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Ix · Printable cards

Talent Cards

160 cards, taken straight from the book. Print six or four to a page, in colour or black and white, and cut along the card edges.

Four per page gives long entries more room. In the print dialog choose Letter, 100% scale, and turn on background graphics to keep the colour bands.

  • Core Talents
  • Positive Alignment
  • Neutral Alignment
  • Negative Alignment
  • Warrior
  • Blade
  • Marksman
  • Shield
  • Rogue
  • Trailbreaker
  • Envoy
  • Scholar
  • Rift-Walker
  • Planar Endurance
  • Mounted Combat
  • Flying Ship Crew
  • Ship's Gunner
  • Assassin
  • Sky Fighter
  • Brawler

TalentCore Talents

Hardy (Ranked)

Tier 1 Type Passive

+2 Wound Points (first purchase); +1 each additional purchase. Max 20 + Might.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Steadfast (Ranked)

Tier 1 Type Passive

+2 Strain Points (first purchase); +1 each additional. Max 20 + Willpower.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Keen Eye

Tier 1 Type Passive

Once per scene, remove 1 Bane Die from a Perception check caused by poor visibility, distance, or concealment.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Fast Hands

Tier 1 Type Reactive

Once per turn, draw, stow, or retrieve one accessible item as a Quick Action.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Guarded (Ix modified)

Tier 1 Type Active

As a Maneuver, take a defensive posture. Upgrade one Trial Die to a Crisis Die on all attacks against you until your next turn. If an attack pools no Trial Dice (a rare case), add 1 Trial Die and immediately upgrade it. (Core Guarded adds a Bane Die; Ix uses an upgraded difficulty die so Guarded stays distinct from Defensive Guard.)

Ix · Exodus NDScontinues in the book

TalentCore Talents

Wayfarer

Tier 1 Type Passive

Remove 1 Bane Die from Survival checks involving travel, shelter, food, water, or route-finding in natural terrain.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Skilled (Ranked)

Tier 1 Type Passive

Gain 1 rank in one skill (free; do not also pay skill XP). Each purchase applies to a different skill. Cannot bypass creation rank caps.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Specialist (Choose One)

Tier 1 Type Active

Choose a skill and one narrow use. Once per scene on that specific check, upgrade one Ability Die to a Mastery Die (or add 1 Boon if none available).

Ix · Exodus NDScontinues in the book

TalentCore Talents

Cool Head

Tier 1 Type Passive

Remove 1 Bane Die from Readiness checks to resist panic, surprise, fear, or being caught off guard.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Helpful

Tier 1 Type Reactive

When you assist, your help counts as two dice instead of one (+2 Boon, or +1 Boon +1 Ability if your relevant skill is higher).

Ix · Exodus NDScontinues in the book

TalentCore Talents

Momentum

Tier 1 Type Reactive

Once per turn, on a failed check with at least 1 net Boon, spend 1 Boon for a minor narrative advantage related to the attempt.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Field Medic (Ix)

Tier 1 Type Passive

Remove 1 Bane Die from Medicine checks made in adverse conditions (combat, poor lighting, missing equipment). When you use the Catch Breath Maneuver, you may direct it outward instead: an ally at Engaged range recovers Strain equal to what you would have recovered (1 normally, or 2 if you also hold the Catch Breath talent), rather than you recovering it yourself.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Fleet-Footed (Ix)

Tier 1 Type Passive

Difficult terrain does not impose additional Maneuver costs or Bane Dice on your movement. Remove 1 Bane Die from Athletics checks involving speed, sprinting, or movement through obstacles.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Linguist (Ix)

Tier 1 Type Passive

Remove 1 Bane Die from all Lore checks involving translation, script identification, or understanding unfamiliar dialects or languages. During a downtime period, you may learn one new language: Average Lore check for a language related to one you already know, Hard for an unrelated one. On success, the language is learned. Languages cannot be acquired by any other means. When you first encounter unknown script or an unfamiliar spoken language, you may make an immediate Lore check to identify its language family and recognize any words you would credibly know.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Catch Breath

Tier 2 Type Active

The Catch Breath Maneuver recovers 2 Strain instead of 1.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Conditioned

Tier 2 Type Passive

Remove 1 Bane Die from Fortitude checks against fatigue, forced march, pain, hunger, thirst, harsh climates, or exhaustion.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Strong Arm

Tier 2 Type Reactive

On Athletics, Light Melee, Heavy Melee, Unarmed, or thrown Light Ranged checks involving force or movement: spend 1 Boon to move, off-balance, or create an opening on the target.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Twist of Fate

Tier 2 Type Active

Once per session, after rolling a check, reroll one die. Keep the second result.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Low Profile

Tier 2 Type Passive

Remove 1 Bane Die from Stealth or Subterfuge checks to avoid attention in crowds, public areas, or busy environments.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Convincing

Tier 2 Type Passive

When using Charm, Deception, or Negotiation with a plausible argument, credible disguise, or fair offer, add 1 Boon Die.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Danger Sense

Tier 2 Type Reactive

Once per scene, when danger would catch you completely unaware, make a Perception or Readiness check before it fully lands.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Unshaken

Tier 2 Type Passive

Remove 1 Bane Die when resisting fear, intimidation, despair, coercion, or supernatural dread.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Quick Recovery

Tier 2 Type Passive

Recover 1 additional Strain at end of encounter or full rest. Characters treating your Wounds add 1 Boon Die to Medicine checks.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Practical Expertise (Choose One, Ix modified)

Tier 2 Type Passive

Choose any Intellect-linked or Agility-linked technical or operational skill: Craft, Medicine, Natural Philosophy, Operate, Riding, Piloting, Subterfuge, or Survival. Remove 1 Bane Die when using that skill under challenging conditions (poor or improvised tools, adverse environment, time pressure, or missing information). (Core version allows only Craft, Medicine, Science, or Operate. The Ix skill list expands the eligible options.)

Ix · Exodus NDScontinues in the book

TalentCore Talents

Boon Reader

Tier 2 Type Reactive

When you generate 2+ Boons on a knowledge or awareness check, spend 2 Boons to ask the GM one yes/no question about the scene or subject.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Dual Wielder (Ix)

Tier 2 Type Active

When wielding a Light Melee weapon in each hand, after a Light Melee attack Action you may make an off-hand attack as a Maneuver. The off-hand attack uses Light Melee skill and deals Might damage, Crit 5. Using the off-hand attack spends your Maneuver for the turn; you may not also move.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Precise Strike (Ix)

Tier 2 Type Reactive

When you attack a target who is unaware of you, Surprised, or whose attention is engaged elsewhere (locked in melee with another character, distracted, off-guard), add 1 Boon Die to the attack and reduce the weapon's Crit rating by 1 (minimum 1). Applies once per turn.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Quick Draw (Ix)

Tier 2 Type Passive

Add 1 Boon Die to all initiative checks. On the first round of structured combat, draw or ready a weapon as a free action without spending a Maneuver. If you act before an enemy who has not yet taken a turn, your first attack against that enemy adds 1 Boon Die.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Well-Connected (Ix)

Tier 2 Type Scene

Once per scene, make a Streetwise or Negotiation check (Easy in a city you know; Average elsewhere) to establish that a contact who can provide specific help, information, or access exists and is reachable. On success, the contact can help, within reason, and at a cost the GM defines. On failure, such a contact exists but is unavailable, already paid, or needs further persuasion.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Combat Caster (Ix)

Tier 2 Type Passive

You no longer add the 1 Bane Die for casting a spell while Engaged with an enemy.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Reaching Caster (Ix)

Tier 2 Type Active

Once per turn, increase the Range of one spell you cast by one band (to a maximum of Extreme).

Ix · Exodus NDScontinues in the book

TalentCore Talents

Investigator (Ix)

Tier 2 Type Passive

When actively searching a location, scene, or body for hidden information, concealed objects, or physical evidence, add 1 Boon Die to Perception checks and remove 1 Bane Die from Lore checks made to interpret what you find. Once per scene, on a successful search, you may ask the GM one specific yes/no question about what happened here ("Was there a struggle?", "Did someone leave recently?", "Is this the actual cause of death?") and receive an honest answer. The answer is accurate but may be incomplete.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Dealmaker (Ix)

Tier 2 Type Passive

Remove 1 Bane Die from Negotiation checks in any commercial, diplomatic, or contractual context. When you generate Boons on a Negotiation check, they may be spent on outcomes beyond the standard: 1 Boon to establish a secondary favorable term alongside the primary agreement; 2 Boons to ensure the other party considers the deal genuinely fair and is disinclined to seek reversal later; 3 Boons to build a lasting relationship; this person will remember it as a good deal and is predisposed to future agreements with you.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Scroll Reader (Choose One, Ix)

Tier 2 Type Passive

Choose one casting tradition: Arcana, Divine, or Primal. You may use scrolls of that tradition as if you possessed the relevant casting skill. The casting roll is made normally and the scroll is consumed regardless of outcome. May be purchased up to three times, once per tradition. Existing casters may take this talent to access traditions they have not trained in; an arcane caster who takes Scroll Reader (Divine) may cast divine scrolls and combined-tradition scrolls that include Divine.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Growth (Universe-Restricted)

Tier 3 Type Passive

Pay the standard characteristic upgrade cost to raise one characteristic by 1. May only be purchased once.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Unbroken

Tier 3 Type Session

Once per session, when you would be incapacitated, remain functional until the end of your next turn.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Hardened (Choose One)

Tier 3 Type Passive

Choose one: physical attacks, environmental damage, poison/disease, fear/mental pressure, or social coercion. Add 1 Boon Die to resist that type; +1 effective Resistance against it on applicable damage. Fear inflicts Strain rather than damage, so if you choose fear/mental pressure, reduce the Strain suffered from a failed Fear check by 1 (minimum 0) in place of the Resistance bonus.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Rallying Words

Tier 3 Type Active

As an Action, make an Average (2 Trial Dice) Leadership check near one ally at Short range who can hear you. On success, they recover 1 Strain per net Success. Spend 2 Boons to affect one additional ally.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Expert Care

Tier 3 Type Passive

Add 1 Boon Die to Medicine checks to stabilize, treat, or speed recovery. Spend 2 Boons to reduce time, preserve supplies, or remove 1 additional Wound.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Skeptic

Tier 3 Type Passive

Remove 1 Bane Die from checks to resist deception, illusion, false evidence, or manipulation. On 2+ Boons, learn one clue about what is wrong or inconsistent.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Mental Fortress

Tier 3 Type Encounter

Once per encounter, when resisting a mental, fear-based, psychic, or coercive effect, remove one , or downgrade one to a if a Crisis Die is present.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Crowd Fighter

Tier 3 Type Passive

Reduce Bane Dice from being outnumbered by 1. Once per turn, when an engaged enemy misses and generates a Bane, spend it to reposition within Engaged range.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Reliable Skill (Choose One)

Tier 3 Type Passive

Choose one skill. On calm, routine, non-combat checks at Average difficulty or lower, a result with no net Successes and no net Failures may be treated as a success with a minor cost.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Augmented (Ix)

Tier 3 Type Passive

Your body accepts one additional augmentation beyond the normal limit of three. You may now sustain up to four augmentations simultaneously. May only be purchased once.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Resourceful

Tier 3 Type Session

Once per session, declare that you have a plausible small item, contact, clue, or minor advantage that fits your character and the current situation.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Mastery Spend (Choose One)

Tier 3 Type Session

Choose one skill. Once per session, after rolling with that skill, spend 1 Fortune Point to convert 2 net Boons into 1 Success.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Silver Tongue

Tier 3 Type Scene

Once per scene, downgrade one negative die on Charm, Deception, or Negotiation checks when the target has personal emotional stakes (pride, fear, loyalty, self-image). Does not help with impersonal negotiations.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Master Infiltrator

Tier 3 Type Passive

Add 1 Boon Die to Stealth or Subterfuge checks to bypass security, infiltrate guarded locations, or escape captivity. Spend 2 Boons to learn a detail, leave no trace, or gain positional advantage.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Counterstrike (Ix)

Tier 3 Type Reactive

Once per round, when an enemy's melee attack against you fails (generates no net Successes), you may immediately make a free Light Melee or Heavy Melee attack against that enemy at no Action or Maneuver cost. You must be wielding a melee weapon. The counterattack uses your melee skill normally.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Researcher (Ix)

Tier 3 Type Passive

When making Lore, Secret Lore, Planar Lore, or Adventuring Lore checks through deliberate investigation (searching archives, consulting texts, interviewing knowledgeable sources): add 1 Boon Die and remove 1 Bane Die. Once per session, after at least one scene of focused preparation on a known topic, your first knowledge check on that topic generates 1 additional Boon on a success.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Efficient Casting (Ix)

Tier 3 Type Passive

Reduce the Strain cost of Cantrip and Journeyman spells you cast by 1 (minimum 1).

Ix · Exodus NDScontinues in the book

TalentCore Talents

Controlled Overload (Ix)

Tier 3 Type Encounter

Once per encounter, apply one Overload option to a spell without adding its Trial Die.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Craftmaster (Ix)

Tier 3 Type Passive

When making a Craft check to create, build, or enchant something, add 1 Boon Die and remove 1 Bane Die. If you also hold Practical Expertise (Craft), this effect supersedes it; they do not stack. Spend 2 Boons on a successful Craft check to produce a masterwork: the item gains one quality upgrade (add Accurate 1 to a weapon, +1 to armor Resistance, or a minor useful property agreed with the GM). Once per session, when crafting a consumable magic item (potion, scroll, or charged object), halve the time required and reduce the material cost by one quarter.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Commanding Presence

Tier 4 Type Active

Leadership checks to rally or direct allies affect one additional ally in range. Spend 2 Boons to extend the effect by one round or meaningful beat.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Defensive Operator

Tier 4 Type Passive

Remove 1 Bane Die from Riding, Piloting, or Operate checks to avoid crashes, pursuit hazards, difficult maneuvers, or loss of control.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Masterful Recovery

Tier 4 Type Encounter

Once per encounter, when you recover Strain, clear a condition, or receive care: choose one: 2 additional Strain recovered, 2 additional Wounds recovered, or one extra step of condition relief.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Exploit Opening

Tier 4 Type Reactive

Once per round, when an enemy within Short range suffers a condition, generates 3+ Banes, or is hit by a Breakthrough: add 1 Boon Die to your next check against that enemy this turn.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Tactical Mind

Tier 4 Type Encounter

At encounter start, after initiative, make a Perception/Readiness/Leadership check (Average). On success, one ally adds 1 Boon Die to their first check. Spend 2 Boons for one additional ally.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Greater Growth (Universe-Restricted)

Tier 4 Type Passive

Pay the standard characteristic upgrade cost to raise one characteristic by 1. May be purchased more than once, but not for the same characteristic twice.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Signature Skill (Choose One)

Tier 4 Type Session

Choose one skill. Once per session, on a success with 2+ net Boons with that skill, create one additional narrative benefit stronger than a normal Boon but weaker than a Breakthrough.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Peril Turner

Tier 4 Type Reactive

Once per session, when the GM spends a Peril Point to upgrade difficulty against you or a nearby ally: spend 1 Fortune Point after the roll to convert 1 net Bane into 1 Boon.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Defiant Will

Tier 5 Type Session

Once per session, when you would be incapacitated, broken, or forced to yield by mental/emotional pressure: take one immediate Action or Maneuver. The consequence applies after.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Legendary Skill (Choose One)

Tier 5 Type Session

Choose one skill. Once per session, declare a legendary attempt before rolling: upgrade one positive die. On success, add one additional meaningful narrative effect.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Signature Technique

Tier 5 Type Custom

Create one named character-defining move. Work with the GM to define trigger, cost, normal effect, Boon/Breakthrough benefit, and Bane/Calamity complication.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Mythic Presence

Tier 5 Type Session

Once per session, in a social scene where your identity matters: add 1 Boon Die to a social check, force a lesser NPC to hesitate, or establish that someone has heard of you.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Last Stand

Tier 5 Type Session

Once per session, when badly injured or cornered: until end of turn, add 1 Boon Die to all checks, ignore incapacitation effects, and may suffer 2 Strain to add another Boon Die to one check. Consequences apply after. Cannot be used with Defiant Will in the same encounter.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Impossible Turn

Tier 5 Type Session

Once per session, declare an Impossible Turn. Choose: escape a lethal position but leave something behind, convert defeat into survival at major cost, prevent an ally's defeat at personal risk, turn a failed plan into an opportunity with complication, or force the scene to continue. Does not erase consequences; changes their shape.

Ix · Exodus NDScontinues in the book

TalentCore Talents

Fatebreaker

Tier 5 Type Session

Once per session, when you roll a Calamity: also trigger a Breakthrough effect directly connected to the disaster. The Calamity still occurs.

Ix · Exodus NDScontinues in the book

TalentPositive Alignment

Sacred Ward

Tier 1 Type Passive

Once per scene, when assisting or healing an ally, add 1 Boon Die to the check.

Ix · Exodus NDScontinues in the book

TalentPositive Alignment

Voice of Comfort

Tier 2 Type Active

Once per scene, as a Maneuver, one ally within Short range who can hear you recovers 2 Strain.

Ix · Exodus NDScontinues in the book

TalentPositive Alignment

Living Light

Tier 3 Type Reactive

When you successfully heal a Wound or remove a condition from an ally, recover 1 Strain yourself.

Ix · Exodus NDScontinues in the book

TalentPositive Alignment

Divine Shelter

Tier 4 Type Encounter

Once per encounter, when an ally within Short range would be incapacitated, they instead remain at 1 Wound until the end of your next turn.

Ix · Exodus NDScontinues in the book

TalentNeutral Alignment

Balanced Bearing

Tier 1 Type Passive

Remove 1 Bane Die from checks made while outnumbered, outmatched, or under adverse conditions.

Ix · Exodus NDScontinues in the book

TalentNeutral Alignment

Edge of the Moment

Tier 2 Type Reactive

Once per scene, before rolling, add 1 Boon Die or remove 1 Bane Die; choose which after you see the difficulty but before you roll.

Ix · Exodus NDScontinues in the book

TalentNeutral Alignment

Tested Resolve

Tier 3 Type Session

Once per session, when you fail a check, immediately reroll it. Keep the second result.

Ix · Exodus NDScontinues in the book

TalentNeutral Alignment

Weight of Consequence

Tier 4 Type Encounter

Once per encounter, when an enemy succeeds on a check against you, gain 1 Boon Die on your next check against that same enemy.

Ix · Exodus NDScontinues in the book

TalentNegative Alignment

Iron Authority

Tier 1 Type Passive

Add 1 Boon Die to Intimidation checks.

Ix · Exodus NDScontinues in the book

TalentNegative Alignment

Demanded Obedience

Tier 2 Type Scene

Once per scene, an NPC who fails to resist your Intimidation or Leadership may not voluntarily act against your last direct command until the start of your next turn.

Ix · Exodus NDScontinues in the book

TalentNegative Alignment

Instrument of Order

Tier 3 Type Encounter

Once per encounter, when you identify that someone has violated a law, code, or doctrine you represent: add 1 Boon Die and remove 1 Bane Die on your next action against them.

Ix · Exodus NDScontinues in the book

TalentNegative Alignment

Absolute Decree

Tier 4 Type Session

Once per session, issue a spoken command. All NPCs who heard and understood it must succeed on an Average Readiness check or pause for one round before acting against you.

Ix · Exodus NDScontinues in the book

TalentWarrior

Set Footing

Rank 1 XP 5

If you did not move during your turn, add to your first Heavy Melee attack that turn. You cannot be knocked Prone or pushed out of your position by an enemy's spent results; a talent, spell, or weapon quality that does so still works normally.

Ix · Exodus NDScontinues in the book

TalentWarrior

Weight of Arms

Rank 2 XP 10

On a successful Heavy Melee attack, spend rather than the usual three to knock the target Prone, disarm them, or drive them back one range band.

Ix · Exodus NDScontinues in the book

TalentWarrior

Second Strike

Rank 3 XP 15

Once per encounter, after a Heavy Melee attack Action that hit, suffer 2 Strain to make one additional Heavy Melee attack against the same target as a Maneuver. The second attack adds and cannot itself trigger Second Strike.

Ix · Exodus NDScontinues in the book

TalentWarrior

Armored Veteran

Rank 4 XP 20

Armor you wear with a Resistance Bonus of +2 or higher grants 1 additional Resistance and imposes no Bane Dice on Athletics or Reflexes checks. Remove from Fortitude checks caused by marching, fighting, or standing watch in armor.

Ix · Exodus NDScontinues in the book

TalentWarrior

Storm the Line

Rank 5 XP 25

Once per session, as an Action, suffer 3 Strain and make one Heavy Melee attack against each enemy at Engaged range, to a maximum of three targets. Each attack is resolved separately, and every target that takes damage is Staggered.

Ix · Exodus NDScontinues in the book

TalentBlade

Point Control

Rank 1 XP 5

A Light Melee weapon you have readied gains Defensive 1 while you are not Prone or Restrained. The Melee Defense cap of 3 still applies.

Ix · Exodus NDScontinues in the book

TalentBlade

Riposte Drill

Rank 2 XP 10

Once per round, when an enemy's melee attack against you generates 2 or more net , deal damage equal to your Might to that enemy. This is not an attack check. If you also hold Counterstrike, choose one of the two each round; they do not both fire.

Ix · Exodus NDScontinues in the book

TalentBlade

Take the Measure

Rank 3 XP 15

While you are Engaged with exactly one enemy and no ally is Engaged with that enemy, add to your Light Melee attacks against them and they add to melee attacks against you. The benefit ends the moment a third combatant joins the Engagement.

Ix · Exodus NDScontinues in the book

TalentBlade

Disarming Turn

Rank 4 XP 20

Once per encounter, on a successful Light Melee attack, forgo all damage to disarm the target; their weapon lands at Short range in a direction you choose. A target disarmed this way is also Disoriented until the end of its next turn.

Ix · Exodus NDScontinues in the book

TalentBlade

Unanswerable

Rank 5 XP 25

Once per session, declare before rolling a Light Melee attack: ignore all Bane Dice from the target's Melee Defense, treat the weapon's Crit rating as 1 for this attack, and on a hit the target gains the Bleeding condition.

Ix · Exodus NDScontinues in the book

TalentMarksman

Steady Aim

Rank 1 XP 5

The Boon Die granted by the Aim Maneuver is not lost when you spend your second Maneuver on something other than moving. Remove imposed by intervening allies, partial cover, or a moving platform.

Ix · Exodus NDScontinues in the book

TalentMarksman

Practiced Reload

Rank 2 XP 10

Reduce the Slow-Firing rating of any ranged weapon you use by 1, to a minimum of 0. Clearing the Out of Ammo condition costs you a Maneuver rather than an Action.

Ix · Exodus NDScontinues in the book

TalentMarksman

Ranging Shot

Rank 3 XP 15

Spend a Maneuver to range one target at Medium range or farther. Until the end of your next turn, your ranged attacks against that target reduce the weapon's Crit rating by 1 (minimum 1), and you may execute a called shot effect for instead of three.

Ix · Exodus NDScontinues in the book

TalentMarksman

Long Shot

Rank 4 XP 20

Increase the maximum range band of any ranged weapon you use by one, to a maximum of Extreme, and remove imposed for firing at Long or Extreme range. Once per encounter, ignore the Inaccurate quality on one shot.

Ix · Exodus NDScontinues in the book

TalentMarksman

Killing Shot

Rank 5 XP 25

Once per session, spend your Action to line up one shot at a target at Medium range or farther that is unaware of you or that did not move since your last turn. Upgrade one Ability Die to a Mastery Die , add , and on a hit the target suffers a Critical Injury in addition to damage without spending .

Ix · Exodus NDScontinues in the book

TalentShield

Shield Trained

Rank 1 XP 5

A readied shield or buckler grants 1 additional Melee Defense, and its Melee Defense bonus also counts as Ranged Defense against attacks you can see coming. Both Defense caps of 3 still apply.

Ix · Exodus NDScontinues in the book

TalentShield

Interpose

Rank 2 XP 10

Once per round, when an enemy at Engaged range attacks an ally who is also at Engaged range of you, add to that attack. You must be able to see the attack coming.

Ix · Exodus NDScontinues in the book

TalentShield

Covering Stance

Rank 3 XP 15

As a Maneuver, plant yourself. Until the start of your next turn you may not move, and every ally at Engaged range of you gains 1 Melee Defense and 1 Ranged Defense, subject to the caps.

Ix · Exodus NDScontinues in the book

TalentShield

Take the Hit

Rank 4 XP 20

Once per encounter, when an attack hits an ally at Engaged range, you may take the damage instead. Apply your own Resistance to it, and suffer 2 Strain.

Ix · Exodus NDScontinues in the book

TalentShield

Hold Fast

Rank 5 XP 25

Once per session, spend your Action to hold a position. Until the start of your next turn, you and every ally at Engaged range cannot be moved, knocked Prone, or Immobilized, attacks against any of you add , and the first hit that would incapacitate one of them instead leaves that character at 1 Wound.

Ix · Exodus NDScontinues in the book

TalentRogue

Lockwise

Rank 1 XP 5

Remove from Subterfuge checks to open locks, disarm mechanical traps, or bypass physical security. Improvised tools add to such checks instead of the usual two.

Ix · Exodus NDScontinues in the book

TalentRogue

Trapwise

Rank 2 XP 10

Once per scene, ask the GM whether a mechanical trap, alarm, or triggered ward is present within Short range; you learn whether, not where. When an undetected trap triggers on you, make an Average Reflexes check as a reaction; on success you suffer none of its damage.

Ix · Exodus NDScontinues in the book

TalentRogue

Slip the Net

Rank 3 XP 15

Once per encounter, as a Maneuver, become Hidden even while observed, provided some cover, crowd, shadow, or distraction is available to break contact with. If you also hold Nowhere to Be, the two are separate uses and may both be spent in one scene.

Ix · Exodus NDScontinues in the book

TalentRogue

Find the Seam

Rank 4 XP 20

Against a target that is unaware of you, Prone, Restrained, Staggered, or Disoriented, your damage ignores 2 points of Resistance, and you may disarm, inflict Prone, or execute a called shot effect for instead of three.

Ix · Exodus NDScontinues in the book

TalentRogue

Ghost in the House

Rank 5 XP 25

Once per session, declare that you went in ahead of the party. Name one thing you learned (a guard rotation, the layout of one room, where an object is kept) or one preparation you made (a lock already opened, a bar lifted, a trap disarmed). The GM confirms it is true and may attach one complication of equal weight.

Ix · Exodus NDScontinues in the book

TalentTrailbreaker

Tracker's Eye

Rank 1 XP 5

Add to Survival and Perception checks to find, follow, age, or identify tracks and trail sign. On a success with , also learn the number of creatures and roughly how long ago they passed.

Ix · Exodus NDScontinues in the book

TalentTrailbreaker

Ground Read

Rank 2 XP 10

While you lead a group overland, the party ignores the first imposed by terrain, weather, or the absence of a road on travel checks. Once per journey, name one hazard the GM has placed on the route and find a way around it; the detour costs time, not a check.

Ix · Exodus NDScontinues in the book

TalentTrailbreaker

Set the Camp

Rank 3 XP 15

Once per day of travel you choose the campsite. Nobody can ambush that camp without first beating your Survival check, and each character who takes a short rest there recovers 1 additional Strain. If the camp is attacked anyway, you act in the first round regardless of surprise.

Ix · Exodus NDScontinues in the book

TalentTrailbreaker

Live off the Land

Rank 4 XP 20

You can feed and shelter yourself and up to four companions in any survivable terrain; hostile or barren country requires one Average Survival check per day for the whole group. Remove from Survival and Athletics checks caused by terrain.

Ix · Exodus NDScontinues in the book

TalentTrailbreaker

The Way Through

Rank 5 XP 25

Once per session, declare a route. You lead the party to a destination they could plausibly reach on foot, bypassing one obstacle the GM has placed between them and it: a blockade, a closed pass, a patrol line, a stretch reported impassable. The journey still takes its time and the GM may attach one cost, but the route exists and you find it.

Ix · Exodus NDScontinues in the book

TalentEnvoy

Read the Room

Rank 1 XP 5

Once per scene, on entering a social situation, ask the GM one of these questions about one person present: who actually holds authority here, who is afraid, or who wants something from us. You receive an honest answer about that one person.

Ix · Exodus NDScontinues in the book

TalentEnvoy

Right Words, Right Person

Rank 2 XP 10

Spend a Maneuver to address one named NPC directly. The next Charm, Negotiation, or Leadership check made against that NPC this scene, by you or by an ally you name when you speak, adds .

Ix · Exodus NDScontinues in the book

TalentEnvoy

Hold the Floor

Rank 3 XP 15

Once per scene, spend your Action to take the floor. Until the end of your next turn, NPCs present address you rather than your allies, a hostile NPC must succeed on an Average Readiness check before opening violence, and your allies add to social checks made in the scene.

Ix · Exodus NDScontinues in the book

TalentEnvoy

Words That Move

Rank 4 XP 20

Once per encounter, as a Maneuver, name one ally who can hear and understand you. They immediately end the Disoriented or Staggered condition and recover Strain equal to your Charisma.

Ix · Exodus NDScontinues in the book

TalentEnvoy

The Deal on the Table

Rank 5 XP 25

Once per session, with a named NPC who has something to gain, make one Charm or Negotiation check at the GM's stated difficulty. On success the NPC commits to one concrete, costly act within their power, short of acting against their own survival or their deepest commitment. No further check is made, and the agreement holds as long as you hold up your end.

Ix · Exodus NDScontinues in the book

TalentScholar

Cross-Reference

Rank 1 XP 5

With access to your own notes, a book collection, or a library, remove from Lore, Secret Lore, Planar Lore, Adventuring Lore, and Natural Philosophy checks. You may retry one failed check of those skills after an hour of further work.

Ix · Exodus NDScontinues in the book

TalentScholar

Field Identification

Rank 2 XP 10

On first encountering a creature, make a knowledge check; the GM sets the skill and a difficulty based on how obscure the creature is. On success, learn its Resistance and either one vulnerability or one dangerous ability; spend to learn a second.

Ix · Exodus NDScontinues in the book

TalentScholar

Brief the Party

Rank 3 XP 15

As a Maneuver, give one ally who can hear you a specific instruction drawn from something you know about the subject at hand. Their next check against that subject this round adds and removes . One ally at a time, once per turn.

Ix · Exodus NDScontinues in the book

TalentScholar

Identify the Work

Rank 4 XP 20

Given an hour and the object in hand, determine what a magic item, augmentation, scroll, or enchanted object does, including one limitation or risk, with no check required. A cursed or deliberately disguised object requires a Hard Lore or Arcana check; on failure you learn only that the object is not what it appears to be.

Ix · Exodus NDScontinues in the book

TalentScholar

The Right Book

Rank 5 XP 25

Once per session, declare that you have read an account of the situation in front of you. Name one specific, useful fact about the creature, place, artifact, ritual, or faction involved. The GM confirms it, corrects it toward the truth, or names the one detail your source had wrong. The fact cannot invent an escape route or undo something that has already happened.

Ix · Exodus NDScontinues in the book

TalentRift-Walker

Rift Sense

Rank 1 XP 5

Once per scene, sense whether an active or dormant natural rift is present within Medium range. Remove 1 Bane Die from Rifts checks to identify a rift's destination or stability rating.

Ix · Exodus NDScontinues in the book

TalentRift-Walker

Hardened Traveler

Rank 2 XP 10

Reduce environmental damage from uncontrolled rift transit by 1 (minimum 0). On a failed Rifts transit check, treat the result as though you generated 1 additional Boon for purposes of stabilizing your arrival location.

Ix · Exodus NDScontinues in the book

TalentRift-Walker

Read the Tear

Rank 3 XP 15

Before committing to a rift transit, make a Rifts check (Average difficulty). On success: the GM tells you the destination plane and approximate exit condition (stable/dangerous/unknown). On failure: you learn only whether the destination is immediately lethal.

Ix · Exodus NDScontinues in the book

TalentRift-Walker

Emergency Anchor

Rank 4 XP 20

Once per session, when a rift transit would take you somewhere catastrophically wrong, abort the transit. You are expelled to your entry point and suffer 4 Strain. Cannot be used on a deliberate high-risk transit you were warned about and chose anyway.

Ix · Exodus NDScontinues in the book

TalentRift-Walker

Rift Walker

Rank 5 XP 25

You may enter an active rift as an Action with no additional preparation check required. You suffer no additional penalties beyond the rift's base difficulty. Once per session, declare one rift transit as controlled regardless of the rift's stability rating; you go where you intend to go.

Ix · Exodus NDScontinues in the book

TalentPlanar Endurance

Acclimated

Rank 1 XP 5

Remove 1 Bane Die from Fortitude checks against hostile planar environments, toxic atmospheres, variable gravity, and other physical hazards specific to non-Prime planes.

Ix · Exodus NDScontinues in the book

TalentPlanar Endurance

Planar Constitution

Rank 2 XP 10

Once per scene, when you would take environmental damage from a hostile plane, reduce that damage by 2 (minimum 0).

Ix · Exodus NDScontinues in the book

TalentPlanar Endurance

Dimensional Footing

Rank 3 XP 15

You function normally in low-gravity, variable-gravity, and zero-gravity environments. Remove 2 Bane Dice from Athletics and Reflexes checks in abnormal physical environments caused by planar properties.

Ix · Exodus NDScontinues in the book

TalentPlanar Endurance

Sustained Presence

Rank 4 XP 20

The duration before passive environmental damage begins on a hostile plane is tripled for you. Once per session, remove one persistent planar condition affecting you: temporal displacement, psychic pressure, elemental saturation, or equivalent.

Ix · Exodus NDScontinues in the book

TalentPlanar Endurance

Plane Walker

Rank 5 XP 25

You can survive indefinitely on any plane with a breathable atmosphere regardless of other environmental hazards. Reduce the base difficulty of any check to resist or navigate planar environmental effects by 1 (minimum Easy).

Ix · Exodus NDScontinues in the book

TalentMounted Combat

Saddle Fighter

Rank 1 XP 5

You do not suffer Bane Dice for making combat checks while mounted. Your trained mount does not require a separate Riding check to hold position during combat.

Ix · Exodus NDScontinues in the book

TalentMounted Combat

Warborn

Rank 2 XP 10

Your trained mount is conditioned for battle. It will not flee from weapon-fire, magical effects, or creature intimidation without first succeeding on a Readiness check (GM sets difficulty by threat).

Ix · Exodus NDScontinues in the book

TalentMounted Combat

Charging Strike

Rank 3 XP 15

When your mount moves at least Medium range and you make a melee attack at the end of that movement, add 1 Boon Die to the attack and reduce the attack's Crit rating by 1 for this strike, minimum 1.

Ix · Exodus NDScontinues in the book

TalentMounted Combat

Ride Through

Rank 4 XP 20

Once per encounter, when terrain, obstacles, or a defensive formation would halt your mount's movement, push through anyway. You suffer 2 Strain; your mount suffers 2 Wounds, or 2 Strain instead if it has a Strain track. Movement is not stopped. The GM determines what damage the obstruction takes or what happens to it.

Ix · Exodus NDScontinues in the book

TalentMounted Combat

Living Weapon

Rank 5 XP 25

In structured combat, you and your mount act on the same initiative turn. Once per encounter, when you make a mounted melee attack, your mount may simultaneously make one natural weapon attack at the same target; this does not require a separate action from either of you.

Ix · Exodus NDScontinues in the book

TalentFlying Ship Crew

Crew Sense

Rank 1 XP 5

Once per scene, ask the GM one question about the structural or operational state of a vessel you are aboard. Remove 1 Bane Die from Piloting or Operate checks made to diagnose a ship problem or gauge its remaining capability.

Ix · Exodus NDScontinues in the book

TalentFlying Ship Crew

Hard Turn

Rank 2 XP 10

Once per encounter while piloting, execute an aggressive evasive maneuver as your Action. The next attack against the ship adds 1 Bane Die. Costs 1 Strain to the pilot.

Ix · Exodus NDScontinues in the book

TalentFlying Ship Crew

Ship's Heart

Rank 3 XP 15

As a Maneuver, make a Leadership check (Average difficulty). On success, one crew member or ally aboard recovers 2 Strain and may remove one condition caused by fear, exhaustion, or environmental pressure, Frightened included. Steadying an ally normally costs an Action (Chapter Thirteen); the advantage of this rank 3 talent is that it does the same work as a Maneuver.

Ix · Exodus NDScontinues in the book

TalentFlying Ship Crew

Battle Helm

Rank 4 XP 20

While at the helm in combat, add 1 Boon Die to all Piloting and Operate checks. Once per encounter, when an attack targets the ship, attempt an immediate evasive roll as a Quick Action (Average Piloting difficulty); on success, reduce the attack's damage by 2.

Ix · Exodus NDScontinues in the book

TalentFlying Ship Crew

Master of Skies

Rank 5 XP 25

While you are at the helm, the ship's Resistance increases by 2 and it cannot be surprised in aerial combat. Once per session, declare a maneuver that bypasses normal movement restrictions: cutting through a restricted altitude, reversing direction at combat speed, threading a gap that should be too narrow. The GM sets the difficulty.

Ix · Exodus NDScontinues in the book

TalentShip's Gunner

Weapons Station

Rank 1 XP 5

You can operate any shipboard weapon without the Slow-Firing penalty on the first shot of an encounter. Remove 1 Bane Die from Heavy Ranged or Operate checks made to fire ship weapons.

Ix · Exodus NDScontinues in the book

TalentShip's Gunner

Gun Sense

Rank 2 XP 10

Before firing, spend a Maneuver to read the target's movement. Add to the next ship weapon attack this turn. Once per encounter, call the arc and range before the pilot has finished positioning; if the ship reaches that arc next Maneuver, you fire immediately as a Quick Action without waiting for your turn.

Ix · Exodus NDScontinues in the book

TalentShip's Gunner

Precision Load

Rank 3 XP 15

Once per encounter, apply one weapon quality your ship weapon does not normally have (Accurate 1, Pierce 1, or Blast 1) to a single attack. Declare before rolling. This represents loading a specialist round, adjusting the sighting, or compensating for an unusual angle.

Ix · Exodus NDScontinues in the book

TalentShip's Gunner

Broadside Timing

Rank 4 XP 20

When two or more ship weapons fire in the same round at the same target and both hit, the second and subsequent hits add +2 damage each (before Resistance). You may coordinate this from any gun station aboard; you do not need to fire both yourself. Once per encounter, you may call the order-of-fire to ensure your shot lands last for maximum effect.

Ix · Exodus NDScontinues in the book

TalentShip's Gunner

Dead Shot

Rank 5 XP 25

Once per session, on an attack with a ship weapon that generates a Breakthrough, do not spend the Breakthrough for a Critical Hit; instead, choose one from: destroy one mounted weapon on the target ship (it cannot fire until repaired), reduce the target's Speed by 2 for the rest of the chase, or strip 4 points of Resistance until the target takes a full-rest repair action. Describe the hit in one sentence. It lands exactly as described.

Ix · Exodus NDScontinues in the book

TalentAssassin

Killer's Approach

Rank 1 XP 5

Your first attack against a target unaware of you adds 1 Boon Die. Remove 1 Bane Die from Stealth checks made to reach a striking position.

Ix · Exodus NDScontinues in the book

TalentAssassin

Study the Quarry

Rank 2 XP 10

After observing a target for a scene, or on a successful knowledge check about its kind (Lore, Adventuring Lore, or Medicine), mark it: add 1 Boon Die to attacks against it, and to checks to track or ambush it, until the scene ends. A scene that transitions from narrative play into structured play (or vice versa) without changing location or participants is still the same scene; the mark persists.

Ix · Exodus NDScontinues in the book

TalentAssassin

Find the Gap

Rank 3 XP 15

When you attack a target that is unaware of you, Surprised, or off-guard, reduce the weapon's Crit rating by 2 (minimum 1) for that strike.

Ix · Exodus NDScontinues in the book

TalentAssassin

Clean Kill

Rank 4 XP 20

As an Action against a target that is incapacitated, helpless, or wholly unaware whose anatomy you credibly know (a creature of your own or a similar species, or one you have studied or made a successful Lore, Adventuring Lore, or Medicine check on): make a Stealth or Subterfuge check. On success the target dies; no damage roll. You cannot Clean Kill a creature whose biology you do not credibly know: no clean-killing a sleeping dragon without draconic anatomy.

Ix · Exodus NDScontinues in the book

TalentAssassin

Nowhere to Be

Rank 5 XP 25

Once per scene, immediately after a Clean Kill or a strike from concealment, vanish: make a Stealth check to break contact even while observed. On success you are Hidden and untracked until you next act.

Ix · Exodus NDScontinues in the book

TalentSky Fighter

Height's Advantage

Rank 1 XP 5

While at Medium or High elevation, attacks against targets at a lower elevation add 1 Boon Die. You may draw, stow, or ready a weapon while airborne without spending a Maneuver.

Ix · Exodus NDScontinues in the book

TalentSky Fighter

Dive Strike

Rank 2 XP 10

When you descend at least one elevation zone and immediately make a melee attack at the end of that descent, add +2 damage and apply Knockdown to the attack. You cannot Dive Strike two consecutive rounds.

Ix · Exodus NDScontinues in the book

TalentSky Fighter

Aerial Evasion

Rank 3 XP 15

While airborne, when an enemy's attack against you misses, you may immediately move up to Short range as a Quick Action (no Maneuver cost, no endurance cost).

Ix · Exodus NDScontinues in the book

TalentSky Fighter

Strafing Pass

Rank 4 XP 20

Once per encounter as an Action, fly in a straight line up to Medium range and make one Light Melee or Light Ranged attack against each target in your path (maximum 3 targets). Each attack is resolved separately. You must end in a different position than you started.

Ix · Exodus NDScontinues in the book

TalentSky Fighter

Apex Predator

Rank 5 XP 25

While airborne at Medium or High elevation, add 1 Boon Die to all combat checks. Once per session, declare a Stooping Strike before rolling: descend from High to Low elevation in one movement and make a melee attack that gains all Dive Strike benefits plus additional damage equal to your Might. The target must succeed on a Hard Fortitude check or fall Prone regardless of whether the attack hits.

Ix · Exodus NDScontinues in the book

TalentBrawler

Iron Grip

Rank 1 XP 5

When you initiate a grapple, the target adds 1 Bane Die to all escape attempts. You may maintain an existing grapple as a Maneuver instead of an Action, leaving your Action free.

Ix · Exodus NDScontinues in the book

TalentBrawler

Punishing Hold

Rank 2 XP 10

While a target is Restrained by you, your Unarmed attacks against them deal +2 damage and reduce the Crit rating by 1 (minimum 1). The target is also considered off-guard for all talents that require that state.

Ix · Exodus NDScontinues in the book

TalentBrawler

Brawler's Instinct

Rank 3 XP 15

Once per round, when an enemy's Unarmed attack or natural weapon attack against you fails (generates no net Successes), you may immediately make a free Unarmed counterattack at no Action or Maneuver cost.

Ix · Exodus NDScontinues in the book

TalentBrawler

Stunning Strike

Rank 4 XP 20

Once per encounter, declare before rolling an Unarmed attack: on a hit, the target is Staggered in addition to taking normal damage. Spend 2 Boons to extend the Staggered condition into the start of their next turn as well.

Ix · Exodus NDScontinues in the book

TalentBrawler

Unfettered Force

Rank 5 XP 25

Your Unarmed attacks count as having Pierce 2 and the Knockdown quality. Once per session, when a target you have Restrained is incapacitated or reduced to 0 Wounds by your Unarmed attack, immediately make one free Unarmed attack against a different target within Engaged range at no additional cost.