TalentCore Talents
Hardy (Ranked)
Tier 1 Type Passive
+2 Wound Points (first purchase); +1 each additional purchase. Max 20 + Might.
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TalentCore Talents
Tier 1 Type Passive
+2 Wound Points (first purchase); +1 each additional purchase. Max 20 + Might.
TalentCore Talents
Tier 1 Type Passive
+2 Strain Points (first purchase); +1 each additional. Max 20 + Willpower.
TalentCore Talents
Tier 1 Type Passive
Once per scene, remove 1 Bane Die from a Perception check caused by poor visibility, distance, or concealment.
TalentCore Talents
Tier 1 Type Reactive
Once per turn, draw, stow, or retrieve one accessible item as a Quick Action.
TalentCore Talents
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.)
TalentCore Talents
Tier 1 Type Passive
Remove 1 Bane Die from Survival checks involving travel, shelter, food, water, or route-finding in natural terrain.
TalentCore Talents
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.
TalentCore Talents
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).
TalentCore Talents
Tier 1 Type Passive
Remove 1 Bane Die from Readiness checks to resist panic, surprise, fear, or being caught off guard.
TalentCore Talents
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).
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
Tier 2 Type Active
The Catch Breath Maneuver recovers 2 Strain instead of 1.
TalentCore Talents
Tier 2 Type Passive
Remove 1 Bane Die from Fortitude checks against fatigue, forced march, pain, hunger, thirst, harsh climates, or exhaustion.
TalentCore Talents
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.
TalentCore Talents
Tier 2 Type Active
Once per session, after rolling a check, reroll one die. Keep the second result.
TalentCore Talents
Tier 2 Type Passive
Remove 1 Bane Die from Stealth or Subterfuge checks to avoid attention in crowds, public areas, or busy environments.
TalentCore Talents
Tier 2 Type Passive
When using Charm, Deception, or Negotiation with a plausible argument, credible disguise, or fair offer, add 1 Boon Die.
TalentCore Talents
Tier 2 Type Reactive
Once per scene, when danger would catch you completely unaware, make a Perception or Readiness check before it fully lands.
TalentCore Talents
Tier 2 Type Passive
Remove 1 Bane Die when resisting fear, intimidation, despair, coercion, or supernatural dread.
TalentCore Talents
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.
TalentCore Talents
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.)
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
Tier 2 Type Passive
You no longer add the 1 Bane Die for casting a spell while Engaged with an enemy.
TalentCore Talents
Tier 2 Type Active
Once per turn, increase the Range of one spell you cast by one band (to a maximum of Extreme).
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
Tier 3 Type Passive
Pay the standard characteristic upgrade cost to raise one characteristic by 1. May only be purchased once.
TalentCore Talents
Tier 3 Type Session
Once per session, when you would be incapacitated, remain functional until the end of your next turn.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
Tier 3 Type Passive
Reduce the Strain cost of Cantrip and Journeyman spells you cast by 1 (minimum 1).
TalentCore Talents
Tier 3 Type Encounter
Once per encounter, apply one Overload option to a spell without adding its Trial Die.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentCore Talents
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.
TalentPositive Alignment
Tier 1 Type Passive
Once per scene, when assisting or healing an ally, add 1 Boon Die to the check.
TalentPositive Alignment
Tier 2 Type Active
Once per scene, as a Maneuver, one ally within Short range who can hear you recovers 2 Strain.
TalentPositive Alignment
Tier 3 Type Reactive
When you successfully heal a Wound or remove a condition from an ally, recover 1 Strain yourself.
TalentPositive Alignment
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.
TalentNeutral Alignment
Tier 1 Type Passive
Remove 1 Bane Die from checks made while outnumbered, outmatched, or under adverse conditions.
TalentNeutral Alignment
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.
TalentNeutral Alignment
Tier 3 Type Session
Once per session, when you fail a check, immediately reroll it. Keep the second result.
TalentNeutral Alignment
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.
TalentNegative Alignment
Tier 1 Type Passive
Add 1 Boon Die to Intimidation checks.
TalentNegative Alignment
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.
TalentNegative Alignment
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.
TalentNegative Alignment
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.
TalentWarrior
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.
TalentWarrior
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.
TalentWarrior
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.
TalentWarrior
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.
TalentWarrior
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.
TalentBlade
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.
TalentBlade
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.
TalentBlade
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.
TalentBlade
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.
TalentBlade
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.
TalentMarksman
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.
TalentMarksman
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.
TalentMarksman
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.
TalentMarksman
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.
TalentMarksman
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 .
TalentShield
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.
TalentShield
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.
TalentShield
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.
TalentShield
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.
TalentShield
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.
TalentRogue
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.
TalentRogue
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.
TalentRogue
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.
TalentRogue
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.
TalentRogue
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.
TalentTrailbreaker
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.
TalentTrailbreaker
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.
TalentTrailbreaker
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.
TalentTrailbreaker
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.
TalentTrailbreaker
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.
TalentEnvoy
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.
TalentEnvoy
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 .
TalentEnvoy
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.
TalentEnvoy
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.
TalentEnvoy
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.
TalentScholar
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.
TalentScholar
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.
TalentScholar
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.
TalentScholar
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.
TalentScholar
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.
TalentRift-Walker
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.
TalentRift-Walker
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.
TalentRift-Walker
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.
TalentRift-Walker
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.
TalentRift-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.
TalentPlanar Endurance
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.
TalentPlanar Endurance
Rank 2 XP 10
Once per scene, when you would take environmental damage from a hostile plane, reduce that damage by 2 (minimum 0).
TalentPlanar Endurance
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.
TalentPlanar Endurance
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.
TalentPlanar Endurance
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).
TalentMounted Combat
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.
TalentMounted Combat
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).
TalentMounted Combat
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.
TalentMounted Combat
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.
TalentMounted Combat
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.
TalentFlying Ship Crew
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.
TalentFlying Ship Crew
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.
TalentFlying Ship Crew
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.
TalentFlying Ship Crew
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.
TalentFlying Ship Crew
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.
TalentShip's Gunner
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.
TalentShip's Gunner
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.
TalentShip's Gunner
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.
TalentShip's Gunner
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.
TalentShip's Gunner
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.
TalentAssassin
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.
TalentAssassin
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.
TalentAssassin
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.
TalentAssassin
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.
TalentAssassin
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.
TalentSky Fighter
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.
TalentSky Fighter
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.
TalentSky Fighter
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).
TalentSky Fighter
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.
TalentSky Fighter
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.
TalentBrawler
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.
TalentBrawler
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.
TalentBrawler
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.
TalentBrawler
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.
TalentBrawler
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.