Talents
Talents are unique abilities that shape your character’s strengths. You can search by name, tag, type, or description.
Absent Minded Scholar
You are immune to the effects of traps that you and your party are unaware of.
Adaptive Defense
You have +2 Resistance of any Non-Physical type of your choosing. You can change this for free during any Rest.
Adrenaline Surge
Spend 3 Rage tokens and take another action immediately.
Air Strike
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.
Ambush Strike
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
Aquatic
You can breathe underwater and move at full speed while swimming; You cannot be drowned while conscious.
Arcane Archivist
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.
Arcane Charm
You gain +2 Arcane Resistance
Arcane Echo
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.
Arcane Sense
You have an incredible sense for Weal and Woe. Gain +1 Keep when trying to understand magic outside of combat.
Arcane Shaping
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.
Armored
You have natural armor that provides 6 additional Soak Boxes.
Attack of Opportunity
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.
Back into the Fray
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.
Barrage
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.
Beast Speech
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.
Berserker's Onset
At the start of a combat scene, before your first Action, spend your Reaction to gain 3 Rage Tokens.
Blindsense
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.
Born Leader
Your presence bolsters the moral of those around you. You always grant an additional +1D when you assist another character.
Burrowing
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.
Camouflage
You have a natural color pattern that gives you +2D to stealth checks in appropriate environments.
Captain Shield
You can throw your shield as a Ranged Attack up to 20' range. Your shield always returns to you after each attack, somehow...
Caustic Gland Attack
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.
Chameleon
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.
City Navigation
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.
Claws or Talons
You have claws or talons that give +2D to climbing checks; Your claws or talons are a Damage 3, Keep 4 weapon.
Combat Command
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.
Counter Attack
Immediately after being melee attacked, spend your Reaction and retaliate with a melee attack with an equippped weapon.
Counterspell
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.
Cover Expert
Cover always grants you protection as though it were 1 tier higher.
Deep Cuts
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.
Defender's Aegis
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.
Deflecting Strike
Immediately after being melee attacked, retaliate with a forceful shield bash attack that disarms the attacker. Requires an equipped shield. Contested Resistance
Diplomat’s Demeanor
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.
Distracting Parry
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.
Dramatic Pause
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.
Elemental Shielding
You gain +2 Elemental Resistance
Elusive Maneuvering
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.
Elusive Retreat
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.
Endless Quiver
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
You entertain your party. The other members of your party gain one additional Recovery action they can take during this Rest.
Eyes of the Night
You have Nightvision, and can no longer take darkness-related penalties.
Favored by Fate
Strange coincidences always seem to go your way. Once per scene, you may re-roll a single failed skill check made outside of combat.
Fence’s Favor
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.
Flight
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.
Friend of the Dark
You have +1 Keep when making stealth checks in low-light areas.
Gale's Guidance
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.
Get Behind Me
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).
Great Leap
Your jumping distances are doubled.
Guard
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.
Herbalist
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.
Horn(s) or Beak
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.
Hover
You can hover without moving in any direction while flying. Requires Flight
Improved Hearing
You have an improved sense of hearing and have +2D to listenting specific checks.
Improved Smell
You have an improved sense of smell and you have +2D to relevant skill checks.
Inquisitive Mind
You excel at piecing together mysteries. +2D to investigate or interpret subtle clues in non-combat problem-solving.
Inspired Resistance
Spend your Reaction to grant +3D Advantage to another character before they make a Contested Resistance roll.
Inspring Flourish
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.
Interpose
Spend your Reaction to move instantly up to your Speed between an ally and an incoming attack, taking the hit yourself.
Iron Stomach
You can eat nearly any organic matter without becoming ill. Additionally, you have +2D on Contested Resistance rolls vs the Infected condition.
Iron Will
Your mind is hardened to fear or doubt. Gain +2D to Contested Resistance checks vs the Frightened or Charmed conditions.
Killer Instinct
You always use Aggression as your Instinct on Initiative rolls.
Librarian’s Recall
Your photographic memory for texts grants +2D on checks related to recalling written information you have read at least once before.
Lightning Touched
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.
Longshooter
Ranged penalties for attacks are reduced to -1D for you instead of the usual -2D.
Master of Disguise
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.
Merchant’s Eye
You instantly gauge the value of mundane items and pick up on shady business deals. You have +1D on Resources checks.
Mistwalker's Recovery
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.
More HP
You have +3 additional Hit Points per character level.
More Soak
You have 4 additional Soak boxes. This talent can be taken up to 3 times.
Multipedal Limbs
You have joints that allow you to drop to all fours and move at double speed. When moving this way nothing can be carried.
Mystical Striker
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.
Nature's Blessing
You gain +2 Nature Resistance
Nature's Provisions
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.
Never Twice
Spend a Reaction to succeed against a Contested Resistance that you previously failed.
Noble Heritage
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
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.
Pathfinder
You suffer no movement related penalties due to the terrain. And out of combat you grant your party this benefit.
Perfect Balance
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.
Perks
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.
Phantelekinesis
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.
Phanteleportation
Spend 5 Arcane Tokens to teleport anywhere within line of sight.
Phantoblast
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.
Phantom Healing
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.
Phantom Power
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.
Phantom Shackle
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.
Phantomage
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.
Phantomage Battery
Each time you take a rest of at least 8 hours, you gain Arcane Tokens up to a quantity equal to your character level.
Pinning Shot
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.
Poisoned Weapon
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
Prayer of Resistance
Adjacent allies gain +1 to all Non-Physical Resistances.
Predator
Your melee, brawling, or ranged attacks gain +1D against targets that are isolated (no allies within 10'), but have allies in the scene.
Preferred Environment
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.
Prehensile Tail or Trunk
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.
Quick Hands
Spend your Reaction to make a Brawling attack.
Quicker
You add +2D to your Initiative rolls.
Rage
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.
Rage Strike
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.
Raging Vortex
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.
Rapid Striker
Deliver a quick sequence of two fast Brawling strikes aimed at vulnerable points. Both attacks gain +1D damage.
Reactioneer
You gain an additional Reaction each round. However, you no longer have the Dodge Reaction.
Retaliator
You have +1D on all attacks against targets that made attacks against you on their last turn.
Retribution
Mark an adjacent enemy. Each time that enemy attacks any character other than you, make an immediate melee or brawling attack against that target.
Retributive Shock
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.
Ricochet Shot
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.
Shadow Step
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.
Shadows Cloak
You gain +2 Shadow Resistance
Shadowy Affliction
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.
Sharpshooter
You never risk hitting the wrong target when shooting into melee combat.
Shield Mastery
You have +1D on all Shield attacks, and Shields grant you +2 Soak Boxes.
Shield of Resilience
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.
Shield Ram
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
Shield Slam
Make a melee attack with your shield against your target and knock your opponent back 5'. Contested Resistance. This attack deals normal damage.
Slowing Attack
Make a melee or ranged attack, the target takes damage and is Slowed to half speed for two turns. Contested Resistance
Speedster
Gain +10 speed. This talent can be taken up to 3 times.
Spell Blender
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.
Split Shot
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.
Static Discharge
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.
Stone Armor
Gain +3 Physical Resistance. This is reduced by 1 each time you are attacked.
Strategem
Once per scene you can read the stat block of an enemy target in sight.
Suctioned Fingers
You have special pads on your fingertips that allow you to climb smooth surfaces without taking normal penalties related to the surface.
Survivalist's Fortitude
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.
Tail Weapon
You have a tail that can be used as a brawling weapon. This weapon is a Damage 3, Keep 3 weapon.
Tinkerer’s Ingenuity
You are adept at repairing and modifying mundane gear. You have +1 Keep when repairing or modifying anything. Keep can never exceed 6.
Vanquish
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.
Void Strikes
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.
Wealthy
You have Keep 5 on Resources rolls.
Wild's Resilience
You have +1 Keep when attempting to overcome any environment or exposure related challenges.
Zone Slam
You strike the ground causing all adjacent characters to be knocked back 5'. Contested Resistance