threaten, interrogate and coerce others.
Tier Two
Patron Charming, Resolve 5+ Group Talent. Select one Hero who isn't you. They gain a +1 bonus to Resolve tests for the rest of the Cycle with anyone who cares about your opinion.
Spindoctor Guile, Resolve 4+ You gain a +1 bonus to Resolve tests made as part of the "Improve Reputation" Warband Action.
Winning Friends Resolve 4+ You gain a +1 bonus when using the 'Socialise' Personal Turn Action.
Tier Three
Dashing Rake Guile, Resolve 4+ You gain a +2 bonus to Resolve tests when attempting to lie, hide your intentions, distract, provoke and mislead others. Replaces Guile's effects.
Magnetic Charming, Guile, Threatening Once per turn, you may reroll a failed Resolve test and take the preferred result. This applies to every test made outside of combat as well.
Rousing Speech Devoted Leader, Resolve 4+ Group Talent. Once per encounter, during the Utility Phase, you can make a Rousing Speech. For the duration of this turn, all Allies may reroll a single test of their choice and take the preferred result. If they wish, they may use your Resolve in place of their normal score for the reroll.
Spinechilling Threatening, Resolve 4+ You gain a +2 bonus to Resolve tests when attempting to threaten, interrogate and coerce others. Replaces Threatening's effects.
Trendsetter Patron, Resolve 6+ Group Talent. At the start of each Cycle, you are free to designate a single trend, such as a fashion, music, meme etc. Anyone who engages in the trend gains a +1 to their Resolve tests when interacting with others, whilst you gain a +2 to tests with the engagers. However, you cannot reuse a trend for 3 Cycles.
Winsome Charm Charming, Resolve 4+ You gain a +2 bonus to Resolve tests when attempting to persuade, charm, convince or seduce others. Replaces Charming's effects.
Tier Four
Influencing People Winning Friends, Resolve 5+ Group Talent. During the Cycle, you may designate one action, which may be either an Warband Action or a Personal Turn action. Whenever anyone does that action, they reroll their test and take +2 to the result.
War Cry Rousing Speech, Resolve 5+ The first time per Encounter that you make a charge, you make a Resolve-2 test. On a success, you ignore any Superior Skill penalties and your target takes a -1 penalty to their Defense save.
Tier Five
Siren Winsome Charm, Resolve 5+ You gain a +3 bonus to Resolve tests when attempting to persuade, charm, convince or seduce others. Replaces Winsome Charm's effects.
Enigma Dashing Rake, Resolve 5+ You gain a +3 bonus to Resolve tests when attempting to lie, hide your intentions, distract, provoke and mislead others. Replaces Dashing Rake's effects.
Utterly Terrifying Spinechilling, Resolve 5+ You gain a +3 bonus to Resolve tests when attempting to threaten, interrogate and coerce others. Replaces Spinechilling's effects.

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Magic Talents

Name Prerequisite Effect
Tier One
Focus Magic Mage Trait During the Utility Phase, you may, in lieu of any other actions, empower your next spell. Make a Magic test; on a success, your next spell cast this turn adds half again to your Magic score for the purposes of calculating the spell's effects.
Initiate's Mnemonics Mage Trait You gain one extra magic memorisation slot.
Mystic Eye Mage Trait You gain a +1 bonus to Magic tests when attempting to sense magic being cast, investigate if spells have been used in the vicinity recently, and to see current magical effects.
Tier Two
Like Repels Like Mage Trait You gain a +1 bonus to dispel spells that you yourself know.
Tier Three
Adept's Mnemonics Initiate's Mnemonics You gain one extra magic memorisation slot.
Arcane Senses Mystic Eye, Magic 4+ You gain a +2 bonus to Magic tests when attempting to sense magic being cast, investigate if spells have been used in the vicinity recently, and to see current magical effects. Replaces Mystic Eye's effects.
Black Devotee Focus Magic, Magic 4+ You gain a +1 bonus to Magic tests when casting Black Magic spells.
Dimension Devotee Focus Magic, Magic 4+ You gain a +1 bonus to Magic tests when casting Dimension Magic spells.
Fate Devotee Focus Magic, Magic 4+ You gain a +1 bonus to Magic tests when casting Fate Magic spells.
Illusion Devotee Focus Magic, Magic 4+ You gain a +1 bonus to Magic tests when casting Illusion Magic spells.
White Devotee Focus Magic, Magic 4+ You gain a +1 bonus to Magic tests when casting White Magic spells.
Tier Four
Negator Like Repels Like, Magic 5+ You gain a +1 bonus to Dispel tests.
Spell Conditioning Mage Trait, Magic 5+ You ignore the first three points of stress from casting spells per day.
Support Mage Focus Magic, Magic 5+ You can cast one extra Utility Spell during the Utility Phase.
Tier Five
Black Magister Black Devotee, doesn't have other X Magister talents You gain a +1 bonus to Magic tests when casting Black Magic spells. Stacks with Black Devotee.
Dimension Magister Dimension Devotee, doesn't have other X Magister talents You gain a +1 bonus to Magic tests when casting Dimension Magic spells. Stacks with Dimension Devotee.
Fate Magister Fate Devotee, doesn't have other X Magister talents You gain a +1 bonus to Magic tests when casting Fate Magic spells. Stacks with Fate Devotee.
Illuminated Soul Arcane Senses, Magic 5+ You gain a +3 bonus to Magic tests when attempting to sense magic being cast, investigate if spells have been used in the vicinity recently, and to see current magical effects. Replaces Arcane Senses's effects.
Illusion Magister Illusion Devotee, doesn't have other X Magister talents You gain a +1 bonus to Magic tests when casting Illusion Magic spells. Stacks with Illusion Devotee.
Master's Mnemonics Adept's Mnemonics You gain one extra magic memorisation slot.
White Magister White Devotee, doesn't have other X Magister talents You gain a +1 bonus to Magic tests when casting White Magic spells. Stacks with White Devotee.

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Special Talents

These talents may only be purchased in special circumstances, eg. Due to culture, job etc.
Name Prerequisites XP Cost Effect
General Fighter
Headhunter - 2 XP Select one enemy Hero at the start of a battle. You gain +1 to hit against that Hero for the duration of the battle.
Weapon Expertise - 2 XP Select three weapon types. Attacks with these weapons gain a +1 to hit.
Martial Prowess Weapon Expertise 4 XP You gain +1 Attack, which may only be used with weapons covered by Weapon Expertise.
Power Strike - 4 XP You may decide to make a Power Strike with a weapon. You only make one attack this turn. However, you gain a +1 to hit and Strength with that attack equal to your base Attack score, not including conditional attacks (eg. Martial Prowess).
Always Strikes First Martial Prowess 6 XP You gain the Always Strikes First trait.
Master Warrior Martial Prowess 6 XP You gain +1 Attack.
Berserker
Berserker - 2 XP You gain the Frenzy trait.
Feral Fury - 4 XP So long as you are not wielding a shield or wearing any armour heavier than Light Armour, you gain +1 Attack.
Terrible Rage Berserker 6 XP Whilst frenzied, Attacks against you whilst you are Frenzied no longer take a +2 bonus to hit, and you gain the Fear trait.
Ranged Fighter
Assault Shooter - 2 XP Ranged attacks against enemies within 3 squares of you reroll damage tests.
Sniper's Nest - 4 XP Ranged attacks gain +2 to hit and +1 to damage tests from having Higher Ground, instead of just a +1 to hit.
Headshot Sniper's Nest 6 XP The first ranged attack you make per turn applies a -2 penalty to defense saves against it.
Rider
Master Rider - 2 XP You are counted as having the ability to successfully ride any creature large enough to carry your weight, with all the skill that entails.
Trample Them! Master Rider 2 XP When mounted, you gain the Impact Hits (+1) trait.
Unstoppable Momentum Master Rider 6 XP Whenever you defeat an enemy whilst mounted, until the end of the next turn, you reroll all tests, and take a +1 to hit and damage tests.
General Knight
Hard Head - 2 XP Whenever you make an Injury Roll, you now count 1-6 as Knocked Down, 7-8 as stunned and 9-10 as incapacitated.
Shieldwall - 2 XP So long as you have a shield, and are adjacent to one other ally with a shield, you and all adjacent allies with a shield gain a +1 to Armour score.
Wall of Iron - 2 XP During the Utility Phase, you may decide to lose one Attack; in exchange, you gain a +1 to Defense saves this turn.
Deflect Shots Wall of Iron 4 XP The Parry and Bladeshield talents now apply to ranged attacks whose Ranged score is less than your Melee score.
Knightly Persistence - 4 XP You gain +1 Wound and +1 to Ward Save.
Fearless Knightly Persistence 6 XP You gain the Fearless trait.
Last Stand Knightly Persistence 6 XP During the Utility Phase, you can voluntarily take one wound to give you and all adjacent allies a +1 to Ward and the Immune to Psychology trait until the start of the next turn. This wound may not be restored.
Foe Breaker
Armour Breaker - 2 XP You may decide to perform an Armour Breaker melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target does not roll a defense save nor suffers damage; instead they reduce their Armour value by 2 until the end of the next turn.
Attack Breaker - 4 XP You may decide to perform an Attack Breaker melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target does not roll a defense save nor suffers damage; instead they reduce their Attack score by 1 (minimum 0) until the end of the next turn.
Pin Down - 4 XP Enemies who start the turn adjacent to you and Prone must make a Strength test during the Utility Phase, opposed by your Toughness; if you win, they cannot rise from being Prone.
Ward Breaker Armour Breaker, Attack Breaker 6 XP You may decide to perform a Ward Breaker melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target does not roll a defense save or a ward save, nor suffers damage; instead they reduce their Ward save by 2 (minimum 0) until the end of the next turn.
Paladin
Cover - 2 XP Whenever an ally adjacent to you suffers a wound, you may elect to take this wound on yourself. You cannot roll Defense Saves against this wound, but you can roll Ward Saves.
Sentinel Cover 4 XP Enemies engaged in melee with you must allocate their first attack against you. Other attacks can go to other targets as they like.
Paladin's Healing - 4 XP You restore one wound to an adjacent ally during the Utility Phase. This cannot be applied to yourself.
Divine Shield Sentinel, Paladin's Healing 6 XP So long as you have a shield, you and all adjacent allies gain a +1 bonus to Ward Saves, and a +2 bonus to Ward Saves vs. Ranged Attacks.
General Scout
Escape Artist - 2 XP Attacks against members of the Warband who are fleeing or routing take a -1 penalty to hit. This stacks with other characters possessing Escape Artist, to a max of -3.
Double Move - 4 XP You can elect to treat the Melee Phase or the Aftermath Phase as a second Movement Phase, allowing you to essentially move twice in a turn.
Shadow Walk - 6 XP So long as all enemies are treating you as being in cover (or out of sight), you may, during your movement, 'vanish' from sight and reappear at any other spot treated by all enemies as being either out of sight or in full cover within your Agility*5 distance.
Assassin
Backstab - 2 XP Prone, stunned or flanked enemies take an extra -1 penalty to defense saves against your attacks.
Dirt Bomb - 4 XP You may decide to perform a Dirt Bomb melee attack. You only make one attack this turn. However, this attack hits all enemies Engaged in Melee with you. Their Defense saves do not count armour value, and if they fail, instead of taking damage, they are blinded until the start of the next turn.
Misericord Backstab 4 XP Attacks against enemies who are stunned, suffering an ailment or suffering a mental status (including fleeing, routing, fear, terror or frenzy) gain a +2 to hit, ignore armour value and reroll their damage test.
Bane Techniques Dirt Bomb 6 XP You may decide to perform a Bane Technique melee attack. You only make one attack this turn. If the target takes damage, they also suffer one of the following ailments of your choice: Immobilised, Silenced, Bleeding.
Thief
Steal - 2 XP You may decide to perform a Steal melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target rolls a defense save with no Armour value and using Agility instead of Toughness; on a failure, they take no damage, but instead you steal a consumable of your choice from them. If you land a critical, and both hits are unsaved, you steal two items instead.
Looter - 2 XP Your warband rolls an extra dice during the Looting phase of a cycle.
Gear Grabber Steal 4 XP You may decide to perform a Gear Grabber melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target rolls a defense save with no Armour value and using Agility instead of Toughness; on a failure, they take no damage, but instead you steal a piece of gear of your choice from them. If you land a critical, and both hits are unsaved, you steal two items instead.
Weapon Wrangler Gear Grabber 6 XP You may decide to perform a Weapon Wrangler melee attack. You only make one attack this turn. However, if this attack hits and does damage, the target rolls a defense save with no Armour value and using Agility instead of Toughness; on a failure, they take no damage, but instead you steal an unequipped weapon or a worn/unworn accessory of your choice from them. If you land a critical, and both hits are unsaved, you steal two items instead.
Ranger
Surefooted - 2 XP You gain the Strider trait in a terrain of your choice.
Ambusher Surefooted 4 XP You gain the Strider trait in a terrain of your choice. You take a +1 bonus to hit enemies in terrain affected by your Strider traits, and they suffer a -1 penalty to Defense Saves against you whilst in that terrain.
Secret Paths Surefooted 4 XP You gain the Strider trait in a terrain of your choice. Whenever you start your turn in terrain affected by the Strider trait, you gain the Fast trait as well.
Terror of the Wild Ambusher 6 XP You gain the Strider trait in a terrain of your choice. Whenever you start your turn in terrain affected by the Strider trait, you gain the Terror trait as well.
General Scholar
Time Manager - 2 XP You gain two Personal Time actions instead of one.
Collaborator - 4 XP When called upon to assist another character's test, you add +2 instead of +1.
Life Coach - 6 XP All Heroes receive a +1 bonus to Personal Turn actions. One of these Heroes per Cycle may take an extra PT Action. This stacks, but multiple characters with this talent must select different Heroes instead.
Chemist
Item Harness - 2 XP You can carry an extra four consumables.
Throw Item - 2 XP The Use Consumable action now has a range of 5 squares.
Potent Mixtures - 4 XP Consumables you use always count as being Superior Quality.
Maintain Gear Item Harness 4 XP Attempts to damage or steal your or an adjacent ally's equipment take a -2 penalty. This includes the following abilities: Armour Breaker, Attack Breaker, Steal, Gear Grabber, Weapon Wrangler.
Endless Stash Maintain Gear 6 XP You gain one free potion use per turn. This does not carry over to future turns. This potion use is affected by talents pertaining to consumables.
Healing Hands Potent Mixtures 6 XP At the end of each Cycle, select one ally who had to roll on the Incidents or Severe Incidents table, and pass an Insight-2 test that counts as a medical test. On a success, they may modify their final roll by 1 in either direction.
Strategist
Scan - 2 XP Once per Utility Phase, select one character within 10 squares. You become aware of this enemy's Ability Scores, Combat Scores, equipment and traits until the end of the encounter. The GM may hide certain traits from you at their discretion.
Vigilance - 2 XP When your Warband gains disadvantage at the start of an encounter, you may make an Insight test with a -3 penalty; on a success, your enemy loses Advantage and deploys normally. If other characters possess Vigilance, the character with the highest Insight tests, but gains a +1 bonus to the test for each extra possessor.
Hyperanalysis Scan 4 XP At the start of a battle, make an Insight-2 test; on a success, once during the battle, at the start of a turn, you can ask the GM to reveal to you the enemy's tactics for this turn. Furthermore, once per turn you can replace one subordinate's test roll with your Insight test result.
Tactical Plan Vigilance 4 XP Once per turn, you may allow one ally to reroll a test they have just made and take the preferred result.
Tactical Genius Tactical Plan 6 XP You may use Tactical Plan twice per turn.
Grand Battleplan Tactical Plan 6 XP Once during the Utility Phase, select one action (which may be from any phase). Any Warband members performing that action this turn may add a +1 to a single test made as part of that action. This bonus does not stack, but multiple users of Grand Battleplan can select different actions instead.
General Orator
Do as I say! - 2 XP Overawe now provides a +2 bonus instead of +1, and when you spend a point with Overawe to force a person to act, you can now force three such people instead.
Debater - 4 XP You take a +2 bonus to Resolve tests to resist someone trying to convince or persuade you. This includes from Manipulate Emotions, Distract, Seductive Play and more.
Exhortations of Legend - 6 XP You may, once per encounter, spend a Fate Point to restore one spent Fate Point to all allies.
Act
Low Profile - 2 XP So long as you do not make any attack actions during your turn, or inflict (not attempt, it must be successful!) an ailment or similar on an enemy target, you will be ignored by the enemy as a target unless there are no other targets within range of attacks/charges.
Energising Play - 2 XP During the Movement Phase, you may select one ally that you were adjacent to at any time during your movement (even mid-move). You can sacrifice all of your Attacks this turn to increase their Attack score by one. Can't use if Immobilised.
Disguise Low Profile 4 XP So long as there is at least one human Hero amidst your enemy, you can use this ability at the start of battle. The enemy mistakes you for an ally. You start in their deployment zone, and count as an ally for the enemy for the purposes of bonuses and effects of that nature. This ends the instant you are seen aiding an ally or harming an enemy.
Cautioning Play Energising Play 4 XP During the Movement Phase, you may select one ally that you were adjacent to at any time during your movement (even mid-move). You take a -3 to all Defense Saves this turn; in exchange, they gain +1 to Ward Save. Can't use if Immobilised.
Sudden Betrayal Disguise 6 XP So long as the Disguise talent's effects are still in play, you can permanently sacrifice it and Low Profile's effects for the rest of the encounter. In exchange, all enemies count as being Flanked by you until the end of the next turn, and all enemy minions within 10 squares are forced to make a Morale test during the Aftermath Phase. You can trigger this ability during any Phase before the Aftermath Phase.
Seductive Play Disguise 6 XP During the Movement Phase, you may select one human enemy that you were adjacent to at any time during your movement (even mid-move). You test Resolve, opposed by their Resolve; on your win, they become Charmed for 1 turn, plus another turn per 2 DoS. Can't use if immobilised. Seductive Play doesn't break Disguise and, if Disguise is still in effect, you can delay the effects of Charm until your Disguise is broken.
Talk
Dissuade - 2 XP At the start of the Aftermath Phase, make a Resolve test. Any human enemies within 10 squares of you who have to take Morale tests this turn take a -1 penalty to their test. Can't use if Silenced.
Encourage - 2 XP During the Utility Phase, make a Resolve test. Any allies within 10 squares of you who attempt to Rally, or have to take Morale tests this turn, take a +1 bonus per 2 DoS to their test. Can't use if Silenced.
Manipulate Emotions Dissuade 4 XP You may forego an attack this turn to make a Manipulate Emotions attempt during the Ranged Phase. You make a Resolve test; on a success you select one human enemy within 10 squares, and may select another per 2 DoS on the test. Each enemy must than make their own Resolve test. If they fail, they are each inflicted with one of the ailments of your choice: Confused, Drowsy, Frenzied, Panicked. Can't use if Silenced.
Talk Down Encourage 4 XP During the Utility Phase, select one ally within 10 squares with a Mental Ailment and make a Resolve test. On a success, you reduce its duration by 1 turn, plus another per 2 DoS.
Entice Manipulate Emotions 6 XP During the Aftermath Phase, you may select one human enemy Minion within 10 squares who has either just started to rout or is currently routing. You make a Resolve test, with a penalty equal to their Resolve. If you succeed, the target rallies and joins your side. Should they survive the battle, they permanently join your warband's Minion Reserve. Can't use if Silenced.
Distract Manipulate Emotions 6 XP During the Utility Phase, select one human enemy within 10 squares, and make a Resolve test opposed by their Resolve. If you succeed, they skip their turn. This only works once per enemy.
Black Mage
Apprentice of Black - 2 XP You can cast spells from the Tier One Black Magic list.
Adept of Black Apprentice of Black, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Black Magic list.
Master of Black Adept of Black, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Black Magic list.
Dimension Mage
Apprentice of Dimension - 2 XP You can cast spells from the Tier One Dimension Magic list.
Adept of Dimension Apprentice of Dimension, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Dimension Magic list.
Master of Dimension Adept of Dimension, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Dimension Magic list.
Fate Mage
Apprentice of Fate - 2 XP You can cast spells from the Tier One Fate Magic list.
Adept of Fate Apprentice of Fate, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Fate Magic list.
Master of Fate Adept of Fate, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Fate Magic list.
Illusion Mage
Apprentice of Illusion - 2 XP You can cast spells from the Tier One Illusion Magic list.
Adept of Illusion Apprentice of Illusion, Spellcasting 5+ 4 XP You can cast spells from the Tier Two Illusion Magic list.
Master of Illusion Adept of Illusion, Spellcasting 6+ 6 XP You can cast spells from the Tier Three Illusion Magic list.
White Mage
Apprentice of White - 2 XP You can cast spells from the Tier One White Magic list.
Adept of White Apprentice of White, Spellcasting 5+ 4 XP You can cast spells from the Tier Two White Magic list.
Master of White Adept of White, Spellcasting 6+ 6 XP You can cast spells from the Tier Three White Magic list.

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