Talent Name |
Category |
Description |
Restrictions & Requirements |
Expert Botanist |
Professional |
- Naturalist: You can roll Science to navigate/perceive in lush areas, negotiate or fight with plantoid or fungoid creatures, and craft or cook things from any plant material.
- Herbalist: You can roll Science to quickly locate and acquire plant-based medicines, potions, poisons, and performance-enhancing drugs anywhere that has plants growing naturally or artificially.
|
Requires Science 3. |
Elite Botanist |
Professional |
- While you rest comfortably among plants, you heal twice as fast.
- Branching Growth: While you rest comfortably among plants, You have a 1-point XP cost discount on improving all other skills (minimum cost = 1).
|
Requires Expert Botanist. |
Expert Trainer |
Professional |
- Whisperer:You have one unusually intelligent animal companion that can follow complex commands, and it will follow your commands using your bonus action. This animal is controlled by the GM but is as loyal and obedient as possible. If it dies you can train a new one in time.
- Biologist:You can use Animals in place of Medicine when targeting animals, you can roll Animals instead of Science when analyzing microbiology, and you can roll Animals instead of Crafting when crafting or cooking with animal parts or products.
- Body Language: You can use your Animals skill as a social skill to communicate nonverbally with people.
|
Requires Animals 3. |
Elite Trainer |
Professional |
- Teamwork: While your animal companion is directly helping you with a task, you have +1 on it.
- Raging Beast: In battle, your trained pet or mount can take 2 actions that you choose without requiring you to command them.
|
Requires Expert Trainer. |
Expert Sophist |
Professional |
- Wordsmith: You can now roll Literacy to represent eloquent use of wordplay, which should be especially effective to educated audiences.
- Taunt: In battle, you can spend your action or bonus action to use Literacy or another social skill. If you make explicit insults, and succeed, then you cause them 6 psychic damage and draw their focus. This can crit, but it cannot kill or KO an enemy.
- Eloquent Praise: When an ally succeeds at a task, and you explicitly praise their skills, which gives them +1 to an upcoming roll of their choice (maximum of two instances saved on different players).
|
Requires Literacy 3. |
Elite Sophist |
Professional |
- Healing Words: Once per session, if you explicitly tell an ally how much you care about them, then they instantly heal 3d4 points they can apply to HP and/or EP (if available). You cannot use this on yourself.
- Quick Learner: You receive a 1-point discount on the XP cost of upgrading any skill for which you read a new textbook or document, once per textbook per level (minimum of 1 XP cost).
- Luminary: Written stories, poems and scripts you make during or after your adventure are guaranteed to become popular over time.
|
Requires Expert Sophist. |
Expert Analyst |
Professional |
- Raindrops on Roses: You can always sense at least one of a person's favorite things after 1 minute of conversation or observation.
- Cutting insight: In battle, you can roll insight vs. an enemy as a bonus action. If you succeed, then you gain +1 to hit that individual target for the rest of the fight. You can give this bonus to allies if you can communicate to them about the weak spot that you noticed.
|
Requires Level 3 Insight. |
Elite Analyst |
Professional |
- Learn From Mistakes: After you or another party member fails to meet any TN with a roll, declare this ability and explain what you learned from it. Note the number on one of the dice. Thereafter, you can substitute this result for one of your dice on a future roll. Maximum of 1 die stored at a time.
- Learn From Disaster: Once per session, if you critically fail a rolled skill check, then you can gain +1 XP. This must be done on a roll that was called for by the GM (and therefore one that has risk).
|
Requires Expert Analyst. |
Expert Negotiator |
Professional |
- Diplomat: Once per session, if the enemy can hear you and shares a language, on your turn you can call for parley with a guaranteed success (on the call, not the settlement).
- Dignitary: Your first request for a meeting with a specific authority figure such as a monarch or CEO is approved without needing to roll.
|
Requires Level 3 Negotiation. |
Elite Negotiator |
Professional |
- Haggler: When you haggle, regardless of the result, your counterparty will always give you at least 20% off.
- Lawyer: While you are negotiating on the subject of your party's or another person's illegal activities, you can roll this skill with +1 advantage die.
|
Requires Expert Negotiator. |
Expert Artist |
Professional |
- Functional Style: You can spend an appropriate amount of time and materials to decorate a piece of gear, vehicle, or building in a specific way. It gains +1 to a statistic you choose. This stacks with crafted mods though not with itself.
- You can quickly draw a map of any location based on a description from someone else.
- You can produce a quick, and acccurate if necessary, sketch of anything during any scene in which you have your hands free.
|
Requires Level 3 Art. |
Elite Artist |
Professional |
- Master Drafter: While your Art skill is equal to or greater than your Crafting skill, add +1 to your Crafting rolls.
- Zeitgeist: Artworks you make and distribute after you begin adventuring are guaranteed to become famous over time.
- When you have a map or blueprint of a location, you can immediately locate secret doors and unusual entrances.
|
Requires Expert Artist. |
Expert Pilot |
Professional |
- Mechanic: You can roll your Pilot skill instead of Crafting to perform vehicle repairs.
- Hot Shot: Add this skill to your initiative in combat. You can also choose to use this skill as your movement speed skill.
- Brace for Impact: If you have at least 2 HP, then a vehicle crash cannot leave you with less than 1 HP.
|
Requires Level 3 Pilot. |
Elite Pilot |
Professional |
- Grand Theft: You can attempt to break into, steal or hot-wire a locked vehicle using your Pilot skill.
- Overclock: You can install one additional modification to any vehicle using Crafting skills.
- Maverick: Once per scene, you can roll with +1 advantage when you insult, contradict, or evade authorities.
|
Requires Expert Pilot. |
Expert Socialite |
Professional |
- Charmer: People will view you as inexplicably more presentable, personable and attractive than the rest of the party.
- Carouser: If you spend an evening among social clubs in a new town, you can make at least 1 new friend.
- Presentable: If fine clothes, perfumes and makeup are available to you, you can apply these to give yourself +1 on all social skills until you get dirty again.
|
Requires Level 3 Talk. |
Elite Socialite |
Professional |
- Party Animal: Attending a celebration or holiday of any kind heals you 10 health points and 1 exhaustion, and leaves you with a +1d6 that you can apply to any skill roll until your next event (maximum of 2 charges held).
- Flattery: While you are chatting with someone, they won't notice your first attempt to steal, snoop, cast magic, or plant traps/devices--the attempt may not succeed, but the failure won't be noticed.
- Secrets of the Heart: After taking this talent, you are permitted to train any social skills (leadership, insight, talk, negotiate) up to level 7, using otherwise normal rules.
|
Requires Expert Socialite. |
Expert Brute |
Professional |
- Bodybuilding: Double your HP from Athletics.
- Flex: If you are physically flexing or showing off your strength in some way, then you can roll Athletics as a social skill.
- Overhead Swing: You can choose to use a special attack technique, only when you do not use any others, to add +2 damage to a Melee or Brawl attack.
|
Requires Level 3 Athletics. |
Elite Brute |
Professional |
- Push It: You can increase any check you make or damage you deal that primarily involves strength by spending your HP or EP to add to the result, 1:1. Does not work for activities requiring grace or precision.
- Pillar: Your critical success range for using Resilience, Crafting, Leadership, 2-handed weapons, throwing, and forcible athletics increases by +1.
- Strength Coach: Once per session, you can let all party members attempting the same strength related task use your skill level by guiding them.
|
Requires Expert Brute. |
Expert Acrobat |
Professional |
- Parkour: Once per scene, as part of one move action, you can climb, jump or fall up to 3 meters safely in any direction without the need of a roll. You may use this movement to safely move past lined-up enemies.
- Nimble: +2 to Movement and +2 to Initiative.
- Burst of Speed: You can Move as a bonus action in combat.
|
Requires Level 3 Athletics. |
Elite Acrobat |
Professional |
- While unrestrained, you can always roll or flip past an enemy as part of your move action with no skill check needed.
- Grace: Your critical success range for using Stealth, Dodge, Teleportation, Brawl, 1-handed weapons, and athletic movements increases by +1.
- Agility Coach: Once per session, you can let all party members attempting the same agility related task use your skill by guiding them.
|
Requires Expert Acrobat. |
Expert Scientist |
Professional |
- Academic Discipline: You can roll Science with +1 to locate ingredients and you can roll your science skill to persuade others with your scientific knowledge.
- Tools of the Trade: You always have spare needles and flasks available, and they do not count to your carrying capacity.
|
Requires Science Skill 3. |
Elite Scientist |
Professional |
- You no longer need a laboratory to craft drugs and bombs, but you have +1 for science rolls when it is available.
- Anomalous Materials: If you have appropriate tools, you can roll Science to attempt to detect, identify, and brew arcane and psychic phenomena.
|
Requires Expert Scientist. |
Expert Historian |
Professional |
- If it is part of your society, then you can already know at least 1 secret about every major faction, historical figure, and famous place, that you read somewhere.
- When outside of your own society, you can roll literacy with +1 advantage die to locate the above information about alien or past societies, whether in a book, data or person.
- Once per day, if you tell a story of at least 1 minute real-time to the party while they are resting, everyone regains +2 HP and +2 EP from resting.
|
Requires Literacy 3. |
Elite Historian |
Professional |
- Legends: Once per non-arcane skill, you can guarantee one basic success on that skill by describing the a historical figure who was legendary at this skill.
- Archaeologist: While navigating, investigating, or exploring ruins or abandoned areas, you can roll one check per scene with +1d6.
- Storyteller: When you are explaining your party's deeds or goals to another person or group, you can roll Literacy as a social skill with +1.
|
Requires Expert Historian. |
Expert Leader |
Professional |
- Inspiration: Once per scene, at any time you can instantly give an ally +1 on a roll if you give them encouraging words. 1/session you can give +2 instead of +1.
- Distinguished: It is obvious that you lead the party and make all final decisions. You can choose to roll any social skill check with other leaders using a base die of 4d4+skill.
- Battle Orders: You can direct the party's initiative order during combat as long as you can communicate with them.
|
Requires Leadership 3. Does not work on animals. Only one player per group may take this talent. |
Elite Leader |
Professional |
- Warning: Once per battle, you can warn one ally to get +1 advantage die on a defense roll.
- Humility: Once per non-arcane skill, before you roll a check, you can tell the party a brief story about how you failed spectacularly at a certain skill you now posess, in your youth, and learned a lesson. You then get a guaranteed basic success on that task.
- Commander: Using leadership skill checks, you may gain up to 2 sophont npc minions. They are unimportant people that believe in your cause. They will die instantly at 0 hp.
|
Requires Expert Leader. Does not work on animals. |
Expert Engineer |
Professional |
- Efficiency: When you craft or repair using a crate of parts, you only have a 1d4 chance of expending it.
- Improvisation: You can roll Crafting to locate nearby crafting materials, persuade people about construction plans, or to fight or defend using crafting tools such as a wrench or sheet metal.
|
Requires Crafting 3 |
Elite Engineer |
Professional |
- Percussive Maintenance: You can make one repair attempt on any damaged device without needing parts.
- Tinker: With Crafting, you can now add up to 2 custom modifications to each tool, vehicle, weapon, or equipment piece. The 2 modifications must do different things.
- Quality Construction: You cannot get less than a basic success on the first roll required for use of a machine that you repaired or crafted (once per device).
|
Requires Expert Engineer. |
Expert Musician |
Professional |
- You can roll Music to try to accurately imitate any sound you have heard, using your voice or an instrument.
- Songs of Power: Without rolling, you can play/sing a Song of Power - speed, rest, charm, strength, etc, with each taking at least 5 minutes and granting a +1 benefit to one statistics of a consenting audience lasting 1 hour, [skill] times per day. Only one can be active at a time. More can be discovered as well.
|
Requires Music 3. |
Elite Musician |
Professional |
- Shanty: You can activate your songs of power anytime as long as you can sing while doing something else such as fighting, piloting, casting, etc. They give the same +1 while active.
- Good Ear: You can roll Music instead of Perception to sense all possible information about a sound or vibration you hear, and when it is dark and quiet, you can roll with +1 advantage die to perceive sounds.
- Star: Songs you create and play after you begin adventuring are guaranteed to become popular over time. After an audience hears you play or sing, you can roll music to interact with them socially.
|
Requires Expert Musician. |
Demolitions Expert |
Professional |
- Saboteur: When you are using, hiding, crafting, transporting, or modifying grenades, explosives, or bombs of all sorts, you roll with 3 dice and keep the highest 2.
- Grenadier: You can throw a grenade, throw a bomb or set a trap as a bonus action in combat.
|
Requires Science 1. |
Expert Hacker |
Professional |
- It takes you no longer than a day to become familiar with a new computer language.
- When you roll doubles on any attempted computer check, you get a glimpse of an important piece of data.
- Natural Language: You can roll your computers skill as a social skill with robots and artificial intelligences.
|
Requires Computers 3. |
Elite Hacker |
Professional |
- Remote Injection: You can attempt to hack robots over WiFi within 10m of your physical position.
- System Overload: Using a hardwired connection, you can attempt to inject a virus to cause any microchip to spark and burn after a short time.
- Actually: You can always roll checks of academic knowledge and trivia at the level of your lowest trained skill (+1 or more).
|
Requires Expert Hacker. |
Expert Healer |
Professional |
- Doctor: Your first aid healing amount increases to 1d4+skill. You can treat minor ailments like nausea, headache, sprains, common cold, etc. without a roll, by expending a medkit and 10 minutes.
- Triage: You can administer drugs as a bonus action in combat, to yourself or others, as long as you can immediately touch both the drugs and the patient.
- Surgeon: The time it takes you to give first aid, surgery, or diagnosis is reduced by half. You can perform surgery on yourself with a +1 to your roll.
|
Requires Medicine skill 3. |
Elite Healer |
Professional |
- Medic: You can do first aid without a medical kit. When you do use a medical kit, your first aid heal amount increases to 2d4+skill.
- Healer: When doing any action that requires a medical kit, you only have a 25% chance of expending it.
- Therapist: You can roll Medicine to comfort an injured or sad person. You can roll Medicine to attempt to detect mental health issues while conversing.
- Work to Exhaustion: You can choose to guarantee a basic success on a Surgery if you accept +1 level of exhaustion for yourself.
|
Requires Expert Healer. |
Expert Investigator |
Professional |
- Trace Evidence: When examining an item, you can always get a specific clue about the last person to touch or use this item, without rolling.
- Telltale Shoes: When you meet a new person, you can always find one clue about the last place they have been by looking at them, without rolling.
- Hard Boiled: Once per scene, you can make a Shoot or Dodge roll using your Perception skill.
|
Requires Perception 3. |
Elite Investigator |
Professional |
- Inspector: Each time you enter a new area, you can automatically notice a clue about what happened there recently, without rolling or acting.
- Sixth Sense: You can sense hints about nearby supernatural effects with your Perception skill.
- The Interview: Once per scene, without rolling, you can trick someone into confessing an important clue by conversing with them.
|
Requires Expert Investigator. |
Stealth Expert |
Professional |
- Using Stealth, you can now attempt to hide only with light cover such as tall grass, mist or shadows.
- When you are hiding simply to observe, you will automatically succeed on any stealth check and do not roll.
- You can roll Stealth with +1 to disguise or camoflauge yourself if appropriate materials are available.
|
Requires Stealth 3 |
Stealth Elite |
Professional |
- Chief Infiltrator: You can roll your stealth skill for up to [skill] allies in addition to you, and they will all share your exact result.
- Anti-Security: If you have the proper tools, you can roll Stealth instead of Crafting to defeat locks and disable mechanical traps.
- Great Deceiver: You can roll Stealth as a social skill but only when you are primarily lying.
|
Requires Stealth Expert |
Expert Navigator |
Professional |
- Wanderlust: Sleeping outdoors in a tent counts as comfortable rest for you.
- Tracker: You always know about the presence of tracks or signs of passage in an area, and you have +1 advantage to rolls to identify and follow them.
- Folkways: You can always identify +1 non-obvious viable route to a destination, without needing a roll to identify it.
|
Requires Navigation 3. |
Elite Navigator |
Professional |
- Good Nose: You can roll Navigation like a sensing skill to sense hints of what lies in each direction (including secret doors).
- Set a course: When preparing the party's plan of action, you have +1 to all rolls.
- Unforeseen Consequences: Once per scene, whenever an ally within 20m of you is about to experience disaster, knockout or death, you get one special instant action of your choice.
|
Requires Expert Navigator. |