Talents#
Player characters are capable protagonists. They have rare expertise, training or personalities that make them different than most. Some of these differences come in the form of talents - game mechanics that set them apart from the ordinary layman.
All Eyes On Me#
Cost: 5 XP
When you succeed at a skill test which you attempted Boldly, you may spend 1 Momentum to grant every nearby enemy the Trait Distracted.
Apothecary#
Cost: 5 XP, Requirements: Biology 2 focus
With enough time, tools, and GM discretion, you can produce compounds by yourself. Making them costs the market cost divided by your Biology focus score.
Army of One#
Cost: 10 XP
When you succeed in an attack, you may spend 1 Momentum to add the Intense or Piercing quality to the attack. Only one weapon quality may be added to an attack in this way.
Big Deal#
Cost: 5 XP
When you or a nearby ally suffer a complication, you may prevent it by adding 1 Chaos.
Bodyguard#
Cost: 5 XP
You can defend against attacks that are directed at allies within reach.
Come and Have a Go If You Think You’re Hard Enough#
Cost: 5 XP
When adding d20s to a defense roll via Chaos, gain a bonus 1d20 for the roll.
Double Down#
Cost: 5 XP
Once per scene on a success, before you roll a skill test of difficulty 1 or higher, you may increase the difficulty by +1. If the test succeeds, gain one Determination token.
Death Wish#
Cost: 5 XP
You can spend stress instead of Momentum to buy additional d20s.
The Blade Cuts Both Ways#
Cost: 5 XP
Once per scene, you may nullify a GM use of Chaos as a reaction. Receive an equal amount of stress to the Chaos negated this way.
Did the Research#
Cost: 5 XP
Once per scene, when you attempt a skill test, you may spend 1 Momentum to use Study instead of another skill. You count as having an applicable focus with a score of 4 for that test.
Eager to Help#
Cost: 5 XP
When assisting, you may reroll 1d20.
En Garde!#
Cost: 5 XP
Counter-attacks cost 1 Momentum for you.
Dirty Fighting#
Cost: 5 XP
You inflict +1 damage for each additional d20 you bought for the attack by adding Chaos.
Focused#
Cost: 5 XP
Improve a focus by 1 to a maximum of 5.
Freak#
Cost: 10 XP
You can learn Biotech powers and talents with XP, and gain one 5XP power or talent when you take this talent.
From the Shadows#
Cost: 10 XP
When you attack an enemy that doesn’t see you, the difficulty of the attack is reduced by -1.
Guardian#
Cost: 5 XP
You may reroll 1d20 when defending.
Heavy Blows#
Cost: 10 XP
When you Fight Forcefully and succeed, you may spend 1 Momentum to add the Destructive or Knockdown qualities to the attack. Only one weapon quality may be added to the attack in this way.
Helpful#
Cost: 10 XP
You can assist allies within reach as a free action, and nearby allies as a reaction.
Survival of the Fittest#
Cost: 5 XP
When you Survive successfully, gain 1 Momentum for each additional d20 you bought by adding to Chaos.
I Need Somebody, Help!#
Cost: 5 XP
When you assist an ally, the ally you assist may reroll 1d20.
Inhale, Exhale, Pull the Trigger#
Cost: 10 XP
When taking the Aim action before making a ranged attack, you may spend 1 Momentum to reduce the difficulty of the attack by 1.
Just as Planned#
Cost: 5 XP
After an ally rolls a skill test, you may spend a Determination token to declare that their action is part of your plan. You automatically assist the ally’s action, even if you aren’t actually present, and your assistance die is considered to have automatically rolled a 1.
Contingency Plan#
Cost: 5 XP
Once per scene, when you or an ally are injured, you can claim that the injury is something you planned for. Gain one Determination token immediately.
Immutable#
Cost: 5 XP
Whenever an enemy or the GM attempt to remove or change a Trait which you created, the difficulty of the skill test, or the amount of Chaos required, is increased by +1.
Lead by Example#
Cost: 5 XP
When you succeed at a skill test, you may spend 1 Momentum to bolster an ally within reach. Their next skill test enjoys -1 difficulty.
Lend a Hand#
Cost: 5 XP
At any time, you may spend a Determination token in order for a single nearby ally to immediately gain a Determination token.
Levari#
Cost: 5 XP
Increase your Courage by 1 to a max of 3. Your courage serves as resistance against mental attacks, ablating by 1 with every hit. It recovers at the start of a scene.
Like the Wind#
Cost: 5 XP
Your melee attacks deal +X damage, where X is the number of zones you have moved this round.
Matter Alteration#
Cost: 10 XP, Requirements: Matter Alteration 2 focus
You can use Matter Alteration powers, and gain one 5XP power when you take this talent. Requires having the Matter Alteration focus.
Put It on my Tab#
Cost: 5 XP
Before you roll a skill test, you may add 2 Chaos to remove a single negative Trait from yourself.
Not Again#
Cost: 5 XP
When you choose to reduce damage by receiving a negative Trait, you suffer only 1 damage, rather than 2.
Not So Fast#
Cost: 5 XP
When an enemy leaves your reach, you may attempt a melee attack against them as a reaction.
Offhand Shooting#
Cost: 10 XP
You can Disarm enemies via ranged attacks.
Desperate Times Call for Desperate Me#
Cost: 5 XP
At the start of a scene, roll 2d20. For each die equal to or under the number of Chaos tokens in the GM’s pool, add 1 Momentum to the group pool. Add 2 Momentum for every critical success.
Undeterred#
Cost: 10 XP
You laugh in the face of adversity, it can only strengthen you. Whenever you fail a skill test of difficulty 2 or higher, add 1 token to the group’s Momentum pool to represent your infatigable spirit.
Risky Operation#
Cost: 5 XP
When you Operate and buy X d20s by adding to Chaos, you may reduce the difficulty of the test by -X. Your complication range for this test is increased by +X.
Quick Learner#
Cost: 5 XP
When you fail a skill test, and attempt the action again during the same scene, you may spend 1 Momentum to attempt the action Cleverly.
Reality Distortion#
Cost: 10 XP, Requirements: Reality Distortion 2 focus
You can use Reality Distortion powers, and gain one 5XP power when you take this talent. Requires having the Reality Distortion focus.
Remote Takedown#
Cost: 10 XP
You can Takedown enemies via ranged attacks.
Skillful#
Cost: 5 XP
Improve a Skill by 1 to a maximum of 8.
Smartass#
Cost: 5 XP
An irritating conversationalist, you are. During Talk contests, you may spend 1 Momentum to increase your opponent’s complication range by +4, as your superior oratory makes them lose their wits.
Indifferent#
Cost: 5 XP
When you gain a negative Trait, roll 1d20. If you rolled equal to or under your Survive score, the Trait is removed immediately.
Stylish#
Cost: 5 XP
Improve a Style by 1 to a maximum of 8.
Sweet Words#
Cost: 10 XP
The difficulty and Momentum cost for the Create Trait action are reduced by -1 when using the Talk skill.
Talkative#
Cost: 5 XP
When you attempt a Talk test, you may spend 2 Momentum to reduce the difficulty by 1, to a minimum of 1.
That All You Got?#
Cost: 5 XP
Gain a Momentum after a successful defense.
Doctor’s Diagnosis#
Cost: 5 XP
Pick a focus. When you Study with that focus, you may spend Momentum to reduce the difficulty of the test by 1 for each Momentum spent, to a minimum of 1.
Tinkerer#
Cost: 5 XP, Requirements: Engineering 2 focus
With enough time, tools, and GM discretion, you can produce consumable mechanical devices such as grenades by yourself. Making them costs the market cost divided by your Engineering focus score.
Trusty Companion#
Cost: 10 XP
You have a loyal friend which happens to be an animal. They have a character profile and are treated as an allied NPC under your command. They act during your turn in combat and can take minor actions independently, but require a Command from you (major action) to take a major action. If the last command still applies (e.g. attaking the same enemy, or protecting the same NPC), they will continue to take it without requiring a new command.\n\nIf your companion is eliminated, you may replace this talent or find a new companion at the start of the next scene.
Unyielding#
Cost: 5 XP
When you fail a skill test, and attempt the action again during the next round, reduce the difficulty of the attempt by 1.
Vigilance#
Cost: 5 XP
Defending is a free action for you.
Wait for It#
Cost: 5 XP
When you succeed in a skill test, if the amount of Momentum in the group pool is equal to or higher than the test difficulty (before you buy any additional d20s), you generate 1 additional Momentum.
Well-Prepared#
Cost: 5 XP
When you attempt a skill test, and there is a Trait which affects the test positively, you may reroll 1d20.
When the Time is Right#
Cost: 5 XP
At the end of any round during combat, if the amount of Momentum in the pool is equal to or lower than the number of rounds that have elapsed, add one Momentum to the pool.
Whistling with the Bullets#
Cost: 5 XP
You can defend against ranged attacks. The attacker’s base difficulty is 1.
The Subject at Stake#
Cost: 10 XP
Ranged attacks with arrows or knives have the Bind 1 quality.
The Third Law#
Cost: 10 XP
On contests, you win at draws.
Quick Jabs#
Cost: 10 XP
The Secondary Target Momentum use costs 1 Momentum for you.
Two Birds, One Stone#
Cost: 10 XP
On a ranged attack, when your line of fire crosses multiple targets, you can increase the attack’s difficulty by +1 to hit them all at once.
Cover Fire#
Cost: 5 XP
After attacking a target, you may spend 1 Momentum to delay their turn. When their side gets the initiative, they cannot take a turn (unless they are the last character left in the initiative order).
Make it Happen#
Cost: 10 XP
After you perform a skill test with extra successes, you may create a Trait by adding 1 Chaos.
Red Herring#
Cost: 5 XP
One person’s failure is another’s distraction. Once per scene, after you fail a skill test, you may divert the attention of enemy onlookers to the wrong direction. Until the end of the next round, their next skill test suffers +1 difficulty.