Talent Name |
Category |
Description |
Restrictions & Requirements |
Assassin |
Combat |
- Using full cover, you can attempt to hide in combat as your Bonus Action.
- If you make any kind of attack from stealth, you attack by rolling 3 dice and keeping the highest 2, instead of the usual +1.
- Your successful attacks from stealth gain +6 damage.
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- |
Duelist |
Combat |
- Challenger: When you are challenging someone to a duel or contest, roll a social skill with 2d10 to do so.
- Counter: Once per combat round, you can use a reaction to make any one attack, if possible without moving, whenever an enemy misses you in melee range.
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- |
Berserker |
Combat |
- Whirlwind: Your cleave and slash attacks can now hit in a 360 degree arc.
- Rage: At any time, you can choose to make attack rolls this round by rolling 3 accuracy dice and keeping the highest 2, in exchange for making your defense rolls with 3 dice and keeping the lowest 2 (until the start of your next turn).
|
Requires Melee or Brawl skill. |
Brute |
Combat |
All of your Melee and Brawl attacks now deal 2 additional damage. |
Requires Melee or Brawl skill. |
Inquisitor |
Combat |
- Punisher: Once per round, if possible, you can make an instant reaction attack with your equipped weapon when an enemy starts to cast a spell.
- Iconoclast: Roll with +1 advantage die when you attempt to destroy magical items, constructs, barriers, and illusions using mundane means.
- Shake it Off: If you are affected by a magical condition, you can, at any time, choose to instantly shake off the effect by spending HP equal to the spell's level.
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Requires that you posess NO arcane skills. |
Speedy |
Miscellaneous |
- +3 to Movement and +3 to Initiative.
- You can Move as a bonus action in combat.
- The distance of all your move actions can now be split up around other actions you take..
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- |
Axe Expert |
Combat |
- You now always cleave when melee attacking with an axe, in addition to other effects.
- You can dual wield hand axes, battle axes, or throwing axes with no penalty.
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Requires melee skill. |
Axe Elite |
Combat |
- Megasmash: You can choose to make one axe attack using 1d20 instead of 2d8. This ability recharges when you score a critical hit and can recharge immediately if you do.
- Bloodlust: While you are attacking an enemy that is suffering from at least 1 negative condition, your axe attacks have +2 critical strike chance.
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Requires Axe Expert. |
Brawl Expert |
Combat |
- If you hit the same biological enemy twice on your turn with brawl attacks, you can apply 1 stun as a rider on your second hit (reduces their next turn's actions by 1).
- After grappling, you can throw large enemies such as ogres or security bots.
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Requires Brawl skill. |
Brawl Elite |
Combat |
- You can throw huge-sized enemies (cars, triceratops) after grappling them.
- Ki Blast: During a battle, you can choose to spend between 2 and 5 actions to charge and throw an energy projectile at a visible enemy. When you do, roll your Brawl skill and the damage is 2x-5x normal. Spending more than 5 actions will cause you to become exhausted.
|
Requires Brawl Expert |
Bow Expert |
Combat |
- +2 Critical Strike Chance with bows.
- You now do not need to spend any action to reload a bow (it is now considered to be part of your shoot action).
|
Requires Shoot skill. |
Bow Elite |
Combat |
- Your hits with any bow penetrate +1 enemies.
- Each time you use the aim action with a bow, add +1 advantage die to your shot.
|
Requires Bow Expert. |
Crossbow Expert |
Combat |
You can fire a crossbow at point-blank range with no disadvantage, and all of your crossbow hits deal +2 more damage. |
Requires Shoot skill. |
Crossbow Elite |
Combat |
+2 critical strike chance with crossbows; you can spend your bonus action to reload a crossbow. |
Requires Crossbow Expert. |
Dagger Expert |
Combat |
- Vicious: You get +1 critical strike chance with daggers.
- Talons: No penalty for dual wielding daggers.
- Rush: If you hit with a melee or thrown dagger attack, you can spend your bonus action to make another dagger attack if possible.
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Requires Melee skill. |
Dagger Elite |
Combat |
You get a further +2 (total +3) critical strike chance with daggers, and with them your critical strike damage is 3x normal damage. |
Requires Dagger Expert |
Hammer Expert |
Combat |
When wielding hammers, maces and mauls in combat, you gain the option to make your special attack a Stun attack. This special effect causes the enemy to lose 1 of their next 2 actions in their next turn. It can only be applied once per enemy per round. |
Requires Melee skill. |
Hammer Elite |
Combat |
You can now repeatedly stun, and potentially stun-lock, enemies when attacking in melee with hammers, maces, mauls and other blunt melee weapons. |
Requires Hammer Expert. |
Pistol Expert |
Combat |
You can fire a pistol in melee with no disadvantage. When using pistols, you can aim while moving (aim and move actions are merged for you). |
Requires Shoot skill. |
Pistol Elite |
Combat |
You can dual wield pistols with no penalty, you can reload both of them with 1 action, and you can choose to move & aim as 1 action and/or move & fire as 1 action. |
Requires Pistol Expert. |
Rifle Expert |
Combat |
- When you are crouched or prone with a rifle, you have an additional +1 to hit.
- Using your rifle, you can crouch or stand up from crouching by spending your bonus action. This can increase your cover.
|
Requires Shoot skill. |
Rifle Elite |
Combat |
- You have +2 critical strike chance with rifles.
- If you aim with a rifle, then for your next shot you can choose to roll with 2d10+skill, 1d20+skill, or 3d8kh2+skill.
|
Requires Rifle Expert. |
Shotgun Expert |
Combat |
Your shotgun range is increased by +3m, and your shotgun blasts always knockback all enemies hit by 2m. |
Requires Shoot skill. |
Shotgun Elite |
Combat |
Your critical strike chance with shotguns is increased by +2, and +4 for enemies that are exactly 1m away from you (one unit of empty space in between you and them). |
Requires Shotgun Expert. |
Spear Expert |
Combat |
Your damage with spears is increased by +2. Your melee reach with spears is increased by +1m to 3m. |
Requires melee skill. |
Spear Elite |
Combat |
While wielding a spear, you gain one special reaction attack per round, triggered when an enemy attempts to get closer than your maximum spear range. |
Requires Spear Expert. |
Sword Expert |
Combat |
- Parry: Using a sword, you can roll to defend from enemy melee-range attacks of any weapon using your melee skill roll. If you do, then once per round, you can then immediately react to apply a reasonable condition on that enemy such as shove, disarm, sunder, etc.
- Blade Dance: When you hit with a sword, you can choose to spend your bonus action to move exactly 1m.
|
Requires melee skill. |
Sword Elite |
Combat |
- Powerslash: Once per battle you can make a sword attack with 2d12 + skill.
- Deflector: Your parry reactions can now be used an unlimited number of times per round.
|
Requires Sword Expert |
Throwing Expert |
Combat |
- Versatility: You can make thrown weapon attacks using any combat skill or athletics, up to 25m range.
- Efficiency: Your thrown weapons deal +2 damage and, if non-explosive, are never damaged by your throws.
|
Requires melee skill. |
Throwing Elite |
Combat |
- Perfect Bounce: Your thrown grenades and bombs have +3m blast radius.
- Chopper: Thrown axe attacks have +1 critical strike chance.
- Impaler: Your thrown spears will always pierce +1 enemy in addition to your special attack.
- Fan of Knives: You can throw 2 knives at 2 different targets as a single attack roll action using your special attack.
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Requires Throwing Expert |
Heavy Weapon Expert |
Combat |
- Heavy Metal: You can make a melee attack using an equipped heavy ranged weapon by rolling your shoot skill, for 7 damage, with no risk of breaking the weapon.
- Heavy Lifting: You can move at normal speed while wielding a heavy ranged weapon.
|
Requires Shoot skill. |
Heavy Weapons Elite |
Combat |
- Lock On: When you aim with a heavy ranged weapon, you get an additional +1 (total +2 for the aim action).
- Deadly Aim: Your damage with heavy ranged weapons is increased by +3.
|
Requires Heavy Weapons Expert. |