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CPA: Talents List

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Talents are discrete permanent features that increase a player character's power.
  1. Three talents are received at character creation. Two of these must be Path Talents.
  2. At any time, a character may purchase a talent by spending 3 saved experience points (XP). See CPA:Advancement for more details.
  3. You cannot have more talents than you have unique skills. I.e., if your skills are Shoot 5, Insight 1, and Athletics 2, then you can only have a maximum of 3 talents.
  4. Some talents have restrictions and requirements before they may be acquired.
  5. Some talents may be repeated, while most may be taken once only.
  6. Because of their greater power, you may only take a maximum of 2 of the Path talents.
Keep a record of when and how you acquired a certain talent.

Below are the talent categories tables. Click to expand:

Path Talents

Path Talents set up your character with broad competencies.

Talent Name Talent Category Talent Description Talent Requirements Maximum Repetitions
Caster I Path
  • You are now allowed learn and advance one arcane skill that you choose when you take this talent.
  • This talent automatically grants level-1 of that skill for free.
  • You now have Energy Points equal to (5 + (sum of your arcane skill levels)).
  • This talent cannot be chosen after character creation unless you receive in-game Arcane Training from another person.
  • In the story, posession of this talent means that you both have The Gift of arcane potential and you underwent years of training and practice to use it competently at a basic level.
Requires GM Approval - some campaigns may not allow player magic. 1
Caster II Path You are now allowed to learn any arcane skills. You get level-1 of your choice of another arcane skill different from your first arcane skill. Requires Caster I. 1
Professional I Path Pick one skill from the category of basic skills. You now roll it with 2d10+skill under normal circumstances. Additionally, you no longer take the -2 penalty for not being trained in any basic, defensive, or combat skill. Does not work with combat, defensive or arcane skills. 1
Professional II Path Pick another skill from the category of basic skills. You now roll it with three dice, taking the highest 2. Additionally, once per scene, you can re-roll any of your basic skill rolls, and choose which result to apply. Requires Professional I. Does not work with combat, defensive or arcane skills. 1
Fighter I Path
  • You gain +2 maximum HP.
  • You get +1 to the result of all combat skill and weapon damage rolls.
  • If you have Melee or Brawl skill and the respective weapon ready, you can make a special "Opportunity Attack" reaction when an enemy leaves your melee range or else force them to spend an action to disengage.
  • If you have Shoot skill and a ranged weapon ready, you gain +1 accuracy for all of your overwatch attacks.
Requires Fighter I 1
Fighter II Path Once per battle scene, you can guarantee one hit or miss involving you or an adjacent ally or enemy, instantly at any time. Additionally, if you defeat at least one enemy on your turn, you can immediately make one additional attack if possible. Requires Fighter I 1

Arcane Talents make your character better at using psionics and magic.

Talent Name Category Description Restrictions & Requirements Maximum Repetitions Allowed
Arcane Specialist Arcane Choose one arcane skill. You now roll that skill with an additional +1 to the result. You may only take this talent once. Requires Caster I. 1
Archmage Arcane Your base maximum Energy Points is now equal to (10 + (2 * your total arcane skills)). Additionally, whenever you roll doubles on a skill check, you instantly recharge 1 Energy Point. Requires Caster I. 1
Cantrips Arcane You can roll any of your arcane skills as a social or performance skill to show small, harmless magical tricks and artworks, representing your arcane skills, as part of a conversation, without needing to spend any Energy Points. Additionally, you can magically mark surfaces by spending 1 Energy Point per square meter marked. Requires Caster I. 1
Cleric Arcane When you are casting a nonviolent spell to buff, help, heal, protect, defend, or safeguard someone, you get +1 to the roll. Requires Caster I. 1
Elementalist Arcane Your Skill levels in pyromancy, cryomancy, electromancy, and necromancy now also act as additional damage reduction when you're hit with heat, cold, electricity or poison, respectively. For each instance that you are hit with an element that you are skilled with in this way, you recharge 1 energy point. Requires Caster I. 1
Divided Mind Arcane You are now allowed to concentrate on +1 additional spell, simultaneously. If you unintentionally drop concentration, you drop it on all spells. You may take this talent up to twice for a total of 3 simultaneous concentrations. Requires Caster I. 2
Mentalist Arcane Whenever you are casting a spell that tricks, deceives, or confuses a target, you gain +1 to the roll. Additionally, when you successfully cast spells during conversation with other people, they will not notice the sign of your casting. Requires Caster I. 1
Monk Arcane Your spell point regeneration interval is halved (twice as fast), and you now recharge continuously instead of only during meditation or rest. Requires Caster I. 1
Sage Arcane You gain +1 to all casting rolls made to gain information. You gain a unique spell, Sense Information, which you can cast for 2 EP to sense where information or data is stored nearby, using your best arcane skill. Requires Caster I. 1
Sorceror Arcane Your arcane skill levels now add to your Initiative statistic. +2 health points. You may also choose to use 1d20+skill for your casting instead of the usual 2d8+skill. Doing so is called 'Chaotic Casting'. If you fail while chaotic casting, the spell has a normal or powerful effect but is out of your control. Requires Caster I. 1
Third Eye Arcane You now continually use any arcane sensing spells that you posess, with no EP Cost (examples include sense arcane, sense rifts, sense death, sense heat). These are now always active, like your natural senses. You still must roll for more or less information. Requires Caster I. 1
Warlock Arcane You gain +1 to all casting rolls made to harm or destroy a target, and +2 to spell damage. Additionally, each time you defeat an enemy in combat with a spell, you instantly recharge +1 Energy Point. Requires Caster I. 1
Witch Arcane You gain +1 to all casting rolls made to summon or bind an arcane minion, and social skills used to command them. You also gain +1 to all casting rolls made to create any ongoing negative effect such as arcane fire, poison, walls/cages, curses, paralysis, confusion, shrinkage, etc. Requires Caster I. 1

Combat Talents improve your character's killing abilities.

Remember, characters do not need talents to perform special attacks such as disarming, shoving, grappling and throwing; all players can always perform special attacks when they hit an enemy.

Talent Name Category Description Restrictions & Requirements Maximum Repetitions Allowed
Assassin Combat 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, in addition to the usual +1, and you get +2d6 damage to your hit when you do. - 1
Duelist I Combat When you are challenging someone to a duel or contest, roll your social skill check with a one step larger die size. Additionally, 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. You don't ever take opportunity attacks. - 1
Duelist II Combat You can now make your counterattack even if you fail to dodge an enemy's close-quarters hit against you. Additionally, you have an increased die size on all counterattack accuracy rolls. - 1
Berserker I Combat All your successful hits with Melee and Brawl deal +1d4 extra damage. 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). This is called a 'Rage'. Additionally, at any time, you can roll with one step larger die size to physically intimidate or taunt people. Requires Melee or Brawl skill. 1
Berserker II Combat +2 additional damage reduction in all circumstances. When you make a critical strike with Brawl or Melee, you may continue making attacks until you miss or cannot reach enemies. Additionally, instead of your normal combat turn, you may make a Whirlwind Attack: Enter a rage, and choose a path along the ground that goes by any number of enemies, moving up to your movement value, and roll Reckless Attacks with Brawl or Melee to hit all of the enemies you visit in this way, once each. Requires Berserker I. 1
Magekiller Combat Enemy spell casts provoke your opportunity attacks, once per round. Roll with 3 dice and keep the highest 2 when you attempt to destroy magical constructs, barriers, and illusions using mundane means. 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. The character must be aware of magic and magic-users in the setting. 1
Sniper Combat When you use the 'Aim' action with a ranged weapon, you gain an additional +1 accuracy for your next shot. Additionally, when you are shooting a target or an enemy from stealth or from a prepared firing position, roll your shot with a one step larger die size, and +2 critical strike chance. - 1
Vigilant Combat While wielding a loaded ranged weapon, you may choose to make one ranged attack per round during another combatant's turn at -2 accuracy. This is called a Snap Shot. Additionally, at any time, you will receive a "bad feeling" when you or the party is being waylaid, ambushed, hunted, watched, or stalked nonconsensually, with a dim awareness of what is hunting you, no roll required. - 1
Armor Expert Combat While wearing body armor, you get an additional +1 DR. -
Armor Master Combat You can use any type of armor with no penalty on any activities such as stealth or spellcasting. Requires Armor Expert.
Axe Expert Combat You now always cleave when melee attacking with an axe, in addition to your special attack. Requires melee skill.
Axe Master Combat You can throw axes of any size up to 20m using Athletics or Melee; and you can make melee or thrown axe accuracy rolls with a d20. Requires Axe Expert.
Brawl Expert Combat At any time, you may make an attack with Brawl skill using your Bonus Action, and you can throw large enemies such as ogres or security bots. Requires Brawl skill.
Brawl Master Combat You gain +2 critical strike chance with Brawl, you can throw huge-sized enemies, and as part of any attack, you can hit an enemy with a nearby object (such as a broom, vase, or bench) for an additional +1d12 damage. This usually breaks the object. Requires Brawl Expert
Bow Expert Combat While wielding a bow, you can aim and reload with the same 1 action (these two actions are merged for you), and when you aim with a bow, you also may roll 3 accuracy dice and take the highest 2 when you aim with a bow. Requires Shoot skill.
Bow Master Combat +2 critical strike chance and 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 Bow Expert.
Crossbow Expert Combat You can fire a crossbow at point-blank range with no disadvantage, and all of your crossbow hits deal +1d4 damage. Requires Shoot skill.
Crossbow Master Combat +2 critical strike chance with crossbows; your crossbow shots always pin enemies if there is a nearby wall, column or tree. Requires Crossbow Expert.
Dagger Expert Combat You get +2 critical strike chance with daggers. No penalty for dual wielding daggers. If you hit with a melee or thrown dagger attack, then you can spend your bonus action to make another melee or thrown dagger attack. Requires Brawl skill.
Dagger Master Combat You get a further +2 (total +4) critical strike chance with daggers, and with them your critical strike damage is 3x maximum damage. Requires Brawl 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 Shoot skill.
Hammer Master Combat You are now permitted to repeatedly stun, and potentially stun-lock, enemies when attacking in melee with hammers, maces, mauls and other blunt melee and thrown weapons. Requires Crossbow 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 Master 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 always have +1 accuracy. Requires Shoot skill.
Rifle Master Combat You have +2 critical strike chance with rifles, and when you use the aim action while prone with rifles, you can roll 3 accuracy dice and take the highest 2. Requires Rifle Expert.
Shotgun Expert Combat Your shotgun blasts always knockback all enemies hit by 1m. Requires Shoot skill.
Shotgun Master Combat When using a shotgun, you no longer need to roll to hit; it always hits enemies in the area of effect. Requires Shotgun Expert.
Shield Expert Combat While wielding a shield, you can enter a defensive stance for the round at the cost of 1 action. This gives you the benefit of Heavy Cover (+3 to defense rolls) until the start of your next turn. Allies who are behind you relative to a hostile effect also gain that cover benefit. Requires Dodge skill.
Shield Master Combat While wielding a shield, your critical success chance for Dodge is increased by +2. At any time, you can use your Bonus Action to bash with or throw your shield at an enemy, with a damage die of 1d8. When you do, use your melee skill. Requires Shield Expert.
Spear Expert Combat Your critical strike chance with spears is increased by +2. You may throw any spear up to 30m, and you may throw with athletics, shoot or melee skill. Requires melee skill.
Spear Master Combat Enemies you hit with thrown spears are always pinned to the nearest wall or floor. You gain one special opportunity attack per round, triggered when an enemy attempts to run past the tip of your spear. Requires Spear Expert.
Sword Expert Combat While wielding a sword, you can roll to defend from enemy melee-range attacks of any weapon using your melee skill if it is higher than your dodge skill. This is called 'parry'. If you parry successfully, then once per round, you can then immediately react to perform a non-direct-damage special attack on the enemy, such as trip, disarm, shove, lacerate, etc, with effect based on the magnitude of your parry roll. Requires melee skill.
Sword Master Combat Your attacks with swords have +2 critical strike chance. Bladed swords now always cleave enemies, while rapiers always deal maximum damage, and plasma swords may be used to parry and redirect ranged attacks (explosions still use Dodge). Requires Sword Master
Heavy Weapons Expert Combat This talent covers heavy weapons such as miniguns, grenade launchers, rocket launchers, heavy lasers, fusion cannons, etc. You can make a melee attack using an equipped heavy weapon by rolling your shoot skill, for 2d8-based damage, with no risk of breaking the weapon. Requires Shoot skill.
Heavy Weapons Master Combat The area effects of all your heavy weapons are increased or widened by +3m radius and ammunition use is decreased by half. Requires Heavy Weapons Expert.

Defensive Talents make your character more durable or strong with certain elements and environments.

Talent Name Category Description Restrictions & Requirements Maximum Repetitions Allowed
Alert Defensive You can never be surprised, even if asleep. +5 to Initiative. Your defense rolls are not penalized by unseen attackers. When there is one or more traps, hidden hazards, or hidden sensors within 100m, you will instinctively know of the general presence of those things (the GM will tell you). - 1
Natural Armor I Defensive You gain +2 damage reduction while unarmored. +3 to HP while you are unarmored. - 1
Natural Armor II Defensive
  • You gain an additional +2 (total +4) damage reduction while unarmored.
  • You get a further +3 (total +6) to your HP while unarmored.
  • You can add the lowest of your three Athletics, Brawl and Melee skill values, minimum 0, to your total damage reduction while unarmored.
Requires Natural Armor I. 1
Earth Affinity I Defensive Take this talent if you are accustomed to living underground. You gain an additional +1 Natural Damage Reduction in all contexts, representing your rocky toughness. You can gain special information from stones and crystals by carefully inspecting or listening to them; this is called 'Stone Tell' or 'Stonecunning' by some cultures. Sleeping on natural or smoothed natural stone counts as comfortable rest for you, and you heal twice as fast when resting in natural caves. You roll with a larger die size when digging, seeking valuable minerals, navigating in caves or mountains, trying to see in underground darkness, and moving or dodging rocks with mundane or magical means. - 1
Earth Affinity II Defensive Take this talent if you are some sort of digging creature. You gain a 'sight' called tremorsense that allows you to vaguely 'see' movement within 15m due to vibrations through solid objects. You can dig with your digging claws through soft sand at your normal movement, soil at half movement, and solid rock at 1 meter per minute, leaving a short tunnel behind you. The tunnel may collapse if not supported. Requires Earth Affinity I and GM permission. 1
Heat Affinity Defensive Roll with a larger die size when resisting heat and fire damage, when estimating the causes, effects and temperatures of extreme heat, and identifying or crafting flammable materials. Sleeping in the heat is considered comfortable for you. Once per scene, you can spend up to 6 seconds (1 turn) in an open flame without taking damage or igniting. - 1
Iron Will Defensive Roll with a larger die size on all Meditation rolls. Once per sleep cycle, you can use this talent to give +1 to any one dice roll you make. Requires Meditation skill 1
Evasion I Defensive Roll with a larger die size to dodge area of effect (AOE) attacks, such as rockets, grenades, dragon breath, lightning bolts, falling rocks etc. You don't take damage from diving away from area effects, and you cannot take critical hits from enemies while you are conscious and unrestrained. Requires dodge skill 1
Evasion II Defensive You now take exactly 1 damage unit when you successfully dodge an enemy's attack or area effect, instead of the usual half. +2 to your critical success range on dodge. Requires Evasive I 1
Robotic Body Defensive You have a robotic body. You do not eat, sleep, or breathe, and you can exist in vacuum without issues, but you require 1 charged power cell per day of operation, and damage you take must be repaired with spare parts and crafting skill. You can't be poisoned, but you may rust, corrode or get viruses. Customizations can be crafted on your chassis with the crafting skill and talents. You can speak with other robots in machine code, an extremely fast form of communication. Water is hazardous to you. Must have GM permission. 1
Robotic Armor Defensive You take half damage from physical attacks (blades, punches, clubs, bullets) and no poison or psychic damage. Requires Robotic Body. 1
Tough I Defensive +3 Maximum HP. You gain +1 additional Damage Reduction in all contexts, and you make all Resilience rolls with a larger die size. Once per sleep cycle, when a hit would drop you to 0 hp, you can choose to have your hp is floored at 1 instead. - 1
Tough II Defensive You recharge your "tough" ability above when you roll doubles on any successful skill roll. Additionally, you cannot be instantly killed by heavy weapons or massive force; in those cases, you go to dying status instead. Requires Tough I. 1
Water Affinity I Defensive Take this talent if your character's background involved a lot of swimming. You swim at your full movement value. You can hold your breath for at least 3 minutes. While resting near a large body of liquid, you recover and heal twice as fast from resting. You can roll to dodge underwater normally. You roll with a larger die size to resist harmful cold and water effects. - 1
Water Affinity II Defensive Take this talent if you are an aquatic species of some sort. You can now hold your breath for up to 4 hours and sustain no damage from water pressure up to 300m depth. You must submerge in water for at least 30 minutes daily or you will take damage from overdrying. Requires GM permission and Water Affinity I. 1
Wind Affinity I Defensive You are unusually lightweight, and don't trigger traps and hazards that would collapse or be tripped by other people. When you fall, you can roll athletics, dodge, or resilience with a larger die size to control the fall and land safely. You can gain special information by listening to or smelling the wind. Roll with advantage when resisting hazards related to air, gases or electricity. - 1
Wind Affinity II Defensive Take this talent if you are a winged species of some sort. You have wings and may now glide or flutter at-will to break your falls, and may also roll athletics to fly up and in other directions. Flying requires your concentration. You always need at least a 4m cube of space for flight, smaller spaces cannot be flown in. If you take hits while airborne, you must succeed on a Meditation roll or fall, taking another hit from gravity when you hit the ground. You cannot fly while wearing or carrying anything heavy. Requires GM permission and Wind Affinity I. 1

Expertise Talents make your character superior with certain skills.

Talent Name Category Description Restrictions & Requirements Maximum Repetitions Allowed
Beastmaster Expertise You can have up to 1 loyal animal pet at any time that will follow you anywhere and follow complex programmed commands that you make with Animals skill, even animals that are not normally trainable in that way. If it dies or if you gained this after character creation, then you can locate and train a new pet by spending at least 1 day in the wilderness or otherwise among animals. Command your pet in combat with an action or bonus action. The animal retains its own personality, needs and preferences. - 1
Authority I Expertise Using your leadership skill checks, you may gain up to 2 sophont npc minions. They must be simple-minded unimportant people. They will follow and help you because of belief in your cause. They have 1 hp, will flee away from combat and will die instantly at 0 hp. Does not work on animals. 1
Authority II Expertise Your minion limit increases to 3. The limitations are the same, however, they will fight for your cause in combat. They can be commanded with your bonus action. They have no more than 10 hp/+1 dodge and will die instantly at 0 hp. Requires Authority I. 1
Charming Expertise People will view you as inexplicably more presentable, personable and attractive than the rest of the party. When you roll doubles on any social check, you immediately learn one weakness of that person, in addition to the other check results. - 1
Cool Head Miscellaneous In social situations where calmness is needed, you may add your Meditation skill AND the relevant social skill to the die roll. - 1
Alchemist Expertise You are an expert at crafting and brewing potent substances using the Science skill. You get a natural sense of where key drug and potion ingredients can be found or gathered. You can craft drugs and bombs with up to 2 different simultaneous effects. I.e., tranquilize, explode, shock, smoke, freeze, cure, heal, strengthen, speed, sensory improvement, hallucinate, poison, etc - 1
Commander I Expertise If you have Leadership skill, then instead of the usual 1-minute speech, you can now inspire party members with just your bonus action, giving all allies a +1 bonus on a specific task. Additionally, when you roll doubles on any lead check, everyone you are inspiring gains +1 health point, over maximum if possible. +1 extra inspiration per day. - 1
Commander II Expertise You can use one of your inspirations to shout a warning as a reaction to give one ally either advantage on a roll to defend, or an additional reaction attack, or some similar sudden reaction. You can also re-order the party's action order at the start of a combat as long as you can communicate with them. Your inspiring heal effect on doubles increases to +2. +1 extra inspiration per day. Requires Commander I. 1
Crafty Expertise With Crafting, you can now add up to 2 custom modifications to each tool, vehicle, weapon, or equipment piece. They all must be distinct. Custom modifications means, something beyond the chassis or blueprint of the item itself. For example, adding weapons to a utility mech would be a modification since it wasn't designed for fighting, while adding a mining drill to a military mech would be a modification since it wasn't designed for mining, but switching out a mining drill for a loading fork is not a modification since the chassis was designed to support both. - 1
Fast Hands Miscellaneous When you are talking to someone, you can make 1 risk-free pickpocketing attempt using Stealth as part of the conversation. In combat, you can utilize your Bonus Action to Use any Item or Skill. - 1
Sharp Eye Expertise When you encounter a new situation, area or character, you can ask the GM one specific question about it. The GM must tell you if it is at all possible for you to notice it. You can also roll your investigation skill to try to improve the result. - 1
Demolition Person Expertise When you are using, hiding, crafting, transporting, or modifying grenades, explosives, or bombs of all sorts, you roll with advantage. You can throw a grenade as a bonus action in combat. - 1
Hacker Expertise You no longer need to spend time to understand a foreign computer language, you can work with them all equally. When you roll doubles on any computers check, you can choose to either
  1. Learn something important about another terminal on this network or
  2. Learn a certain login code or
  3. instantly and fully recharge one battery that you have.
Requires Computers skill. 1
Healer I Expertise Using a medkit, you can heal 1d6+skill to any fresh wounds in your whole party over a 15 minute rest. This requires no roll and consumes the medkit. You can administer drugs & potions as a bonus action in combat, to yourself or others. Additionally, anytime you roll doubles while medically analyzing a person or animal's condition, you can choose to heal +1 hp to them or someone nearby who is below full health. Requires Medicine skill. 1
Healer II Expertise You can perform a full-turn action called "Revive" that completely removes the dying condition and its symptoms from a target and heals 1 hp. Can only be used on someone in dying condition, and only once per the doctor's sleep cycle. Doing this also consumes the medkit. Separately, if you are taking care of Exhausted people, you reduce their recovery time to 8 hours of good rest, and your first aid die size increases from d6 to d12, and your special doubles healing increases to +2. - 1
Sneaker Expertise Using Stealth, you can now attempt to hide only with minor cover such as tall grass, mist or shadows. Additionally, when you are using full cover to simply hide and observe, you will automatically succeed on any stealth check and do not roll. - 1

Miscellaneous Talents give you benefits that are not directly related to combat, magic or skills.

Talent Name Category Description Restrictions & Requirements Maximum Repetitions Allowed
Aura of Emotion Miscellaneous At all times, people who are within 5 meters of you have their current emotions amplified. The standard effect is a moderate but noticeable increase in extremity. You can spend EP if available or HP to try to increase or reduce the effect. Other Player characters may choose whether or not to be affected by it. Requires GM agreement on the theme. 1
True Grit Miscellaneous When you attempt difficult, dirty, unpleasant manual labor, you always have +1 to the skill check. - 1
Heroic Destiny Miscellaneous When you take this talent, declare your character's conceptual theme and theme song. When a challenging scene involving that theme occurs, you can activate this talent. Your character must speak to that theme, and then, for this scene only, is unable to fail and may apply 1 free critical success to any of their rolls. Note they can still die. You can play the theme song during that time. Other characters cannot activate this talent while you have it active. You then must choose to either refund the talent for another, or keep it and discharge it for 1 in-game week until recharged. Requires GM agreement on the theme. 1
Collector Miscellaneous You never find less than 1 useful item when you search for items in a given scene. - 1
Companion I Miscellaneous You immediately acquire a sophont npc companion of some sort. If taken after character creation, there must be in-game context for it. They are willing to die for you. They have their own skills, 2 in one skill and 1 in two skills. They can be commanded as a free action, but only by you. Command of them may be delegated, but they will not blindly follow others as they do you. They are controlled by the GM but will do whatever you want, even if hurts them permanently. Note that this talent is not the only way to gain such a companion. If they die, this talent is refunded. GM has companion's details and controls them according to your orders. 1
Companion II Miscellaneous The companion gains 2 talents. If they die, this talent is refunded. Requires companion 1. Companions cannot take the companion or authority talent. 1
Fat Cat Miscellaneous When you are interacting socially with wealthy people, bluffing about your own wealth, or recalling details about the rich and famous, roll an extra die on your social check and keep the highest 2. - 1
Prophet Miscellaneous Each time you sleep or nap, you can choose to receive a mysterious vision, message, or warning related to your mission. The GM will deliver it. This requires no roll, resource cost, or arcane ability. If you like, you may combine this with prayers or ceremonies focusing on specific topics or spiritual entities. - 1
Missionary Miscellaneous You believe in a certain religion and are compelled to advertise it to everyone. When you use a skill to advertise your religion, you receive +1 to the roll. When you convert people to your religion, you receive a temporary blessing in the theme of your religion, a maximum of once per game session. - 1
Quick Sleeper Miscellaneous You require only 3 hours of sleep per day. Your health regeneration works differently from others; if you sleep 3 hours, you regenerate an amount of health equal to 1 + Resilience; if you sleep 9 hours, you regenerate 3x that, although that is the maximum you can regenerate per day. Your rate of healing exhaustion is the same as others. - 1
Reckless Miscellaneous Any time you heedlessly charge in to a dangerous situation, you get +1 to your next roll. - 1
Speedy Miscellaneous +1 to Movement and +3 to Initiative. You can Dash or Disengage as a bonus action in combat. If you take a movement action and another action in combat, you may perform the other action somewhere in the middle of your movement usage. - 1
Spirit Guide Miscellaneous A mysterious spiritual entity becomes your guide and protector. No one else can perceive this being except you, but you can always talk to it and it will always give you good advice. While theoretically powerful, it chooses not to tell you everything, wanting you to be challenged, but also wanting you to grow and succeed. You can ask for it to perform a miracle, but if it agrees, it will disappear for a long time, perhaps forever. If it does, then this talent is refunded and you cannot choose it again. - 1
Well-Studied Miscellaneous Gain an additional +3 extra experience points. - Unlimited