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 |
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| Ace | 15 | When you are targeted by ranged attack tests while piloting an ASC you may always take the evade action as a free action. | |||
| Adept | 10 | You may learn a number of abilities equal to half of an attribute (grit, technique, reason, cunning, diligence) of your choosing. You may take this talent a number of times equal to your current tier but must select a different attribute each time you take the talent. | |||
| Advocate | 10 | You receive a + double rank bonus die to demand rolls when making demands on behalf of others. | |||
| Akimbo | 30 | Small Arms 4 | If making an attack with a weapon that has the pistol weapon trait you may attack with another weapon with the pistol weapon trait as a brief action for personal weapons. | ||
| 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.
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| 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.
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| Assassin | 30 |
Small Arms 3 Stealth 3 Subterfuge 3 Melee 3 |
Marked targets count as exposed when you take called shots against them. | ||
| Bandito | 5 | Grit 2 | Demand 2 | In certain areas you are known and feared, choose a system. Double Rank bonus die to demand rolls but you are wanted by the authorities in that area. 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 of the book:
You may spend exp that you gain from the session to improve your pets attributes. You control your pet on your turn. |
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| Beggar | 5 |
Incompatible: Rich Family Incompatible: Cluster Gengry |
While wearing poor apparel you gain the ability to gain d6 crypto script per hour that you spend begging. Additionally insight, and detect tests made against you have a 2DS penalty. | ||
| Born on the Battlefield | 15 | Technique 3 | You may trade your Brief Action for a Reflex Action if it has not already been used that round. | ||
| Bullet Sponge | 5 | Grit 3 | Melee 3 | Power Grip | Whilst you have targets grappled any attacks directed at you instead target them first. |
| Chirurgeon | 10 |
Aid 5 Knowledge 5 |
You increase the damage, AP and DD value of weapons that possess the Aid tool weapon trait by 1. 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 assisting in aid or resolve tests. | |||
| Cluster Gentry | 10 | You gain exceptional apparel, a Personal Vehicle and a property in 5x5 km property on a world 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 defense by 2. | |||
| Comrade | 15 | Diligence 4 | 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. | ||
| Core System Patriot | 10 | Choose a faction, reduce the Difficulty Score of social tests with that faction by 1. | |||
| Corporate Account | 15 |
Must be part of a corporation. You have access to a corporate account that is accessible for emergencies and partly covers some corporate actions. Corporate accounts are accessible if you are connected to a network and can cover for players if they are low on funds for a time. Account is equal to players combined Deceive and organisation skill values x 1000 cryptoscrip. The account automatically balances itself from any credits you receive, deducting them from your normal account. |
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| Corporate Killer | 10 |
Must be part of a corporation. 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 1000 cryptoscrip. |
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| 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 ED to 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 |
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. |
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| Da Shi | 15 |
Melee 3 Athletics 3 Endurance 3 Resolve 3 |
You gain rank bonus die 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. | |
| Dog Fighter | 15 |
Piloting 5 Gunnery 3 |
While in an ASC you gain rank bonus die when targeting other ASC. | ||
| 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.
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| 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 full action to attack with two weapons that do not have the heavy trait. Roll each attack separately. | ||
| Duelist | 30 | Melee 5 | When you fight you adopt a duelists form, while you are within melee weapon range of one target you can inflict the exposed status on them. If you are in melee range of multiple targets they inflict exposed on you. | ||
| Engineer | 15 | Engineering 5 | You may add the Engineer tool weapon trait value to the DD value of any weapons you use that possess the engineer tool weapon trait. You gain rank bonus die to engineering tests. | ||
| Employee of the Month | 10 | Once a month in the game you may roll a D6 on 5 and 6 you are the employee of the month! Gain +1000 cryptoscrip. Must be in an organization of some type. | |||
| Extremophile | 15 | Grit 3 | You gain double rank die for grit or endurance tests involving hunger, thirst and environmental conditions while wearing armor with the living trait. | ||
| Fake ID | 10 | 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 | 30 | 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 DEF against rams, tramples, and being suppressed while you pilot 10 ton vehicles. | |||
| Follower | 15 | Whenever you assist another they gain double the normal benefit. | |||
| Full Metal Jacket | 15 | Technique 4 | When aiming with a weapon that deals kinetic damage, spend a Brief Action and reflex to split the damage as you see fit amongst armour segments adjacent to the segment hit by the attack. | ||
| Gene Flagellant Pandit | 15 | You ignore the penalties of a number severity 1 physical conditions equal to your grit. | |||
| Gene Flagellant Acharya | 15 | Grit 2 | Gene Flagellant Pandit | May use diligence in place of grit for 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 | 30 | You always count as having backing, additionally your backer also give you 1000 cryptoscrip per day. However you receive a DS penalty in any attempts to negotiate terms or contracts with your backer. Additionally you receive a 4 DS penalty while interacting with other factions. | |||
| Gorelord | 15 | At the end of your turn if you have killed non-vehicle targets with toss, ram, trample or melee whilst in a vehicle your enemies within line of sight must take a resolve test (Difficulty Score 3 plus casualties) you have inflicted or suffer terrified (3). | |||
| Gravity Sickness Treatment | 5 | Grit 2 | Spacer Body | You can stay in gravity higher than you are acclimated to for a number of days equal to your unmodified grit without any negative penalties. | |
| Grafter | 30 | Endurance 5 | Through your altered physiology and mastery of splicing you can incorporate the flesh and features of living things to gain benefits. You can replace any attribute value or skill value with that of an incapacitated target. You and them must pass a contested endurance test for you to receive benefits. After you replace this value they begin bleeding out. Alternatively, instead of replacing the value you may add half of it to your current value. If you take this option it is visible and you receive an 8 DS penalty to all social tests and will be considered by most to be a horrific monster. After you take either option once you must roll an Grit test. The result is how many days you have before you die. You can only reset this counter by taking one of the options again. | ||
| Grenadier | 15 | You may throw a grenade as a Brief Action when you take the attack tactical action provided you are not piloting a vehicle. | |||
| Guerilla | 15 | Stealth 2 | You may hide as a free action a number of times equal to half your stealth if you are not in line of sight or wearing an exosuit or power armor. | ||
| Herbalist | 15 |
Deceive 3 Knowledge 1 |
You can roll a contested deceive against target 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 | Once a combat round when an enemy is scanned you may use your overwatch immediately to attack with a ranged weapon that deals explosive damage. | |||
| I Shouldn't Be Alive! | 15 | May go into negative wounds equal to twice Grit before dying. | |||
| I Will Never Fall! | 15 | Grit 4 | I Shouldn't Be Alive! | You remain conscious even if bleeding out and may take one tactical or one maneuver action per round while bleeding out. | |
| Javelin | 30 | Athletics 4 | You may double the range and DD of weapons you use that have the thrown trait, exceptional when wielded by you. | ||
| Juggernaut | 30 | Endurance 5 | While wearing power armour you ignore weapon trait effects unless they are a part of a critical attack. | ||
| Kern | 15 |
Endurance 3 Athletics 3 |
Incompatible: Juggernaut | While wearing exosuits you may use the evade reflex action against all incoming attacks. melee attacks while wearing exosuits gain cleave. | |
| Last Man Standing | 30 | Endurance 4 | If you are the only player character in the party without bleed out status then you double your current wounds for the rest of the scene or encounter. When you acquire the Bleed out status rest of the PCs must pass a DS5 resolve test or suffer stunned. | ||
| Legendary Pilot | 15 | Piloting 2 | You may add 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 when you rest or respite. You gain a number of Vigour equal to the amount of conditions you have. | |||
| Local Legend | 10 | People in a certain location 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 endurance tests and +1 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. | ||
| Medical Expertise | 15 |
Knowledge 3 Aid 2 |
May reroll one dice on any Aid check, you never suffer complications on medical skill tests targeting anyone but yourself. | ||
| Monster Hunter | 30 | Survivial 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 | Digilence less than 2 | If you are targeted by ranged attack you may use a reflex action to changes places with an ally within your speed value and have that attack target this ally if they are a valid target. | ||
| No Friends | 10 | Digilence less than 2 |
No Loyalties Incompatible: Devoted Compatriots |
You no longer have the ability to use the Aid and resolve skills to affect others. +1 Reflex action and +2 to Demand rolls. | |
| No Honour | 15 | Digilence less than 2 | No Friends | You gain +2 bonus die to resolve and Insight rolls. If you fail a resolve roll, you may use a Reflex action to cause an adjacent ally to suffer the effects instead. | |
| Nobel | 15 |
Gunnery 3 Subterfuge 3 |
Incompatible: Curie Incompatible: Rubin |
You gain rank bonus ED to 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 (to a maximum of 3 DS penalty). | ||
| Olympian | 30 |
Javelin Shot Put Discus |
You increase your vigour by 5, receive 2 bonus die on athletics and endurance tests. You ignore the encumbered armour trait and increase the range of thrown weapons by 10. | ||
| On the Shoulders of Giants | 15 | If you are using GELF armour, an exosuit or power armor 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 stopping power and haywire. | |||
| 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 | 10 | If you have compromised at least one system of a vehicle you can spend a full action to hear and see all the occupants of that vehicle. This lasts until the vehicle is restarted or destroyed. | |||
| Peltast | 15 | Kern | While wearing exosuits, ranged weapons that have the heavy trait remove the limited or 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 2 bonus die for knowledge tests related to religion and 1 bonus die to resolve tests. | ||
| Powerful Grip | 5 | Grit 2 | Melee 2 | You gain +rank bonus dice to rolls (attacking or opposing) with grapple, pin, toss, and trample. | |
| Prepper | 5 | Survival 2 | You increase the damage of weapons that have Survival Tool weapon trait by 1, 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 you use the temporise option as a part of a resolve skill test you double the amount of time you can temporise mental conditions for. | |||
| 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 | 15 | 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 against wealthy targets. You always count as having backing. | |||
| 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 ED to 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 5 diligence test you may:
Each one of these options may only be taken once. |
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| Shot Put | 5 | Athletics 2 | You add 10 range to weapons with the grenade trait, additionally weapons with the grande 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 | 5 | Knowledge 4 | You gain rank bonus die to knowledge test relating to AI, the pillars, GELF and androids. | ||
| Spacer Body | 15 | Zero G incurs no penalties for you . You may add half technique to movement value in zero G. Being in gravity is highly taxing for you, your grit value is halved in planetary gravity. For every day you spend in planetary gravity you need 2 days of zero G recovery. You can only stay on a planet equal to your unmodified grit in days. | |||
| 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.
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| Spycraft | 10 | Deceive | Fake ID | +1 to Deceive, You may reroll dice up to your Deceive skill 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 exp that you gain from the session to improve your pets attributes. You control your pet on your turn. |
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| Stowaway | 10 | 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 MOA 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 half your speed. | |||
| 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 | Less than 1 Interfacing | Increase your Interfacing Defense 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 armor 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 | 10 | 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 | You reduce the amount of time required for the treatment for physical conditions by a number of days equal to icons rolled in the aid test to treat a physical condition. | |||
| 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. You may take this talent a number of times equal to your current tier but must select a different attribute each time you take the talent. | ||
| Well Connected | 15 | You gain +2 bonus die to organization skill tests and 1 bonus die to persuasion and demand skill tests. | |||
| Wrecking Ball | 15 | You take no damage to yourself when using the ram action in 50 ton 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.
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| Zweihander | 15 | Athletics 5 | You may add half the heavy value of your weapon to the DD value for personal weapons. |
Next: Abilities