Bio details here.
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Melee Training |
- |
May wield Melee Weapons without a -20 nonproficient penalty. (dervish career) |
Pistol Training |
- |
May wield Pistol Weapons without a -20 nonproficient penalty. |
Basic Training |
- |
May wield Basic Weapons without a -20 nonproficient penalty. |
Heavy Training |
- |
May wield Heavy Weapons without a -20 nonproficient penalty. |
Advanced Talents |
Melee Specialisation |
- |
Reduce any net penalties when wielding a Melee Weapon by 10. |
Basic Specialisation |
- |
Reduce any net penalties when wielding a Basic Weapon by 10. |
Elite Talents |
Melee Mastery |
- |
Gain a +10 bonus to attacks made with a Melee Weapon. You may also spend Fate to remove any penalties applied to a Melee attack. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Talented |
Charm |
Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations. |
Talented |
Acrobatics |
Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations. |
Talented |
Command |
Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations. |
Talented |
Dodge |
Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations. |
Talented |
Intimidate |
Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations. |
Advanced Talents |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Arms Master |
- |
Take a -10 penalty when wielding weapons without Proficiency instead of -20. |
Commission |
|
Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale. |
Quick Draw |
- |
Use the Ready action as a Free Action. |
Advanced Talents |
Ambidextrous |
- |
You take no penalties for using your off-hand, and reduce the penalty for making Two Weapon Attacks by 10. Furthermore, you ignore the penalty to making a Two Weapon attack if the weapon is a pistol or Balanced or Fast weapon. |
Two Weapon Wielder |
Ballistic |
When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time. |
Two Weapon Wielder |
Melee |
When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Ranged) talent, lets you attack with a gun and a melee weapon at the same time. |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Furious Charge |
- |
You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent). |
Disarm |
- |
This talent permits use of the Disarm Action. |
Double Team |
- |
Increase Gang-Up bonus by +10. |
Takedown |
- |
You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Furthermore, this talent permits use of the Takedown Action. |
Street Fighting |
- |
+2 Critical Damage with a knife, Natural or unarmed attack. |
Swift Attack |
- |
This talent permits use of the Swift Attack Action. |
Unarmed Warrior |
- |
Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive. |
Advanced Talents |
Assassin Strike |
- |
Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action. |
Battlemaster |
- |
Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. |
Crippling Strike |
- |
Deal +2 Critical Damage with Melee Weapons. |
Combat Master |
- |
So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat. Furthermore, you reduce the Melee attack called shot penalty by 20. |
Duelist |
- |
This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests. |
Dual Strike |
- |
A Full Action made whilst wielding two melee weapons. You make a single WS test- you do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows. |
Gravity Kick |
- |
This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead. |
Lightning Attack |
- |
This talent permits use of the Lightning Attack Action. |
Unarmed Master |
- |
Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive. |
Elite Talents |
Assault Jump |
- |
Melee attacks made after a Boosted Jump count as a charge, and deal extra damage equal to your AB/2. |
Blood Frenzy |
- |
Once per combat you may use Blood Frenzy. You may reroll damage dice with melee weapons (weapons with multiple dice must reroll all dice) and take the preferred result, your melee Penetration value is increased by +2 and you gain the Vengeful (-2) Quality. This lasts for a number of rounds equal to your WPB/2. |
Brutality |
- |
Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality. |
Crushing Blow |
- |
You deal Extra melee damage equal to WSB/2. |
Flesh Render |
- |
+2 Damage with Tearing or Prog weapons. Grant Devastating (3) to melee attacks. |
Heroic Blow |
- |
When making a Charge attack, you may elect to perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. You may use All Out Attack-enhancing talents. Furthermore, when making an All Out Attack, you may add half your SB to the attack's Penetration. |
Irresistible Force |
- |
When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent. |
Killing Strike |
- |
When making an All Out Attack, you may elect to perform a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent. |
Thunder Charge |
- |
When making a Charge attack, you may expect a reaction to make a free Unarmed attack against every opponent you can reach at your end location. After that, make an Opposed Strength test against all hit targets; on a success, they are knocked prone and take a level of fatigue. You then make your normal Charge attack after this. Hordes also take extra magnitude loss equal to half your DoS on your charge attack test. May not be used in conjunction with another reaction-expending attack talent. |
Whirlwind of Death |
- |
On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
CQC Gunplay |
- |
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. |
Deadeye Shot |
- |
You reduce the penalty to called shots and for shooting at long or extreme range by -10. |
Hip Shooter |
- |
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 |
- |
Weapon reload times are reduced by a half action. |
Advanced Talents |
Independent Targeting |
- |
When firing two ranged weapons at once, may may attack targets more than 1km apart. |
Dual Shot |
- |
A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows. |
Gun Drill |
- |
You increase your maximum hits when making a ranged Burst attack by one. |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Air of Authority |
- |
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. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them. |
Beyond Reproach |
- |
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 |
- |
You may reroll Charm, Inquiry and Deceive tests and take the preferred result. |
Veiled Threats |
- |
You use Fellowship in place of Strength for the purposes of Intimidate tests. |
Advanced Talents |
Inspire Emotion |
- |
On purchasing this talent you gain access to the below effects. |
- |
Courage |
Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. |
- |
Friendship |
Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. |
Master Orator |
- |
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. Such is your charisma that all Followers gain a permanent +10 to Loyalty. |
Elite Talents |
IOU |
Millitary OR Political |
You are owed a single favour from a specific group. (1 Military IOU, 1 Political IOU, from Dorian's will) |
Double Agent |
- |
With the GM's permission, once per Campaign Turn, you may, as a Free Action spend Fate when dealing with an NPC. That NPC is revealed to have been your ally; you instantly gain +30 to all Interaction tests with them, and if this NPC is part of a group, you gain a +10 to all social and investigative tests associated with that group until the end of the Turn. Note that it is unlikely that this Talent will be permitted against NPCs with 2 or more Fates, or NPCs with the Soul-Bound trait. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Blind Fighting |
- |
You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail. |
Heightened Senses |
(One Sense) |
You take a +10 to Perception tests when using the chosen Sense. |
Hotblooded |
- |
You take a +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test. |
Indomitable |
- |
Reduce all Ego Damage taken by 1, to a minimum of 1. |
Jaded |
- |
You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result. |
Advanced Talents |
Light Sleeper |
- |
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. |
Elite Talents |
Strong Minded |
- |
You re-roll any failed Willpower tests to protect you against mental attack. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Bulging Biceps |
- |
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. |
Catfall |
- |
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. |
Hardy |
- |
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. |
Resistance |
(Cold, Fear, Heat, Poison, Mental) |
You gain a +10 to tests to resist the chosen object. |
Sound Constitution |
x3 |
Increase your Wounds by 2 per purchase of this talent. |
Advanced Talents |
Hard Target |
- |
Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran). |
Iron Jaw |
- |
You increase your Fatigue Threshold by 2. Furthermore, when you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted. |
Leap Up |
- |
You may stand up from the Prone position as a Free Action. |
Rapid Reaction |
- |
You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. Furthermore, when surprised or ambushed, you may pass an Agility test to act normally. |
Sprint |
- |
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 Talents |
Burst of Speed |
- |
May be used once per session. On declaring Burst of Speed, you gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2. |
Step Aside |
- |
Gain an extra Reaction once per round, that may be used only to Dodge. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Innate Proficient |
- |
You gain the following AT Field powers: Deflective Field; AT Bolt; Neutralise. |
Absorbtion Proficient |
- |
You gain the following AT Field powers: Bunker Field, Layered Field; Barrier |
Kinetic Proficient |
- |
You gain the following AT Field powers: Force Ram, Kinetic Wave; Focused Sleeve, Massive Momentum; Float, Telekinesis |
Psychic Proficient |
- |
You gain the following AT Field powers: Beacon; AT Flare, AT Ping; Drive Sense, Psychaudience (Passive), Telepathy |
Advanced Talents |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Assault Pattern |
- |
On purchasing this talent you gain access to the below effects. You may only apply a single Assault Pattern effect to a Melee Weapon at any one time, and must be declared before you roll to hit. |
- |
Harvest Blade |
By spending 6 ATP on Massive Momentum, the amount of magnitude damage you deal against Hordes increases; you gain an extra point of magnitude damage with a melee weapon for every degree of success instead of every second degree. If you spend 10 ATP, you may apply this benefit to a Swift or Lightning Attack or a Furious Assault. |
- |
Murderstroke |
By spending 8 ATP on Massive Momentum, you apply the Vengeful (-1) Quality to your melee attack. |
- |
Shieldbreaker |
By spending 4 ATP on Massive Momentum, you may treat your weapon as having the Felling (1) Quality. For every extra 4 ATP the amount increases by 1. |
Advanced Talents |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Bestial |
- |
Your Natural Weapons may benefit from one extra Upgrade. |
Beyond your Means |
- |
When Berserk, your Eva increases its Unnatural Strength value by +2. |
Ghost in the Machine |
- |
If your Eva is ever defeated, you may burn a Fate Point. Instead of being defeated, your Eva reactivates and instantly berserks. All body parts have their wounds reset to maximum, even if this means regrowing limbs. All Critical Damage effects are removed from the Eva. All of your remaining Fate Points default to unspent. After using this talent, you may not be forced to burn fate again to survive during the battle barring exceptional circumstances. Finally, if you're forced to burn fate to survive during a battle, then this talent may be activated at the same time off the same burned fate. |
Restraint |
- |
You automatically succeed on your Berserk Eva's Dormant Test so long as there are no circumstances that force you to attack an ally (such as an Eva having the Angelic Soul Feature). If such circumstances exist, you instead gain a +10 bonus to your Dormancy test. |
Cannibalize |
- |
If your Eva is Berserk, and there is a dead enemy on the field with Angelic properties (an Angel, Eva, Dysangelion etc) that has not self-destructed or otherwise been vaporised, you may spend a Full Action to devour the target, gaining 2d5 wounds in the process to be applied wherever you like. If the target is an Eva that still has its Entry Plug inside it, then the Pilot instantly burns fate or dies. |
The Beast Within |
(x) |
You gain a number of conditional Fate Points equal to X that you may only use when you Berserk. Whenever you purchase this talent, increase X by 1. (Total: 3) |