Talents can give special abilities, bonuses to skills or ways a character uses a skill or action differently. They are persistent transformative additions to your character that open up new avenues for roleplay or mechanical options. They largely do not require tests or die rolls to work and instead are more likely to alter or influence your character skills, attributes, actions, narrative bonuses.
| Talent | XP Cost | Attribute Requirements | Skill Requirements | Talent Requirements | Description |
|---|---|---|---|---|---|
| Ace | 15 | Piloting 3 | When you are targeted by a ranged attack while piloting a vehicle you may evade as a free action instead of a reflex. | ||
| Adept | 10 | You may learn a number of abilities equal to half of an attribute (grit, technique, reason, cunning, diligence) of your choosing. | |||
| Advocate | 10 | Demand 3 | When you assist someone making a demand skill test they gain + double rank bonus die in addition to the normal assist bonus die. | ||
| Akimbo | 30 | Small Arms 4 | If making an attack with a weapon that has the light weapon trait you may attack with another weapon with the light weapon trait as a brief action. | ||
| Alchemist | 30 |
Knowledge 3 Deceive 5 |
You learn a number of the following unique knowledge abilities equal to your rank value from the list bellow.
|
||
| Alter | 5 |
Your appearance differs subtly from that of others either through inherited or deliberate anatomical variation. Pick a number of benefits listed below equal to your rank.
|
|||
| Assassin | 30 |
Small Arms 3 Stealth 3 Subterfuge 3 Melee 3 |
Marked targets count as exposed (1) when you take called shots against them. | ||
| Bandito | 5 | Grit 2 | Demand 2 | In certain areas you are known and feared, choose a region. You gain + Double Rank bonus die to demand rolls if you are in this region or against targets that are from that region. But you are wanted by the authorities in that region. you also gain + Rank bonus die to any rolls to conceal weapons. | |
| Beastmaster | 30 | Starter Pet |
You gain a pet. You may pick one of the following creatures from the wildlife section:
You may spend exp that you gain from the session to improve your pets attributes. You control your pet on your turn. |
||
| Beggar | 5 |
Incompatible: Rich Family Incompatible: Cluster Gengry |
While wearing poor apparel you gain d6 cryptoscrip per hour that you spend begging. Additionally you gain rank bonus die to subterfuge tests and insight, and detect tests made against you have a 2DS penalty. | ||
| Born on the Battlefield | 15 | Technique 3 | The first time you take a reflex action in a round it is not expended. | ||
| Bullet Sponge | 5 | Grit 3 | Melee 3 | Power Grip | If you are attacked whilst you have another target grappled, you may spend a reflex action to redirect the attack to the grappled target instead. |
| Chirurgeon | 10 |
Aid 5 Knowledge 3 |
You increase the damage, AP and DD value of weapons that possess the Aid tool weapon trait by aid tool value. You gain rank bonus die for aid tests. | ||
| Clinical Coordinator | 15 | You may half the criptoscrip cost or treatment time associated with treating mental and physical conditions when you assist or are assisted in aid or resolve tests. | |||
| Cluster Gentry | 10 | You gain exceptional apparel, a 1 ton Personal Vehicle token and a large house narrative item in a location of your choice. | |||
| Commander | 30 | You may grant your actions to other players that can hear your voice, if you do so you lose that action and they are able to use their action as well as yours. Eligible actions that you give others in this fashion are automatically assisted by your resolve skill value as a free action. If you give away all of your actions in this fashion you count as exposed and reduce your defence by 2. | |||
| Comrade | 5 | Diligence 2 | You may elect a number of characters equal to half your resolve to be your comrades, you may assist your comrades as a brief action. | ||
| Countrymen | 10 | Choose a region, you reduce the DS of social skill tests against targets of that hail from that region by 2. | |||
| Corporate Account | 15 |
You have access to a corporate account that is accessible for negligible purchases as defined by your current tier provided you pass an organization skill test to justify the expense.
Tier 1. 100cs DS 3 Tier 2. 1.000cs DS 6 Tier 3. 10.000cs DS 9 Tier 5. 100.000cs DS 12 Tier 6 1.000.000cs DS 15
You may use the negligible purchase threshold for lower tiers without rolling.You may roll an organisation skill test where the DS is equal to 3 multiplied by current tier. If you are successful you ignore 100 cs of the transaction cost. This increases by 10 times per tier. |
|||
| Corporate Killer | 5 | Once per session you can ask the GM to designate a target for you to assassinate, if you kill this target you gain Organization skill value x 10000 cryptoscrip. | |||
| CQC Specialist | 15 | Grit 3 |
Melee 3 Stealth 3 |
You may perform takedowns as a tactical action even if you are not hidden. | |
| Curie | 15 |
Knowledge 3 Gunnery 3 |
Incompatible: Nobel Incompatible: Rubin |
You gain rank bonus DD to small arms and gunnery skill tests for ranged weapon that deal Energy damage. You ignore the energy resistant armour trait of targets that you attack and your critical hits inflict the burning status. | |
| Devoted Compatriots | 30 | Incompatible: No Friends. |
You may pick to have a number of followers equal to your tier plus double your rank. You may pick to have a number of followers equal to your tier plus double your rank. Followers' attributes and skills are equal to 1 plus double your rank, but they cannot exceed your own unmodified skills and attributes. Followers are treated as a mob and start with identical equipment. Followers begin with standard apparel and 2 pieces of pieces of personal equipment (excluding modifications, tokens and narrative items) selected from one background, the combined value of these 2 assets cannot exceed 5000cs. Dead followers can be replaced for free when you reach a populated area. |
||
| Da Shi | 15 |
Melee 3 Athletics 3 Endurance 3 Resolve 3 |
You gain rank damage to unarmed attacks and your unarmed attacks gain Mob Killer weapon trait with a value that is equal to your Rank + Tier. | ||
| Discus | 10 | Athletics 3 | Shot Put | Weapons you use with the mine trait gain the thrown weapon trait, 15 range and can be deployed at that range as a part of their normal attack actions with subterfuge. | |
| Drone Master | 30 | Droner |
You may pick to have a number of Drones equal to your tier plus double your rank. Drones' attributes and skills are equal to 1 plus double your rank, but they cannot exceed your own unmodified skills and attributes. Drones are treated as a mob and start with identical equipment. Drones begin with standard apparel and 2 pieces of pieces of personal equipment excluding (modifications, tokens and narrative items) selected from one background, the combined value of these 2 assets cannot exceed 5000cs. Destroyed Drones can be replaced for free when you reach a populated area.
|
||
| Droner | 10 | You can apply the dronification weapon upgrade to any personal weapon and not just those with the grenade or mine weapon traits. Drones you create that don't have the grenade or mine weapon trait are not destroyed after they make an attack test. | |||
| Dualist | 30 | Akimbo | You take a tactical to attack with two weapons that do not have the heavy trait. Roll each attack separately. | ||
| Duellist | 30 | Melee 5 | When you fight you adopt a duellists form, while you are within melee weapon range of only one target you can inflict the exposed (1) status on them. If you are in melee range of multiple targets they inflict exposed (1) on you. | ||
| Engineer | 15 | Engineering 5 | You gain the sever weapon trait with a value equal to a weapons engineer tool value. You gain rank bonus die to engineering tests. | ||
| Defalcator | 10 | Anytime you make an organisation skill test that involves CS you gain 1% of CS value per success rolled in organisation skill test. | |||
| Extremophile | 5 | Grit 3 | Alter | You gain double rank die for endurance tests involving hunger, thirst and environmental conditions while wearing armour with the living trait. You may also enter a hibernation state where you may sleep without food, air or water for a number of months equal to successes on an endurance skill test. | |
| Fake ID | 5 | Cunning 2 | Subterfuge 3 | You may create a fake ID that is indistinguishable from a real ID. If looked into, It takes 3 weeks of investigation to determine that the ID is false. Creating these IDs costs 5000 cryptoscrip and 24 hours to make. | |
| Fanatical | 15 | Pious | You gain 2 bonus die to resolve and fortitude tests, additionally you add +1 to the die results of these tests. | ||
| Featherweight | 10 | You gain +1 to die result on evade tests against attacks originating from targets that are larger than you. | |||
| Fly Swatter | 15 |
Piloting 5 Gunnery 3 |
You gain rank damage when targeting aerial targets. | ||
| Follower | 15 | Whenever you assist on a skill test they gain double the normal benefit. | |||
| Full Metal Jacket | 15 | Technique 3 | When aiming with a weapon that deals kinetic damage, you may increase its AP value by your rank. | ||
| Gene Flagellant Pandit | 15 | You may treat a number of severity 2 physical conditions equal to your grit as if they were severity 1 instead. | |||
| Gene Flagellant Acharya | 15 | Grit 2 | Gene Flagellant Pandit | You may add half your diligence value as bonus die for grit based skill tests. | |
| Gene Flagellant Guru | 15 | Grit 3 | Gene Flagellant Acharya | You do not suffer the Bleeding out when you drop to 0 wounds, though you still go unconscious at 0 wounds. The Internal bleeding condition counts as one severity lower. | |
| Golden Handcuffs | 10 | You always count as having backing. Once per session your backer asks you to break a charter rule, if your refuse the GM gains 2 chronicle points, if you accept you gain 1 backer point. | |||
| Gorelord | 15 | At the end of your turn if you have killed targets with toss, ram, trample or melee attack all combatants in same zone must pass resolve skill test equal to 3+number of casualties inflicted this round. | |||
| Gravity Resilient | 5 | Grit 2 | You ignore the effects highG status equal to your unmodified grit value. | ||
| Grafter | 5 |
Through your innate or acquired mastery of splicing or genetic augmentation you are able to graft parts of your victims onto yourself. Cultivating strength or simply satiating you for a time. Those that discover this will regard you as a monster and you will be hunted by the authorities with extreme prejudice if you do not carefully conceal your nature.
You may nominate only 1 skill to receive a bonus in this fashion at a time. |
|||
| Grafter Fiend | 10 | Grafter, |
Through your innate or acquired mastery of splicing or genetic augmentation you are able to graft parts of your victims onto yourself. Cultivating strength or simply satiating you for a time. You unsettle and disturb those around, they sense your maligned form unless you take extreme care to conceal your appearance and nature. If discovered you will be hunted by the authorities with extreme prejudice. As a full action you may roll a contested endurance test against a target suffering the bleeding out status. If you are successful the target dies, you acquire any conditions the target has at severity 2 and you gain rank bonus die to an attribute of your choice until next down time. You may nominate only 1 attribute to receive a bonus in this fashion at a time. You automatically roll a complication on social skill tests regardless of the rest of the results. |
||
| Grafter Tormentor | 15 | Grafter, Grafter Fiend. |
Through your innate or acquired mastery of splicing or genetic augmentation you are able to graft parts of your victims onto yourself. Cultivating strength or simply satiating you for a time. You are recognisably monstrous, nothing can hide your wracked writhing mass, say for shadows. If discovered you will be hunted by the authorities with extreme prejudice. As a full action you may roll a contested endurance test against a target suffering the bleeding out status. If you are successful the target dies, you acquire any conditions the target has at severity 2 and you gain rank bonus die to a statistic of your choice until next down time. You may nominate only 1 statistic to receive a bonus in this fashion at a time. You automatically a complication on social skill tests regardless of the rest of the results. Additionally you remove the Salvaged weapon trait and apply the reliable, cruel and concealable weapon traits to any wildlife weapons you use. You cannot be disarmed while wielding these weapons. Your size also increases by 1. |
||
| Grenadier | 15 | You may throw a grenade as a Brief Action when you take the attack tactical action. | |||
| Guerilla | 15 | Stealth 2 | You may move at half your speed and hide in plain sight as a free action after you hit with an attack. | ||
| Herbalist | 5 |
Deceive 3 Knowledge 1 |
You can roll a contested deceive against target's insight instead of a normal aid test for the treatment of a target's physical condition. If you fail this can never be attempted on the same target again. | ||
| Hunter Killer | 15 | When an enemy is scanned you may use your reflex action to immediately to attack with a ranged weapon that deals explosive damage. | |||
| I Shouldn't Be Alive! | 15 | You may take the persist option without expending a chronicle point once between downtimes. | |||
| I Will Never Fall! | 15 | Grit 4 | I Shouldn't Be Alive! | You remain conscious even if bleeding out and the internal bleeding condition is automatically temporised the first time you acquire it. You may take 1 tactical action around until you are restored to full wounds. | |
| Javelin | 30 | Athletics 4 | You may double the range and DD of weapons you use that have the thrown trait, these weapons also gain the exceptional weapon trait when wielded by you. | ||
| Juggernaut | 30 | Endurance 5 | Incompatible: Kern. | While wearing power armour you only critical attacks against you may boost die to activate weapon traits. | |
| Kern | 15 |
Endurance 3 Athletics 3 |
Incompatible: Juggernaut. | While wearing exosuits you gain rank successes to the evade action when taken. Melee attacks while wearing exosuits gain cleave (1). | |
| Last Man Standing | 30 | Endurance 4 | If all but one in player character is either unconscious or bleeding out in a encounter then the remaining player gains +1 to die results on any test they make. | ||
| Legendary Pilot | 15 | Piloting 5 | You may add rank bonus die to piloting skill tests and double rank additional successes to a pilot test if you roll a 6 on the chronicle die. | ||
| Lifetime of Hurt | 15 | Conditions you have cannot benefit from treatment but automatically temporise at the end of each scene or encounter, you also replenish up to half of your vigour pool. You gain a number of Vigour equal to the amount of conditions you have. | |||
| Local Legend | 5 | People in a nominated region or that hail from said region hold you up as a person of renown, you rarely pay for drinks and people are willing to help you out within reason. | |||
| Lunar Beret | 15 |
Grit 4 Technique 3 |
Melee 3 Small Arms 3 Stealth 3 |
You gain +2 wounds, +2 bonus die to fortitude tests and +2 resilience. | |
| Malicious | 30 | When you take the aim action attacks you make with personal weapons gain the cruel weapon trait. | |||
| Martyr | 30 | Fanatical. | You may no longer roll fortitude tests, if you gain a physical condition in a scene or encounter allies in a scene or encounter gain rank bonus die on their next skill test. If you suffer bleeding out you may elect to make an attack as free before you fall unconscious. If you die all allies refill their Vigour pools and gain 10 XP. | ||
| Medical Expertise | 15 |
Knowledge 3 Aid 2 |
You a number of bonus die equal your knowledge skill value to aid skill tests for the treatment of conditions. | ||
| Monster Hunter | 30 | Survival 4 | Trapper | You can apply the Exposed status to wildlife by exceeding their highest attribute value with a detect test. You can automatically pass survival tests relating to the safe consumption of wildlife. Any weapons or armour that you remove from wildlife with a successful survival test doubles its criptoscrip value. | |
| No Loyalties | 5 | If you are targeted by melee attack you may use a reflex action to changes places with a non hostile character within half your speed value and have that attack target them instead of you. | |||
| No Friends | 10 |
No Loyalties Incompatible: Devoted Compatriots |
+2 bonus die to Demand skill tests. If you are targeted by ranged attack you may use a reflex action to place yourself behind them with an allied within your speed value and have that attack target them instead of you. |
||
| No Honour | 15 | No Friends | You gain +2 bonus die to resolve and Insight rolls. If you are targeted by an attack you may use a free action to move adjacent with an player character within double your speed value and have that attack target them instead of you. |
||
| Nobel | 15 |
Gunnery 3 Subterfuge 3 |
Incompatible: Curie Incompatible: Rubin |
You gain rank bonus DD to small arms and gunnery skill tests for ranged weapon that deal Explosive damage, You Ignore the Impact resistant armour trait of targets that you attack and your critical hits inflict the dazed status. | |
| Occultist | 10 |
Knowledge 1 Deceive 3 |
Targets you mark must pass a contested deceive vs resolve test or suffer terrified status equal to the difference in successes between your and them. | ||
| Olympian | 30 | You increase your speed by 3 and vigour by 5, receive 2 bonus die on athletics and endurance tests. While in power armour, you ignore the encumbered armour trait and increase your unarmed damage by your armour value. | |||
| On the Shoulders of Giants | 15 | If you are using GELF armour, an exosuit or power armour and grappling a vehicle or creature that is larger than you you may spend a Brief Action to make any attacks for the rest of the round with haywire (equal to your AV). | |||
| Pankration | 10 | Grit 2 | Melee 2 | Powerful Grip | Your unarmed attacks gain stopping power. |
| Parasitised | 30 |
Extremophile Symbiosis |
While wearing armour with the living trait you ignore all severity 1 conditions, you ignore the exhausted and paralysed statuses. You are conscious while bleeding out though you suffer the frenzy status which can only be removed by treating bleeding out. Weapons with the living trait gain exceptional, accurate traits. | ||
| Peeping Tom | 5 | Gain rank bonus die to interfacing skill test If you have compromised at least one system of a vehicle you can spend a brief action to hear and see all the occupants of that vehicle. This lasts until the vehicle is restarted or destroyed. | |||
| Peltast | 15 | While wearing exosuits or power armour, ranged weapons that have the heavy trait or a size value ignore the limited and reload traits. | |||
| Pitiable | 5 | If you are at zero wounds an enemy will only finish you off if they pass a DS 3 plus the number of conditions you have, resolve skill test. If they fail they spare your life believing you are not worth or already done for. If they roll a complication and fail then you are stabilized immediately as they feel so bad they help you. | |||
| Pious | 5 |
Resolve 2 Knowledge 2 |
You gain 1 bonus die for knowledge tests and 2 bonus die to resolve tests. | ||
| Poacher | 10 | Survival 3 | When you scavenge a wildlife weapon successfully you remove the Salvaged weapon trait. Additionally You increase the value of any wildlife weapons, armour or modifications by ten times when you sell them. | ||
| Powerful Grip | 5 | Grit 2 | Melee 2 | You gain +rank bonus dice to rolls (attacking or opposing) with grapple, pin, toss. | |
| Prepper | 5 | Survival 2 | You increase the damage of weapons that have Survival Tool weapon trait by their survival tool value, you gain rank bonus die to survival skill tests. You gain a safe dwelling in a place of your choosing. It has enough food for and space for you to live comfortably for 1 year. | ||
| Psychotherapist | 10 | When treating mental conditions you can elect to double the treatment difficulty and ignore cost and time requirements. | |||
| Radical Acceptance | 5 | You gain 1 XP for every severity 2 condition that your character acquires. | |||
| Resonant | 5 | Detect 2 | You gain +1 to the die result of detect tests that involve sound, if you are critically hit by a weapon that deals explosive damage you gain severity 2 ear condition in addition to the other effects. | ||
| Revelation | 5 | Pious | When you take this talent, remove one mental condition if you have one or ignore the first mental condition you acquire. You gain 2 bonus die to insight tests and increase your vigour by 1 permanently. | ||
| Rich Family | 15 | When you take this talent, roll your backgrounds’ cryptoscrip again and then double it. You also gain + 1 bonus die to persuasion and organisation skill tests made. | |||
| Rider | 15 | Survival 2 | You gain riding gear, you may break a creature in the wildlife section that you can place riding gear on by rolling a survival test against its resolve. If you're successful the creature becomes your mount, is not hostile towards you and allows you to ride it. | ||
| Rubin | 15 |
Gunnery 3 Engineering 3 |
Incompatible: Noble Incompatible: Curie |
You gain rank bonus DD to small arms & gunnery skill tests for ranged weapon that deal Kinetic damage, You Ignore the Bullet proof armour trait of targets that you attack and your critical hits inflict the Stunned status. | |
| Scavenger | 5 |
Engineering 1 Survival 1 |
You gain rank bonus die to engineering tests to salvage equipment from vehicles. | ||
| Seamster | 10 |
You may make and alter apparel, with a successful DS 3 diligence test you may:
Each one of these options may only be taken once. |
|||
| Shot Put | 5 | Athletics 2 | You add 10 range to weapons with the grenade trait, additionally weapons with the grenade trait gain the striker (2) weapon trait. | ||
| Sleight of Hand | 5 |
Subterfuge 1 Stealth 1 |
You gain + 2 bonus die to subterfuge tests related to removing or placing items on people without being noticed. | ||
| Sophontologist | 10 | Knowledge 4 | You gain + rank bonus successes to persuasion, knowledge and resolve test relating to AI, the pillars, GELF and androids. | ||
| Spacer | 15 | Zero G incurs no penalties for you . You may add half technique to movement value in zero G. | |||
| Speciation Entity | 15 | Zoomorph |
Your appearance differs drastically from that of others either through inherited or deliberate anatomical variation. You suffer a 2 DS penalty to all social skill tests. Pick a number of benefits listed below equal to your rank.
|
||
| Spycraft | 10 | Deceive | Fake ID | +1 bonus die to Deceive skill tests, You may reroll dice up to your Deceive skill value on any Subterfuge based skill test. | |
| Starter Pet | 15 | Survival 1 |
You gain a pet. You may pick one of the following creatures from the wildlife section of the book:
You may spend xp that you gain from the session to improve your pets attributes or any its skills that started above zero. You control your pet on your turn. |
||
| Stowaway | 5 | You do not pay for travel between the stars and are not barred by any borders. You always find someone willing to find enough room for you and your equipment aboard a freighter or transport. Additionally you may give this benefit to a number of others equal to your persuasion skill value. | |||
| Sturmnaut | 15 | While in Power Armour, you can become the equivalent of a battering ram. When ramming objects, double the damage from spaces moved and act as a 10 ton vehicle for the purposes of damage. If target is a wall or door, and you manage to destroy it with the ram action you may make an additional free move at your speed value. | |||
| Symbiosis | 30 | Extremophile | You increase your vigour by 3, fortitude by 1 and double the living trait of weapons and armour you use. Your armour gains the bonded trait. | ||
| Technical Enthusiast | 15 | You can with a Difficulty Score 4 engineering test add one and only size 1 weapon slot to a personal vehicle. This vehicle increases its EQP by your engineering skill value. | |||
| Technophobe | 15 | 1 Interfacing | Increase your Interfacing Defence by 3 but reduce your die results of interfacing tests you make by 1. | ||
| Tinkerer | 15 | Engineering 2 | You can increase or decrease the value of one weapon or armour trait by 1, you can switch which trait this applies to by spending 1 hour of time. Note traits that have their values reduced to 0 are ignored confer no benefit or penalty to the weapon or armour. | ||
| Tireless | 15 |
Endurance 1 Resolve 1 |
Increase your diligence by 1 and double it takes for you to become exhausted. | ||
| Tortured Artist | 5 | You gain +1 bonus die to insight tests per physical or mental condition you have. | |||
| Trapper | 5 | Survival 2 | Weapons you use with the trap trait gain the stopping power weapon trait, attempts to detect them suffer a 2 ds penalty. | ||
| Trauma Surgeon | 15 | When treating physical conditions you can elect to double the treatment difficulty and ignore cost and time requirements. | |||
| Traumatised | 5 | You gain +1 mental condition, +2 on detect and Insight rolls. However, on complication you anticipate something which is not happening. | |||
| Tribal | 15 |
Athletics 2 Melee 2 |
Melee Weapons that deal kinetic damage you use gain the thrown, striker and stopping power weapon traits. Weapons you use that have the primitive trait double their range and damage values. | ||
| Velites | 15 | Peltast | While wearing exo suits all weapons gain the assault weapon trait. You also increase your speed by 2. | ||
| Virtuoso | 15 | Adept | You may learn a number of abilities equal to an attribute (grit, technique, reason, cunning, diligence) of your choosing. | ||
| Well Connected | 15 | You gain +2 bonus die to organization skill tests and 1 bonus die to persuasion and demand skill tests. | |||
| Wildlife Weapon | 15 | Survival 4 | Poacher | You add your survival skill value as DD to wildlife weapons. | |
| Wrecking Ball | 15 | You take no damage to yourself when using the ram action in vehicles. Targets that are half your size and smaller can be trampled as a free action once per round. All targets of your rams may be knocked prone as a Brief Action. | |||
| Zoomorph | 10 | Alter |
Your appearance differs significantly from that of others either through inherited or deliberate anatomical variation. You double disposition benefits and penalties when interacting with others. Pick a number of benefits listed below equal to your rank.
|
||
| Zweihander | 15 | Athletics 5 | You may add the heavy value of your weapon to the damage value, DD value and ap value for personal weapons. |
Next: Abilities