Talents

Talents are unique abilities that shape your character’s strengths. You can search by name, tag, type, or description.

Absent Minded Scholar

Passive

You are immune to the effects of traps that you and your party are unaware of.

#Reaction#Traps

Adaptive Defense

Passive

You have +2 Resistance of any Non-Physical type of your choosing. You can change this for free during any Rest.

#Passive#Resistance

Adrenaline Surge

Reaction

Spend 3 Rage tokens and take another action immediately.

#Reaction#Rage

Air Strike

Action

Deliver a precise strike from above, catching your enemy off-guard and dealing +2D damage with a powerful downward blow. You must start this attack from above your target and finish this attack on the ground adjacent to your target.

#Action#Damage

Ambush Strike

Action

From a hidden position or after using Shadow Step, you make a surprise attack that deals +2D damage and has a chance to stun the target for 1 round. Stunned enemies have -1 actions during their next turn. Contested Resistance

#Action#Stealth#Stunned

Aquatic

Species Passive

You can breathe underwater and move at full speed while swimming; You cannot be drowned while conscious.

#Passive#Movement

Arcane Archivist

Non Combat Passive

Your vast knowledge of arcane lore grants +1 Keep to identify magical items, decipher ancient runes, or recall the specifics of historical spells. Keep can never exceed 6.

#Passive

Arcane Charm

Passive

You gain +2 Arcane Resistance

#Passive#Resistance

Arcane Echo

Action

If you cast a successful spell in the last round. Cast the same spell again at any target, this time without the need for a Spell Control Roll. You cannot echo a spell more than once.

#Action#Magic

Arcane Sense

Non Combat Passive

You have an incredible sense for Weal and Woe. Gain +1 Keep when trying to understand magic outside of combat.

#Passive#Magic

Arcane Shaping

Passive

Your allies are completely immune to the effects and damage of your AOE spells. However your AOE spells have +5 Difficulty. You can take this talent again to remove the Difficulty penalty.

#Passive

Armored

Species Passive

You have natural armor that provides 6 additional Soak Boxes.

#Passive#Soak

Attack of Opportunity

Reaction

Whenever an enemy enters or exits your melee range, you may make a melee attack against that opponent. You cannot make multiple Attacks of Opportunity against the same target in a single round.

#Reaction#Counter

Back into the Fray

Action

You encourage a downed adjacent ally (0 HP) to re-join the fight. The ally's total HP is changed to 10, and is no longer unconcious. Additionally, the ally gains the Exhausted condition that lasts until the end of the next day. Exhausted characters have 1/2 maximum hit points. Characters can only be pushed Back into the Fray once per scene.

#Action#Healing#Exhausted

Barrage

Passive

All bows now have a modified 'Fast' attribute- After taking two bow ranged attack actions in a row, you may immediately take a third ranged bow attack action. All three attacks must be with the same bow.

#Passive#Ranged

Beast Speech

Non Combat Passive

You can communicate simple ideas, emotions, and instructions to ordinary animals as though you shared a language, though they may not always choose to cooperate. For animals that share your species, you can communicate with them fully, as though they are completely sentient creatures. Additionally, non-hostile animals and beasts are naturally friendlier, and you gain +1D to checks when handling or riding them.

#Passive

Berserker's Onset

Reaction

At the start of a combat scene, before your first Action, spend your Reaction to gain 3 Rage Tokens.

#Reaction

Blindsense

Species Passive

You have a special ability (such as echolocation) that allows you to maneuver without your vision. You take no penalties for being blind outside of combat and only 1/2 penalties when in combat.

#Passive

Born Leader

Non Combat Passive

Your presence bolsters the moral of those around you. You always grant an additional +1D when you assist another character.

#Passive#Assistance

Burrowing

Species Passive

You have the ability to burrow through raw earth. You move at 1/4 speed while burrowing. You have +2D to avoid being detected while burrowing against other characters that are not also burrowing. You can pre-determine basic directions before burrowing, and you can detect people walking within 10' of your underground location.

#Passive#Movement

Camouflage

Species Passive

You have a natural color pattern that gives you +2D to stealth checks in appropriate environments.

#Passive#Stealth

Captain Shield

Passive

You can throw your shield as a Ranged Attack up to 20' range. Your shield always returns to you after each attack, somehow...

#Action#Ranged#Shields

Caustic Gland Attack

Species Action

Make a ranged attack against a target up to 15' away that Blind's your target instead of damaging them for 2 rounds. Blinded targets have -3D to all vision related actions, including attacks. Contested Resistance.

#Action

Chameleon

Species Passive

Your skin can change colors to match your surroundings; Take an action to change your skin color and then gain +2D to stealth related checks while moving at half speed or lower.

#Passive#Stealth

City Navigation

Non Combat Passive

You move through urban environments with ease, avoiding city hazards or blockades. In non-combat sequences, you find shortcuts and reduce travel time in towns. Additionally, you an always find someone nearby that you know, or avoid being seen by anyone you know entirely.

#Passive

Claws or Talons

Species Passive

You have claws or talons that give +2D to climbing checks; Your claws or talons are a Damage 3, Keep 4 weapon.

#Passive

Combat Command

Action

Give out orders to up to three allies while in combat. Allies that follow your orders are granted +2D to a related action on their next turn.

#Action#Assistance

Counter Attack

Reaction

Immediately after being melee attacked, spend your Reaction and retaliate with a melee attack with an equippped weapon.

#Reaction#Counter#Melee

Counterspell

Reaction

You attempt to counter a spell. Make a Contested Resistance roll against the caster's spell control roll. Your roll should be a Instinct of your choice and the Magical Skill of the spell being attempted. The spell is negated if you exceed their control roll.

#Reaction#Magic

Cover Expert

Passive

Cover always grants you protection as though it were 1 tier higher.

#Passive#Cover

Deep Cuts

Passive

You have +1 Keep for Brawling attacks. This talent can be taken again starting at Level 4, and once more starting at Level 6. Keep can never exceed 6.

#Passive#Brawling

Defender's Aegis

Action

You become an impenetrable wall, redirecting all attacks aimed at all ajacent allies to you until you move from your location. All soak rolls gain +2D while you maintain this ability. Requires a shield.

#Action#Shields

Deflecting Strike

Reaction

Immediately after being melee attacked, retaliate with a forceful shield bash attack that disarms the attacker. Requires an equipped shield. Contested Resistance

#Reaction#Counter#Melee#Shields#Disarm

Diplomat’s Demeanor

Non Combat Passive

Your calm presence and practiced speech give you advantage when negotiating treaties, halting feuds, or speaking on behalf of others. In social checks involving diplomacy, you gain +1 Keep. Keep can never exceed 6.

#Passive

Distracting Parry

Reaction

Immediately after you fully soak a melee attack, an ally of your choice that is adjacent to your attacker can make a melee attack against your attacker. Your ally does NOT need to spend their Reaction.

#Reaction#Melee#Counter

Dramatic Pause

Action

Move an enemy's next turn to the end of the turn order. If they have already gone, they go last during the next round. For some powerful enemies, the GM may give the enemy a Contested Resistance roll.

#Action#Initiative

Elemental Shielding

Passive

You gain +2 Elemental Resistance

#Passive#Resistance

Elusive Maneuvering

Passive

When taking a Change Position action, if you move half of your Movement Speed or less, you are immune to movement triggered reactions, such as Attack of Opportunity.

#Passive#Movement

Elusive Retreat

Reaction

Immediately after a melee attack, leap backward up to 15' away from your attacker in a straight line. This movement cannot trigger movement related Reactions, such as Attack of Opportunity.

#Reaction#Movement#Melee

Endless Quiver

Passive

You never run out of mundane ammunition (arrows, bolts, etc.) outside of combat. Arrows seem to appear whenever you need them, though they remain ordinary in quality. Adjacent allies also gain the benefit of your Endless Quiver.

Entertainer's Gift

Recovery Action

You entertain your party. The other members of your party gain one additional Recovery action they can take during this Rest.

#Recovery#Action

Eyes of the Night

Non Combat Passive or Species Passive

You have Nightvision, and can no longer take darkness-related penalties.

#Passive#Species#Senses

Favored by Fate

Non Combat Passive

Strange coincidences always seem to go your way. Once per scene, you may re-roll a single failed skill check made outside of combat.

#Passive

Fence’s Favor

Non Combat Passive

You know exactly who in each town can buy or sell “questionable” goods or become an informant. You can always locate a reliable fence or black-market contact wherever you go.

#Passive

Flight

Species Passive

You can fly while carrying half your weight or less. Taking actions while flying increases the difficulty of all actions by 10. You move at triple speed while flying. You must move at least your Speed each round or stop flying.

#Passive

Friend of the Dark

Passive

You have +1 Keep when making stealth checks in low-light areas.

#Passive#Stealth

Gale's Guidance

Non Combat Passive

The wind whispers secrets only you can hear, guiding your path. At any time while outdoors you can spend a minute to gain insights into your quest. These insights often give you a sense of which direction to go, but never give you answers. Alas, that is the nature of the wind.

#Passive

Get Behind Me

Action

Move a willing ally within 15' of you to an empty adjacent space of your choosing. This movement cannot trigger movement related Reactions (such as Attack of Opportunity).

#Action#Movement

Great Leap

Species Action

Your jumping distances are doubled.

#Passive

Guard

Action

This talent replaces Defend. For all attacks you gain 3D for each Soak Box spent. Additionally, all adjacent allies receive 2D for each Soak Box they spend (for any reason) as long as they remain adjacent to you. This cannot be stacked with other talents for you or your allies, including the Defend action. This lasts until the beginning of your next turn.

#Action#Defense#Soak#Buff

Herbalist

Passive

Through your familiarity with plants, you can quickly identify herbs, mushrooms, and fungi useful for remedies and poisons. You gain +1 Keep when herbs or plants are available for medicinal purposes, and +2D to your offensive Contested Resistance rolls with poisons. Keep can never exceed 6.

#Passive#Healing#Infected

Horn(s) or Beak

Species Passive

You have a horn(s) or beak that can be used to make attacks with. The Horn/Beak is a Damage 3, Keep 3 weapon.

#Passive

Hover

Species Passive

You can hover without moving in any direction while flying. Requires Flight

#Passive

Improved Hearing

Species Passive

You have an improved sense of hearing and have +2D to listenting specific checks.

#Passive

Improved Smell

Species Passive

You have an improved sense of smell and you have +2D to relevant skill checks.

#Passive

Inquisitive Mind

Non Combat Passive

You excel at piecing together mysteries. +2D to investigate or interpret subtle clues in non-combat problem-solving.

#Passive

Inspired Resistance

Reaction

Spend your Reaction to grant +3D Advantage to another character before they make a Contested Resistance roll.

#Advantage

Inspring Flourish

Action

You inspire your allies in combat. You and all allies within line of sight gain a free reroll on any single roll, keeping the second result. This reroll can be used until the end of the combat scene. Characters can have up to one reroll from this skill at a time.

#Action#Advantage

Interpose

Reaction

Spend your Reaction to move instantly up to your Speed between an ally and an incoming attack, taking the hit yourself.

#Reaction#Defend

Iron Stomach

Passive

You can eat nearly any organic matter without becoming ill. Additionally, you have +2D on Contested Resistance rolls vs the Infected condition.

#Passive#Infected

Iron Will

Non Combat Passive

Your mind is hardened to fear or doubt. Gain +2D to Contested Resistance checks vs the Frightened or Charmed conditions.

#Passive

Killer Instinct

Passive

You always use Aggression as your Instinct on Initiative rolls.

#Initiative#Passive

Librarian’s Recall

Non Combat Passive

Your photographic memory for texts grants +2D on checks related to recalling written information you have read at least once before.

#Passive

Lightning Touched

Passive

Your melee and brawling attacks deal lightning damage instead of physical. However, you take 5 unsoakable lightning damage each time you attack reduced by 2 for each point of Elemental Resistance you have.

#Passive#Melee#Brawling#Lightning

Longshooter

Passive

Ranged penalties for attacks are reduced to -1D for you instead of the usual -2D.

#Passive#Ranged

Master of Disguise

Non Combat Passive

You carry a variety of props and outfits. Outside of combat, you gain +1 Keep to adopt false identities or disguise yourself thoroughly. Keep can never exceed 6.

#Passive

Merchant’s Eye

Non Combat Passive

You instantly gauge the value of mundane items and pick up on shady business deals. You have +1D on Resources checks.

#Passive#Resources

Mistwalker's Recovery

Recovery Action

You summon mist that envelops your camp, hiding you and your party from sight and danger. You become nearly invisible to enemies drastically reducing the chance of being ambushed or attacked, even from enemies that are actively hunting you. This effect persists through all sequential rest periods.

#Recovery#Action

More HP

Passive

You have +3 additional Hit Points per character level.

#Passive#Hit Points

More Soak

Passive

You have 4 additional Soak boxes. This talent can be taken up to 3 times.

#Passive#Defense#Soak

Multipedal Limbs

Species Passive

You have joints that allow you to drop to all fours and move at double speed. When moving this way nothing can be carried.

#Passive

Mystical Striker

Passive

Your unarmed attacks are enchanted with magical power. You use Primacy instead of Brawling for your unarmed attacks. Additionally, your unarmed attacks deal magical damage of a type of your choosing. This choice must be made when you take this talent.

#Passive#Brawling#Magic

Nature's Blessing

Passive

You gain +2 Nature Resistance

#Passive#Resistance

Nature's Provisions

Non Combat Passive

Once per scene you instantly find or craft a basic survival item from your surroundings such as tools, a shelter, or first aid supplies. The feasability and immediacy of creation depend on the environment's resources.

#Passive

Never Twice

Reaction

Spend a Reaction to succeed against a Contested Resistance that you previously failed.

#Reaction

Noble Heritage

Non Combat Passive

You carry the name or crest of a powerful lineage, granting you respect among the nobility. From time to time you can invoke your heritage to gain access or favor in aristocratic circles.

Odorous Attack

Species Action

Make a ranged 10' X 10' area attack within 15' of you. The area smells very badly and lasts 1D rounds. Any characters within the area have +5 to difficutly on all actions.

#Passive

Pathfinder

Passive

You suffer no movement related penalties due to the terrain. And out of combat you grant your party this benefit.

#Passive#Movement

Perfect Balance

Passive or Species Passive

You naturally have perfect balance and will never fall because of your own agility. This does not prevent you from falling due to being pushed or tripped.

#Passive#Species

Perks

Non Combat Passive

You have some kind of background that comes with perks. Once per session leverage that background to acquire access to a restricted area or gain access to a difficult to acquire resource.

#Passive

Phantelekinesis

Action

Spend 2 to 6 Arcane Tokens to move objects with Telekinesis. The GM and you should work together to determine how many Arcane Tokens to spend based on the size and scale of the item you are attempting to move. You can move items at a slow pace, not fast enough to deal damage. You can move objects up to about as large as a very large horse.

#Action#Phantomage

Phanteleportation

Action

Spend 5 Arcane Tokens to teleport anywhere within line of sight.

#Action#Movement#Phantomage

Phantoblast

Action

Release your stored magical power with a blast of raw magic. Deal +1D damage for each Arcane Token you spend. Your Spell Blast is of a non-physical damage type of your choosing. This has Keep equal to the number of Phantomage talents that you have, up to Keep 6.

#Action#Phantomage

Phantom Healing

Action

Spend 2, up to 6, Arcane Tokens to heal yourself or an adjacent target. You heal +1D damage for every two Arcane Tokens you spend. This has Keep equal to the number of Phantomage talents that you have, up to Keep 6.

#Action#Healing#Phantomage

Phantom Power

Reaction

Empower the spell of a caster within 15' of you. Give them +1D to their control roll for each Arcane Token you spend. You can empower your own spells with this ability.

#Reaction#Buff#Phantomage

Phantom Shackle

Reaction

Spend Arcane Tokens to reduce the Potency of a target's spell. The potency is reduced by 1 for every 2 Arcane Tokens spent. The spell cannot be reduced below Potency 1. You may spend tokens up to an amount equal to the number of Phantomage talents that you have.

#Reaction#Phantomage

Phantomage

Passive

When combat magic is cast around you gain an Arcane Token. Gain an additional Arcane Token in exchange for your Reaction. While you have Arcane Tokens you are a beacon of magic in the world. Magical monsters, and other Phantomages may seek you out to steal your stored Arcane Energy. Having more tokens increases the strength of this arcane beacon. You never lose your Arcane Tokens unless you spend them, or choose to relase the power by your own will.

#Passive#Phantomage

Phantomage Battery

Recovery Action

Each time you take a rest of at least 8 hours, you gain Arcane Tokens up to a quantity equal to your character level.

#Action#Recovery#Phantomage

Pinning Shot

Action

Aim carefully to make a ranged attack and pin your target in place, applying the Slowed (to 0) Condition. Contested Resistance vs the attack roll. This attack deals no damage.

#Action#Movement#Slowed

Poisoned Weapon

Action

Make a melee or ranged attack, the target takes damage and is Infected until the end of the target’s second turn after being Infected. Infected characters halve their soak rolls. Contested Resistance

#Action#Infected

Prayer of Resistance

Passive

Adjacent allies gain +1 to all Non-Physical Resistances.

#Passive#Buff

Predator

Passive

Your melee, brawling, or ranged attacks gain +1D against targets that are isolated (no allies within 10'), but have allies in the scene.

#Passive#Damage

Preferred Environment

Species Passive

You have a body that is adapted to live in a specific environment. When in this environment you do not suffer from negative climate or environmental effects in this environment except in extreme conditions.

#Passive

Prehensile Tail or Trunk

Species Passive

You have a tail or trunk that can grab and hold onto objects. Tails can move up to just over your weight; while Trunks can move up to half of your weight.

#Passive

Quick Hands

Reaction

Spend your Reaction to make a Brawling attack.

#Reaction#Brawling

Quicker

Passive

You add +2D to your Initiative rolls.

#Passive#Initiative

Rage

Passive

Each time you lose Hit Points to an attack or a spell attack take a Rage token. Additionally, each time you make a melee attack you take a Rage token. All Rage Tokens are lost at the end of any rest.

#Passive#Rage

Rage Strike

Action

Make a melee attack adding 1D to your attack roll for each Rage token you spend. This attack does not grant you a Rage Token. Rage Strike can be added on to other Melee Attack Actions.

#Action#Rage#Damage

Raging Vortex

Reaction

Spend 1 Rage to enter a frenzy. While in this state you have +1 Keep on all melee attacks. This state continues until you did not spend Rage this round.

#Reaction#Rage

Rapid Striker

Action

Deliver a quick sequence of two fast Brawling strikes aimed at vulnerable points. Both attacks gain +1D damage.

#Action#Brawling

Reactioneer

Passive

You gain an additional Reaction each round. However, you no longer have the Dodge Reaction.

#Reaction

Retaliator

Passive

You have +1D on all attacks against targets that made attacks against you on their last turn.

#Passive

Retribution

Action

Mark an adjacent enemy. Each time that enemy attacks any character other than you, make an immediate melee or brawling attack against that target.

#Action#Counter

Retributive Shock

Action

Surround yourself with 3 balls of lightning that deal 3D (Keep 3) lightning damage to melee attackers. Each melee attack consumes one of the balls of lightning.

#Action#Buff#Damage#Lightning

Ricochet Shot

Action

Make a ranged attack at -2D that ricochets off a hard surface to hit an enemy behind cover or around a corner. You must already know about your target. Your target loses all cover benefits for this attack.

#Action#Ranged

Shadow Step

Action

Instantly teleport from one shadow to another within your Speed, allowing you to bypass obstacles or escape enemy attacks without being detected. You can use this ability a number of times equal to your Sneak rating per day.

#Action#Movement

Shadows Cloak

Passive

You gain +2 Shadow Resistance

#Passive#Resistance

Shadowy Affliction

Passive

When you take this talent choose one: Arcane or Poison. Your melee attacks deal +2D damage and are converted to this type when striking from Stealth.

#Passive#Damage#Melee#Arcane#Poison

Sharpshooter

Passive

You never risk hitting the wrong target when shooting into melee combat.

#Passive#Ranged

Shield Mastery

Passive

You have +1D on all Shield attacks, and Shields grant you +2 Soak Boxes.

#Passive#Shields#Action

Shield of Resilience

Reaction

Spend your Reaction. Until the beginning of the current Initiative group's next turn you may give your Soak Boxes to adjacent characters. Characters granted Soak Boxes from you receive two Soak Boxes for every Soak Box you spend. You cannot benefit from another character's use of this talent.

#Reaction#Shields#Soak

Shield Ram

Action

Charge forward with your shield raised, plowing in a straight 15 foot line through everything and everyone in your way, stunning any character struck by the attack for their next turn. Stunned enemies take -1 actions during their next turn. Contested Resistance

#Action#Shields#Stunned

Shield Slam

Action

Make a melee attack with your shield against your target and knock your opponent back 5'. Contested Resistance. This attack deals normal damage.

#Action#Shields#Knockback

Slowing Attack

Action

Make a melee or ranged attack, the target takes damage and is Slowed to half speed for two turns. Contested Resistance

#Action#Slowed

Speedster

Passive

Gain +10 speed. This talent can be taken up to 3 times.

#Passive#Speed

Spell Blender

Reaction

When you cast a Spell, spend your Reaction to get a free Effect added to your spell. Your free Effect cannot be more expensive than any other spell Effects.

#Reaction#Magic

Split Shot

Action

Fire a ranged attack that splits into two, hitting two adjacent targets at once with a single attack. Make an attack roll against each target individually.

#Action#Ranged

Static Discharge

Reaction

You release a sudden jolt of energy into an adjacent target. The target takes no damage but gains the Disoriented condition, reducing their actions by 1 until the start of their next turn. Contested Resistance. This Talent can be used in the middle of a target’s action, causing that action to be lost due to Disoriented.

#Reaction#Interrupt

Stone Armor

Action

Gain +3 Physical Resistance. This is reduced by 1 each time you are attacked.

#Action#Resistance#Buff

Strategem

Passive

Once per scene you can read the stat block of an enemy target in sight.

#Passive

Suctioned Fingers

Species Passive

You have special pads on your fingertips that allow you to climb smooth surfaces without taking normal penalties related to the surface.

#Passive

Survivalist's Fortitude

Non Combat Passive

Each rest period you and each of your allies recover +1D Hit Points automatically without using Recovery Actions. Each player should make their own roll.

#Passive#Recovery

Tail Weapon

Species Passive

You have a tail that can be used as a brawling weapon. This weapon is a Damage 3, Keep 3 weapon.

#Passive

Tinkerer’s Ingenuity

Non Combat Passive

You are adept at repairing and modifying mundane gear. You have +1 Keep when repairing or modifying anything. Keep can never exceed 6.

#Passive

Vanquish

Action

Mark a target. For the duration of the combat scene your Martial Attacks have +1 Keep against the target. This can be used once per scene.

#Action

Void Strikes

Passive

You have been touched by the void, your melee strikes now deal Shadow damage instead of Physical. However, you have -3 Physical Resistance. Resistances that are below zero are treated as zero.

#Passive#Shadow#Melee#Resistance

Wealthy

Passive

You have Keep 5 on Resources rolls.

#Passive#Resources

Wild's Resilience

Non Combat Passive

You have +1 Keep when attempting to overcome any environment or exposure related challenges.

#Passive

Zone Slam

Action

You strike the ground causing all adjacent characters to be knocked back 5'. Contested Resistance

#Action#Knockback