Talents

Talents are special abilities unlocked as you master your 12 Attributes.

  • To take a Tier 1 Talent, you must have a +2 in the associated Attribute.

  • To take a Tier 2 Talent, you must have a +4 in the associated Attribute and possess the Tier 1 talent of the same path.

  • To take a Tier 3 Talent, you must have a +6 in the associated Attribute and possess the Tier 1 and 2 Talent of the same path

  • To take a Tier 1 Talent, you must have a +2 in the associated Attribute.

  • FORCE

    Impact Fighter: You don't just hit; you collide. When you succeed on a melee attack with a heavy weapon or unarmed strike, you may choose to push the target one metre in any direction or knock them prone.

    PRESENCE

    The Glare: Your very existence is distracting. As a free action once per turn, you can glare at one enemy within 10 metres. Until the start of your next turn, that enemy takes a -2 penalty to attacks made against anyone other than you.

    FOCUS

    Called Shot: You aim for the gaps. Before rolling a ranged attack, declare a "Called Shot." Take a -4 penalty to the roll. If you hit, you do not deal extra damage, but you inflict a debilitating effect chosen by the GM (e.g., shoot the weapon out of their hand, blind an eye, hobble their movement speed by half).

  • FRAME

    Iron Skin: Your body has hardened against the world. You gain a natural Armor Rating (AR) of 2, even when wearing no armor. If you wear armor, add +1 to its existing AR.

    METHOD

    Jury-Rig: You can fix anything with duct tape and a prayer. You can repair a broken mechanical item from "Broken" to "Functional (Fragile)" in one combat round without proper tools. The item will break again if you roll a critical failure while using it.

    DISCIPLINE

    Mental Fortress: Your mind is a steel trap. Increase your maximum Stress by +4. Additionally, you gain Advantage on rolls to resist fear, charm, or psychic manipulation.

  • AGILITY

    Slipstream: You move like water flowing around rocks. You can take the "Disengage" action as a Free Action. Furthermore, standing up from prone only costs one metre of movement rather than half your speed.

    INTELLECT

    Well-Actually: You almost always know a relevant fact. Once per scene, you may ask the GM a direct question about the current situation, enemy, or location. The GM must give you a truthful, factual answer based on your character's knowledge base.

    INSIGHT

    The Tell: You read micro-expressions like open books. By spending an action observing a target, you can learn one of the following: their highest Attribute, their current Stress level, or if they are currently lying.

  • WARDING

    Intercept: You protect your own. When an adjacent ally is hit by an attack, you can use your Reaction to throw yourself in the way. You take the damage instead of your ally. You cannot use Warding or Armor to reduce this specific damage.

    GUILE

    Shadow Strike: You strike best when unseen. If you attack a target that is unaware of your presence (or if you are attacking from total concealment), add +1d6 to your damage roll.

    INSTINCT

    Danger Sense: You feel the shift in the air before it happens. You cannot be Surprised. You gain a +3 bonus to Initiative rolls.

  • To take a Tier 2 Talent, you must have a +4 in the associated Attribute and possess the Tier 1 Talent of the same Path. These represent the absolute peak of unaugmented human potential (Olympic Gold Medalist, Grandmaster), or minor magical ability.

  • FORCE

    Cleaving Strike: Your blows carry immense momentum. When you reduce an enemy to 0 Vitality with a melee attack, any excess damage carries over to an adjacent enemy of your choice. If that kills the second enemy, it carries to a third, and so on.

    PRESENCE

    Rallying Cry: Your voice turns the tide of battle. Once per combat scene, use an Action to shout a command. All allies within earshot regain 1d6 Vitality and remove one Condition (like frightened or prone).

    FOCUS

    Ricochet Shot: Physics is just a suggestion. You can bounce ranged shots off hard surfaces to hit targets behind total cover. You suffer no penalties for targeting enemies behind cover if there is a viable surface to bounce a shot off of.

  • FRAME

    Juggernaut: You refuse to fall. When your Vitality is reduced to 0, you do not immediately enter the Dying state. You remain conscious and can continue to act for a number of rounds equal to your Frame score. You still fail death saves if attacked while at 0.

    METHOD

    Mastercraft: You create wonders. When you have proper time and tools to craft an item (weapon, armor, or gadget), it gains one permanent enhancement (e.g., +1 to hit, +1 AR, or a unique minor utility function).

    DISCIPLINE

    Zen State: You can clear your mind in the heat of chaos. Once per combat, as an Action, you may center yourself. Roll a Discipline check (DC 15). On a success, heal 2d6 Stress instantly.

  • AGILITY

    Wall Runner: Gravity is optional. You can move along vertical surfaces and across ceilings without falling during your move action. You must end your turn on a horizontal surface, or you will fall.

    INTELLECT

    Tactical Forecast: You see the future through probability. At the start of combat round 1, roll a d20 and set it aside. At any point during that entire combat encounter, you may swap that pre-rolled number with any single d20 roll made by an ally or an enemy.

    INSIGHT

    Silver Tongue: You can talk your way out of (or into) anything. In a "Social Combat" negotiation, if you fail the primary roll, you may immediately spend 2 Stress to reroll the dice. You must accept the second result.

  • WARDING

    Arcane Shield: Your defensive instincts manifest physically. As a Reaction when hit by an attack, spend 2 Stress to conjure a brief magical barrier. Reduce the incoming damage of that single attack by an amount equal to your Warding score + d20.

    GUILE

    Vanish: You can disappear in plain sight. As an Action, spend 3 Stress. You become completely invisible until the start of your next turn, or until you make an attack or cast a hostile power.

    INSTINCT

    Twist Fate: You reject reality and substitute your own. Once per session, after a GM rolls a d20 for an enemy action or environmental effect, you can spend 1 Luck Point to force the GM to reroll it. They must use the new result.

  • To unlock a Tier 3 Talent, a character must have an Attribute Score of +6 and possess the Tier 1 and 2 Talents of the same Path. This represents supernatural or cybernetic enhancement. These abilities are game-changers.

  • FORCE

    World-Breaker: Your strength is no longer bound by physics. You can treat any inanimate object (up to the size of a small building) as if it were a light improvised weapon. Additionally, when you hit an enemy with a melee attack, they must succeed on a Frame check (DC 20) or be launched 10 metres away and stunned.

    PRESENCE

    Inevitable Command: Your voice is the law of the land. Once per scene, you may issue a single-word command to all enemies within 20 metres. They must succeed on a Discipline check (DC 22) or be forced to obey that command on their next turn (e.g., "Surrender," "Flee," "Sleep").

    FOCUS

    The Kill Zone: You see every trajectory simultaneously. As an action, you can enter a "Zen State" for one round. During this time, you may make a ranged attack against every enemy you can see within your weapon’s range. You do not consume ammo for these shots.

  • FRAME

    Unyielding Titan: You have become a living mountain. You gain Immunity to the Prone, Stunned, and Pushed conditions. Additionally, you may spend 3 Stress to automatically succeed on any Frame-based save. Your Armor Rating (AR) cannot be bypassed by "piercing" or "shredding" effects.

    METHOD

    Master Architect: You understand the molecular blueprint of all things. Once per scene, you can touch a non-magical object or structure and instantly reshape it. You can turn a wall into a door, a sword into a pile of scrap, or a pile of iron into a cage. This process is instantaneous and requires no tools.

    DISCIPLINE

    Mind Over Matter: Your consciousness has transcended physical pain. You no longer have a Vitality track. Instead, all damage you take—physical or mental—is subtracted from your Stress track. If your Stress reaches 0, you fall unconscious. You heal Stress at double the normal rate.

  • AGILITY

    Flicker Step: You move so fast you effectively teleport. Your movement no longer provokes reactions/attacks of opportunity. Once per turn, as part of your movement, you may "flicker" up to 10 metres to a space you can see, passing through solid objects, walls, or enemies as if you were a ghost.

    INTELLECT

    Predictive Singularity: You have calculated every possible outcome. At the start of any encounter, the GM must reveal the next three moves the enemies intend to make. Furthermore, you may spend 1 Luck Point to declare a "Logical Necessity"—you describe a minor event that must happen (e.g., "The bridge will collapse now"), and the GM makes it so.

    INSIGHT

    Soul Read: There are no secrets left to you. When you look at a creature, you know their deepest fear, their greatest desire, and their current hit points. Additionally, you gain Advantage on all attack rolls against a target you have "Soul Read," as you know exactly where they will try to dodge.

  • WARDING

    Aegis of the Way: You are a sanctuary unto yourself. You can project a 5 metre shimmering dome of energy as a free action. This dome blocks all incoming projectiles and magical effects. Allies inside the dome cannot be targeted by enemies outside. The dome lasts until you stop concentrating on it.

    GUILE

    The Phantom King: You are a legend that nobody can prove exists. You can spend 5 Stress to become "Untraceable" for the duration of a scene. During this time, you leave no footprints, scents, or digital traces. Even if you stand directly in front of someone, they will forget you were there the moment you leave their line of sight.

    INSTINCT

    Reality Glitch: You have realized that "Luck" is just a variable you can edit. Once per session, you can "Delete" a roll. If any player (including the GM) rolls a d20, you can choose to make that roll never happen. Time rewinds three seconds, and the person must roll a different action entirely.